id	author	title	date	pages	extension	mime	words	sentence	flesch	summary	cache	txt
absel-2090	Chang, Jimmy; Moon, Karen Ka-Leung; Lau, Mei-Mei; Wong, Man-chong	Students' View on the Use of Business Gaming In Hong Kong - An Update	2014	7	.pdf	application/pdf	3729	175	55	85.5% (71.1% in previous study) agreement went to what is my business; 75.5% (70.0% in previous study) to bargaining & negotiation in strategic management; 67.8% (70.5% in previous study) to managing financial, survival, growth, etc.; 64.4% (72.5% in previous study) to analytical thinking in decision making; 63.3% (70% in previous study to conflicts of stakeholder interest; and 63.3% (74.4 in previous study %) TABLE 2 STUDENTS' EVALUATION ON BUSINESS GAMING Excellent Above Average Average Below Av- erage Poor Valid Case Fun/interesting 18.3% (35.3%) 34.4% (34.7%) 37.6% (20.6%) 7.5% (7.4%) 2.2% (2.0%) 93 368 Links the course to reality 4.3% (35.8%) 3.3% (42.4%) 41.9% (9.4%) 17.2% (10.2%) 3.2% (2.2%) 93 368 Minimizing student frustration 2.2% (20.2%) 48.4% (40.4%) 52.2% (25.0%) 17.4% (11.4%) 3.3% 3.0% 92 368 Ease of use 11.8% (21.0%) 54.0% (60.0%) 34.4% (14.4%) 5.4% (4.6%) 0.0% (0.0%) 93 368 Conciseness & clarity of student manual 5.4% (15.4%) 32.3% (42.6%) 54.8% (39.8%) 1.1% (1.2%) 1.1% (1.0%) 93 368 Flexibility of the game 5.4% (15.4%) 39.8% (41.8%) 28.0% (28.0%) 21.5% (11.5%) 4.3% (3.3%) 92 368 Error free programming 0.0% (10.0%) 14.1% (34.1%) 45.7% (30.7%) 31.6% (18.6%) 8.7% (6.6%) 92 368 Note: Figures in brackets represent data from 2010 to 2012 while those numbers without brackets are of data from 1995- 1996. Business simulation games: The Hong Kong Experience.	cache/absel-2090.pdf	txt/absel-2090.txt
