item: #1 of 2743 id: absel-10 author: Pope, Jennifer A.; Sanchez, Carol M.; Lehnert, Kevin; Schmid, Alexandra S. title: Why Do Gen Y Students Study Abroad? The Relationship Between Individual Growth and the Intent To Study Abroad date: 2013 words: 4911 flesch: 48 summary: This leads to the following hypothesis: P3: The desire for individual growth motivates the intent to study abroad among Gen Y students whose parents have a high level of formal education more than it motivates intent among Gen Y students whose parents do not have a high level of education. In response to this, we propose the following hypothesis: P4: The desire for individual growth motivates the intent to study abroad among Gen Y students who have traveled to or lived in another country, more than it motivates intent among Gen Y students who have not. keywords: abroad; business; college; education; gen; growth; intent; international; journal; students; study cache: absel-10.pdf plain text: absel-10.txt item: #2 of 2743 id: absel-100 author: Neemuchwala, Huzefa title: SimVenture -- A Start-Up Business Simulation date: 2012 words: 836 flesch: 35 summary: In An Hour or Less: Getting Closer to Reality into the Classroom Smart Goals: How the Application of SMART Goals can contribute to achievement of Student Learning Outcomes The Use of Data in Live Cases to Encourage Systems Thinking and Integrative Analysis: An Exercise Linking Human Resource Programs and Financial Outcomes in Real Organizations Experiential Education as a Process of Changing Mental Frames by Inducing Insight Learning Process and Content Integration in an Experiential Learning Guided Internship Program Good-bye Discussion Thread: SimVenture - A Start-Up Business Simulation Page 338 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 DESCRIPTION SimVenture is a business start-up simulation. keywords: business; learning; simulation; simventure cache: absel-100.pdf plain text: absel-100.txt item: #3 of 2743 id: absel-1000 author: Levin, Aron M. title: Marketing Goes to the Movies date: 1998 words: 1675 flesch: 28 summary: AN EXPERIENTIAL CLASSROOM EXERCISE TO SIMULATE AWARENESS AND INTEREST IN PRODUCT PLACEMENT AS... Developments in Business Simulation and Experiential Learning, Volume 25, 1998 MARKETING GOES TO THE MOVIES: Part III: Discussion The next part of the exercise is an interactive discussion of product placement, including its advantages and disadvantages over traditional 1 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 media advertising. keywords: business; learning; marketing; placement; product; students cache: absel-1000.pdf plain text: absel-1000.txt item: #4 of 2743 id: absel-1001 author: Wardlow, Dan L. title: Bringing Experiential Learning to a Principles of Marketing Course date: 1998 words: 4279 flesch: 35 summary: Principles of marketing students enter the class with different needs. McDaniel, Lamb, and Jarboe (1989) implicitly recognize different segments among principles of marketing students by stating different student-customer needs and different instructional goals to satisfy those needs. keywords: business; cdrom; concepts; course; learning; marketing; multimedia; principles; simulation; students; teaching; use cache: absel-1001.pdf plain text: absel-1001.txt item: #5 of 2743 id: absel-1002 author: Tangedahl, Lee; Manuel, Timothy A. title: Investment Analysis Application Using In-House Spreadsheet Models date: 1998 words: 3144 flesch: 34 summary: INVESTMENT ANALYSIS APPLICATIONS USING IN HOUSE SPREADSHEET MODELS Developments in Business Simulation and Experiential Learning, Volume 25, 1998 INVESTMENT ANALYSIS APPLICATIONS USING IN-HOUSE SPREADSHEET MODELS Lee Tangedahl, University of Montana Timothy A. Manuel, University of Montana CRSP also provides equal and value weighted 9 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 indices on their entire database, which may be easily included. keywords: business; investment; learning; package; portfolio; return; risk; software; students cache: absel-1002.pdf plain text: absel-1002.txt item: #6 of 2743 id: absel-1003 author: Potosky, Denise title: Sugarcoated Statistics: An Exercise for the First Day of Class date: 1998 words: 1918 flesch: 36 summary: SUGAR COATED STATISTICS: AN EXERCISE FOR THE FIRST DAY OF CLASS Developments in Business Simulation and Experiential Learning, Volume 25, 1998 SUGAR COATED STATISTICS: AN EXERCISE FOR THE FIRST DAY OF CLASS Denise Potosky, The Pennsylvania State University, Great Valley Graduate Center ABSTRACT There are three objectives that the instructor should keep in mind for this stage of 13 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 the activity. keywords: business; candies; learning; simulation; statistics; students cache: absel-1003.pdf plain text: absel-1003.txt item: #7 of 2743 id: absel-1004 author: Page, Diana; Mukherjee, Arup title: Improving Undergraduate Student Involvement in Management Science and Business Writing Courses Using the Seven Principles in Action date: 1998 words: 3165 flesch: 47 summary: On the other hand, Business Writing students feel generally confident that with just a little review of the principles of grammar, they will write effectively. Business Writing students are required to know and explain basic rudiments of grammar. keywords: business; class; courses; learning; management; principles; students; writing cache: absel-1004.pdf plain text: absel-1004.txt item: #8 of 2743 id: absel-1005 author: Graf, Lee A.; Hemmasi, Masoud; Winchell, Michael W.; Nowak, John W. title: Establishment and Funding for Interuniversity/Multidisciplinary Student Experiences date: 1998 words: 3127 flesch: 28 summary: The teams of business students from Illinois State University and NIU worked with a team of engineering students from the UIUC to carry out a series of projects keyed to improving the deteriorating competitive position of a manufacturer of wire storage products. Finally, the combining of student teams, faculty. keywords: business; community; experience; illinois; learning; manufacturing; projects; simulation; students; teams cache: absel-1005.pdf plain text: absel-1005.txt item: #9 of 2743 id: absel-1006 author: Sanders, Patricia title: The Prospects of Creative Teaching: A Discussion with Patricia Sanders date: 1998 words: 1736 flesch: 28 summary: THE PROSPECTS FOR CREATIVE TEACHING Developments in Business Simulation and Experiential Learning, Volume 25, 1998 THE PROSPECTS FOR CREATIVE TEACHING Patricia Sanders, Siena College ABSTRACT A discussion with Patricia Sanders, Dean of Business at Siena College is conducted. Business programs in small liberal arts institutions have a special role and they can contribute handily to managerial education and creative collaborations between various constituencies. 25 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 keywords: business; learning; management; simulation; student; teaching cache: absel-1006.pdf plain text: absel-1006.txt item: #10 of 2743 id: absel-1007 author: Markovich, Denise R. title: The Simulation and Classroom Assessment Techniques date: 1998 words: 1505 flesch: 18 summary: THE SIMULATION AND CLASSROOM ASSESSMENT TECHNIQUES Developments in Business Simulation and Experiential Learning, Volume 25, 1998 THE SIMULATION AND CLASSROOM ASSESSMENT TECHNIQUES Denise R. Markovich University of North Dakota ABSTRACT BankExec, an interactive bank simulation, is used to illustrate how a simulation may be adapted to assessment. 27 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 Classroom Assessment Technique Student Activity Focused Listing Listed knowledge of a specific term (spread, gap etc.) keywords: assessment; business; classroom; learning; simulation; student cache: absel-1007.pdf plain text: absel-1007.txt item: #11 of 2743 id: absel-1008 author: Pogossian, Edward M. title: Developments of Management Skill Assessment date: 1998 words: 1816 flesch: 27 summary: DEVELOPMENT OF MANAGEMENT SKILL ASSESSMENT Developments in Business Simulation and Experiential Learning, Volume 25, 1998 DEVELOPMENT OF MANAGEMENT SKILL ASSESSMENT Edward M. Pogossian. Because the performance tree of a competitive program C in a S-tree is a S-strategy the Skill 29 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 Assessment Standard Methodology may be interpreted as some criterion that is tested on a given S-strategy to evaluate its quality. keywords: assessment; business; learning; management; simulation; skill cache: absel-1008.pdf plain text: absel-1008.txt item: #12 of 2743 id: absel-1009 author: Thavikulwat, Precha; Anderson, Philip H.; Cannon, Hugh M.; Malik, S. Dolly title: Games as Instruments of Assessment: A Framework for Evaluation date: 1998 words: 4882 flesch: 35 summary: A FRAMEWORK FOR EVALUATION Developments in Business Simulation and Experiential Learning, Volume 25, 1998 GAMES AS INSTRUMENTS OF ASSESSMENT: A FRAMEWORK FOR EVALUATION Phil Anderson, University of St. Thomas Hugh M. Cannon, Wayne State University Dolly Malik, SUNY at Geneseo Precha Thavikulwat, Towson University ABSTRACT The ABSEL Committee on Assessment was organized to investigate the possibility of establishing registration procedures for the use of simulation games as instruments of student assessment. If simulation games can be demon- strated to measure these outcome constructs, then it becomes irrelevant whether students learned them from business simulations. keywords: assessment; business; games; learning; management; performance; simulation; skills; student; teaching; validity cache: absel-1009.pdf plain text: absel-1009.txt item: #13 of 2743 id: absel-101 author: Rahn, David title: Stellarbucks Simulation: Developing Games Using Strategy Maps and Balanced Scorecards date: 2012 words: 765 flesch: 19 summary: Stellarbucks Simulation: Developing Games Using Strategy Maps and Balanced Scorecards Page 339 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 Managers today make significant use of strategy maps and balanced scorecards to guide decision making to ac- complish strategy. An Experiential Exercise Student Advisement Using Gantt Charts: An Experiential Exercise in Management Theory Practicing Teachers as Digital Game Creators: A Study of the Design Considerations Designing and Solving Crossword Puzzles: Examining Efficacy in a Classroom Exercise Difficult Times Call for Innovative Measures: Microfinance as Experiential Learning in Higher Education Catalysts, Client Services, and Community Change: keywords: business; simulation; strategy cache: absel-101.pdf plain text: absel-101.txt item: #14 of 2743 id: absel-1010 author: Arbogast, Gordon W. title: The Role of Artificial Intelligence in Business Curricula date: 1998 words: 1807 flesch: 27 summary: An ES shell is a set of software that contains the following basic building blocks to create expert systems: an inference engine, user interface, and a 38 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 knowledge acquisition program. THE ROLE OF ARTIFICIAL INTELLIGENCE IN BUSINESS CURRICULA Developments in Business Simulation and Experiential Learning, Volume 25, 1998 THE ROLE OF ARTIFICIAL INTELLIGENCE IN BUSINESS CURRICULA Gordon W. Arbogast, Jacksonville University ABSTRACT This paper presents an approach to employ experiential experiences in the learning of a major area of artificial intelligence, namely Expert Systems (ES). keywords: business; expert; learning; simulation; student; system cache: absel-1010.pdf plain text: absel-1010.txt item: #15 of 2743 id: absel-1011 author: Anderson, Philip H.; Beveridge, David A.; Scott, Timothy W. title: Threshold Solo Competitor: A Management Simulation (V1.0) A Windows-Based. Play Alone, Total Enterprise Simulation and Assessment Instrument date: 1998 words: 1935 flesch: 24 summary: Threshold Solo Competitor simulates the workings of a small, two-product manufacturing business. The program is designed such that, as students work with Threshold Solo Competitor, they should be able to apply their adaptive managerial skills to establish a competitive advantage in the industry. keywords: competitor; learning; management; simulation; solo; threshold cache: absel-1011.pdf plain text: absel-1011.txt item: #16 of 2743 id: absel-1012 author: Heimann, Beverly A.; Pittenger, Khushwant K. S. title: Toward an Understanding of One's Self-Concept date: 1998 words: 1649 flesch: 30 summary: TOWARD AN UNDERSTANDING OF ONE’S SELF-CONCEPT: AN EXPERIENTIAL EXERCISE Developments in Business Simulation and Experiential Learning, Volume 25, 1998 TOWARD AN UNDERSTANDING OF ONE’S SELF-CONCEPT: AN EXPERIENTIAL EXERCISE Beverly A. Heimann, Ashland University Khush K. Pittenger, Ashland University ABSTRACT This exercise provides a systematic framework for evaluating self-concept both in terms of how participants view themselves as well as how others view them. A number of students also shared that they were somewhat surprised after the exercise at the choices they made; the analysis process and discussion had caused them to probe 42 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 and delve much more deeply and consciously than they otherwise would have. keywords: business; exercise; learning; self; students cache: absel-1012.pdf plain text: absel-1012.txt item: #17 of 2743 id: absel-1013 author: Peach, E. Brian; Platt, Richard G. title: Total Enterprise Simulations and the Internet: Improving Student Perceptions and Simplifying Administrative Workloads date: 1998 words: 4738 flesch: 47 summary: Once the instructor used FTP to download student decision files, the game then accessed the decision files directly from the administrator’s hard drive. File Transfer Protocol (FTP) The submission and return of student decisions requires that data files be transmitted over the Internet. keywords: business; data; decision; ftp; game; internet; learning; server; simulation; software; students cache: absel-1013.pdf plain text: absel-1013.txt item: #18 of 2743 id: absel-1014 author: Ledman, Robert E. title: The Expatriate an Assignment Orientation Game date: 1998 words: 1823 flesch: 28 summary: THE EXPATRIATE ASSIGNMENT ORIENTATION GAME: AND EXPERIENTIAL EXERCISE Developments in Business Simulation and Experiential Learning, Volume 25, 1998 The game should serve as a means to reinforce the concept that expatriates should have a broad and comprehensive 51 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 knowledge of the country or region to which they are being assigned. keywords: business; exercise; game; international; learning; students cache: absel-1014.pdf plain text: absel-1014.txt item: #19 of 2743 id: absel-1015 author: Morris, Rebecca J. title: An Expatriate's Nightmare: An Experiential Exercise in Coping with Overseas Assignments date: 1998 words: 1777 flesch: 20 summary: AN EXPATRIATE'S NIGHTMARE: AN EXPERIENTIAL EXERCISE IN COPING WITH OVERSEAS ASSIGNMENTS Developments in Business Simulation and Experiential Learning, Volume 25, 1998 AN EXPATRIATE’S NIGHTMARE: AN EXPERIENTIAL EXERCISE IN COPING WITH OVERSEAS ASSIGNMENTS Rebecca J. Morris, University of Nebraska at Omaha A central part of this exercise is that students in the expert role are 53 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 ignorant of many of the cultural customs and beliefs of the people they are to train. keywords: business; exercise; learning; management; simulation; students cache: absel-1015.pdf plain text: absel-1015.txt item: #20 of 2743 id: absel-1016 author: Butler, John K. title: Analyzing Experiential Exercise: Using the Scientific Method for Problem Solving date: 1998 words: 4442 flesch: 46 summary: As such, they must understand cause-effect relationships, as specified in process models, in order to explain and predict the outcomes of their decisions. A definition of process model is offered, and an example conversion of a content model into a process model is presented. keywords: business; exercise; learning; models; problem; simulation; students; style; variables cache: absel-1016.pdf plain text: absel-1016.txt item: #21 of 2743 id: absel-1017 author: Gentry, James W.; Commuri, Suraj; Burns, Alvin C.; Dickinson, John R. title: The Second Component to Experiential Learning: A Look Back At How ABSEL Has Handled the Conceptual and Operational Definitions of Learning date: 1998 words: 4871 flesch: 36 summary: After reviewing the coverage of “learning” in ABSEL, we choose the definition supplied by Hoover and Whitehead (1975, p. 25) as our starting point: Experiential learning exists when a personally responsible participant cognitively, affectively, and behaviorally processes knowledge, skills, and/or attitudes in a learning situation characterized by a high level of active involvement. A LOOK BACK AT HOW ABSEL HAS HANDLED THE CONCEPTUAL AND OPERATIONAL DEFINITIONS OF LEARNING James W. Gentry, University of Nebraska-Lincoln Suraj R. Commuri, University of Nebraska-Lincoln Alvin C. Burns, Louisiana State University John R. Dickinson, University of Windsor ABSTRACT This paper reviews the coverage of “learning” in the twenty four years of ABSEL Proceedings, examining the both the conceptual and operational definitions of the three domains (cognition, affect, and behavior) of experiential learning. keywords: absel; business; definitions; exercise; learning; measure; simulation; students; use cache: absel-1017.pdf plain text: absel-1017.txt item: #22 of 2743 id: absel-1018 author: Patton, Gregory H.; Davis, Daniel Cochece; Govahi, Gita title: Predictive Models of Learning: Participant Satisfaction of Experiential Exercises in Business Education date: 1998 words: 4363 flesch: 23 summary: PARTICIPANT SATISFACTION OF EXPERIENTIAL EXERCISES IN BUSINESS EDUCATION Gregory H. Patton, University of Southern California Daniel Cochece Davis, University of Southern California Gita Govahi, University of Southern California ABSTRACT This study explores the use and evaluation of experiential exercises in the business classroom. It briefly examines the research foundations of business gaming, highlighting the emphasis on management simulations and the need for explorations of experiential exercises. keywords: business; exercises; games; learning; management; participant; research; satisfaction; simulation; understanding cache: absel-1018.pdf plain text: absel-1018.txt item: #23 of 2743 id: absel-1019 author: Wines, William A.; Anderson, Holly L.; Fronmueller, Michael P. title: Accelerating Moral Development through Use of Experiential Ethical Dilemmas date: 1998 words: 4797 flesch: 56 summary: As for our hypotheses: we believe further research will sustain Conry’s work indicating that interventions such as we propose stimulate moral development; that conditioning in the safety of the classroom will help students make better decisions “under fire” on the job; and that substantial effort (beyond one class) will be necessary to balance the market-based perspective commended so highly in other business classes. The claim to moral adequacy of a highest stage of moral development. keywords: boy; business; captain; development; ethics; girl; learning; moral; parents; simulation; students; use cache: absel-1019.pdf plain text: absel-1019.txt item: #24 of 2743 id: absel-102 author: Warren, Kim title: Strategy Dynamics Models – Powerful But Simple In-Class Games date: 2012 words: 759 flesch: 28 summary: In An Hour or Less: Getting Closer to Reality into the Classroom Smart Goals: How the Application of SMART Goals can contribute to achievement of Student Learning Outcomes The Use of Data in Live Cases to Encourage Systems Thinking and Integrative Analysis: An Exercise Linking Human Resource Programs and Financial Outcomes in Real Organizations Experiential Education as a Process of Changing Mental Frames by Inducing Insight Learning Process and Content Integration in an Experiential Learning Guided Internship Program Good-bye Discussion Thread: Strategy Dynamics Models - Powerful but Simple In-Class Games Page 340 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 keywords: business; strategy cache: absel-102.pdf plain text: absel-102.txt item: #25 of 2743 id: absel-1020 author: Scott, Timothy W.; Schumann, Paul L.; Anderson, Philip H. title: Ethical Dilemmas to Use with Business Simulations to Teach Ethics date: 1998 words: 6836 flesch: 46 summary: While papers have been presented at ABSEL conferences that deal with teaching ethics, relatively little work has been done to develop cases for business simulations that involve ethical dilemmas (Schumann, Anderson, & Scott, 1996). By developing cases involving ethical dilemmas for use in a business simulation, an instructor can use a business simulation to enrich the behavioral side of the experience and to better prepare students for a lifetime of decision-making involving difficult ethical issues. keywords: business; claim; company; dilemma; instructor; insurance; learning; principles; safety; simulation; students cache: absel-1020.pdf plain text: absel-1020.txt item: #26 of 2743 id: absel-1021 author: Micklich, Douglas L. title: The “Class Approach” In Behavioral Simulation In A Business Policy/Strategic Management Course: A Progression Toward Greater Realism date: 1998 words: 2186 flesch: 30 summary: THE 'CLASS APPROACH' IN BEHAVIORAL SIMULATION IN A BUSINESS POLICY/STRATEGIC MANAGEMENT COURSE: A PROGRESSION TOWARD GREATE... Developments in Business Simulation and Experiential Learning, Volume 25, 1998 “The ‘Class Approach’ in Behavioral Simulation in a Business Policy/Strategic Management Course: A Progression Toward Greater Realism” Illinois State University Douglas L. Micklich ABSTRACT The purpose of the capstone business course is to teach and illustrate, using various forms of simulation and methods, decision making situations encountered in the business world 90 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 Discussion as to the direction taken is indicated through the levels of strategy as the plan develops and historical information is augmented with current up-to-date information. keywords: business; learning; management; realism; simulation; strategy cache: absel-1021.pdf plain text: absel-1021.txt item: #27 of 2743 id: absel-1022 author: Malik, S. Dolly; Strang, Daniel R. title: An Exploration of the Emergence of Process Prototypes in a Management Course Utilizing a Total Enterprise Simulation date: 1998 words: 5245 flesch: 45 summary: The protocol of submitting individual as well as team decisions was instituted to foster individual as well as collective decision making. Although, team members 94 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 described each other as being very heterogeneous in personality and interests but very cooperative in their working relationship. keywords: business; decisions; group; learning; making; management; member; process; simulation; team cache: absel-1022.pdf plain text: absel-1022.txt item: #28 of 2743 id: absel-1023 author: Wheatley, Walter J.; Platt, Richard G. title: How Organizations are Improving Their Performance Utilizing Electronic Commerce: Examples from the Internet date: 1998 words: 1715 flesch: 30 summary: HOW ORGANIZATIONS ARE IMPROVING THEIR PERFORMANCE UTILIZING ELECTRONIC COMMERCE: EXAMPLES FROM THE INTERNET Developments in Business Simulation and Experiential Learning, Volume 25, 1998 HOW ORGANIZATIONS ARE IMPROVING THEIR PERFORMANCE UTILIZING ELECTRONIC COMMERCE: EXAMPLES FROM THE INTERNET Walter J. Wheatley, The University of West Florida Richard G. Platt, The University of West Florida ABSTRACT The purpose of this pap& is very simplistic and that is to share with other EC instructors some of the information we have accumulated in our database. Surgicon uses the TF2ORD order message which is part of the EDIFACT subset message 99 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 group. keywords: business; customers; hmso; learning; management; process; simulation; system cache: absel-1023.pdf plain text: absel-1023.txt item: #29 of 2743 id: absel-1024 author: Mitri, Michel; Karimalis, Grigorios; Cannon, Hugh M.; Yaprak, Attila title: The Market Access Planning System (Maps): A ComputerBased Decision Support System for Facilitating Experiential Learning In International Business date: 1998 words: 4092 flesch: 36 summary: In order to help students solve the cases, the ap- proach uses a computerized expert system called MAPS through which students can produce a plan for international market entry. MAPS assists in this by guiding the user through a series of multiple- choice questions regarding the major factors rele- vant for international market entry. keywords: analysis; business; characteristics; company; entry; figure; learning; maps; market; marketing; simulation; system cache: absel-1024.pdf plain text: absel-1024.txt item: #30 of 2743 id: absel-1025 author: Tangedahl, Lee title: An Excel Workbook for Student Planning and Interface with a Simulation Game date: 1998 words: 1836 flesch: 29 summary: AN EXCEL WORKBOOK FOR STUDENT PLANNING AND INTERFACE WITH A SIMULATION GAME Developments in Business Simulation and Experiential Learning, Volume 25, 1998 AN EXCEL WORKBOOK FOR STUDENT PLANNING AND INTERFACE WITH A SIMULATION GAME Lee Tangedahl, University of Montana ABSTRACT This paper describes an Excel workbook (i.e. a spreadsheet model), with Visual Basic modules, which has been developed for use in a simulation game course. The Visual Basic modules, run by pressing button controls, create decision files, select data to be displayed in the formatted statements, and select data to be printed. 108 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 USING THE WORKBOOK keywords: decision; game; planning; simulation; variables; workbook cache: absel-1025.pdf plain text: absel-1025.txt item: #31 of 2743 id: absel-1026 author: Stirling, Hamilton W. title: Design of Multi-Media Based Pedagogy for Leadership Training date: 1998 words: 967 flesch: -1 summary: DESIGN OF MULTI-MEDIA BASED PEDAGOGY FOR LEADERSHIP TRAINING Developments in Business Simulation and Experiential Learning, Volume 25, 1998 DESIGN OF MULTI-MEDIA BASED PEDAGOGY FOR LEADERSHIP TRAINING Hamilton W. Stirling ABSTRACT Classic movies provide a rich resource for experiential learning activities when structured for analysis using behavioral models and multi-media systems to guide the learner through the process. Key Words Multi-Media Learning Situational Leadership Multi-Media Pedagogy 110 Table of Contents Volume 25, 1998 Marketing Goes to the Movies Bringing Experiential Learning to a Principles of Marketing Course Investment Analysis Application Using In-house Spreadsheet Models SugarCoated Statistics: An Exercise for the First Day of Class Improving Undergraduate Student Involvement in Management Science and Business Writing Courses Using the Seven Principles in Action Establishment and Funding for Interuniversity / Multidisciplinary Student experiences The Prospects of Creative Teaching: A Discussion with Patricia Sanders The Simulation and Classroom Assessment Techniques Developments of Management Skill Assessment Games as Instruments of Assessment: A Framework for Evaluation The Role of Artificial Intelligence in Business Curricula Threshold Solo Competitor: A Management Simulation (V1.0) a Windows-Based. keywords: business; learning; management; simulation cache: absel-1026.pdf plain text: absel-1026.txt item: #32 of 2743 id: absel-1027 author: Pillutla, Sharma; Crino, Michael D.; Elfner, Eliot S.; Bill, David T.; Keys, J. Bernard; Butler, John K. title: Panel Discussion on Using the Internet for Courses date: 1998 words: 1501 flesch: 12 summary: PANEL DISCUSSION ON USING THE INTERNET FOR COURSES Developments in Business Simulation and Experiential Learning, Volume 25, 1998 PANEL DISCUSSION ON USING THE INTERNET FOR COURSES Sharma Pillutla, Towson State University Michael D. Crino, Clemson University Eliot S. Elfner, St. Norbert College David T. Bill, Centurion Systems J. Bernard Keys, Georgia Southern University John K. Butler, Jr., Clemson University ABSTRACT The proposed panel would like to discuss the use of the Internet in the classroom for enhancing teaching and learning as well as its use in academia for administrative and research purposes. • conduct regular exams on-line • conduct audio conferencing and video conferencing • have students conduct research projects based entirely on data from the internet • encourage and train students to use search engines on the WWW to conduct job searches and career planning exercises • use the WWW, with appropriate Universal Resource Locators (URLs), to search for information relevant to course topics • use interest lists to shadow professionals and practitioners • instigate collaboration among students at different institutions 111 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 • set up virtual universities for students to hold real-time competition, such as games and simulations, with groups of students from another university • have students build web pages on class projects Administering entire courses on line is now a matter of time. keywords: business; internet; learning; management; simulation; students cache: absel-1027.pdf plain text: absel-1027.txt item: #33 of 2743 id: absel-1028 author: Ledman, Robert E.; Leonard, Nancy H.; Morgan, Sandra W. title: Valuing and Enhancing Teaching: Sharing Tips via the Web date: 1998 words: 1337 flesch: 23 summary: VALUING AND ENHANCING TEACHING: SHARING TIPS VIA THE WEB Developments in Business Simulation and Experiential Learning, Volume 25, 1998 VALUING AND ENHANCING TEACHING: 113 Table of Contents Volume 25, 1998 Marketing Goes to the Movies Bringing Experiential Learning to a Principles of Marketing Course Investment Analysis Application Using In-house Spreadsheet Models SugarCoated Statistics: An Exercise for the First Day of Class Improving Undergraduate Student Involvement in Management Science and Business Writing Courses Using the Seven Principles in Action Establishment and Funding for Interuniversity / Multidisciplinary Student experiences The Prospects of Creative Teaching: A Discussion with Patricia Sanders The Simulation and Classroom Assessment Techniques Developments of Management Skill Assessment Games as Instruments of Assessment: A Framework for Evaluation The Role of Artificial Intelligence in Business Curricula Threshold Solo Competitor: A Management Simulation (V1.0) a Windows-Based. keywords: business; ideas; learning; teaching; web cache: absel-1028.pdf plain text: absel-1028.txt item: #34 of 2743 id: absel-1029 author: Zahrly, Jan title: The Buddy Project: A Semester Long Project Aimed at Developing an Appreciation for Diversity date: 1998 words: 1675 flesch: 32 summary: Yet, many students leave colleges and universities with little awareness of or training in managing people who have differing values and perceptions. Students examine their personal values and attitudes and compare them to the values and attitudes of a person believed to be very different from the student. keywords: buddy; business; learning; project; students cache: absel-1029.pdf plain text: absel-1029.txt item: #35 of 2743 id: absel-103 author: Arellano, Fernando; Serrano, Carlos title: Simulating Scenarios for Financial Statement Analysis date: 2012 words: 726 flesch: 7 summary: Simulating Scenarios for Finanacial Statement Analysis Page 341 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 ABSTRACT A spreadsheet model is used to generate a number of sce- narios for financial statements analysis purposes in a fi- nancial management course. An Experiential Exercise Student Advisement Using Gantt Charts: An Experiential Exercise in Management Theory Practicing Teachers as Digital Game Creators: A Study of the Design Considerations Designing and Solving Crossword Puzzles: Examining Efficacy in a Classroom Exercise Difficult Times Call for Innovative Measures: Microfinance as Experiential Learning in Higher Education Catalysts, Client Services, and Community Change: keywords: business; firm; learning; simulation cache: absel-103.pdf plain text: absel-103.txt item: #36 of 2743 id: absel-1030 author: Wheatley, Walter J. title: Enhancing the Excitement and Learning Retention in the Classroom: The Power of Magic date: 1998 words: 5613 flesch: 63 summary: To add some misdirection to the effect, I place a couple of black cards on the top. To make the effect clean, before I turn over the columns, I very nonchalantly pick up the two face up black cards in the first column and move them to the bottom as I turn over the column. keywords: business; cards; class; educator; effect; learning; magic; presentation; simulation; students; volunteer cache: absel-1030.pdf plain text: absel-1030.txt item: #37 of 2743 id: absel-1031 author: Lynch, Robert D. title: The Supervised Management Internship: A Job or Learning Experience date: 1998 words: 4184 flesch: 45 summary: (2) Hiring business students as interns allows the employer an opportunity to assess a student ‘s skill and competence levels in many areas with no commitment to permanent employment. In the same poll conducted in 1990 only 28% of the executives thought business students were best prepared. keywords: business; class; employer; internship; job; learning; management; program; simulation; students; time cache: absel-1031.pdf plain text: absel-1031.txt item: #38 of 2743 id: absel-1032 author: Kaliski, John A.; Mullaseni, Paul A. title: Team Ware an Online Moderated Class Discussion Facility and Beyond date: 1998 words: 5198 flesch: 43 summary: Such teams can be characterized as closed membership, tightly coupled groups. As a result several instructors have incorporated this idea into their lectures and have moved away from the traditional lecture delivery format by breaking a class down into small discussions groups, which are then facilitated by the instructor. keywords: business; class; communication; decision; discussion; facility; group; instructor; learning; students; system; team cache: absel-1032.pdf plain text: absel-1032.txt item: #39 of 2743 id: absel-1033 author: Burns, Alvin C. title: A Neophyte Distance Educator's Experience date: 1998 words: 4933 flesch: 54 summary: I have since chatted with a colleague who uses a newsgroup in his class, and he informed me that he posts a weekly question that students have to answer and share with other students. A NEOPHYTE DISTANCE EDUCATOR’S EXPERIENCE Alvin C. Burns, Louisiana State University ABSTRACT Using a home page/email system to structure the course and a stand-alone simulation game, the educator encounters a number of problems including: students who do not know how to access the Internet, a university system that disallows email attachments, students who do not use the flextime aspect of the distance education class, and problems such as computer viruses. keywords: business; class; computer; course; distance; email; learning; simulation; students; system; university cache: absel-1033.pdf plain text: absel-1033.txt item: #40 of 2743 id: absel-1034 author: Mcallister, Daniel W. title: Learning Management by Practicing Management: A Report of Significant Student Service In 1997 date: 1998 words: 1873 flesch: 24 summary: LEARNING MANAGEMENT BY PRACTICING MANAGEMENT: A REPORT OF SIGNIFICANT STUDENT SERVICE IN 1997 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 LEARNING MANAGEMENT BY PRACTICING MANAGEMENT: A REPORT OF SIGNIFICANT STUDENT SERVICE IN 1997 Daniel W. McAllister, Department of Management, UNLV ABSTRACT Learning by doing is the heart of experiential learning. The teams are asked to 145 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 submit a report for each project. keywords: business; classroom; learning; management; simulation; student; team cache: absel-1034.pdf plain text: absel-1034.txt item: #41 of 2743 id: absel-1035 author: Chesteen, Susan A.; Watson, Collin J. title: Integration of Academic and Service Learning: Students’ Perceptions about Its Effects and Outcomes date: 1998 words: 2308 flesch: 34 summary: The main objective of service learning courses is for learners along with instructors to utilize “academic” knowledge and expertise in ways that directly benefit the citizenry. Moreover, they reported believing that the instructional institution, not just the students and the client organizations, derives benefits from service learning class projects. keywords: business; course; learning; management; project; service; simulation; students cache: absel-1035.pdf plain text: absel-1035.txt item: #42 of 2743 id: absel-1036 author: Leonard, Nancy H.; Burkum, Larry; Page, Diana; Vaughan, Mary Jo; Kirk, Delaney J. title: The Value of Incorporating a Service Learning Component into Course Content: A Presentation and Roundtable Discussion date: 1998 words: 1314 flesch: 9 summary: A PRESENTATION AND ROUNDTABLE DISCUSSION Developments in Business Simulation and Experiential Learning, Volume 25, 1998 THE VALUE OF INCORPORATING A SERVICE LEARNING COMPONENT INTO COURSE CONTENT: A PRESENTATION AND ROUNDTABLE DISCUSSION Nancy H. Leonard, University of Evansville Larry Burkum, University of Evansville Diana Page, University of West Florida Mary Jo Vaughan, Mercer University Delaney J. Kirk, Drake University ABSTRACT This session will be a roundtable discussion on the topic of service learning. 150 Table of Contents Volume 25, 1998 Marketing Goes to the Movies Bringing Experiential Learning to a Principles of Marketing Course Investment Analysis Application Using In-house Spreadsheet Models SugarCoated Statistics: An Exercise for the First Day of Class Improving Undergraduate Student Involvement in Management Science and Business Writing Courses Using the Seven Principles in Action Establishment and Funding for Interuniversity / Multidisciplinary Student experiences The Prospects of Creative Teaching: A Discussion with Patricia Sanders The Simulation and Classroom Assessment Techniques Developments of Management Skill Assessment Games as Instruments of Assessment: A Framework for Evaluation The Role of Artificial Intelligence in Business Curricula Threshold Solo Competitor: A Management Simulation (V1.0) a Windows-Based. keywords: business; discussion; learning; service; simulation cache: absel-1036.pdf plain text: absel-1036.txt item: #43 of 2743 id: absel-1037 author: Wolfe, Joseph title: Business Games Teach: Thoughts on the Sources of Conflicting Conclusions on Their Effectiveness date: 1998 words: 1260 flesch: 13 summary: BUSINESS GAMES TEACH: THOUGHTS ON THE SOURCES OF CONFLICTING CONCLUSIONS ON THEIR EFFECTIVENESS Developments in Business Simulation and Experiential Learning, Volume 25, 1998 BUSINESS GAMES TEACH: THOUGHTS ON THE SOURCES OF CONFLICTING CONCLUSIONS ON THEIR EFFECTIVENESS Joseph Wolfe, University of Tulsa ABSTRACT Numerous evaluations have been made on the teaching effectiveness of business games. 151 Table of Contents Volume 25, 1998 Marketing Goes to the Movies Bringing Experiential Learning to a Principles of Marketing Course Investment Analysis Application Using In-house Spreadsheet Models SugarCoated Statistics: An Exercise for the First Day of Class Improving Undergraduate Student Involvement in Management Science and Business Writing Courses Using the Seven Principles in Action Establishment and Funding for Interuniversity / Multidisciplinary Student experiences The Prospects of Creative Teaching: A Discussion with Patricia Sanders The Simulation and Classroom Assessment Techniques Developments of Management Skill Assessment Games as Instruments of Assessment: A Framework for Evaluation The Role of Artificial Intelligence in Business Curricula Threshold Solo Competitor: A Management Simulation (V1.0) a Windows-Based. keywords: business; games; learning; management; simulation cache: absel-1037.pdf plain text: absel-1037.txt item: #44 of 2743 id: absel-1038 author: Gosen, Jerry; Washbush, John title: Antecedents of Learning in the Simulation: A Replication date: 1998 words: 1606 flesch: 26 summary: A REPLICATION Developments in Business Simulation and Experiential Learning, Volume 25, 1998 ANTECEDENTS OF LEARNING IN THE SIMULATION: RESULTS AND DISCUSSION Stepwise multiple regression analyses were performed with simulation-related learning scores as the dependent variable and all the continuous antecedent variables as independent variables, including motivation, struggle, cohe- 152 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 sion, organization, and feelings about and perceptions of the simulation. keywords: business; game; learning; management; simulation; student cache: absel-1038.pdf plain text: absel-1038.txt item: #45 of 2743 id: absel-1039 author: Taylor, David B. title: Using Student Journals to Enhance Learning from Simulations date: 1998 words: 1606 flesch: 29 summary: USING STUDENT JOURNALS TO ENHANCE LEARNING FROM SIMULATIONS Developments in Business Simulation and Experiential Learning, Volume 25, 1998 USING STUDENT JOURNALS TO ENHANCE LEARNING FROM SIMULATIONS David B. Taylor, University of Waikato ABSTRACT This paper describes how student journals can be used to enhance the learning experience of participants in simulations. The philosophy behind student journals is outlined and some guidelines are given for faculty who have not previously used journals as an assessment tool. keywords: business; journals; learning; marketing; simulation; student cache: absel-1039.pdf plain text: absel-1039.txt item: #46 of 2743 id: absel-104 author: Arellano, Fernando; Serrano, Carlos title: A Valuation Model of The Simulated Firm date: 2012 words: 691 flesch: 12 summary: In An Hour or Less: Getting Closer to Reality into the Classroom Smart Goals: How the Application of SMART Goals can contribute to achievement of Student Learning Outcomes The Use of Data in Live Cases to Encourage Systems Thinking and Integrative Analysis: An Exercise Linking Human Resource Programs and Financial Outcomes in Real Organizations Experiential Education as a Process of Changing Mental Frames by Inducing Insight Learning Process and Content Integration in an Experiential Learning Guided Internship Program Good-bye Discussion Thread: Simulating Scenarios for Financial Statement Analysis Page 342 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 ABSTRACT Valuing the firm in business simulations is of utmost im- portance since it is the traditional way in which total or partial student performance is evaluated in most simula- tions. keywords: business; firm; simulation; valuation cache: absel-104.pdf plain text: absel-104.txt item: #47 of 2743 id: absel-1040 author: Gold, Steven C.; Pray, Thomas F. title: Technological Change and Intertemporal Movements in Consumer Preferences in the Design of Computerized Business Simulations with Market Segmentation date: 1998 words: 6345 flesch: 48 summary: Consumers in market segment SM prefer higher levels of both attributes Al and A2, compared to consumers in market segments Ml and M2, and require a certain ideal level of attribute A3. Gold and Pray (1997) refined Teach’s gravity flow model and developed a system of equations which allow for differences in the level of aggregate demand and the distribution among market segments. keywords: attribute; business; demand; firm; level; market; new; product; segment; simulation; time cache: absel-1040.pdf plain text: absel-1040.txt item: #48 of 2743 id: absel-1041 author: Chiesl, Newell E. title: Integrating the Marketing Curriculum Using Collaborative Learning date: 1998 words: 3282 flesch: 45 summary: INTEGRATING THE MARKETING CURRICULUM USING COLLABORATIVE LEARNING Developments in Business Simulation and Experiential Learning, Volume 25, 1998 168 INTEGRATING THE MARKETING CURRICULUM USING COLLABORATIVE LEARNING Newell E. Chiesl, Indiana State University ABSTRACT The purpose of this paper is to illustrate how two marketing classes were integrated using collaborative learning. Developments in Business Simulation and Experiential Learning, Volume 25, 1998 169 Parenthetically, don’t be misled. keywords: business; class; data; disk; learning; management; marketing; new; simulation; students cache: absel-1041.pdf plain text: absel-1041.txt item: #49 of 2743 id: absel-1042 author: Schaffer, Robert W.; Taylor, Charles title: Teaching Time Management in a Sales Program: The Application of a Computer Simulation Game date: 1998 words: 1939 flesch: 30 summary: TEACHING TIME MANAGEMENT IN A SALES PROGRAM: THE APPLICATION OF A COMPUTER SIMULATION GAME Developments in Business Simulation and Experiential Learning, Volume 25, 1998 TEACHING TIME MANAGEMENT IN A SALES PROGRAM: THE APPLICATION OF A COMPUTER SIMULATION GAME Robert W. Schaffer, California State Polytechnic University Charles Taylor, California State Polytechnic University ABSTRACT This paper presents a discussion concerning the use of a computer simulation game to teach Time Management in a sales management degree program. IMPORTANCE OF TIME MANAGEMENT IN PROFESSIONAL SELLING Time management is a critical element in professional selling. keywords: game; learning; management; sales; simulation; time cache: absel-1042.pdf plain text: absel-1042.txt item: #50 of 2743 id: absel-1043 author: Davault, Kent R. title: Adapting Interactive Computer Simulations for Content Based ESL Instruction date: 1998 words: 1765 flesch: 26 summary: ADAPTING INTERACTIVE COMPUTER SIMULATIONS FOR CONTENT BASED ESL INSTRUCTION Developments in Business Simulation and Experiential Learning, Volume 25, 1998 ADAPTING INTERACTIVE COMPUTER SIMULATIONS FOR CONTENT BASED ESL INSTRUCTION Kent R. DaVault, Central WA. 177 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 keywords: business; english; language; learning; simulation; students cache: absel-1043.pdf plain text: absel-1043.txt item: #51 of 2743 id: absel-1044 author: Snyder, Stephen J.; Vaughan, Mary Jo title: Multimedia and Student Expectations date: 1998 words: 5468 flesch: 36 summary: While many indications suggest that the educational application of this methodology is still in its developmental stage, student exposure to multimedia is increasing (Kuehn, 1994). The second possible indicator of student exposure to multimedia aspects -- student usage of various computer tools -- was compared to their anticipation of usage in the classroom. keywords: classroom; computer; environment; expectations; exposure; learning; multimedia; students; technology; usage; use cache: absel-1044.pdf plain text: absel-1044.txt item: #52 of 2743 id: absel-1045 author: Cannon, Hugh M.; Ramachandran, Karthekayan; Riordan, Edward A. title: Synthesizing Data for Media Simulations date: 1998 words: 4586 flesch: 44 summary: The user need only specify the required media characteristics Media Audience Media audience estimates, like media costs, are relatively straight-forward, with data readily available. Unlike media costs, they do not vary with media options. keywords: adjustment; audience; business; cost; data; exhibit; learning; market; media; product; simulation; target; vehicle cache: absel-1045.pdf plain text: absel-1045.txt item: #53 of 2743 id: absel-1046 author: Goltz, Sonia M. title: Composing a Team date: 1998 words: 4916 flesch: 50 summary: Making student groups work. Often, as they explain their choices, it becomes apparent that they chose group members primarily according to 1) whether they seem willing or available to do the task, 2) whether they sat near the student forming the group, or 3) whether they are similar to the student forming the group. keywords: business; class; exercise; groups; learning; management; members; students; task; team cache: absel-1046.pdf plain text: absel-1046.txt item: #54 of 2743 id: absel-1047 author: Gulezian, Allen K. title: Health Promoting Behaviors-A Decision Making Exercise date: 1998 words: 1311 flesch: 25 summary: HEALTH PROMOTING BEHAVIORS-A DECISION MAKING EXERCISE Developments in Business Simulation and Experiential Learning, Volume 25, 1998 HEALTH PROMOTING BEHAVIORS-A DECISION MAKING EXERCISE Allen K. Gulezian, Central Washington University This exercise focuses on the benefits and costs involved in group contrasted with individual decision making. In general what are the advantages and disadvantages associated with team decision making? 201 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 5. keywords: decision; group; individual; learning; making cache: absel-1047.pdf plain text: absel-1047.txt item: #55 of 2743 id: absel-1048 author: Markulis, Peter M.; Howard, Barbara J.; Howe, Harry; Gutenberg, Jeffrey title: Does It Really Work? An Application of the Group Interaction Framework date: 1998 words: 3266 flesch: 43 summary: The responses indicate that students prefer to work with other students in their major. Students in strategic management courses were grouped and then paired with groups of Accounting Information Systems students to comprise teams. keywords: business; learning; management; project; simulation; students; survey; teams cache: absel-1048.pdf plain text: absel-1048.txt item: #56 of 2743 id: absel-1049 author: Jackson, George C.; Taylor, John C. title: Administering the MIT Beer Game: Lessons Learned date: 1998 words: 4529 flesch: 52 summary: ADMINISTERING THE MIT BEER GAME: LESSONS LEARNED Developments in Business Simulation and Experiential Learning, Volume 25, 1998 ADMINISTERING THE MIT BEER GAME: LESSONS LEARNED George C. Jackson, Wayne State University John C. Taylor, Wayne State University ABSTRACT The popularity of Peter Senge’s book The Fifth Discipline: The Art and Practice of the Learning Organization has led to a great deal of interest in the Beer Game or Beer Distribution Game which he describes in chapter 3. Each member of the channel, each week, receives a shipment from 208 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 their supplier and each member places an order with their supplier. keywords: beer; beer game; business; cases; channel; game; learning; simulation; students cache: absel-1049.pdf plain text: absel-1049.txt item: #57 of 2743 id: absel-105 author: Hadjilambrinos, Constantine; Thiel, Diane title: Writing the Land: An Interdisciplinary Experiential Approach date: 2012 words: 660 flesch: 6 summary: In An Hour or Less: Getting Closer to Reality into the Classroom Smart Goals: How the Application of SMART Goals can contribute to achievement of Student Learning Outcomes The Use of Data in Live Cases to Encourage Systems Thinking and Integrative Analysis: An Exercise Linking Human Resource Programs and Financial Outcomes in Real Organizations Experiential Education as a Process of Changing Mental Frames by Inducing Insight Learning Process and Content Integration in an Experiential Learning Guided Internship Program Good-bye Discussion Thread: Writing the Land: and Interdisciplinary Experiential Approach Page 343 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 ABSTRACT Written assignments in college courses are most often analytical in nature (i.e., essays— expository or persuasive, book or research paper reviews, annotated bibliographies, research pa- pers, etc.). keywords: business; learning; writing cache: absel-105.pdf plain text: absel-105.txt item: #58 of 2743 id: absel-1050 author: Platt, Richard G.; Wheatley, Walter J. title: A Paperless Economy? Instructing Students on the Aspects of Successful Electronic Commerce date: 1998 words: 1778 flesch: 24 summary: INSTRUCTING STUDENTS ON THE ASPECTS OF SUCCESSFUL ELECTRONIC COMMERCE Developments in Business Simulation and Experiential Learning, Volume 25, 1998 A PAPERLESS ECONOMY’ INSTRUCTING STUDENTS ON THE ASPECTS OF SUCCESSFUL ELECTRONIC COMMERCE Richard G. Plan, University of West Florida Walter J. Wheatley, University of West Florida INTRODUCTION It is difficult to say how large the Internet has grown, but by the end of 1996 there were at least 10 million users in the USA (Miers & Hutton, 1997). 215 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 keywords: business; commerce; electronic; internet; learning; simulation cache: absel-1050.pdf plain text: absel-1050.txt item: #59 of 2743 id: absel-1051 author: Miller, Howard E.; Schumann, Paul L.; Anderson, Philip H.; Scott, Timothy W. title: Maximizing Learning Gains In Simulations: Lessons From The Training Literature date: 1998 words: 6010 flesch: 41 summary: The training literature offers conclusions that have relevance for improving our understanding of why business simulations are effective learning tools and for ways that instructors can enhance their use of the simulation to increase student learning. Two points should be kept in mind when using persuasion to enhance student efficacy expectations. keywords: business; cognitive; experience; instructor; learning; performance; practice; research; self; simulation; students; training; use cache: absel-1051.pdf plain text: absel-1051.txt item: #60 of 2743 id: absel-1052 author: Pillutla, Sharma; Thavikulwat, Precha title: Observing General Ability in a Total Enterprise Gaming Simulation date: 1998 words: 3537 flesch: 36 summary: The disturbing suggestion of these studies is that when business gaming simulations are administered as they are designed to be administered, the resulting scores do not reflect general ability, for if they did, statistically significant correlations should be evident. A survey and methods used for evaluating student performance on business simulations. keywords: business; gaming; learning; management; performance; simulation; student cache: absel-1052.pdf plain text: absel-1052.txt item: #61 of 2743 id: absel-1053 author: Leckenby, John D.; Cannon, Hugh M.; Li, Hairong title: FReach Teach: A Computer-Based System for Teaching Advertising Media Planning date: 1998 words: 1699 flesch: 27 summary: A COMPUTER-BASED SYSTEM FOR TEACHING ADVERTISING MEDIA PLANNING Developments in Business Simulation and Experiential Learning, Volume 25, 1998 FREACH TEACH: A COMPUTER-BASED SYSTEM FOR TEACHING ADVERTISING MEDIA PLANNING John D. Leckenby, The University of Texas Hugh M. Cannon, Wayne State University Hairong Li, Michigan State University ABSTRACT This paper describes a computer-based learning system, designed to teach media planning. 230 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 keywords: business; computer; learning; media; planning; simulations; system cache: absel-1053.pdf plain text: absel-1053.txt item: #62 of 2743 id: absel-1054 author: Jordan, David A. title: An Integrated Business Instruction System date: 1998 words: 1589 flesch: 22 summary: AN INTEGRATED BUSINESS INSTRUCTION SYSTEM Developments in Business Simulation and Experiential Learning, Volume 25, 1998 AN INTEGRATED BUSINESS INSTRUCTION SYSTEM David A. Jordan, Geneva College ABSTRACT This system is a compilation of six computer- based programs with companion cases which allows the business student to apply business decision making to a single enterprise. Once students have been introduced to the introductory simulation and case, the plan is to 232 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 FIGURE 1 MODEL FOR AN INTEGRATED BUSINESS INSTRUCTION SYSTEM provide a similar simulation and case in each core business class. keywords: business; decision; learning; simulation; student cache: absel-1054.pdf plain text: absel-1054.txt item: #63 of 2743 id: absel-1055 author: Markulis, Peter M.; Strang, Daniel R. title: An Experiential Exercise You Can Tinker With date: 1998 words: 2052 flesch: 44 summary: AN EXPERIENTIAL EXERCISE YOU CAN TINKER WITH--DESIGNED TO TEACH ASPECTS OF TEAM BUILDING, COMMUNICATION, LEADERSHIP, CUSTOM... Developments in Business Simulation and Experiential Learning, Volume 25, 1998 AN EXPERIENTIAL EXERCISE YOU CAN TINKER WITH--DESIGNED TO TEACH ASPECTS OF TEAM BUILDING, COMMUNICATION, LEADERSHIP, CUSTOMER SERVICE AND QUALITY CONTROL Peter M. Markulis, SUNY College at Geneseo Daniel R. Strang, SUNY College at Geneseo INTRODUCTION Today, there is more and more emphasis being placed on teams and teamwork. 234 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 Session 2. keywords: customer; leader; product; session; team cache: absel-1055.pdf plain text: absel-1055.txt item: #64 of 2743 id: absel-1056 author: Baugh, Gayle; Peach, E. Brian; Wheatley, Walter J. title: Experiential Exercises or Computer Simulations? date: 1998 words: 2961 flesch: 33 summary: HOMOGENEOUS, HETEROGENEOUS, SUPPLEMENTARY, COMPLEMENTARY OR NONE OF THE ABOVE? Developments in Business Simulation and Experiential Learning, Volume 25, 1998 EXPERIENTIAL EXERCISES OR COMPUTER SIMULATIONS? In a significant review of 60 studies, Keys and Wolfe (1990) concluded there is a “general yet 236 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 problematic educational efficacy” (p. 311) from business simulations, and that they are “generally effective and. keywords: business; computer; factor; items; learning; simulation; students cache: absel-1056.pdf plain text: absel-1056.txt item: #65 of 2743 id: absel-1057 author: Goosen, Kenneth R. title: Cash Flow Statements: Are They Important In Business Simulations? date: 1998 words: 2150 flesch: 30 summary: Also, most simulation programs 244 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 automatically generate historical cash flow statements. In accounting courses, two types of cash flow statements are presented: keywords: business; cash; cash flow; flow; flow statement; statement cache: absel-1057.pdf plain text: absel-1057.txt item: #66 of 2743 id: absel-1058 author: Wellington, William J.; Faria, A. J. title: Holistic Cognitive Strategy in a Computer-Based Marketing Simulation Game: An Investigation of Attitudes towards the Decision-Making Process date: 1998 words: 4049 flesch: 31 summary: From the beginning of the competition to the end, environment industry participants will report greater agreement with looking for an optimum decision variable, while competitor industry participants will report less agreement. H10: From the beginning of the competition to the end, competitor industry participants will report greater agreement with the goal of differentiating their company while environment participants will report less agreement. keywords: business; competitor; environment; game; industry; learning; participants; pull; simulation cache: absel-1058.pdf plain text: absel-1058.txt item: #67 of 2743 id: absel-1059 author: Pittenger, Khushwant K. S.; Heimann, Beverly A. title: Barnga: A Game on Cultural Clashes date: 1998 words: 1881 flesch: 36 summary: A GAME ON CULTURAL CLASHES Developments in Business Simulation and Experiential Learning, Volume 25, 1998 BARNGA©: In order to tell them apart, however, they are coded at the bottom in a way that the facilitator can easily 253 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 distinguish among the different versions. keywords: barnga; business; differences; game; learning; simulation cache: absel-1059.pdf plain text: absel-1059.txt item: #68 of 2743 id: absel-106 author: Conine, Thomas E. title: On The Estimation of the Probability of Meeting Financial Commitments: A Behavioral Finance Perspective Using Business Simulations date: 2012 words: 645 flesch: 2 summary: On the Estimationof the Probability of Meeting Financial Commitments: A Behavioraial Finance Perspective using Business Simulations Page 344 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 ABSTRACT Estimating accurate probabilities of Meeting Financial Commitments is crucial for both short- and long-term decision making. An Experiential Exercise Student Advisement Using Gantt Charts: An Experiential Exercise in Management Theory Practicing Teachers as Digital Game Creators: A Study of the Design Considerations Designing and Solving Crossword Puzzles: Examining Efficacy in a Classroom Exercise Difficult Times Call for Innovative Measures: Microfinance as Experiential Learning in Higher Education Catalysts, Client Services, and Community Change: keywords: business; commitments; probability cache: absel-106.pdf plain text: absel-106.txt item: #69 of 2743 id: absel-1060 author: Fronmueller, Michael P.; Wines, William A.; Anderson, Holly L. title: The Many Faces of Culture: Understanding Country and Corporate Culture date: 1998 words: 1669 flesch: 26 summary: THE MANY FACES OF CULTURE: UNDERSTANDING COUNTRY AND CORPORATE CULTURE Developments in Business Simulation and Experiential Learning, Volume 25, 1998 This simulates the basis on which a company’s culture can become observable. 255 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 keywords: business; country; culture; learning; step; students cache: absel-1060.pdf plain text: absel-1060.txt item: #70 of 2743 id: absel-1061 author: Chang, Jimmy; Ma, Kwan-Ling; Lee, Mary title: Students’ View of the Use of Business Gaming in Hong Kong date: 1998 words: 1630 flesch: 13 summary: STUDENTS' VIEW ON THE USE OF BUSINESS GAMING IN HONG KONG Developments in Business Simulation and Experiential Learning, Volume 25, 1998 Students’ View on the Use of Business Gaming in Hong Kong Jimmy Chang, Kwan-ting Ng, and Mary Lee, The Hong Kong Polytechnic University ABSTRACT This paper is concerned with students feedback on the usage of business gaming in Hong Kong 259 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 Using Business Gaming to test Students’ Understanding of Business Enterprise Students were asked if it had been helpful towards testing their understanding in terms of their total experience with business gaming. keywords: business; gaming; learning; management; simulation; students cache: absel-1061.pdf plain text: absel-1061.txt item: #71 of 2743 id: absel-1062 author: Patz, Alan L. title: Assessing General Management Interest date: 1998 words: 1778 flesch: 35 summary: ASSESSING GENERAL MANAGEMENT INTEREST Developments in Business Simulation and Experiential Learning, Volume 25, 1998 ASSESSING GENERAL MANAGEMENT INTEREST Alan L. Patz, University of Southern California ABSTRACT Assessing university curricula goes beyond routine performance measures, especially in total enterprise (TE) business simulations. The interaction between mid- and end-semester answers to each question is significant (F=2.46, p=.0233); and, as to be, expected this was reflected in the triple interaction among semester timing, 261 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 lecture timing, and question number (F=6.31, p<.0001). keywords: business; course; interest; learning; management; simulation cache: absel-1062.pdf plain text: absel-1062.txt item: #72 of 2743 id: absel-1063 author: Fritzsche, David J.; Biggs, William D.; Cotter, Richard V.; Jensen, Ronald; Wolfe, Joseph title: What Is the Future of Business Gaming? date: 1998 words: 1108 flesch: 8 summary: Developments in Business Simulation and Experiential Learning, Volume 25, 1998 What is the Future of Business Gaming? A Look Back at How ABSEL has handled the Conceptual and Operational Definitions of Learning Predictive Models of Learning: Participant Satisfaction of Experiential Exercises in Business Education Accelerating Moral Development through Use of Experiential Ethical Dilemmas Ethical Dilemmas to use with Business Simulations to Teach Ethics The Class Approach in Behavioral Simulation in a Business Policy/Strategic Management course: A Progression toward Greater Realism An Exploration of the Emergence of Process Prototypes in a Management Course Utilizing a Total Enterprise Simulation How Organizations Are Improving Their Performance Utilizing Electronic Commerce: Examples From The Internet The Market Access Planning System (Maps): A Computer-Based Decision Support System For Facilitating Experiential Learning In International Business An Excel Workbook For Student Planning And Interface With A Simulation Game Design Of Multi-Media Based Pedagogy For Leadership Training Panel Discussion On Using The Internet For Courses Valuing And Enhancing Teaching: Sharing Tips Via The Web The Buddy Project: keywords: business; future; learning; management; simulations cache: absel-1063.pdf plain text: absel-1063.txt item: #73 of 2743 id: absel-1064 author: Wheatley, Walter J.; Cudworth, Alan L. title: Starting a Small Music Trivia Business Exercise and Other Innovative Icebreakers date: 1998 words: 1722 flesch: 38 summary: STARTING A SMALL MUSIC TRIVIA BUSINESS EXERCISE Developments in Business Simulation and Experiential Learning, Volume 25, 1998 STARTING A SMALL MUSIC TRIVIA BUSINESS EXERCISE Walter J. Wheatley, The University of West Florida Alan L. Cudworth, The Nottingham Trent University STRUCTURE OF THE EXERCISE With every new course undertaken there is an urgent need to gain the empathy and enthusiasm of the course members in particular when about to undertake an experiential exercise. This allows for two students to act as buyers, two to act as sellers, and 264 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 one to manage the overall efforts of the group. keywords: business; exercise; learning; simulation; small; trivia cache: absel-1064.pdf plain text: absel-1064.txt item: #74 of 2743 id: absel-1065 author: Stratton, William E.; Efraty, David title: An Integrated Approach to Behavioral Skill Development date: 1998 words: 3582 flesch: 36 summary: A study by the American Assembly of Collegiate Schools of Business (AACSB) completed in 1988 (commonly referred to as the Porter-McKibbin Report based on its authors’ names) called for increased attention to the development of interpersonal and leadership skills among business students without diminishing the attention given to traditional business subjects (Porter and McKibbin, 1988). In order to facilitate developments of management skills among business students, particularly students of management, we use the experiential learning approach of Cameron and Whetten (1995). keywords: business; decision; learning; making; management; simulation; skill; students; teaching cache: absel-1065.pdf plain text: absel-1065.txt item: #75 of 2743 id: absel-1066 author: Fischer, Arthur K.; Freund, June M.; Mies, Jennifer J.; Payne, Thomas J. title: Career Focus: A Student and Business Learning Experience date: 1998 words: 1733 flesch: 23 summary: A STUDENT AND BUSINESS LEARNING EXPERIENCE Arthur K. Fischer, Pittsburg State University June M. Freund, Pittsburg State University Jennifer J. Mies, Pittsburg State University Thomas J. Payne, Students in Free Enterprise ABSTRACT This paper demonstrates how Career Focus is used to provide a valuable learning experience for both university students and high school students in a community. Students In Free Enterprise is a national, not-for-profit organization, supported primarily by business corporations, whose mission is to develop collegiate SIFE teams who benefit students and their local communities. keywords: business; career; focus; learning; simulation; students cache: absel-1066.pdf plain text: absel-1066.txt item: #76 of 2743 id: absel-1067 author: Micklich, Douglas L. title: The Use of Concept Mapping in Teaching Strategic Management date: 1998 words: 1870 flesch: 20 summary: THE USE OF CONCEPT MAPPING IN TEACHING STRATEGIC MANAGEMENT Developments in Business Simulation and Experiential Learning, Volume 25, 1998 “The Use of Concept Mapping in Teaching Strategic Management” Illinois State University Douglas L. Micklich ABSTRACT Traditionally the capstone business course has been one that attempts to successfully tie together concepts or topics that are presented in other courses throughout a student’s undergraduate career. Looking at paired exams 1-2 273 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 from Tables I - 3 and Exams I and 2 from Table 4, we see the mean scores did increase while the standard deviations of those scores decreased. keywords: business; learning; mapping; mean; scores cache: absel-1067.pdf plain text: absel-1067.txt item: #77 of 2743 id: absel-1068 author: Grimm, Jim L.; Spaulding, James B. title: An Experiential Approach to Developing Mission Statements date: 1998 words: 1588 flesch: 16 summary: AN EXPERIENTIAL APPROACH TO DEVELOPING MISSION STATEMENTS Developments in Business Simulation and Experiential Learning, Volume 25, 1998 AN EXPERIENTIAL APPROACH TO DEVELOPING MISSION STATEMENTS Jim L. Grimm, Illinois State University James B. Spalding, Jr., Bellarmine College ABSTRACT The purpose of this experiential activity is to provide students in beginning or more advanced courses, or other business-learning participants, with a better understanding of the role of an effective mission statement in formulating competitive strategy. 275 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 Mission of Jones Environmental Services Jones Environmental Services exists to solve pollution-related problems of organizations in any market through state-of-the-art technology. keywords: business; learning; management; mission; simulation; statement cache: absel-1068.pdf plain text: absel-1068.txt item: #78 of 2743 id: absel-1069 author: Sauaia, Antonio Carlos Aidar title: Business Games in Brazil-Learning or Satisfaction date: 1998 words: 4941 flesch: 39 summary: BUSINESS GAMES IN BRAZIL - LEARNING OR SATISFACTION Developments in Business Simulation and Experiential Learning, Volume 25, 1998 BUSINESS GAMES IN BRAZIL - LEARNING OR SATISFACTION Antonio Carlos Aidar Sauaia Faculdade de Economia, Administração e Contabilidade Universidade de São Paulo - Brazil He looked at the experience-sharing aspects of games, conceived and applied the first version of the Learning Assessment Questionnaire and produced a data base with 277 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 the responses of 573 participants in 1988 and 1989. keywords: business; business games; factor; games; learning; management; participants; satisfaction; simulation; understanding; variables cache: absel-1069.pdf plain text: absel-1069.txt item: #79 of 2743 id: absel-1070 author: Hsu, Ti title: A Simulation Within a Simulation: Job Layoff's and Emotional Reactions date: 1998 words: 6961 flesch: 49 summary: Unlike the first two emotions, namely ANG and DIG, DIT showed not only significantly statistical differences in the last two time phases, but also in the 287 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 second time phase, where subjects of the survivors were more distressed (f= 10. 16) than subjects of the Victims group (f=1 2.41). The results showed that substantially different emotional responses were indeed displayed by subjects in the control and the experimental groups. keywords: business; control; fear; group; job; learning; phase; simulation; study; subjects; time; victims cache: absel-1070.pdf plain text: absel-1070.txt item: #80 of 2743 id: absel-1071 author: Arbogast, Gordon W. title: Incorporating Computer Telephony into the MIS Course date: 1997 words: 2042 flesch: 31 summary: Incorporating Computer Telephony Integration into the MIS Course Developments In Business Simulation & Experiential Learning, Volume 24, 1997 Incorporating Computer Telephony Integration into the MIS Course Gordon W. Arbogast, Jacksonville University ABSTRACT A dilemma for business professors is how to integrate new topics into the Management Information Systems (MIS) course One such subject is Computer Telephony Integration (CTI). The purpose of ACD is to distribute incoming calls rela- 1 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 tively equally to the various service representatives in the call center. keywords: applications; business; computer; course; cti; learning; mis; simulation cache: absel-1071.pdf plain text: absel-1071.txt item: #81 of 2743 id: absel-1072 author: Pillutla, Sharma; Kannan, Ramu title: A Learner Oriented Infrastructure for Videoconferencing Based Distance Education Courses date: 1997 words: 5595 flesch: 44 summary: Conclusions This study attempted a first cut at the creation of a framework for future distance education courses using the emerging technologies of videoconferencing and the internet. The 4 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 learner not only interacts with objects, he/she also interacts with other learners. keywords: communication; course; distance; education; infrastructure; instructor; internet; learners; learning; site; technology; web cache: absel-1072.pdf plain text: absel-1072.txt item: #82 of 2743 id: absel-1073 author: Miller, Ruth; Roge, Joseph N. title: The Identification of Temporally Related Structural Elements of the Experiential Component of Electronic Spreadsheet Tasks date: 1997 words: 2053 flesch: 25 summary: THE IDENTIFICATION OF TEMPORALLY RELATED STRUCTURAL ELEMENTS OF THE EXPERIENTIAL COMPONENT OF ELECTRONIC SPREADSHEET TASKS Developments in Business Simulation & Experiential Exercises, Volume 24, 1997 THE IDENTIFICATION OF TEMPORALLY RELATED STRUCTURAL ELEMENTS OF THE EXPERIENTIAL COMPONENT OF ELECTRONIC SPREADSHEET TASKS Ruth Miller. The correlation matrix was used in this study because although the units of measure change by one on a scale of one to ten the differences in proficiency levels from one 9 Developments in Business Simulation & Experiential Exercises, Volume 24, 1997 number to the next are not commensurate. keywords: business; factor; group; learning; simulation; term; variables cache: absel-1073.pdf plain text: absel-1073.txt item: #83 of 2743 id: absel-1074 author: Corner, Lucette B.; Nicholls, J. A. F. title: Does Involvement Influence Learning From Simulation Participation? Some Relationships with Helpfulness and Performance Outcomes date: 1997 words: 1403 flesch: 3 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) Linking Academic Study to Community Development and Business Enhancement Ability of Efficient Evaluation of Knowledge-Based Management Strategies Corporate Ethics Training Programs Modeling Attributes in Demand Functions of Computerized Business Simulations: An Extension of Teach's Gravity Flow Algorithm Expert Systems Combined with Neutral Networks: Tools to Benefit the Marketing Researcher Computer Game Design: New Directions for Intercultural Simulation Game Designers Consistency in Simulation Performance over Time and Across Simulation Games The Impact of an Artificial Market Leader on Simulation Competitor's Strategies Business Plans, Case Studies, and Total Enterprise Simulations: A Natural Co-existence An Exploration into the Non-Use of Business Simulations The Market Game: Interactive Learning Through Market Simulation Plotting Brand Trajectories with the COMPLETE PPM package: A Market Segmentation Analysis and Positioning Tool Me and Mine Inc: An Exercise in Management Theory Learning to Differentiate Leadership from Managerial Position Business Ethics Survey: A Perspective from the Retail Industry Experiential Learning in Demand Analysis for an Agricultural Commodity Marketing on the Internet: A Pedagogical Exercise College Students Need Simple Computer Simulations, Especially for International Business Courses An Analysis of Student Attitudes, Performance, and Strategies in a Simulation Competition Based on a Controlled Product-Market-Entry Game Structure The Crystal Enterprise: keywords: business; course; involvement; learning; simulation; students cache: absel-1074.pdf plain text: absel-1074.txt item: #84 of 2743 id: absel-1075 author: Thorelli, Hans B. title: Musings On Business Garne Performance Evaluation date: 1997 words: 3452 flesch: 31 summary: MUSINGS ON BUSINESS GAME PERFORMANCE EVALUATION Developments In Business Simulation & Experiential Learning, Volume 24, 1997 MUSINGS ON BUSINESS GAME PERFORMANCE EVALUATION Hans B. Thorelli, Indiana University ABSTRACT In special-purpose business games as well as in numerous simple general management games, a single indicator is often appropriate for evaluating the performance of participating teams. 12 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 13 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 keywords: business; companies; company; criteria; evaluation; game; intopia; learning; management; performance; simulation cache: absel-1075.pdf plain text: absel-1075.txt item: #85 of 2743 id: absel-1076 author: Anderson, Philip H.; Lawton, Leigh title: Performance on a TE Simulation: What Does it Represent? date: 1997 words: 4663 flesch: 34 summary: The independent variable’s included performance on the group-run simulation, some of the variables assessed by Anderson and Lawton (1995), plus others that have been identified in the literature as possible predictors of simulation performance. This lack of valid instruments inhibits our ability to relate simulation performance to actual managerial talents and skills, nor to the ability to succeed in a “live” business organization. keywords: business; exercise; group; individual; learning; mastery; performance; relationship; simulation cache: absel-1076.pdf plain text: absel-1076.txt item: #86 of 2743 id: absel-1077 author: Fritzsche, David J.; Cotter, Richard V. title: The Business Policy Game: An International Simulation - An Assessment Tool date: 1997 words: 3042 flesch: 43 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) Linking Academic Study to Community Development and Business Enhancement Ability of Efficient Evaluation of Knowledge-Based Management Strategies Corporate Ethics Training Programs Modeling Attributes in Demand Functions of Computerized Business Simulations: An Extension of Teach's Gravity Flow Algorithm Expert Systems Combined with Neutral Networks: Tools to Benefit the Marketing Researcher Computer Game Design: New Directions for Intercultural Simulation Game Designers Consistency in Simulation Performance over Time and Across Simulation Games The Impact of an Artificial Market Leader on Simulation Competitor's Strategies Business Plans, Case Studies, and Total Enterprise Simulations: A Natural Co-existence An Exploration into the Non-Use of Business Simulations The Market Game: Interactive Learning Through Market Simulation Plotting Brand Trajectories with the COMPLETE PPM package: A Market Segmentation Analysis and Positioning Tool Me and Mine Inc: An Exercise in Management Theory Learning to Differentiate Leadership from Managerial Position Business Ethics Survey: A Perspective from the Retail Industry Experiential Learning in Demand Analysis for an Agricultural Commodity Marketing on the Internet: A Pedagogical Exercise College Students Need Simple Computer Simulations, Especially for International Business Courses An Analysis of Student Attitudes, Performance, and Strategies in a Simulation Competition Based on a Controlled Product-Market-Entry Game Structure The Crystal Enterprise: keywords: administrator; business; game; learning; performance; policy; sales; simulation; team cache: absel-1077.pdf plain text: absel-1077.txt item: #87 of 2743 id: absel-1078 author: Fischer, Arthur K.; Freund, June M.; Payne, Thomas J. title: Students in Free Enterprise as Experiential Learning date: 1997 words: 1674 flesch: 19 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) STUDENTS IN FREE ENTERPRISE AS EXPERIENTIAL LEARNING Developments In Business Simulation & Experiential Learning, Volume 24, 1997 “STUDENTS IN FREE ENTERPRISE” AS EXPERIENTIAL LEARNING Arthur K. Fischer, Pittsburg State University June M. Freund, Pittsburg State University Thomas J. Payne, Students In Free Enterprise ABSTRACT This paper shows how Students in Free Enterprise groups can be used by universities to provide valuable experiential learning in all phases of management, marketing, accounting and economics. keywords: business; enterprise; learning; management; sife; simulation; students cache: absel-1078.pdf plain text: absel-1078.txt item: #88 of 2743 id: absel-1079 author: Frost, Mark D.; Herman, Mark L.; Statz, John R. title: The Role of Computer Models in Wargames: A Practitioner's View date: 1997 words: 2069 flesch: 33 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) THE ROLE OF COMPUTER MODELS IN WARGAMES A PRACTITIONER'S VIEW Developments In Business Simulation & Experiential Learning, Volume 24, 1997 THE ROLE OF COMPUTER MODELS IN WARGAMES A PRACTITIONER’S VIEW Mark D. Frost, Booz Allen & Hamilton Mark L. Herman, Booz•Allen & Hamilton John R. Statz, Booz•Allen & Hamilton ABSTRACT Models are for keeping track of the wargame, not for making decisions. keywords: analysis; business; computer; game; learning; market; models; simulation cache: absel-1079.pdf plain text: absel-1079.txt item: #89 of 2743 id: absel-1080 author: Barden, Louise S.; Barden, Ronald S. title: Using Focus Groups as a Tool to Research Learning: A Demonstration and a Discussion date: 1997 words: 1420 flesch: 25 summary: A DEMONSTRATION AND A DISCUSSION Developments In Business Simulation & Experiential Learning, Volume 24, 1997 USING FOCUS GROUPS Funneling technique 35 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 4. keywords: business; discussion; focus; game; learning; simulation; tool cache: absel-1080.pdf plain text: absel-1080.txt item: #90 of 2743 id: absel-1081 author: Errichetti, Anthony M. title: Using Medical Simulations to Teach Multi-Cultural Diversity date: 1997 words: 1803 flesch: 13 summary: USING MEDICAL SIMULATIONS TO TEACH MULTICULTURAL DIVERSITY Developments In Business Simulation & Experiential Learning, Volume 24, 1997 USING MEDICAL SIMULATIONS TO TEACH MULTICULTURAL DIVERSITY Anthony M. Errichetti, Philadelphia College of Osteopathic Medicine ABSTRACT Medical students at Philadelphia College of Osteopathic Medicine receive training m multicultural diversity through simulated medical encounters with Standardized Patients. The medical cases arid simulations are 37 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 constructed around the SPs actual health conditions. keywords: business; encounters; health; learning; simulations; sps; students cache: absel-1081.pdf plain text: absel-1081.txt item: #91 of 2743 id: absel-1082 author: Biggs, William D.; Finn, Janice A.; Huang, Wendy; Lombardi, Stacy; Siorsky, Ariel title: Using the World Game to Internationalize date: 1997 words: 1975 flesch: 34 summary: USING THE WORLD GAME TO INTERNATIONALIZE Developments In Business Simulation & Experiential Learning, Volume 24, 1997 USING THE WORLD GAME TO INTERNATIONALIZE William D. Biggs, Beaver College Janice Finn, Beaver College Wendy Huang, Beaver College Stacy Lombardi, Beaver College Ariel Sicorsky, American Language Academy ABSTRACT This paper describes an experiential exercise called The World Game. Second, they reported that had a better understanding of 40 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 the maldistribution of population and resources on the planet. keywords: business; college; game; learning; simulation; students; world cache: absel-1082.pdf plain text: absel-1082.txt item: #92 of 2743 id: absel-1084 author: Heine, R. Peter title: Community Services Needs Assessment: An Innovative Approach date: 1997 words: 3040 flesch: 35 summary: Besides the obvious identification of community perceptions such surveys are used to improve communications and cooperation among human service agencies (Hulterstrom, 1990) 44 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 program planning and evaluation (DeVillaer. 1990) and as a vehicle for mobilizing political action (Hibbard. 1984). Previous survey methodologies have generally used a list of community services from which citizens are asked to simply rank or prioritize each service (“How badly are these services needed?’). keywords: assessment; business; community; learning; needs; results; services; simulation; survey cache: absel-1084.pdf plain text: absel-1084.txt item: #93 of 2743 id: absel-1085 author: Wheatley, Walter J.; Bennet, Robert H.; Armstrong, Terry R. title: Introducing Students to Potential Total Quality Management Ethical Dilemmas date: 1997 words: 4191 flesch: 28 summary: SIDE EFFECT FOUR: LITTLE SALIENT INFORMATION YIELDS UNCERTAINTY It was mentioned earlier that TQM employees extend their attitudes concerning quality improvement/group empowerment to all other aspects of their work environment. INTRODUCING STUDENTS TO POTENTIAL TOTAL QUALITY MANAGEMENT ETHICAL DILEMMAS Developments In Business Simulation & Experiential Learning, Volume 24, 1997 INTRODUCING STUDENTS TO POTENTIAL TOTAL QUALITY MANAGEMENT ETHICAL DILEMMAS Walter J. Wheatley, The University of West Florida Robert H. Bennett, III, University of South Alabama Terry R. Armstrong, The University of West Florida ABSTRACT Much of what students learn in Total Quality Management (TQM) instruction concerning the relationship between the human element of the organization and Total Quality implementation is that TQM is an inherently positive influence. keywords: business; group; individual; information; learning; satisfaction; simulation; tqm; work cache: absel-1085.pdf plain text: absel-1085.txt item: #94 of 2743 id: absel-1086 author: Graf, Lee A.; Hemmasi, Masoud title: Privacy in the Workplace: A Situational Analysis date: 1997 words: 4446 flesch: 40 summary: PRIVACY IN THE WORKPLACE: A SITUATIONAL ANALYSIS* Developments In Business Simulation & Experiential Learning, Volume 24, 1997 PRIVACY IN THE WORKPLACE: Therefore, whichever role you play 56 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 (Whichever side of an issue you are on), you also will be able to easily identify with the side of the issue opposite from that which you are taking. keywords: business; data; employees; entry; exercise; issues; learning; performance; privacy; role; scenario; simulation cache: absel-1086.pdf plain text: absel-1086.txt item: #95 of 2743 id: absel-1087 author: Gosen, Jerry; Washbush, John B. title: Antecedents of Learning in Simulations date: 1997 words: 5889 flesch: 44 summary: Linking Academic Study to Community Development and Business Enhancement Ability of Efficient Evaluation of Knowledge-Based Management Strategies Corporate Ethics Training Programs Modeling Attributes in Demand Functions of Computerized Business Simulations: An Extension of Teach's Gravity Flow Algorithm Expert Systems Combined with Neutral Networks: Tools to Benefit the Marketing Researcher Computer Game Design: New Directions for Intercultural Simulation Game Designers Consistency in Simulation Performance over Time and Across Simulation Games The Impact of an Artificial Market Leader on Simulation Competitor's Strategies Business Plans, Case Studies, and Total Enterprise Simulations: A Natural Co-existence An Exploration into the Non-Use of Business Simulations The Market Game: Interactive Learning Through Market Simulation Plotting Brand Trajectories with the COMPLETE PPM package: A Market Segmentation Analysis and Positioning Tool Me and Mine Inc: An Exercise in Management Theory Learning to Differentiate Leadership from Managerial Position Business Ethics Survey: A Perspective from the Retail Industry Experiential Learning in Demand Analysis for an Agricultural Commodity Marketing on the Internet: A Pedagogical Exercise College Students Need Simple Computer Simulations, Especially for International Business Courses An Analysis of Student Attitudes, Performance, and Strategies in a Simulation Competition Based on a Controlled Product-Market-Entry Game Structure The Crystal Enterprise: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) keywords: business; developments; game; goals; gosenpud; learning; performance; results; simulation; students; studies; study; washbush cache: absel-1087.pdf plain text: absel-1087.txt item: #96 of 2743 id: absel-1088 author: Anderson, Philip H.; Lawton, Leigh title: Demonstrating the Learning Effectiveness of Simulation: Where We Are and Where We Need To Go date: 1997 words: 3866 flesch: 37 summary: Linking Academic Study to Community Development and Business Enhancement Ability of Efficient Evaluation of Knowledge-Based Management Strategies Corporate Ethics Training Programs Modeling Attributes in Demand Functions of Computerized Business Simulations: An Extension of Teach's Gravity Flow Algorithm Expert Systems Combined with Neutral Networks: Tools to Benefit the Marketing Researcher Computer Game Design: New Directions for Intercultural Simulation Game Designers Consistency in Simulation Performance over Time and Across Simulation Games The Impact of an Artificial Market Leader on Simulation Competitor's Strategies Business Plans, Case Studies, and Total Enterprise Simulations: A Natural Co-existence An Exploration into the Non-Use of Business Simulations The Market Game: Interactive Learning Through Market Simulation Plotting Brand Trajectories with the COMPLETE PPM package: A Market Segmentation Analysis and Positioning Tool Me and Mine Inc: An Exercise in Management Theory Learning to Differentiate Leadership from Managerial Position Business Ethics Survey: A Perspective from the Retail Industry Experiential Learning in Demand Analysis for an Agricultural Commodity Marketing on the Internet: A Pedagogical Exercise College Students Need Simple Computer Simulations, Especially for International Business Courses An Analysis of Student Attitudes, Performance, and Strategies in a Simulation Competition Based on a Controlled Product-Market-Entry Game Structure The Crystal Enterprise: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) keywords: business; effectiveness; game; learning; measure; outcomes; performance; simulation; studies cache: absel-1088.pdf plain text: absel-1088.txt item: #97 of 2743 id: absel-1089 author: Arbogast, Gordon W. title: The Use of Computer Simulations as a Pedagogical Aid in Teaching Management Information Systems date: 1997 words: 2985 flesch: 35 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) THE USE OF COMPUTER SIMULATION AS A PEDAGOGICAL AID IN TEACHING MANAGEMENT INFORMATION SYSTEMS Developments In Business Simulation & Experiential Learning, Volume 24, 1997 THE USE OF COMPUTER SIMULATION AS A PEDAGOGICAL AID IN TEACHING MANAGEMENT INFORMATION SYSTEMS Gordon W. Arbogast, Jacksonville University ABSTRACT Information Technology (IT) is a term that subsumes the traditional areas of computers and telecommunications. keywords: business; computer; information; learning; networking; networks; simulation; software; students; telecommunications cache: absel-1089.pdf plain text: absel-1089.txt item: #98 of 2743 id: absel-1090 author: Markovich, Denise R. title: Evaluating Simulation Learning in a Distant Learning Instructional Model date: 1997 words: 1809 flesch: 16 summary: Linking Academic Study to Community Development and Business Enhancement Ability of Efficient Evaluation of Knowledge-Based Management Strategies Corporate Ethics Training Programs Modeling Attributes in Demand Functions of Computerized Business Simulations: An Extension of Teach's Gravity Flow Algorithm Expert Systems Combined with Neutral Networks: Tools to Benefit the Marketing Researcher Computer Game Design: New Directions for Intercultural Simulation Game Designers Consistency in Simulation Performance over Time and Across Simulation Games The Impact of an Artificial Market Leader on Simulation Competitor's Strategies Business Plans, Case Studies, and Total Enterprise Simulations: A Natural Co-existence An Exploration into the Non-Use of Business Simulations The Market Game: Interactive Learning Through Market Simulation Plotting Brand Trajectories with the COMPLETE PPM package: A Market Segmentation Analysis and Positioning Tool Me and Mine Inc: An Exercise in Management Theory Learning to Differentiate Leadership from Managerial Position Business Ethics Survey: A Perspective from the Retail Industry Experiential Learning in Demand Analysis for an Agricultural Commodity Marketing on the Internet: A Pedagogical Exercise College Students Need Simple Computer Simulations, Especially for International Business Courses An Analysis of Student Attitudes, Performance, and Strategies in a Simulation Competition Based on a Controlled Product-Market-Entry Game Structure The Crystal Enterprise: Developments in Business Simulations and Experiential Learning, 21, 169. keywords: business; host; learning; performance; simulation; sites; students cache: absel-1090.pdf plain text: absel-1090.txt item: #99 of 2743 id: absel-1091 author: Monahan, Joseph M.; Goode, Cynthia Baird title: Financial Engineering Of Global Investments date: 1997 words: 1885 flesch: 9 summary: FINANCIAL ENGINEERING OF GLOBAL INVESTMENTS A SIMULATION Developments In Business Simulation & Experiential Learning, Volume 24, 1997 FINANCIAL ENGINEERING OF GLOBAL INVESTMENTS A SIMULATION Joseph M. Monahan, Dowling College Cynthia B. Goode, Monahan Associates ABSTRACT The investment opportunities of today encompass a wide range of tools available to not only corporations and institutions, but also to individual investors. 80 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 cannot ignore its effects on their investments. keywords: business; exchange; financial; learning; market; participants; simulation cache: absel-1091.pdf plain text: absel-1091.txt item: #100 of 2743 id: absel-1092 author: Wanek, James E. title: The Labor History Game: Playing With the Past Perks Participation date: 1997 words: 3491 flesch: 46 summary: This time estimate includes conceptualizing the game, and creating draft and final versions of the board - 2 hours: writing questions and game rules - 15 hours; printing and cutting out cards and game spaces - 1 hour: assembling and laminating game 85 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 boards - 6 hours: and purchasing game pawns and dice - 2 hours. Bright colored card stock was chosen for the spaces and game cards to add visual stimulation. keywords: board; business; cards; game; labor; learning; play; simulation; spaces; students cache: absel-1092.pdf plain text: absel-1092.txt item: #101 of 2743 id: absel-1093 author: Butler, John K. title: Assessing Negotiator’s Proficiency With A Negotiation Role-Play date: 1997 words: 2162 flesch: 31 summary: ASSESSING NEGOTIATORS’ PROFICIENCY WITH A NEGOTIATION ROLE PLAY Developments In Business Simulation & Experiential Learning, Volume 24, 1997 88 ASSESSING NEGOTIATORS’ PROFICIENCY WITH A NEGOTIATION ROLE PLAY John K. Butler, Jr. Clemson University ABSTRACT This paper addresses the possibility of using an experiential negotiating role-play as an instrument for assessing students’ proficiency in and understanding of negotiation. However, your primary, number-one, Life-long dream has always been for your son, Developments In Business Simulation & Experiential Learning, Volume 24, 1997 89 Joe, to go to the University of Pennsylvania. keywords: business; lakeview; learning; negotiation; plant; role; simulation; students cache: absel-1093.pdf plain text: absel-1093.txt item: #102 of 2743 id: absel-1094 author: McDonald, Don M. title: The Art of Negotiating date: 1997 words: 1677 flesch: 31 summary: THE ART OF NEGOTIATING Developments In Business Simulation & Experiential Learning, Volume 24, 1997 THE ART OF NEGOTIATING Don M. McDonald, Troy University Montgomery ABSTRACT The purpose of this interaction is to help participants gain a better understanding of how negotiating involves clear objectives, creative give-and-take, and the value of not alienating ‘the other guys.” 90 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 Debrief Two basic questions can lead to joint learning. keywords: business; game; learning; simulation; table; teams cache: absel-1094.pdf plain text: absel-1094.txt item: #103 of 2743 id: absel-1095 author: Bailey, Elaine K.; Kelley, Lane title: Enhancing Learning And Employee Development Through The Assessment Of Learning Pedagogy Preferences Across Selected Dimensions Of Culture: A Preliminary Investigation date: 1997 words: 3118 flesch: 26 summary: Developments In Business Simulation & Experiential Learning, Volume 24, 1997 ENHANCING LEARNING AND EMPLOYEE DEVELOPMENT THROUGH THE ASSESSMENT OF LEARNING PEDAGOGY PREFERENCES ACROSS SELECTED DIMENSIONS OF CULTURE: differences in social positions 2. differences in the relevance of curriculum 92 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 3. differences in profiles of cognitive abilities 4. differences in expected patterns of teacher/ student and student/ student interactions. keywords: business; culture; faculty; group; learning; methodologies; methods; new; simulation; students; teaching cache: absel-1095.pdf plain text: absel-1095.txt item: #104 of 2743 id: absel-1096 author: Markulis, Peter M.; Strang, Daniel R. title: Cooperative Learning: What Are We Learning? date: 1997 words: 4188 flesch: 41 summary: First, it present the findings of a study the authors conducted on cooperative learning in 1994: and, second, it discusses the strengths and weaknesses of using an ethnographic approach in conducting educational research (as opposed to a more traditional or experimental approach) in terms of the authors own experience. While the authors found that cooperative learning was beneficial both in terms of student learning and behavioral skills, they were unable to “prove” these findings using traditional’ research design methods and statistical techniques. keywords: authors; business; cooperative; course; learning; project; research; simulation; students; teams; type cache: absel-1096.pdf plain text: absel-1096.txt item: #105 of 2743 id: absel-1097 author: Mukherjee, Arup; Cox, John L. title: Effective Use of Mastery Based Experiential Learning in a Project Course to Improve Skills in System Analysis and Design date: 1997 words: 3650 flesch: 44 summary: EFFECTIVE USE OF MASTERY BASED EXPERIENTIAL LEARNING IN A PROJECT COURSE TO IMPROVE SKILLS IN SYSTEMS ANALYSIS AND DESIGN Developments In Business Simulation & Experiential Learning, Volume 24, 1997 104 EFFECTIVE USE OF MASTERY BASED EXPERIENTIAL LEARNING IN A PROJECT COURSE TO IMPROVE SKILLS IN SYSTEMS ANALYSIS AND DESIGN Arup K. Mukherjee. Our experience indicates that students in MIS/CIS programs usually take many courses where they Developments In Business Simulation & Experiential Learning, Volume 24, 1997 105 write computer programs. keywords: analysis; approach; business; course; design; learning; mastery; project; simulation; students; use cache: absel-1097.pdf plain text: absel-1097.txt item: #106 of 2743 id: absel-1098 author: Anderson, Philip H.; Lawton, Leigh title: Simulations and Learning: Can We Prove a Relationship? (Seminar) date: 1997 words: 1722 flesch: 21 summary: CAN WE PROVE A RELATIONSSHIP? Developments In Business Simulation & Experiential Learning, Volume 24, 1997 SIMULATIONS AND LEARNING: CAN WE PROVE A RELATIONSHIP? 109 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 Anderson and Lawton • Only a very weak link between participation in a simulation and learning has been shown. keywords: business; game; learning; performance; relationship; simulation cache: absel-1098.pdf plain text: absel-1098.txt item: #107 of 2743 id: absel-1099 author: Harms, Craig G. title: Predicting and Reviewing NYSE Stock Prices by Use of Basic Statistical Analysis and Logic date: 1997 words: 3293 flesch: 52 summary: Perceived as “real-real” by students, interest soars as students discuss predicted stock price for their chosen stock. A good discussion commences about quantitative models versus guessing the movement of stock prices (random walk theory). keywords: analysis; business; learning; model; price; simulation; stock; students; time cache: absel-1099.pdf plain text: absel-1099.txt item: #108 of 2743 id: absel-11 author: Kerr, Rolyn E. title: Our Favorite Assignment: The In-Basket Activity date: 2013 words: 2837 flesch: 39 summary: The nature of various elements of the exercise, their positioning and a research-based rationale for their inclusion is discussed in the context of how to administer such an experience-based learning tool for student assessment. The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) keywords: assessment; assignment; basket; business; experience; learning; simulation; students cache: absel-11.pdf plain text: absel-11.txt item: #109 of 2743 id: absel-1100 author: McKeag, Christine L.; Reeder, David B. title: Toy Car Depreciation Exercise date: 1997 words: 1569 flesch: 19 summary: TOY CAR DEPRECIATION EXERCISE Developments In Business Simulation & Experiential Learning, Volume 24, 1997 TOY CAR DEPRECIATION EXERCISE Christine L. McKeag, University of Evansville David B. Reeder, Jr., University of Evansville 119 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 Finally, by becoming actively involved, students consequently participate more in the class discussion that follows; they have their “own experience” to draw on to add to the class’ discussion. keywords: business; depreciation; exercise; learning; simulation; students cache: absel-1100.pdf plain text: absel-1100.txt item: #110 of 2743 id: absel-1101 author: Morgan, Sandra W. title: ABSEL as Home Community: An Interactive Exploration date: 1997 words: 2648 flesch: 33 summary: AN INTERACTIVE EXPLORATION Developments In Business Simulation & Experiential Learning, Volume 24, 1997 ABSEL AS HOME COMMUNITY: 121 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 for their members. keywords: absel; business; community; home; learning; members; organization; simulation; work cache: absel-1101.pdf plain text: absel-1101.txt item: #111 of 2743 id: absel-1102 author: Treat, Donna M.; Grasso, Edward T.; Ransbury, Molly; Faunce, Kim; Dixon, Heather title: Service Learning: Linking Academic Study to Community Development and Business Enhancement date: 1997 words: 2467 flesch: 19 summary: LINKING ACADEMIC STUDY TO COMMUNITY DEVELOPMENT AND BUSINESS ENHANCEMENT Developments In Business Simulation & Experiential Learning, Volume 24, 1997 126 SERVICE LEARNING: “Where students use experience in the community as a basis for critical reflection in the classroom, and turn classroom reflection Developments In Business Simulation & Experiential Learning, Volume 24, 1997 127 into a tool to examine the nature of democratic communities and the role of the citizen in them, there is an opportunity to teach liberty, to uncover the interdependence of self and other, to expose the intimate linkage between rights and responsibilities’ (Barber 89). keywords: business; community; learning; management; service; simulation; student; use cache: absel-1102.pdf plain text: absel-1102.txt item: #112 of 2743 id: absel-1103 author: Pogossian, Edward M. title: Ability of Efficient Evaluation of Knowledge-Based Management Strategies date: 1997 words: 1963 flesch: 24 summary: Our Idea in strategies evaluation is based on the organization of special type of tournaments of tested strategies. CONCLUSION How acceptable for management strategies is the demand to be essentially improvable? keywords: business; evaluation; game; learning; management; simulation; strategies cache: absel-1103.pdf plain text: absel-1103.txt item: #113 of 2743 id: absel-1104 author: Mujtaba, Bahaudin G. title: Corporate Ethics Training Programs date: 1997 words: 2084 flesch: 29 summary: CORPORATE ETHICS TRAINING PROGRAMS Developments In Business Simulation & Experiential Learning, Volume 24, 1997 CORPORATE ETHICS TRAINING PROGRAMS Bahaudin G. Mujtaba, Nova Southeastern University INTRODUCTION Ethics establishes the required rules and standards that govern the moral behavior of individuals or groups. It is also 130 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 useful to understand everyone’s point of view from their perspective. keywords: business; ethics; game; learning; simulation; use; values cache: absel-1104.pdf plain text: absel-1104.txt item: #114 of 2743 id: absel-1105 author: Gold, Steven C.; Pray, Thomas F. title: Modeling Attributes in Demand Functions of Computerized Business Simulations: An Extension of Teach’s Gravity Flow Algorithm date: 1997 words: 3916 flesch: 38 summary: Market segment 1 prefers only small amounts of attributes 1 and 2. Market segment 2 prefers a large amount of attribute 1 but only a small amount of attribute 2. keywords: attribute; business; demand; firm; learning; market; product; segment; simulation cache: absel-1105.pdf plain text: absel-1105.txt item: #115 of 2743 id: absel-1106 author: Aiken, George M.; Smith, Thomas J.; Hoffman, Sharon M. title: Expert Systems Combined With Neutral Networks: Tools To Benefit The Marketing Researcher date: 1997 words: 1848 flesch: 21 summary: EXPERT SYSTEMS COMBINED WITH NEURAL NETWORKS: TOOLS TO BENEFIT THE MARKETING RESEARCHER Developments In Business Simulation & Experiential Learning, Volume 24, 1997 EXPERT SYSTEMS COMBINED WITH NEURAL NETWORKS: TOOLS TO BENEFIT THE MARKETING RESEARCHER George Aiken, D.B.A. Candidate, Nova Southeastern University Thomas J. Smith D.B.A. Candidate, Nova Southeastern University Sharon M. Hoffman, D.B.A. Candidate, Nova Southeastern University ABSTRACT For years, artificial intelligence applications, in the form of expert systems, have assisted academic and professional researchers in the creation and application of marketing system simulation. This paper describes a simulator, currently in the construction stage, which employs a combination of expert systems and neural network technologies. keywords: business; component; expert; learning; marketing; networks; simulation; systems cache: absel-1106.pdf plain text: absel-1106.txt item: #116 of 2743 id: absel-1107 author: Raybourn, Elaine M. title: Computer Game Design: New Directions for Intercultural Simulation Game Designers date: 1997 words: 2386 flesch: 24 summary: Simulation games usually provide a nonthreatening environment to explore difficult questions, particularly when addressing some cross-cultural issues of potential controversy (Pedersen, 1995). Simulation & Gaming, 26, 2, 201-6 Sisk, D. A. (1995) Simulation games as training tools. keywords: business; communication; computer; face; game; learning; players; simulation cache: absel-1107.pdf plain text: absel-1107.txt item: #117 of 2743 id: absel-1108 author: Wellington, William J.; Faria, A. J. title: Consistency in Simulation Performance Over Time and Across Simulation Games date: 1997 words: 3927 flesch: 23 summary: Learning is another obvious factor that might lead to good simulation performance and several studies have examined this relationship. Good simulation performance might suggest something about an individual’s managerial skills and, hence, serve as a predictor of later career success. keywords: business; competition; faria; game; learning; management; marketing; performance; research; simulation cache: absel-1108.pdf plain text: absel-1108.txt item: #118 of 2743 id: absel-1109 author: Wellington, William J.; Faria, A. J. title: The Impact of an Artificial Market Leader on Simulation Competitor’s Strategies date: 1997 words: 3969 flesch: 25 summary: H3: Companies in push environment industries will allocate greater resources to push variables in artificial leader industries than will companies in nonartificial leader industries. Four treatment groups composed of three industries each were organized in a 2 x 2 experimental design as follows: 1) artificial leader industry - push responsive, 2) nonartificial leader industry -push responsive, 3) artificial leader industry -pull responsive, and 4) nonartificial leader industry - pull responsive. keywords: companies; environment; industries; industry; leader; pull; push; simulation; variables cache: absel-1109.pdf plain text: absel-1109.txt item: #119 of 2743 id: absel-1110 author: Malik, S. Dolly; Howard, Barbara J.; Morse, Kenneth O. title: Business Plans, Case Studies, and Total Enterprise Simulations: A Natural Co-Existence date: 1997 words: 6099 flesch: 37 summary: Over several semesters, we have included business plans as formal course requirements in our management curriculum. Since business education tends to emphasize the rational approach to decision making where extensive planning leads to the choice of the best possible solutions, the emphasis on the need to revise business plans in conjunction with external environmental changes creates a more realistic scenario of “real-world” decision making for students. keywords: business; business plan; case; decision; learning; participants; plan; planning; process; simulation; tes cache: absel-1110.pdf plain text: absel-1110.txt item: #120 of 2743 id: absel-1111 author: Snyder, LT title: An Exploration into the Non-Use of Business Simulations date: 1997 words: 1918 flesch: 20 summary: Linking Academic Study to Community Development and Business Enhancement Ability of Efficient Evaluation of Knowledge-Based Management Strategies Corporate Ethics Training Programs Modeling Attributes in Demand Functions of Computerized Business Simulations: An Extension of Teach's Gravity Flow Algorithm Expert Systems Combined with Neutral Networks: Tools to Benefit the Marketing Researcher Computer Game Design: New Directions for Intercultural Simulation Game Designers Consistency in Simulation Performance over Time and Across Simulation Games The Impact of an Artificial Market Leader on Simulation Competitor's Strategies Business Plans, Case Studies, and Total Enterprise Simulations: A Natural Co-existence An Exploration into the Non-Use of Business Simulations The Market Game: Interactive Learning Through Market Simulation Plotting Brand Trajectories with the COMPLETE PPM package: A Market Segmentation Analysis and Positioning Tool Me and Mine Inc: An Exercise in Management Theory Learning to Differentiate Leadership from Managerial Position Business Ethics Survey: A Perspective from the Retail Industry Experiential Learning in Demand Analysis for an Agricultural Commodity Marketing on the Internet: A Pedagogical Exercise College Students Need Simple Computer Simulations, Especially for International Business Courses An Analysis of Student Attitudes, Performance, and Strategies in a Simulation Competition Based on a Controlled Product-Market-Entry Game Structure The Crystal Enterprise: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) keywords: business; game; learning; non; simulations; usage; use cache: absel-1111.pdf plain text: absel-1111.txt item: #121 of 2743 id: absel-1112 author: Brozik, Dallas; Zapalska, Alina title: The Market Game: Interactive Learning through Market Simulation date: 1997 words: 4694 flesch: 50 summary: INTERACTIVE LEARNING THROUGH MARKET SIMULATION Dallas Brozik, Marshall University Alma Zapalska, Marshall University ABSTRACT The modeling of market structures is a complex task that must recognize the social and cultural setting of those markets. This paper introduces a market simulation that can be used in a variety of contexts to examine market structures and even test proposed structures. keywords: business; game; information; items; learning; market; simulation; structure; traders; trading cache: absel-1112.pdf plain text: absel-1112.txt item: #122 of 2743 id: absel-1113 author: Palia, Aspy P. title: Plotting Brand Trajectories with The COMPETE PPM Package: A Market Segmentation Analysis and Positioning Tool date: 1997 words: 2843 flesch: 22 summary: PLOTTING BRAND TRAJECTORIES WITH ThE COMPETE PPM PACKAGE: A MARKET SEGMENTATION ANALYSIS AND POSITIONING TOOL Developments In Business Simulation & Experiential Learning, Volume 24, 1997 PLOTTING BRAND TRAJECTORIES WITH THE COMPETE PPM PACKAGE: Once the market segments are identified and evaluated, the company decides which target market/s (market segment/s) to serve, and uses either a single-target-market segmentation 172 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 strategy, a multiple-target-market segmentation strategy, or a combined-target-market segmentation strategy (Perreault and McCarthy 1996). keywords: analysis; business; compete; learning; marketing; package; positioning; product; simulation; teams cache: absel-1113.pdf plain text: absel-1113.txt item: #123 of 2743 id: absel-1114 author: Potosky, Denise title: Me and Mine Inc: An Exercise in Management Theory date: 1997 words: 1825 flesch: 23 summary: ME & MINE, INC: AN EXERCISE IN MANAGEMENT THEORY Developments In Business Simulation & Experiential Learning, Volume 24, 1997 ME & MINE, INC.: AN EXERCISE IN MANAGEMENT THEORY Denise Potosky, The Pennsylvania State University Great Valley Graduate Center ABSTRACT Me & Mine, Inc. is an exercise that enables participants to analyze and share their own assumptions about organizing and managing people, and to then connect these assumptions with well-known “textbook” perspectives. Stage 2: Publishing Once participants have had the opportunity to apply the outlined perspectives and theories to the descriptions of Me & Mine, Inc.. ask them to report 177 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 what happened during the activity. keywords: business; exercise; inc; learning; management; participants; theory cache: absel-1114.pdf plain text: absel-1114.txt item: #124 of 2743 id: absel-1115 author: Washbush, John B. title: Learning to Differentiate Leadership from Managerial Position date: 1997 words: 4482 flesch: 32 summary: Each student was asked to identify important issues and ideas raised in class, state important concepts gleaned from reading, document developing and changing opinions and insights, and discuss leadership behaviors attempted and results (students were encouraged to try to perform at lease one leadership action each week). It appears that some students, whether because of their own perceptual set or because of emphases presented in typical business and management courses, may have considerable difficulty in separating leadership behavior from managerial position and power. keywords: assessment; business; course; criterion; leadership; learning; management; performance; position; self; simulation; students cache: absel-1115.pdf plain text: absel-1115.txt item: #125 of 2743 id: absel-1116 author: Mujtaba, Bahaudin G. title: Business Ethics Survey: A Perspective from the Retail Industry date: 1997 words: 2032 flesch: 20 summary: A PERSPECTIVE FROM THE RETAIL INDUSTRY Developments In Business Simulation & Experiential Learning, Volume 24, 1997 BUSINESS ETHICS SURVEY: The maxim of good ethics is good business” should 186 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 be emphasized, reinforced, and explored. keywords: business; ethics; game; industry; learning; management; simulation cache: absel-1116.pdf plain text: absel-1116.txt item: #126 of 2743 id: absel-1117 author: Conley, Dennis M. title: Experiential Learning In Demand Analysis For An Agricultural Commodity date: 1997 words: 1966 flesch: 24 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) EXPERIENTIAL LEARNDJG IN DEMAND ANALYSIS FOR AN AGRICULTURAL COMMODITY Developments In Business Simulation & Experiential Learning, Volume 24, 1997 EXPERIENTIAL LEARNING IN DEMAND ANALYSIS FOR AN AGRICULTURAL COMMODITY Dennis M. Conley, University of Nebraska ABSTRACT Students are expected to take responsibility for their own semester-long research project that is complemented with lecture material and lab activities. keywords: analysis; business; demand; learning; model; simulation; students cache: absel-1117.pdf plain text: absel-1117.txt item: #127 of 2743 id: absel-1118 author: Krishnan, Balaji C. title: Marketing on the Internet: A Pedagogical Exercise date: 1997 words: 3280 flesch: 46 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) We in academia need to keep pace with the events around us so that students who graduate are ready to take on the newly emerging responsibilities in the corporate sector. keywords: business; class; course; internet; learning; marketing; simulation; students; use cache: absel-1118.pdf plain text: absel-1118.txt item: #128 of 2743 id: absel-1119 author: Bridwell, Larry title: College Students Need Simple Computer Simulations, Especially for International Business Courses date: 1997 words: 1588 flesch: 4 summary: Linking Academic Study to Community Development and Business Enhancement Ability of Efficient Evaluation of Knowledge-Based Management Strategies Corporate Ethics Training Programs Modeling Attributes in Demand Functions of Computerized Business Simulations: An Extension of Teach's Gravity Flow Algorithm Expert Systems Combined with Neutral Networks: Tools to Benefit the Marketing Researcher Computer Game Design: New Directions for Intercultural Simulation Game Designers Consistency in Simulation Performance over Time and Across Simulation Games The Impact of an Artificial Market Leader on Simulation Competitor's Strategies Business Plans, Case Studies, and Total Enterprise Simulations: A Natural Co-existence An Exploration into the Non-Use of Business Simulations The Market Game: Interactive Learning Through Market Simulation Plotting Brand Trajectories with the COMPLETE PPM package: A Market Segmentation Analysis and Positioning Tool Me and Mine Inc: An Exercise in Management Theory Learning to Differentiate Leadership from Managerial Position Business Ethics Survey: A Perspective from the Retail Industry Experiential Learning in Demand Analysis for an Agricultural Commodity Marketing on the Internet: A Pedagogical Exercise College Students Need Simple Computer Simulations, Especially for International Business Courses An Analysis of Student Attitudes, Performance, and Strategies in a Simulation Competition Based on a Controlled Product-Market-Entry Game Structure The Crystal Enterprise: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) keywords: business; computer; courses; learning; simulation; students cache: absel-1119.pdf plain text: absel-1119.txt item: #129 of 2743 id: absel-1120 author: Faria, A. J.; Whiteley, T. Rick title: An Analysis of Student Attitudes, Performance, and Strategies in a Simulation Competition Based on a Controlled Product-Market-Entry Game Structure date: 1997 words: 3753 flesch: 39 summary: While studies examining the relationship between simulation game performance and performance on course final exams have shown mixed results (e.g., Anderson and Lawton, 1992; Washbush and Gosenpud, 1993; Wellington and Faria, 1991; Whiteley, 1993; Whiteley and Faria, 1990), a more important concern is whether simulation games can teach specific concepts. Beginning the competition in one product-market and then allowing expansion served to overcome what Cannon (1995) referred to as the complexity paradox of simulation games. keywords: business; companies; competition; game; learning; market; marketing; period; product; simulation cache: absel-1120.pdf plain text: absel-1120.txt item: #130 of 2743 id: absel-1121 author: Rathert, Wolfgang title: The Crystal Enterprise: Application of a Non-computerized Simulation Model In A Process Of Organizational Change date: 1997 words: 1901 flesch: 27 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) Linking Academic Study to Community Development and Business Enhancement Ability of Efficient Evaluation of Knowledge-Based Management Strategies Corporate Ethics Training Programs Modeling Attributes in Demand Functions of Computerized Business Simulations: An Extension of Teach's Gravity Flow Algorithm Expert Systems Combined with Neutral Networks: Tools to Benefit the Marketing Researcher Computer Game Design: New Directions for Intercultural Simulation Game Designers Consistency in Simulation Performance over Time and Across Simulation Games The Impact of an Artificial Market Leader on Simulation Competitor's Strategies Business Plans, Case Studies, and Total Enterprise Simulations: A Natural Co-existence An Exploration into the Non-Use of Business Simulations The Market Game: Interactive Learning Through Market Simulation Plotting Brand Trajectories with the COMPLETE PPM package: A Market Segmentation Analysis and Positioning Tool Me and Mine Inc: An Exercise in Management Theory Learning to Differentiate Leadership from Managerial Position Business Ethics Survey: A Perspective from the Retail Industry Experiential Learning in Demand Analysis for an Agricultural Commodity Marketing on the Internet: A Pedagogical Exercise College Students Need Simple Computer Simulations, Especially for International Business Courses An Analysis of Student Attitudes, Performance, and Strategies in a Simulation Competition Based on a Controlled Product-Market-Entry Game Structure The Crystal Enterprise: keywords: business; company; game; learning; management; model; simulation cache: absel-1121.pdf plain text: absel-1121.txt item: #131 of 2743 id: absel-1122 author: Anderson, Philip H.; Scott, Timothy W. title: Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation date: 1997 words: 1868 flesch: 30 summary: Threshold Solo participants compete against 15 computer-managed companies that operate in their industry. THRESHOLD (v 2.0) A WINDOWS-BASED, BEHAVIORALLY-ORIENTED, COMPETITIVE, TOTAL ENTERPRISE SIMULATION Developments In Business Simulation & Experiential Learning, Volume 24, 1997 205 THRESHOLD (v 2.0) keywords: business; computer; learning; simulation; solo; threshold; use cache: absel-1122.pdf plain text: absel-1122.txt item: #132 of 2743 id: absel-1123 author: Roge, Joseph N.; Wolfe, Joseph title: Coaching Business Game Teams Using a Decision Variable Optimizer date: 1997 words: 1866 flesch: 24 summary: COACHING BUSINESS GAME TEAMS USING A DECISON VARIABLE OPTIMIZER Developments In Business Simulation & Experiential Learning, Volume 24, 1997 COACHING BUSINESS GAME TEAMS USING A DECISION VARIABLE OPTIMIZER Joseph N. Roge’, Northeastern State University Joseph Wolfe. Time Schedule 209 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 I. Greeting and introductions (5 minutes) 2. keywords: business; decision; game; learning; management; role; simulation cache: absel-1123.pdf plain text: absel-1123.txt item: #133 of 2743 id: absel-1124 author: Wheatley, Walter J. title: Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises date: 1997 words: 2081 flesch: 31 summary: ROCK AND ROLL IS HERE TO STAY: ENHANCING EXPERIENTIAL PEDAGOGY WITH MUSICAL EXERCISES Developments In Business Simulation & Experiential Learning, Volume 24, 1997 ROCK AND ROLL IS HERE TO STAY: ENHANCING EXPERIENTIAL PEDAGOGY WITH MUSICAL EXERCISES Walter J. Wheatley, The University of West Florida OVERVIEW The old adage that music “calms the savage beast” probably was based upon centuries of folklore. Most classrooms are not designed to handle the necessary wattage required and the 211 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 majority of portable CD players and boomboxes are extremely inadequate. keywords: business; exercise; game; learning; music; simulation; student cache: absel-1124.pdf plain text: absel-1124.txt item: #134 of 2743 id: absel-1125 author: Sena, James A. title: An Example of Business Process Analysis Simulation for Customer Software Support date: 1997 words: 3341 flesch: 38 summary: Simulation of customer service processes present a unique challenge because both the flow objects and resources are humans. Business processes describe how we work. keywords: business; customer; learning; problem; process; processes; service; simulation; support; time cache: absel-1125.pdf plain text: absel-1125.txt item: #135 of 2743 id: absel-1126 author: Chang, Man-Tsun J. title: The Use of Business Gaming in Hong Kong Academic Institutions date: 1997 words: 1798 flesch: 30 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) THE USE OF BUSINESS GAMING IN HONG KONG ACADEMIC INSTITUTIONS Developments in Business Simulation & Experiential Exercises, Volume 24, 1997 THE USE OF BUSINESS GAMING IN HONG KONG ACADEMIC INSTITUTIONS Jimmy Chang. keywords: business; computer; gaming; learning; respondents; simulation; use cache: absel-1126.pdf plain text: absel-1126.txt item: #136 of 2743 id: absel-1127 author: Barden, Ronald S. title: Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum date: 1997 words: 2024 flesch: 27 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) USING THE INTEGRATIVE INTERNATIONAL SIMULATION INTOPIA MARK 2000 IN A CONCENTRATED MBA CURRICULUM Developments In Business Simulation & Experiential Learning, Volume 24, 1997 USING THE INTEGRATIVE INTERNATIONAL SIMULATION INTOPIA MARK 2000 IN A CONCENTRATED MBA CURRICULUM Ronald S. Barden. keywords: business; course; intopia; learning; mark; simulation; technology cache: absel-1127.pdf plain text: absel-1127.txt item: #137 of 2743 id: absel-1128 author: Efraty, David; Stratton, William E. title: A Group Experience as an Integrated Part of the Core Management Course date: 1997 words: 2073 flesch: 19 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) A GROUP EXPERIENCE AS AN INTEGRATED PART OF THE CORE MANAGEMENT COURSE Developments In Business Simulation & Experiential Learning, Volume 24, 1997 A GROUP EXPERIENCE AS AN INTEGRATED PART OF THE CORE MANAGEMENT COURSE David Efraty, University of Houston, Downtown William E. Stratton, Idaho State University ABSTRACT This paper describes an attempt to supplement the teaching of concepts in the core management course with an experiential group experience engaging students actively in the learning process to generate the rules and principles to guide their behavior in new group situations. keywords: business; course; experience; group; learning; management; simulation; students cache: absel-1128.pdf plain text: absel-1128.txt item: #138 of 2743 id: absel-1129 author: Leonard, Nancy H.; Leonard, Thomas L.; Mckeag, Christine L.; Mullins, Terry W. title: Empowered Learning in the Classroom date: 1997 words: 4974 flesch: 44 summary: Expressive teaching is proposed as a mechanism for creating an environment in which students feel empowered. Expressive teaching, on the other hand, focuses on establishing good interpersonal relations with students and empowering them as self-directed learners. keywords: business; classroom; learning; power; process; simulation; students; teacher; teaching; time; use cache: absel-1129.pdf plain text: absel-1129.txt item: #139 of 2743 id: absel-1130 author: Howard, Barbara J.; Markulis, Peter M.; Malik, S. Dolly; Strang, Daniel R. title: The Inter-Group Interaction: An Innovative Approach to Cooperative Learning date: 1997 words: 4830 flesch: 40 summary: For example, students in an auditing class are formed into teams and asked to audit the financial statements of student teams from a strategic management course (Morse, Laschenski, & Bossung, 1996). Greyser-Pollard (1985) linked student teams in a Collective Bargaining course with those from an Integrated Management course. keywords: approach; business; course; exercise; group; igi; learning; management; project; simulation; students; teams cache: absel-1130.pdf plain text: absel-1130.txt item: #140 of 2743 id: absel-1131 author: Wheatley, Walter J.; Armstrong, Terry R. title: Courses That Utilize Student Team: An Approach to Enhancing Their Effectiveness date: 1997 words: 3360 flesch: 45 summary: While instructors, who utilize student teams in their courses, have always dealt with a variety of team related issues, these new dynamics have made continuous team assessment imperative. INTRODUCTION For years, instructors have been called upon to utilize a variety of means in order to develop student teams in order to enhance their productivity and effectiveness (Zander, 1994; Campion, Medsker, & Higgs, 1993). keywords: building; business; learning; members; questionnaire; simulation; student; tbq; team cache: absel-1131.pdf plain text: absel-1131.txt item: #141 of 2743 id: absel-1132 author: Gentry, James W.; Burns, Alvin C. title: Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues date: 1997 words: 4642 flesch: 37 summary: Probably the most logical approach to these issues is evolutionary convergence in which the instructor seeks to understand the student's expectations and folds the relevant ones into his/her expectations for student learning. The failure to address student actual learning in the grade assessment process potentially has great impact on students’ learning strategies. keywords: business; course; environment; expectations; game; instructor; learning; measurement; performance; simulation; student cache: absel-1132.pdf plain text: absel-1132.txt item: #142 of 2743 id: absel-1133 author: McDevitt, Paul K. title: Measuring Student Learning Using Business Simulations: A Theory Based Perspective date: 1997 words: 4053 flesch: 37 summary: MEASURING STUDENT LEARNING USING BUSINESS SIMULATIONS: A THEORY BASED PERSPECTIVE Developments In Business Simulation & Experiential Learning, Volume 24, 1997 MEASURING STUDENT LEARNING USING BUSINESS SIMULATIONS: A THEORY BASED PERSPECTIVE Paul K. McDevitt, University of Illinois at Springfield ABSTRACT Many experiential educators believe that computer simulations are an effective pedagogical tool for enhancing student learning. keywords: business; debriefing; experience; journal; learning; process; research; simulation; student; use; writing cache: absel-1133.pdf plain text: absel-1133.txt item: #143 of 2743 id: absel-1134 author: Gomori, Peter title: On The Use of PC Fingame in an Undergraduate Finance Course date: 1997 words: 1992 flesch: 14 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) This is done so that the instructor can discuss the different aspects of financial decision 253 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 making anti then marginally release control of the discussed variables over to students in order to avoid either morale problems from too much complexity or inadvertent decisions that become difficult for the students’ companies to recover from during the semester. keywords: business; game; instructor; learning; simulation; student; use cache: absel-1134.pdf plain text: absel-1134.txt item: #144 of 2743 id: absel-1135 author: Page, Diana title: How Managers Get Things Done: A Virtual Soundbite date: 1997 words: 2896 flesch: 40 summary: Management functions should interact continuously and simultaneously so managers can effectively integrate functions to achieve desired results from this process. The objectives of this exercise are twofold: 1) introduce experiential education and 2) demonstrate the continuous and simultaneous nature of how management functions should work together. keywords: business; exercise; functions; learning; management; process; simulation; students cache: absel-1135.pdf plain text: absel-1135.txt item: #145 of 2743 id: absel-1136 author: Wilson, Elizabeth J.; Maxham, James G. title: Internet Experiential Learning in the Principals of Marketing Classroom: A Pedagogical Approach date: 1997 words: 3524 flesch: 34 summary: The activities and internet sites espoused here are by no means exhaustive. The Great Food On-line exercise may prove beneficial in relating an actual channel structure to Principles of Marketing students. keywords: business; exercise; game; home; internet; learning; marketing; page; principles; simulation; site; students cache: absel-1136.pdf plain text: absel-1136.txt item: #146 of 2743 id: absel-1137 author: Roge, Joseph N. title: Current Student Perceptions Relative to Business Simulations date: 1997 words: 1885 flesch: 17 summary: CURRENT STUDENT PERCEPTIONS RELATIVE TO BUSINESS SIMULATIONS Developments In Business Simulation & Experiential Learning, Volume 24, 1997 CURRENT STUDENT PERCEPTIONS RELATIVE TO BUSINESS SIMULATIONS Joseph N. Roger, Northeastern State University ABSTRACT This study utilizes a survey that presents a series of questions in the form of Liken-like scales in order to determine the effectiveness of The Executive Game from the perspective of the student. Chi-Square was calculated using the appropriate formula: 267 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 keywords: analysis; business; game; learning; response; simulation; student cache: absel-1137.pdf plain text: absel-1137.txt item: #147 of 2743 id: absel-1138 author: Patz, Alan L. title: Beyond Capitalism: Designing Business Policy and Social Justice date: 1997 words: 3376 flesch: 46 summary: BEYOND CAPITALISM: DESIGNING BUSINESS POLICY AND SOCIAL JUSTICE Developments In Business Simulation & Experiential Learning, Volume 24, 1997 BEYOND CAPITALISM: Moreover, leaders fail when they dismiss or are ignorant of the concepts of justice (Atkinson, 1983; Barry, 1989; Bonner, 1995; Harvey, 1973; 269 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 Luce & Raiffa, 1957; Mapel, 1989; Miller, 1976; Rawls, 1971; Rescher, 1966). keywords: business; faculty; game; job; justice; learning; management; schools; simulation; social; university cache: absel-1138.pdf plain text: absel-1138.txt item: #148 of 2743 id: absel-1139 author: Biggs, William D. title: The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course date: 1997 words: 2924 flesch: 42 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) THE USE OF BOARDS OF DIRECTORS TO EVALUATE REPORTS AND PRESENTATIONS IN AN UNDERGRADUATE BUSINESS POLICY COURSE Developments In Business Simulation & Experiential Learning, Volume 24, 1997 THE USE OF BOARDS OF DIRECTORS TO EVALUATE REPORTS AND PRESENTATIONS IN AN UNDERGRADUATE BUSINESS POLICY COURSE William D. Biggs, Beaver College ABSTRACT This paper describes the author’s experience with using a variety of individuals to serve as members of a board of directors for undergraduate students playing a computerized general management simulation as part of a business policy course. keywords: board; business; learning; members; reports; simulation; students; use cache: absel-1139.pdf plain text: absel-1139.txt item: #149 of 2743 id: absel-1140 author: Howard, Barbara J.; Howe, Harry title: Beacon Lumber: An Experiential Introduction To Financial Accounting date: 1997 words: 3127 flesch: 33 summary: Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) INTRODUCTION Experiential exercises allow students to learn by doing. keywords: accounting; beacon; business; exercise; experience; learning; lumber; simulation; students; transaction cache: absel-1140.pdf plain text: absel-1140.txt item: #150 of 2743 id: absel-1141 author: Patton, Gregory H. title: The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing date: 1997 words: 4279 flesch: 36 summary: THE APPLICATION OF ORGANIZATIONAL MOTIVATION PRINCIPLES: THE EXPERIENTIAL BUSINESS SIMULATION MOTUS MANUFACTURING Developments In Business Simulation & Experiential Learning, Volume 24, 1997 THE APPLICATION OF ORGANIZATIONAL MOTIVATION PRINCIPLES: After discussion and trials, four approaches were chosen: Herzberg’s Dual-Factor 283 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 keywords: activity; business; group; learning; manufacturing; motivation; motus; participants; production; simulation; theory cache: absel-1141.pdf plain text: absel-1141.txt item: #151 of 2743 id: absel-1142 author: Roberts, Ralph; Peach, E. Brian title: Avoiding a Bogey: Grading Case Discussions Scientifically date: 1997 words: 3443 flesch: 41 summary: Student participation is clearly considered a critical measure of case method success, so it is interesting to note that there was no discussion of methodology to assess student participation. This paper proposes a classroom proven approach to methodically capturing data about on-going student participation, and then using the data to enhance further student discussion. keywords: business; case; class; course; discussion; learning; points; students cache: absel-1142.pdf plain text: absel-1142.txt item: #152 of 2743 id: absel-1143 author: Ross, Barbara-Jean; Williams, Laura A. title: Communicating Consumer Behavior Ii: A Modified Exercise Using Personal Consumption Journals In Condensed Courses date: 1997 words: 4762 flesch: 44 summary: 6) Contact with the environment: To obtain journal entries students had to make purchases and this entailed interaction with the real world. Two-Way Fast Feedback To monitor the effectiveness of the exercise and to provide student feedback efficiently, the two-way fast feedback (Bateman & Roberts 1995) method was added to the consumption journal assignment. keywords: assignment; behavior; class; consumer; consumption; entries; exercise; journal; learning; list; students cache: absel-1143.pdf plain text: absel-1143.txt item: #153 of 2743 id: absel-1144 author: Anderson, Philip H.; Lawton, Leigh title: Designing Instruments For Assessing The Effectiveness Of Simulations, (Seminar) date: 1997 words: 1606 flesch: 15 summary: DESIGNING INSTRIJI’6ENTS FOR ASSESSING THE EFFECTIVENESS OF SIMULATIONS Developments In Business Simulation & Experiential Learning, Volume 24, 1997 DESIGNING INSTRUMENTS FOR ASSESSING THE EFFECTIVENESS OF SIMULATIONS Philip H. Anderson University of St. Thomas Leigh Lawton University of St. Thomas PURPOSE: Using a panel/workshop approach, the purpose of this seminar is to identify alternative instruments designs that would provide objective assessment of learning outcomes achieved through the use of simulation exercises. AC., J.W. Gentry, and J. Wolfe (1990), “A Cornucopia of Considerations in Evaluating the 300 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 Effectiveness of Experiential Pedagogies,” in Guide to Business Gaming and Experiential Learning, J.W. Gentry (ed.), New York: Nichols/GP Publishing. keywords: business; exercises; game; learning; performance; simulation cache: absel-1144.pdf plain text: absel-1144.txt item: #154 of 2743 id: absel-1145 author: Crino, Michael D.; Comer, H. C.; Shingleton, Kathy J.; Smith, Walter P.; Thavikulwat, Precha; Butler, John K. title: 360 Performance Feedback: Appraisal Vs. Assessment date: 1997 words: 1571 flesch: 8 summary: ASSESSMENT Developments In Business Simulation & Experiential Learning, Volume 24, 1997 360 PERFORMANCE FEEDBACK: APPRAISAL VS. D. A question-and-answer session with the chair of the Department of Management regarding the evaluation of the teaching faculty 304 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 V. Appraisal Versus Assessment Precha keywords: assessment; business; feedback; gaming; learning; performance; simulations; students cache: absel-1145.pdf plain text: absel-1145.txt item: #155 of 2743 id: absel-1146 author: Ledman, Robert E.; Morgan, Sandra W.; Sezgin, Selime title: The Cafeteria Approach To Managing An Academic Career: Remaining Non-Perishable While Doing Your Own Thing date: 1997 words: 2100 flesch: 27 summary: THE CAFETERIA APPROACH TO MANAGING AN ACADEMIC CAREER: REMAINING NON-PERISHABLE WHILE DOING YOUR OWN THING Developments In Business Simulation & Experiential Learning, Volume 24, 1997 306 The Cafeteria Approach to Managing an Academic Career: Developments In Business Simulation & Experiential Learning, Volume 24, 1997 307 METHOD keywords: approach; business; career; learning; presenter; research; simulation; teaching cache: absel-1146.pdf plain text: absel-1146.txt item: #156 of 2743 id: absel-1147 author: Pittenger, Khushwant K. S. title: An Experiential Exercise Related To Person-Organization Fit And It’s Consequences date: 1997 words: 1391 flesch: 23 summary: AN EXPERIENTIAL EXERCISE RELATED TO PERSON-ORGANIZATION FIT AND ITS CONSEQUENCES Developments In Business Simulation & Experiential Learning, Volume 24, 1997 AN EXPERIENTIAL EXERCISE RELATED TO PERSON-ORGANIZATION FIT AND ITS CONSEQUENCES Khush K. Pittenger, Ashland University ABSTRACT Given below is an exercise related to measuring person-organization fit and it consequences. 309 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 Part V (Group Discussion) 1. keywords: analysis; business; exercise; learning; organization; simulation cache: absel-1147.pdf plain text: absel-1147.txt item: #157 of 2743 id: absel-1148 author: Moschella, Paul; Motiwalla, Luvai title: For Today’s Dynamic and Changing World, Business Simulations need to be Expanded to Encompass Much Greater Complexity: A Demonstration date: 1997 words: 4353 flesch: 33 summary: FOR TODAY'S DYNAMIC AND CHANGING WORLD, BUSINESS SIMULATIONS NEED TO BE EXPANDED TO ENCOMPASS MUCH GREATER COMPLEXITY (A D... Developments In Business Simulation & Experiential Learning, Volume 24, 1997 FOR TODAY’S DYNAMIC AND CHANGING WORLD, BUSINESS SIMULATIONS NEED TO BE EXPANDED TO ENCOMPASS MUCH GREATER COMPLEXITY (A DEMONSTRATION) A significant portion of their students have been educated in industrialized nations and are now applying the latest knowledge in new and innovative ways, thus raising the level 311 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 of global management performance and competition. keywords: business; case; information; learner; learning; process; program; questions; situation; thinking; use cache: absel-1148.pdf plain text: absel-1148.txt item: #158 of 2743 id: absel-1149 author: Wilterding, Jim; Baughn, C. Christopher title: The Incident Process: A Case in Reverse date: 1997 words: 1707 flesch: 27 summary: THE INCIDENT PROCESS: A CASE IN REVERSE Developments In Business Simulation & Experiential Learning, Volume 24, 1997 THE INCIDENT PROCESS: Below, a possible introduction to the process is provided: “We are going to solve a 320 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 problem today, but not by reading a case. keywords: business; case; learning; process; questions; simulation cache: absel-1149.pdf plain text: absel-1149.txt item: #159 of 2743 id: absel-1150 author: Cannon, Hugh M.; Ternan, Amy title: Contextually-Anchored Business Simulations date: 1997 words: 5995 flesch: 42 summary: For instance, game players may be expected to put together audio/visual electronic slide presentations. In addition to developing traditional econometric algorithms for relating student decisions to outcomes, contextual designers develop what amounts to screen plays to give their simulations added life. keywords: business; decision; econometric; elements; game; instance; learning; model; performance; player; role; simulation; students; task; time cache: absel-1150.pdf plain text: absel-1150.txt item: #160 of 2743 id: absel-1151 author: Yankonich, David A.; Cannon, Hugh M.; Ternan, Amy title: The Energy Factor: Building Motivation in the Simulation Gaming Environment date: 1997 words: 6212 flesch: 46 summary: First, she must convince students that performance in the game is indeed a function of student effort. Application of a Non-Computerized Simulation Model in a Process of Organizational Change Threshold: A Windows-Based Behaviorally Oriented Total Enterprise Simulation Coaching Business Game Teams Using a Decision Variable Optimizer Rock and Roll is here to Stay: Enhancing Experiential Pedagogy with Musical Exercises An Example of Business Process Analysis Simulation for Customer Software Support The Use of Business Gaming in Hong Kong Academic Institutions Using the Integrative International Simulation INTOPIA Mark 2000 in a Concentrated MBA Curriculum A Group Experience as an Integrated Part of the Core Management Course Empowered Learning in the Classroom The Inter-Group Interaction: An Innovative Approach to Cooperative Learning Courses that Utilize Student Team: An Approach to enhancing their Effectiveness Thoughts about the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues Measuring Student Learning Using Business Simulations: A Theory Based Perspective On the Use of PC Fingame in an Undergraduate Finance Course How Managers get Things Done: A Virtual Soundbite Internet Experiential learning in the Principals of Marketing Classroom: A Pedagogical Approach Current Student Perceptions Relative to Business Simulations Beyond Capitalism: Designing Business Policy and Social Justice The Use of Boards of Directors to Evaluate Reports and Presentations in an Undergraduate Business Policy Course Beacon Lumber: An Experiential Introduction to Financial Accounting The Application of Organizational Motivation Principles: The Experiential Business Simulation Motus Manufacturing Avoiding a Bogey: Grading Case Discussions Scientifically Communicating Consumer Behavior II: A Modified Exercise Using Personal Consumption Journals in Condensed Courses Designing Instruments for Assessing the Effectiveness of Simulations, (Seminar) keywords: business; effort; game; instructor; learning; model; motivation; performance; self; simulation; student; value cache: absel-1151.pdf plain text: absel-1151.txt item: #161 of 2743 id: absel-1152 author: Teach, Richard D. title: The Design of an Internet Game date: 1997 words: 4227 flesch: 43 summary: THE DESIGN OF AN INTERNET GAME Developments In Business Simulation & Experiential Learning, Volume 24, 1997 THE DESIGN OF AN INTERNET GAME1© Richard Teach, Georgia Tech2 1 One of the primary assumptions in a distributed process or networked environment game is that electronic communications between 336 Developments In Business Simulation & Experiential Learning, Volume 24, 1997 players improves and clarifies the thought process. keywords: business; decisions; executive; firm; function; game; learning; manufacturing; marketing; product; simulation cache: absel-1152.pdf plain text: absel-1152.txt item: #162 of 2743 id: absel-1153 author: Cannon, Hugh M.; Leckenby, John D.; Abernethy, Avery M. title: Modeling Advertising Effectiveness date: 1996 words: 4862 flesch: 45 summary: To weight these by exposure values is a simple spreadsheet exercise. Step 2: Estimating Vehicle Exposure Values There are a number of different ways exposure values might be expressed. keywords: advertising; business; curve; exposure; maximum; media; response; simulation; value; vehicle cache: absel-1153.pdf plain text: absel-1153.txt item: #163 of 2743 id: absel-1154 author: Comer, Lucette B.; Nicholls, J. A. F. title: Simulation as an Aid to Learning: How Does Participation Influence the Process? date: 1996 words: 5104 flesch: 47 summary: The significant relationship between simulation performance and involvement is interesting and suggestive of some association between involvement and process learning. There is, therefore, considerable interest in understanding the manner in which simulation enhances learning (e.g., Washbush & Gosenpud 1995). keywords: course; involvement; learning; lectures; performance; process; simulation; students; textbook cache: absel-1154.pdf plain text: absel-1154.txt item: #164 of 2743 id: absel-1155 author: Faria, A. J.; Dickinson, John R.; Peterson, Rein title: Administering Business Simulations in Transitioning Economies: The Introduction of Simulation Gaming to Estonia date: 1996 words: 4529 flesch: 40 summary: Progression of the MMS is on a period basis, with competitors formulating strategy decisions, submitting these to the simulation administrator, receiving results, and continuing on to formulating the next period’s strategy decisions. ADMINISTERING BUSINESS SIMULATIONS IN TRANSITIONING ECONOMIES: THE INTRODUCTION OF SIMULATION GAMING TO ESTONIA Developments In Business Simulation & Experiential Exercises, Volume 23, 1996 ADMINISTERING BUSINESS SIMULATIONS IN TRANSITIONING ECONOMIES: THE INTRODUCTION OF SIMULATION GAMING TO ESTONIA A.J. Faria, University of Windsor J. R. Dickinson, University of Windsor Rein Peterson, University of Windsor ABSTRACT The use of business simulation games is a widespread activity in North America (Faria 1987). keywords: advert; business; competition; decisions; estonia; management; marketing; mms; participants; simulation; strategies cache: absel-1155.pdf plain text: absel-1155.txt item: #165 of 2743 id: absel-1156 author: Faria, A. J.; Nulsen, Ray O. title: Business Simulation Games: Current Usage Levels. A Ten Year Update date: 1996 words: 4989 flesch: 49 summary: From this point, the number of business simulation games grew rapidly. As shown in Table 1, the number of AACSB member schools using business simulation games somewhere in their programs continues to increase. keywords: business; companies; faria; games; management; schools; simulation; survey; training; usage; users cache: absel-1156.pdf plain text: absel-1156.txt item: #166 of 2743 id: absel-1157 author: Faria, A. J.; Wellington, William J. title: The Relationship Between Interpersonal and Task Cohesiveness and Performance in a Business Simulation Game date: 1996 words: 4471 flesch: 33 summary: Because Seashore’s (1954) and Martens and Peterson’s (1971) scales were not specifically designed to measure task cohesion in a simulation gaming situation, it was decided to develop and use a simulation based task cohesiveness scale. THE RELATIONSHIP BETWEEN INTERPERSONAL AND TASK COHESIVENESS AND PERFORMANCE IN A BUSINESS SIMULATION GAME Developments In Business Simulation & Experiential Exercises, Volume 23, 1996 THE RELATIONSHIP BETWEEN INTERPERSONAL AND TASK COHESIVENESS AND PERFORMANCE IN A BUSINESS SIMULATION GAME A. J. Faria, University of Windsor W. J. Wellington, University of Windsor ABSTRACT The present study examines team cohesiveness as a multidimensional construct composed of perceived interpersonal cohesiveness and perceived task cohesiveness as related to business simulation game performance. keywords: cohesion; cohesiveness; construct; performance; scale; simulation; task; team cache: absel-1157.pdf plain text: absel-1157.txt item: #167 of 2743 id: absel-1158 author: Gold, Steven C. title: The Design of and its-Based Simulation: A New Epistemology for Learning date: 1996 words: 4490 flesch: 38 summary: The pedagogical support module needs to determine when students need help, how to provide that help and respond to student questions. 8 Piskurich, George “The Possible Futures of Instructional Technology”, Training and Development, March 1993, p.52 9 9Bonar, J., Cunningham, R., and Schults, J. “An Object- Oriented Architecture for Intelligent Tutoring Systems”, Learning Research and Development Center, University of Pittsburgh, Technical Report No. LSP-3, August 14, 1987, page 2. 37 Developments In Business Simulation & Experiential Exercises, Volume 23, 1996 increased without any decrease in final outcomes, i.e. students were able to learn the knowledge and skills faster than from traditional pedagogical approaches. keywords: business; knowledge; learning; module; process; research; simulation; student; systems; teaching; tutoring cache: absel-1158.pdf plain text: absel-1158.txt item: #168 of 2743 id: absel-1159 author: Gosenpud, Jerry; Washbush, John title: Correlates of Learning in Simulations date: 1996 words: 4224 flesch: 45 summary: The researchers explored whether simulation learning varied with (1) simulation performance, (2) the degree to which players were struggling with the simulation, (3) type of simulation goals, and (4) common sense variables often associated with learning such as confidence. Simulation learning was higher when learning, stock price, profit and expansion- related goals were stated, and lower when turn-around and competitive goals were stipulated. keywords: business; developments; exercises; game; learning; performance; relationship; simulation; variables cache: absel-1159.pdf plain text: absel-1159.txt item: #169 of 2743 id: absel-1160 author: Malik, S. Dolly; Howard, Barbara J. title: How Do We Know Where we're going if we don't Know Where We Have Been: A Review of Business Simulation Research date: 1996 words: 4545 flesch: 38 summary: Gosenpud (1 987) reviews the research on predicting simulation performance, as measured by quantitative measures, based on factors such as; academic ability, major, personality, motivation, team cohesion and organizational formality. His review finds that none of the factors are consistent predictors, nor are they totally unrelated to simulation performance. keywords: business; effectiveness; group; learning; performance; relationship; research; simulation; validity; wolfe cache: absel-1160.pdf plain text: absel-1160.txt item: #170 of 2743 id: absel-1161 author: Patz, Alan L. title: Making Cash Flow Come Alive and Sensible in the Classroom date: 1996 words: 3409 flesch: 51 summary: The key point is that cash flow models are simple and lead easily to an infinite number of alternatives if students are only given a chance to pursue them. Two kinds of cash flow models are demonstrated --analytical and descriptive. keywords: assets; balance; business; cash; equation; flow; simulation cache: absel-1161.pdf plain text: absel-1161.txt item: #171 of 2743 id: absel-1162 author: Peach, E. Brian title: Enhancing Simulation Learning Through Objectives and Decision Support Systems date: 1996 words: 4863 flesch: 46 summary: Because teachers generally use simulation performance as the basis for grading (Anderson & Lawton, 1992), students who perceive themselves as having learned a substantial amount from the simulation may rightfully perceive a simulation ‘grade’ based only on overall performance as unfair or irrelevant. Assuming that teachers intend grades to reflect learning and mastery of course concepts, lack of a correlation between simulation performance and grades for the simulation is a serious issue (Pillutla & Swanson, 1995). keywords: business; business simulation; developments; exercises; game; learning; management; performance; simulation; team cache: absel-1162.pdf plain text: absel-1162.txt item: #172 of 2743 id: absel-1163 author: Roge, Joseph N. title: An Analysis of Deliberate and Emergent Strategies Relative to Porter's Generic Differentiator and Cost Leader: A Bias and Variance Modeling Approach date: 1996 words: 3910 flesch: 44 summary: Mean standard deviation (MSD) and mean average deviation (MAD) were computed for deliberate strategies and emergent strategies relative to the simulation derived preferred decision rules. These data were used as surrogates for deliberate planned strategies and emergent, learning strategies. keywords: bias; business; decision; emergent; game; learning; simulation; strategies; variance cache: absel-1163.pdf plain text: absel-1163.txt item: #173 of 2743 id: absel-1164 author: Schumann, Paul l.; Anderson, Philip H.; Scott, Timothy W. title: Introducing Ethical Dilemmas into Computer-Based Simulation Exercises to Teach Business Ethics date: 1996 words: 6970 flesch: 44 summary: The use of ethical principles in the construction of the dilemmas helps ensure that the dilemma in fact raises ethical issues, gives the students practice in applying the principles to identify and analyze ethical dilemmas, and provides the instructor a discussion vehicle for debriefing students on the dilemmas. Although familiarity with ethical principles would enrich the discussion, it is not necessary for the instructor to be an expert in ethical principle’s to be effective in 75 Developments In Business Simulation & Experiential Exercises, Volume 23, 1996 leading discussions involving ethics. keywords: business; business simulation; dilemma; ethical; ethics; exercises; instructor; issues; learning; principles; simulation; students cache: absel-1164.pdf plain text: absel-1164.txt item: #174 of 2743 id: absel-1165 author: Wolfe, Joseph title: CEO Strategic Locus of Control Effects on Game Performance and Playing Behavior date: 1996 words: 3483 flesch: 31 summary: CEO LOCUS OF CONTROL AND GAME PERFORMANCE AND PLAYING BEHAVIOR Developments In Business Simulation & Experiential Exercises, Volume 23, 1996 CEO LOCUS OF CONTROL AND GAME PERFORMANCE AND PLAYING BEHAVIOR Joseph Wolfe, University of Tulsa ABSTRACT The effects of a business game player’s locus of control on company performance, risk-taking behavior, information-seeking activity and product innovation effort was examined. The Spearman rank-difference correlation between LOC score and company performance was 0.38 significant beyond the .05 level in a one-tail test. keywords: business; control; externals; game; information; internals; locus; performance; simulation cache: absel-1165.pdf plain text: absel-1165.txt item: #175 of 2743 id: absel-1166 author: Bradley, Michael P. title: The Relational Database as a Link between Operations and Cost Accounting date: 1996 words: 1928 flesch: 35 summary: Even the recent changes in accounting pedagogy to emphasize the internal information value of accounting has ignored cost accounting. The objective is to demonstrate that cost systems are continually changing, a concept that students do not appreciate from traditional cost accounting. keywords: accounting; business; cost; database; management; students cache: absel-1166.pdf plain text: absel-1166.txt item: #176 of 2743 id: absel-1167 author: Gosenpud, Jerry; Washbush, John title: Goal Setting Over Time in Simulations date: 1996 words: 1735 flesch: 43 summary: GOAL SETTING OVER TIME IN SIMULATIONS Developments In Business Simulation & Experiential Exercises, Volume 23, 1996 GOAL SETTING OVER TIME IN SIMULATIONS Jerry Gosenpud and John Washbush University of Wisconsin-Whitewater ABSTRACT This paper concerns how player goals change over time during simulation play. To a greater degree than in the studies referenced above, the present effort explores the personal goals of players (e.g., earn a high simulation grade, get the game over with) as well as business goals (e.g., attain a high market share). keywords: business; goals; learning; simulation; time cache: absel-1167.pdf plain text: absel-1167.txt item: #177 of 2743 id: absel-1168 author: Hall, Jeremy J. S. B. title: Computerized Business Simulations: A Workshop Exploring the Tutor's Role, Task & Needs date: 1996 words: 982 flesch: 22 summary: TASKS & NEEDS Jeremy J. S. B. HaIl, Hall Marketing INTRODUCTION The importance of the review and debriefing session for simulations is regularly emphasized and discussed. It provides an opportunity for experienced users of simulations to share experiences, for less experienced users to learn and for designers of simulations to determine how future simulations should address these needs. keywords: business; exercises; learning; simulations; tutor cache: absel-1168.pdf plain text: absel-1168.txt item: #178 of 2743 id: absel-1169 author: Palia, Aspy P. title: Strategic Analysis of the Product Portfolio with the Complete PPA Package: A Strategic Market Planning Tool date: 1996 words: 1267 flesch: 22 summary: A Ten Year Update The Relationship Between Interpersonal and Task Cohesiveness and Performance in a Business Simulation Game The Design of an ITS-Based Simulation: A New Epistemology for Learning Correlates of Learning in Simulations How Do We Know where we're going if we don't know where we have been: A Review of Business Simulation Research Making Cash Flow Come Alive and Sensible in the Classroom Enhancing Simulation Learning through Objectives and Decision Support Systems An Analysis of Deliberate and Emergent Strategies Relative to Porter's Generic Differentiator and Cost Leader: A Bias and Variance Modeling Approach Introducing Ethical Dilemmas into Computer-Based Simulation Exercises to Teach Business Ethics CEO Strategic Locus of Control Effects on Game Performance and Playing Behavior The Relational Database As a Link between Operations and Cost Accounting Goal Setting over Time in Simulations Computerized Business Simulations: A Workshop Exploring the Tutor's Role, Task & Needs Strategic Analysis of the Product Portfolio with the COMPLETE PPA Package: A Strategic Market Planning Tool Draft Standards and Registration Procedure for Assessment Instruments Perspectives on a New Generation of Business Games An Economic Multiple Regression Case In Experiential Learning Changing Institutional Norms and Behavior, Not Culture: A Changing Business Policy Collaborative Learning Through Real-Life Assignments in Accounting Classes The Necessity Of Incorporating Local Cultural Aspects Into International Business Experiential Exercises Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness Legal Issues related to the Use of Application Blanks: An Experiential Exercise The Family in the Classroom: An Experiential Exercise for Teaching Issues Related To Expatriate Assignments Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal Chalkboards to Chipboards for Teachers and Consultants keywords: compete; package; ppa; product; year cache: absel-1169.pdf plain text: absel-1169.txt item: #179 of 2743 id: absel-1170 author: Cannon, Hugh M.; Frazer, J. Ronald; Groff, Jim; Markovich, Denise R.; Stevens, Renae; Thavikulwat, Precha title: Draft Standards and Registration Procedure for Assessment Instruments date: 1996 words: 1103 flesch: 21 summary: Because the utility of assessment instruments depends on their wide adoption, so that scores obtained from one population and setting may be compared with those obtained elsewhere, standards for such instruments and procedures for their registration can facilitate their development and use. A Changing Business Policy Collaborative Learning Through Real-Life Assignments in Accounting Classes The Necessity Of Incorporating Local Cultural Aspects Into International Business Experiential Exercises Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness Legal Issues related to the Use of Application Blanks: An Experiential Exercise The Family in the Classroom: An Experiential Exercise for Teaching Issues Related To Expatriate Assignments Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal Chalkboards to Chipboards for Teachers and Consultants keywords: business; instruments; learning; registration; standards cache: absel-1170.pdf plain text: absel-1170.txt item: #180 of 2743 id: absel-1171 author: Wolfe, Joseph title: Perspectives on a New Generation of Business Games date: 1996 words: 962 flesch: 18 summary: A Ten Year Update The Relationship Between Interpersonal and Task Cohesiveness and Performance in a Business Simulation Game The Design of an ITS-Based Simulation: A New Epistemology for Learning Correlates of Learning in Simulations How Do We Know where we're going if we don't know where we have been: A Review of Business Simulation Research Making Cash Flow Come Alive and Sensible in the Classroom Enhancing Simulation Learning through Objectives and Decision Support Systems An Analysis of Deliberate and Emergent Strategies Relative to Porter's Generic Differentiator and Cost Leader: A Bias and Variance Modeling Approach Introducing Ethical Dilemmas into Computer-Based Simulation Exercises to Teach Business Ethics CEO Strategic Locus of Control Effects on Game Performance and Playing Behavior The Relational Database As a Link between Operations and Cost Accounting Goal Setting over Time in Simulations Computerized Business Simulations: A Workshop Exploring the Tutor's Role, Task & Needs Strategic Analysis of the Product Portfolio with the COMPLETE PPA Package: A Strategic Market Planning Tool Draft Standards and Registration Procedure for Assessment Instruments Perspectives on a New Generation of Business Games An Economic Multiple Regression Case In Experiential Learning Changing Institutional Norms and Behavior, Not Culture: A Changing Business Policy Collaborative Learning Through Real-Life Assignments in Accounting Classes The Necessity Of Incorporating Local Cultural Aspects Into International Business Experiential Exercises Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness Legal Issues related to the Use of Application Blanks: An Experiential Exercise The Family in the Classroom: An Experiential Exercise for Teaching Issues Related To Expatriate Assignments Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal Chalkboards to Chipboards for Teachers and Consultants keywords: business; games; learning; simulation cache: absel-1171.pdf plain text: absel-1171.txt item: #181 of 2743 id: absel-1172 author: Harms, Craig G. title: An Economic Multiple Regression Case in Experiential Learning date: 1996 words: 3415 flesch: 59 summary: A good model included the following criterion: a. Correlation coefficients between independent variables must be smaller than 0.6 (or -0.6)—try to minimize the multi-colinearity! A Changing Business Policy Collaborative Learning Through Real-Life Assignments in Accounting Classes The Necessity Of Incorporating Local Cultural Aspects Into International Business Experiential Exercises Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness Legal Issues related to the Use of Application Blanks: An Experiential Exercise The Family in the Classroom: An Experiential Exercise for Teaching Issues Related To Expatriate Assignments Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal Chalkboards to Chipboards for Teachers and Consultants keywords: data; learning; model; number; population; students; table; variables cache: absel-1172.pdf plain text: absel-1172.txt item: #182 of 2743 id: absel-1173 author: Hornaday, Robert W. title: Changing Institutional Norms and Behavior not Culture, Experiential Learning Comes to Myanmar date: 1996 words: 3654 flesch: 43 summary: 102 Developments In Business Simulation & Experiential Exercises, Volume 23, 1996 EXHIBIT 1: SOME NEW INSTITUTIONAL NORMS FOR MYANMAR FROM: TO: Most Valued Managerial Skill Government Relations and Technical Expertise General Management Skills Needed to plan, organize, Direct and control a modern business Scope of Middle Management Interest Functional Specialty Complete Organizational System Information Systems Closed: User Must “Pull” Information from the System Open: System “Pushes” Information to User Focus of Efforts Individual Success Organizational Success Authority Structure Centralized Decentralized Competitive Scope Local Global To be successful, the new crop of Myanmar managers must be able to reconcile modern business methods with traditional Myanmar customs. Myanmar people enjoy sharing the happiness of others. keywords: business; changes; exercises; learning; management; managers; mba; myanmar; new; norms; program; simulation cache: absel-1173.pdf plain text: absel-1173.txt item: #183 of 2743 id: absel-1174 author: Jennings, David title: Strategic Management and the Case Method: Survey and Evaluation date: 1996 words: 4326 flesch: 45 summary: CASE TEACHING: OBJECTIVES AND CONFLICTS It has long been recognized that teaching cases may not be true’ accounts of business life. keywords: analysis; business; case; case method; management; method; objectives; skills; teaching; use cache: absel-1174.pdf plain text: absel-1174.txt item: #184 of 2743 id: absel-1175 author: Leonard, Nancy H.; Page, Diana title: Individual Differences in Internet Attitude and Use date: 1996 words: 4430 flesch: 37 summary: Computer attitudes demonstrate the individual’s degree of like or dislike for computer use, while computer anxiety indicates the tendency for an individual to be apprehensive regarding the use of computers. The literature related to computer attitudes explains this relationship. keywords: anxiety; attitude; business; computer; efficacy; individual; information; internet; self; use; variables cache: absel-1175.pdf plain text: absel-1175.txt item: #185 of 2743 id: absel-1176 author: Moch, Michael K.; Malik, S. Dolly title: Long Live the Plan-Or Should It? Examining the Impact of Detailed Strategic Plans on Organizational Performance date: 1996 words: 4791 flesch: 48 summary: Business Publications, Inc. Lenz, R & Engledow, J. (i 986) Environmental analysis units and strategic decision making: Field study of selected leading edge firms. Formal planning, simulation team performance, and satisfaction: A replication. keywords: business; decision; feedback; performance; planning; plans; results; simulation; strategy; study; subjects cache: absel-1176.pdf plain text: absel-1176.txt item: #186 of 2743 id: absel-1177 author: Markulis, Peter M.; Strang, Daniel R. title: Do Your Students Really Read The Manual? A Computerized Contextual Tool as a Surrogate for the Traditional Student Manual date: 1996 words: 4196 flesch: 50 summary: A Changing Business Policy Collaborative Learning Through Real-Life Assignments in Accounting Classes The Necessity Of Incorporating Local Cultural Aspects Into International Business Experiential Exercises Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness Legal Issues related to the Use of Application Blanks: An Experiential Exercise The Family in the Classroom: An Experiential Exercise for Teaching Issues Related To Expatriate Assignments Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal Chalkboards to Chipboards for Teachers and Consultants This paper discussed the development and the use of multimedia authoring software program to develop a contextual diagnostics tool for a “typical” management simulation. keywords: business; developments; exercises; learning; manual; multimedia; program; simulation; software; students cache: absel-1177.pdf plain text: absel-1177.txt item: #187 of 2743 id: absel-1178 author: Overby, John D.; Olorunniwo, Festus title: Pilot Analyses of Self-Peer Evaluations in an Experiential-Exercise Human Resources Management Course date: 1996 words: 3074 flesch: 35 summary: The paired difference dij = pij – sij where pij = Peer evaluation for exercise i (i = 1,2,3,…11) tested against performance concept j (j=1,2,3,…15) sij = self evaluation for exercise In the classroom, however, it is not a common practice to use self or peer evaluations. keywords: business; concepts; evaluations; exercise; peer; performance; ratings; self cache: absel-1178.pdf plain text: absel-1178.txt item: #188 of 2743 id: absel-1179 author: Page, Diana; Roberts, Ralph M. title: Leader Behavior Feedback: A Learning Exercise date: 1996 words: 3519 flesch: 41 summary: Students review data from previous Looking Glass simulations that demonstrate the leniency effect, and establish hypotheses about their own behaviors. Develop hypotheses about supervisory vs subordinate appraisals Provide students information about behavioral and situational components of leadership. keywords: behavior; business; exercise; feedback; leadership; learning; simulation; students; subordinate cache: absel-1179.pdf plain text: absel-1179.txt item: #189 of 2743 id: absel-1180 author: Pittenger, Khushwant K. S.; Miller, Mary C. title: Dilemma-Dilemma: An Exercise for Teaching Significance of Communication date: 1996 words: 2734 flesch: 42 summary: The value of experiential exercises is well understood by the members of ABSEL. A Changing Business Policy Collaborative Learning Through Real-Life Assignments in Accounting Classes The Necessity Of Incorporating Local Cultural Aspects Into International Business Experiential Exercises Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness Legal Issues related to the Use of Application Blanks: An Experiential Exercise The Family in the Classroom: An Experiential Exercise for Teaching Issues Related To Expatriate Assignments Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal Chalkboards to Chipboards for Teachers and Consultants keywords: appendix; business; communication; dilemma; exercise; learning; simulation; team cache: absel-1180.pdf plain text: absel-1180.txt item: #190 of 2743 id: absel-1181 author: Ross, Douglas N. title: Computer Mediated Conferencing: Technology and Classroom Learning date: 1996 words: 2595 flesch: 44 summary: TECHNOLOGY AND CLASSROOM LEARNING Douglas N. Ross, Towson State University ABSTRACT This paper describes the integration of computer mediated conferencing (cmc) technology with a cooperative learning method; second, it provides a step by step introduction; and third, it reports on early classroom results with student teams utilizing cmc, organized in a jigsaw format, to discuss & teach each other several assigned course readings. Objectives sought in using this technology-based approach included enabling students to: Practice writing and critical thinking skills; develop! keywords: business; class; cmc; computer; learning; simulation; students cache: absel-1181.pdf plain text: absel-1181.txt item: #191 of 2743 id: absel-1182 author: Snyder, LT title: Multimedia in the Workplace: Who is Really Using It and where is it Headed? date: 1996 words: 3322 flesch: 41 summary: According to Dataquest’s Demand for Multimedia in Large Business, a study of 200 large corporations that are using some form of multimedia, one-third of the respondents are using multimedia presentation tools, and another 22 percent are using mixed media to improve internal training courses. Most research on multimedia applications is being focused on classroom oriented instruction. keywords: applications; business; internet; learning; multimedia; presentations; training; use; web; workplace cache: absel-1182.pdf plain text: absel-1182.txt item: #192 of 2743 id: absel-1183 author: Butler, John K. title: Using Experiential Exercises for Collecting Research Data: Integrating Teaching and Research date: 1996 words: 2760 flesch: 39 summary: A Changing Business Policy Collaborative Learning Through Real-Life Assignments in Accounting Classes The Necessity Of Incorporating Local Cultural Aspects Into International Business Experiential Exercises Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness Legal Issues related to the Use of Application Blanks: An Experiential Exercise The Family in the Classroom: An Experiential Exercise for Teaching Issues Related To Expatriate Assignments Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal Chalkboards to Chipboards for Teachers and Consultants INTEGRATING TEACHING AND RESEARCH Developments In Business Simulation & Experiential Exercises, Volume 23, 1996 USING EXPERIENTIAL EXERCISES FOR COLLECTING RESEARCH DATA: INTEGRATING TEACHING AND RESEARCH John K. Butler, Jr., Clemson University ABSTRACT One way to fulfill the obligation of good teaching and good research Is to combine the two processes. keywords: data; exercise; learning; performance; research; students; teams; trust cache: absel-1183.pdf plain text: absel-1183.txt item: #193 of 2743 id: absel-1184 author: Cates, Tommy; Rayburn, Michael; Green, Robbie title: Interactive Distance Learning as a Tool in a College's Theory And Practice date: 1996 words: 2338 flesch: 43 summary: Universities have embraced this technology as a link between teachers and students in a wide range of experiences. History Since 1985 there has been a considerable interest in using technology to teach students at distant sites. keywords: distance; instructor; learning; site; students; technology; university cache: absel-1184.pdf plain text: absel-1184.txt item: #194 of 2743 id: absel-1185 author: Efraty, David; Stratton, William E. title: The President's Decision: An Experiential Exercise in Decision Making date: 1996 words: 1188 flesch: 22 summary: As instructors we should teach not only the principles of decision making--defining the problem, generating alternatives for resolution, evaluating these alternatives, and choosing and implementing the solution--but we should also offer students actual opportunities to engage in implementing and practicing these concepts and to receive feedback on their decisions. Timing and Preparation This exercise should be conducted after students have been exposed to the concepts of communication, decision making, and leadership. keywords: decision; exercise; learning; making; role cache: absel-1185.pdf plain text: absel-1185.txt item: #195 of 2743 id: absel-1186 author: Griffin, Richard B. title: Integrating Computer Literacy Skills in the Undergraduate Curriculum: The Advanced Accounting Experiment date: 1996 words: 2563 flesch: 57 summary: Lotus and computer skills are taught in the classroom by working problems chosen from a textbook. Grading computer skills require students to print out solutions and to save them on a disk. keywords: class; computer; disk; students; test; work cache: absel-1186.pdf plain text: absel-1186.txt item: #196 of 2743 id: absel-1187 author: Hallowell, Kirk title: Imperatives for the Transfer of Experience-Based Training date: 1996 words: 1937 flesch: 29 summary: Conducting research in experience based training and development: A Changing Business Policy Collaborative Learning Through Real-Life Assignments in Accounting Classes The Necessity Of Incorporating Local Cultural Aspects Into International Business Experiential Exercises Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness Legal Issues related to the Use of Application Blanks: An Experiential Exercise The Family in the Classroom: An Experiential Exercise for Teaching Issues Related To Expatriate Assignments Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal Chalkboards to Chipboards for Teachers and Consultants keywords: business; development; experience; learning; simulation; training; transfer cache: absel-1187.pdf plain text: absel-1187.txt item: #197 of 2743 id: absel-1188 author: Hopkins, David M. title: Deciding How to Decide date: 1996 words: 1729 flesch: 38 summary: The exercise is useful in the discussion of several topics (e.g., nominal vs. ordinal vs. interval/ratio data; group decision making issues such as “group think,” “risky shift,” and hierarchy). IMPORTANCE Post hoc controversies over decisions can often be avoided if groups can reach agreement, a priori, on the rules and procedures they will adhere to in making the decision. keywords: business; committee; decision; learning; proposal cache: absel-1188.pdf plain text: absel-1188.txt item: #198 of 2743 id: absel-1189 author: Leonard, Nancy H.; Leonard, Thomas L. title: The Internet as a Pedagogical Tool date: 1996 words: 1902 flesch: 45 summary: We would also like to make contacts for discussion groups on other campuses. A Changing Business Policy Collaborative Learning Through Real-Life Assignments in Accounting Classes The Necessity Of Incorporating Local Cultural Aspects Into International Business Experiential Exercises Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness Legal Issues related to the Use of Application Blanks: An Experiential Exercise The Family in the Classroom: An Experiential Exercise for Teaching Issues Related To Expatriate Assignments Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal Chalkboards to Chipboards for Teachers and Consultants keywords: business; discussion; internet; learning; search; students cache: absel-1189.pdf plain text: absel-1189.txt item: #199 of 2743 id: absel-1190 author: Leonard, Thomas L.; Leonard, Nancy H. title: Internet “Scavenger Hunt” date: 1996 words: 1742 flesch: 39 summary: A Ten Year Update The Relationship Between Interpersonal and Task Cohesiveness and Performance in a Business Simulation Game The Design of an ITS-Based Simulation: A New Epistemology for Learning Correlates of Learning in Simulations How Do We Know where we're going if we don't know where we have been: A Review of Business Simulation Research Making Cash Flow Come Alive and Sensible in the Classroom Enhancing Simulation Learning through Objectives and Decision Support Systems An Analysis of Deliberate and Emergent Strategies Relative to Porter's Generic Differentiator and Cost Leader: A Bias and Variance Modeling Approach Introducing Ethical Dilemmas into Computer-Based Simulation Exercises to Teach Business Ethics CEO Strategic Locus of Control Effects on Game Performance and Playing Behavior The Relational Database As a Link between Operations and Cost Accounting Goal Setting over Time in Simulations Computerized Business Simulations: A Workshop Exploring the Tutor's Role, Task & Needs Strategic Analysis of the Product Portfolio with the COMPLETE PPA Package: A Strategic Market Planning Tool Draft Standards and Registration Procedure for Assessment Instruments Perspectives on a New Generation of Business Games An Economic Multiple Regression Case In Experiential Learning Changing Institutional Norms and Behavior, Not Culture: INTERNET SCAVENGER HUNT Developments In Business Simulation & Experiential Exercises, Volume 23, 1996 INTERNET “SCAVENGER HUNT” Thomas L. Leonard, Bryant College Nancy H. Leonard, University of Evansville keywords: business; earnings; exercise; internet; learning; simulation; use cache: absel-1190.pdf plain text: absel-1190.txt item: #200 of 2743 id: absel-1191 author: Pittenger, Khushwant K. S. title: Two Management Exercises Based on Committee Work, date: 1996 words: 1719 flesch: 45 summary: A Ten Year Update The Relationship Between Interpersonal and Task Cohesiveness and Performance in a Business Simulation Game The Design of an ITS-Based Simulation: A New Epistemology for Learning Correlates of Learning in Simulations How Do We Know where we're going if we don't know where we have been: A Review of Business Simulation Research Making Cash Flow Come Alive and Sensible in the Classroom Enhancing Simulation Learning through Objectives and Decision Support Systems An Analysis of Deliberate and Emergent Strategies Relative to Porter's Generic Differentiator and Cost Leader: A Bias and Variance Modeling Approach Introducing Ethical Dilemmas into Computer-Based Simulation Exercises to Teach Business Ethics CEO Strategic Locus of Control Effects on Game Performance and Playing Behavior The Relational Database As a Link between Operations and Cost Accounting Goal Setting over Time in Simulations Computerized Business Simulations: A Workshop Exploring the Tutor's Role, Task & Needs Strategic Analysis of the Product Portfolio with the COMPLETE PPA Package: A Strategic Market Planning Tool Draft Standards and Registration Procedure for Assessment Instruments Perspectives on a New Generation of Business Games An Economic Multiple Regression Case In Experiential Learning Changing Institutional Norms and Behavior, Not Culture: A Changing Business Policy Collaborative Learning Through Real-Life Assignments in Accounting Classes The Necessity Of Incorporating Local Cultural Aspects Into International Business Experiential Exercises Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness Legal Issues related to the Use of Application Blanks: An Experiential Exercise The Family in the Classroom: An Experiential Exercise for Teaching Issues Related To Expatriate Assignments Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal Chalkboards to Chipboards for Teachers and Consultants keywords: business; exercises; learning; management; role; work cache: absel-1191.pdf plain text: absel-1191.txt item: #201 of 2743 id: absel-1192 author: Ramarapu, Narender; Cates, Tommy; Overby, John D. title: Multimedia in the Year 2000: How will it Affect Our Lives? date: 1996 words: 2189 flesch: 44 summary: A Ten Year Update The Relationship Between Interpersonal and Task Cohesiveness and Performance in a Business Simulation Game The Design of an ITS-Based Simulation: A New Epistemology for Learning Correlates of Learning in Simulations How Do We Know where we're going if we don't know where we have been: A Review of Business Simulation Research Making Cash Flow Come Alive and Sensible in the Classroom Enhancing Simulation Learning through Objectives and Decision Support Systems An Analysis of Deliberate and Emergent Strategies Relative to Porter's Generic Differentiator and Cost Leader: A Bias and Variance Modeling Approach Introducing Ethical Dilemmas into Computer-Based Simulation Exercises to Teach Business Ethics CEO Strategic Locus of Control Effects on Game Performance and Playing Behavior The Relational Database As a Link between Operations and Cost Accounting Goal Setting over Time in Simulations Computerized Business Simulations: A Workshop Exploring the Tutor's Role, Task & Needs Strategic Analysis of the Product Portfolio with the COMPLETE PPA Package: A Strategic Market Planning Tool Draft Standards and Registration Procedure for Assessment Instruments Perspectives on a New Generation of Business Games An Economic Multiple Regression Case In Experiential Learning Changing Institutional Norms and Behavior, Not Culture: MULTIMEDIA IN THE YEAR 2000: HOW WILL IT AFFECT OUR LIVES Developments In Business Simulation & Experiential Exercises, Volume 23, 1996 MULTIMEDIA IN THE YEAR 2000: HOW WILL IT AFFECT OUR LIVES Dr. Narender Ramarapu. keywords: business; computer; future; learning; multimedia; new; simulation; technology; video cache: absel-1192.pdf plain text: absel-1192.txt item: #202 of 2743 id: absel-1193 author: Schibrowsky, John A.; Peltier, James W.; Collins, Robert H. title: Bootstrap Benefit Segmentation: Finally a Way to Teach Benefit Segmentation without Primary Data or Those Fancy Statistical Methods date: 1996 words: 2125 flesch: 44 summary: FINALLY, A WAY TO TEACH BENEFIT SEGMENTATION WITHOUT PRIMARY DATA OR THOSE FANCY STATISTICAL METHODS John A. Schibrowsky, University of Nevada-Las Vegas James W. Peltier, University of Wisconsin-Whitewater Robert H. Collins, University of Nevada-Las Vegas ABSTRACT This article introduces an experiential learning activity designed to provide business students with an understanding of benefit segmentation, product positioning and target markets. While qualifying benefits are requirements needed to become a viable alternative in the product class, determining benefits are the focus for benefit segmentation, since they constitute the brands selected by consumers. keywords: approach; benefit; product; segmentation; segments; step cache: absel-1193.pdf plain text: absel-1193.txt item: #203 of 2743 id: absel-1194 author: Snyder, LT; Vaughan, Mary Jo title: Multimedia And Learning: Is There a Connection? date: 1996 words: 2671 flesch: 35 summary: Sonic research suggests that computerized multimedia presentations should enhance student learning and comprehension because numerous studies show that children who have been exposed to television all of their lives develop styles of cognitive processing of information that is attuned to the dynamic. Mizzel & Lever (1990) suggested that to achieve this level of ambiguity with minimal frustration levels requires the consideration of individual differences in “learning style”. keywords: computer; individual; learning; multimedia; research; students; styles; use cache: absel-1194.pdf plain text: absel-1194.txt item: #204 of 2743 id: absel-1195 author: Romani, Lana L.; Stirling, Hamilton W. title: A Changing Business Policy date: 1996 words: 1642 flesch: 28 summary: The coordinator’s responsibilities also included assisting in the day-to-day needs of the students and business owners/managers, speaking with students and business owners/managers on a regular basis to assess the status of the project, providing supplementary resources to the students other than those provided by the alumni facilitators and instructor and interfacing between facilitators and student teams to direct the flow of resources gained back into the program. INTRODUCTION Business Policy/Strategic Management is the capstone course required for business students upon completing a bachelor’s degree In the College of Business Administration. keywords: business; course; learning; program; simulation; students cache: absel-1195.pdf plain text: absel-1195.txt item: #205 of 2743 id: absel-1196 author: Vik, Gretchen N.; Venable, Carol title: Collaborative Learning through Real-Life Assignments in Accounting Classes date: 1996 words: 1747 flesch: 28 summary: It also gives student teams more practice in effective group work (not just dividing up a task, but sharing the task). To teach these new skills, we chose assignments related to work students will encounter on the job as professional accountants. keywords: accounting; assignments; business; course; industry; learning; students cache: absel-1196.pdf plain text: absel-1196.txt item: #206 of 2743 id: absel-1197 author: Wheatley, Walter J.; Ghraizi, Ghassan R. title: The Necessity of Incorporating Local Cultural Aspects Into International Business Experiential Exercises date: 1996 words: 1835 flesch: 27 summary: This in turn places a greater responsibility on academia to provide more comprehensive and intense educational opportunities in the area of international culture and how it can mean the difference between success or failure for an international business endeavor. A recent review of the field of international education indicated a sparse amount of experiential exercises that emphasized the importance of international culture. keywords: business; context; cultures; exercises; learning; simulation cache: absel-1197.pdf plain text: absel-1197.txt item: #207 of 2743 id: absel-1198 author: Wheatley, Walter J.; Ghraizi, Ghassan R. title: Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness date: 1996 words: 1735 flesch: 27 summary: UTILIZING CULTURAL AND INTERNATIONAL LANDMARK CONSTRUCTS TO ASSESS BUSINESS STUDENTS' INTERNATIONAL AWARENESS Developments In Business Simulation & Experiential Exercises, Volume 23, 1996 UTILIZING CULTURAL AND INTERNATIONAL LANDMARK CONSTRUCTS TO ASSESS BUSINESS STUDENTS’ INTERNATIONAL AWARENESS Walter J. Wheatley, The University of West Florida Ghassan A. Ghraizi, The University of West Florida ABSTRACT Due to the ever-increasing international dependency of today world’s economy, almost every business degree curriculum includes at least one course on international business. The purpose of this paper is to report the findings of a pilot study conducted to assess the extent that business students’ are aware of international culture and landmarks. keywords: awareness; business; cultural; culture; learning; students cache: absel-1198.pdf plain text: absel-1198.txt item: #208 of 2743 id: absel-1199 author: Graf, Lee A.; Hemmasi, Masoud; Stewart-Belle, Sue; Winchell, Michael W. title: Legal Issues Related to the Use of Application Blanks: An Experiential Exercise date: 1996 words: 2141 flesch: 59 summary: A Ten Year Update The Relationship Between Interpersonal and Task Cohesiveness and Performance in a Business Simulation Game The Design of an ITS-Based Simulation: A New Epistemology for Learning Correlates of Learning in Simulations How Do We Know where we're going if we don't know where we have been: A Review of Business Simulation Research Making Cash Flow Come Alive and Sensible in the Classroom Enhancing Simulation Learning through Objectives and Decision Support Systems An Analysis of Deliberate and Emergent Strategies Relative to Porter's Generic Differentiator and Cost Leader: A Bias and Variance Modeling Approach Introducing Ethical Dilemmas into Computer-Based Simulation Exercises to Teach Business Ethics CEO Strategic Locus of Control Effects on Game Performance and Playing Behavior The Relational Database As a Link between Operations and Cost Accounting Goal Setting over Time in Simulations Computerized Business Simulations: A Workshop Exploring the Tutor's Role, Task & Needs Strategic Analysis of the Product Portfolio with the COMPLETE PPA Package: A Strategic Market Planning Tool Draft Standards and Registration Procedure for Assessment Instruments Perspectives on a New Generation of Business Games An Economic Multiple Regression Case In Experiential Learning Changing Institutional Norms and Behavior, Not Culture: A Changing Business Policy Collaborative Learning Through Real-Life Assignments in Accounting Classes The Necessity Of Incorporating Local Cultural Aspects Into International Business Experiential Exercises Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness Legal Issues related to the Use of Application Blanks: An Experiential Exercise The Family in the Classroom: An Experiential Exercise for Teaching Issues Related To Expatriate Assignments Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal Chalkboards to Chipboards for Teachers and Consultants keywords: application; blank; employment; exercise; learning; selection cache: absel-1199.pdf plain text: absel-1199.txt item: #209 of 2743 id: absel-12 author: Marriott, Kiersten M.; Marquardt, Adam J. title: Mirror-Mirror: How Can We Better Understand Our Consumption Behavior? Reflective Thinking, Writing and Imagery as Tools to Better Understand Abstract Marketing Concepts date: 2013 words: 3241 flesch: 37 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) Reflective Thinking, Writing and Imagery as Tools to Better Understand Abstract Marketing Concepts Page 34 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 keywords: business; concepts; consumption; developments; exercise; learning; roles; simulation; students cache: absel-12.pdf plain text: absel-12.txt item: #210 of 2743 id: absel-1200 author: Ledman, Robert E. title: The Family in the Classroom: An Experiential Exercise for Teaching Issues Related to Expatriate Assignments date: 1996 words: 2745 flesch: 41 summary: Specifically, it is important to discuss: (1) the role of international assignments in preparing rising executives for managing global enterprises; (2) the need for the expatriate to have knowledge of the language, culture, and customs of the host country; (3) the extent to which most firms prepare the expatriate for the assignment; (4) the problems that can, and do, arise when the overseas assignment ends and the employee returns; and (5) how overseas assignments can affect an employee’s family, especially as it relates to dual career families, children’s education, and changes in lifestyle. The exercise presented in this paper is an effective way to enhance students’ understanding of several topics related to international employee assignments. keywords: assignments; business; employee; exercise; family; students cache: absel-1200.pdf plain text: absel-1200.txt item: #211 of 2743 id: absel-1201 author: Pillutla, Sharma title: Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal date: 1996 words: 1473 flesch: 33 summary: A Changing Business Policy Collaborative Learning Through Real-Life Assignments in Accounting Classes The Necessity Of Incorporating Local Cultural Aspects Into International Business Experiential Exercises Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness Legal Issues related to the Use of Application Blanks: An Experiential Exercise The Family in the Classroom: An Experiential Exercise for Teaching Issues Related To Expatriate Assignments Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal Chalkboards to Chipboards for Teachers and Consultants USING INTERNET RESOURCES TO ENHANCE TEACHING OF INFORMATION SYSTEMS COURSES Developments In Business Simulation & Experiential Exercises, Volume 23, 1996 USING INTERNET RESOURCES TO ENHANCE TEACHING OF INFORMATION SYSTEMS COURSES Sharma Pillutla, Towson State University ABSTRACT This demonstration focuses on using Internet Resources to enhance the teaching of Information Systems Courses. keywords: information; internet; learning; resources; teaching cache: absel-1201.pdf plain text: absel-1201.txt item: #212 of 2743 id: absel-1202 author: Surver, William M.; Smith, Walter P.; Crino, Michael D.; Comer, H. C.; Butler, John K. title: Chalkboards to Chipboards for Teachers and Consultants date: 1996 words: 1020 flesch: 35 summary: A Ten Year Update The Relationship Between Interpersonal and Task Cohesiveness and Performance in a Business Simulation Game The Design of an ITS-Based Simulation: A New Epistemology for Learning Correlates of Learning in Simulations How Do We Know where we're going if we don't know where we have been: A Review of Business Simulation Research Making Cash Flow Come Alive and Sensible in the Classroom Enhancing Simulation Learning through Objectives and Decision Support Systems An Analysis of Deliberate and Emergent Strategies Relative to Porter's Generic Differentiator and Cost Leader: A Bias and Variance Modeling Approach Introducing Ethical Dilemmas into Computer-Based Simulation Exercises to Teach Business Ethics CEO Strategic Locus of Control Effects on Game Performance and Playing Behavior The Relational Database As a Link between Operations and Cost Accounting Goal Setting over Time in Simulations Computerized Business Simulations: A Workshop Exploring the Tutor's Role, Task & Needs Strategic Analysis of the Product Portfolio with the COMPLETE PPA Package: A Strategic Market Planning Tool Draft Standards and Registration Procedure for Assessment Instruments Perspectives on a New Generation of Business Games An Economic Multiple Regression Case In Experiential Learning Changing Institutional Norms and Behavior, Not Culture: A Changing Business Policy Collaborative Learning Through Real-Life Assignments in Accounting Classes The Necessity Of Incorporating Local Cultural Aspects Into International Business Experiential Exercises Utilizing Cultural and International Landmark Constructs to Assess Business Student's International Awareness Legal Issues related to the Use of Application Blanks: An Experiential Exercise The Family in the Classroom: An Experiential Exercise for Teaching Issues Related To Expatriate Assignments Using Internet Resources to Enhance Teaching of Information Systems Courses: A Demonstration Proposal Chalkboards to Chipboards for Teachers and Consultants keywords: business; exercise; learning; simulation; teaching cache: absel-1202.pdf plain text: absel-1202.txt item: #213 of 2743 id: absel-1203 author: Gentry, James W.; Anderson, Philip H.; Burns, Alvin C.; Cannon, Hugh M.; Faria, A. J.; Frazer, Ron; Gosenpud, Jerry; Lawton, Leigh; Nulsen, Ray O.; Teach, Richard D.; Wellington, William J. title: How do we Measure the "Learning" In Experiential Learning and How do We Best Simulate It? date: 1996 words: 1216 flesch: 23 summary: A Ten Year Update The Relationship Between Interpersonal and Task Cohesiveness and Performance in a Business Simulation Game The Design of an ITS-Based Simulation: A New Epistemology for Learning Correlates of Learning in Simulations How Do We Know where we're going if we don't know where we have been: A Review of Business Simulation Research Making Cash Flow Come Alive and Sensible in the Classroom Enhancing Simulation Learning through Objectives and Decision Support Systems An Analysis of Deliberate and Emergent Strategies Relative to Porter's Generic Differentiator and Cost Leader: A Bias and Variance Modeling Approach Introducing Ethical Dilemmas into Computer-Based Simulation Exercises to Teach Business Ethics CEO Strategic Locus of Control Effects on Game Performance and Playing Behavior The Relational Database As a Link between Operations and Cost Accounting Goal Setting over Time in Simulations Computerized Business Simulations: A Workshop Exploring the Tutor's Role, Task & Needs Strategic Analysis of the Product Portfolio with the COMPLETE PPA Package: A Strategic Market Planning Tool Draft Standards and Registration Procedure for Assessment Instruments Perspectives on a New Generation of Business Games An Economic Multiple Regression Case In Experiential Learning Changing Institutional Norms and Behavior, Not Culture: Experiential Learning Comes to Myanmar Strategic Management and the Case Method: Survey and Evaluation Individual Differences in Internet Attitude and Use Long Live the Plan - or Should It? keywords: business; learning; measure; simulation; university cache: absel-1203.pdf plain text: absel-1203.txt item: #214 of 2743 id: absel-1204 author: Washbush, John; Gosenpud, Jerry title: Simulation Performance, Learning and Struggle date: 1995 words: 3695 flesch: 37 summary: Consistent with previous findings by the researchers, analysis of these data found that simulation performance and learning did not co-vary. From these tests we derived learning performance measures which we compared with simulation performance. keywords: analysis; business; learning; performance; play; scores; simulation; struggle; students cache: absel-1204.pdf plain text: absel-1204.txt item: #215 of 2743 id: absel-1205 author: Wellington, William J.; Faria, A. J. title: Are Good Simulation Performers Consistently Good? date: 1995 words: 4820 flesch: 31 summary: The Relative Influence of Several Factors on Simulation Performance Simulation & Gaming, 23, 311-325 Gosenpud, J.J., Miesing, P. and Milton C.J. (1984). ARE GOOD SIMULATION PERFORMERS CONSISTENTLY GOOD? Developments In Business Simulation & Experiential Exercises, Volume 22,1995 5 ARE GOOD SIMULATION PERFORMERS CONSISTENTLY GOOD? keywords: business; business simulation; competition; developments; exercises; game; performance; performers; round; simulation; teams cache: absel-1205.pdf plain text: absel-1205.txt item: #216 of 2743 id: absel-1206 author: Wellington, William J.; Faria, A. J.; Whiteley, T. Rick; Nulsen, Ray O. title: Cognitive and Behavioral Consistency in a ComputerBased Marketing-Simulation-Game Environment: An Empirical Investigation of the Decision-Making Process date: 1995 words: 5749 flesch: 42 summary: Furthermore, in those studies examining the behavioral domain, the results indicate that game players do not seem to have made behavioral decisions which indicate that they had drawn correct cognitive conclusions about the nature of the simulation environment which they faced. COGNITIVE AND BEHAVIORAL CONSISTENCY IN A COMPUTER-BASED MARKETING-SIMULATION-GAME ENVIRONMENT: AN EMPIRICAL INVESTIGATION OF THE DECISION-MAKING PROCESS Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 12 COGNITIVE AND BEHAVIORAL CONSISTENCY IN A COMPUTER-BASED MARKETING-SIMULATION-GAME ENVIRONMENT: AN EMPIRICAL INVESTIGATION OF THE DECISION-MAKING PROCESS William Wellington and A. J. Faria, University of Windsor T. Rick Whiteley, Lawrence Technological University R. O. Nulsen Jr., Xavier University ABSTRACT Past research investigating participant adaptability to game parameters in computer-based, business simulation games has focused primarily on the nature of the decisions actually made (e.g., actual price set) in order to determine the validity of this experiential approach to management education and training. keywords: advertising; decision; environment; game; making; participants; period; pull; push; round; simulation; variables cache: absel-1206.pdf plain text: absel-1206.txt item: #217 of 2743 id: absel-1207 author: Hall, Jeremy J. S. B. title: Chalk & Cheese: Executive Short-Course vs. Academic Simulations date: 1995 words: 5610 flesch: 40 summary: For executive short course simulations these needs extend to include efficiency and consistency. The list of executive short course use is derived from experience running hundreds of simulations over a twenty-five year period. keywords: business; course; executive; experience; hall; knowledge; learning; management; process; simulation; students; support; tutor; use cache: absel-1207.pdf plain text: absel-1207.txt item: #218 of 2743 id: absel-1208 author: Patz, Alan L. title: Revisiting Personality Bias in Total Enterprise Simulations date: 1995 words: 4269 flesch: 43 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? REVISITING PERSONALITY BIAS IN TOTAL ENTERPRISE SIMULATIONS Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 24 REVISITING PERSONALITY BIAS IN TOTAL ENTERPRISE SIMULATIONS Alan L. Patz, University of Southern California ABSTRACT Group personality composition does affect total enterprise simulation results when the competitors are full-time employed business students. keywords: business; group; performance; personality; results; simulation; table; teams; time; total cache: absel-1208.pdf plain text: absel-1208.txt item: #219 of 2743 id: absel-1209 author: Green, Donna; Faria, A. J. title: Are Good Strategies Consistently Good? date: 1995 words: 5299 flesch: 37 summary: ARE GOOD STRATEGIES CONSISTENTLY GOOD? Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 31 ARE GOOD STRATEGIES CONSISTENTLY GOOD? A number of studies of this nature have generally supported the external validity of the simulations being examined Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 32 (Babb, Leslie and Van Slyke 1966; McKinney and Dill 1966; Vance and Gray 1967; Wolfe and Roberts 1986). keywords: business; business simulation; developments; games; industry; learning; new; research; simulation; strategies; strategy cache: absel-1209.pdf plain text: absel-1209.txt item: #220 of 2743 id: absel-1210 author: Malik, S. Dolly; Howard, Barbara J. title: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model date: 1995 words: 4008 flesch: 37 summary: INVESTIGATING THE USE OF A COMPUTER SIMULATION AS AN EFFECTIVE PEDAGOGICAL TOOL FOR THE APPLICATION OF A STRATEGIC MODEL Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 38 INVESTIGATING THE USE OF A COMPUTER SIMULATION AS AN EFFECTIVE PEDAGOGICAL TOOL FOR THE APPLICATION OF A STRATEGIC MODEL S. Dolly Malik, State University of New York at Geneseo Barbara J. Howard, State University of New York at Geneseo ABSTRACT The business policy and strategy course should teach students how to analyze complex problems; lending itself well to experiential learning exercises. Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 39 Each one of the stages in the MMM has industry-level characteristics that require different strategic responses. keywords: business; computer; decision; developments; exercises; industry; model; simulation; strategy; students cache: absel-1210.pdf plain text: absel-1210.txt item: #221 of 2743 id: absel-1211 author: Anderson, Philip H.; Lawton, Leigh title: The Problem of Determining an "Individualized" Simulation's Validity as an Assessment Tool date: 1995 words: 4584 flesch: 34 summary: After decades of research on simulation exercises, we still cannot provide objective (versus anecdotal) support for answers to questions like Does participating in simulation exercise produce learning? THE PROBLEM OF DETERMINING AN “INDIVIDUALIZED” SIMULATION’S VALIDITY AS AN ASSESSMENT TOOL Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 43 THE PROBLEM OF DETERMINING AN “INDIVIDUALIZED” SIMULATION’S VALIDITY AS AN ASSESSMENT TOOL Philip H. Anderson, University of St Thomas Leigh Lawton, University of St Thomas ABSTRACT An “individualized” version of a competitive, total enterprise (TE) simulation exercise was tested as a potential instrument for measuring the skills developed on a group-managed simulation. keywords: business; exercise; group; individual; learning; performance; relationship; simulation; student; version cache: absel-1211.pdf plain text: absel-1211.txt item: #222 of 2743 id: absel-1212 author: Roge, Joseph N. title: A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter’s Generic Strategies date: 1995 words: 5335 flesch: 37 summary: Porter’s Generic Strategies One of the more noted authorities in the field, Michael E. Porter, describes a set of generic strategies that are available for organizational implementation. This result is in agreement with Porter’s theory on generic strategy types. keywords: adaptation; cost; decision; game; information; porter; simulation; strategies; strategy; value cache: absel-1212.pdf plain text: absel-1212.txt item: #223 of 2743 id: absel-1213 author: House, William C.; Benefield, Michael E. title: The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries date: 1995 words: 4414 flesch: 35 summary: If sales and income growth affect profitability and market value measures in simulated and actual environments, the leverage variables may have an indirect as well as a direct impact on profitability and market value. INTRODUCTION Sales and income growth can be expected to influence rate of return and market value measures in both simulated and actual industries. keywords: asset; asset growth; equity; growth; income; market; r&d; sales; sales growth; value; year cache: absel-1213.pdf plain text: absel-1213.txt item: #224 of 2743 id: absel-1214 author: Gosenpud, Jerry; Scott, Timothy W. title: A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version date: 1995 words: 3886 flesch: 41 summary: The fact that Micromatic Solo students learned as much from the simulation as students in the traditional competitive condition suggests first that students can learn what there is to learn from a simulation without a competitive environment of human peers. In one class, student teams played against other student teams using the competitive version. keywords: business; game; learning; micromatic; simulation; solo; students; teams; version cache: absel-1214.pdf plain text: absel-1214.txt item: #225 of 2743 id: absel-1215 author: Thavikulwat, Precha title: Computer-Assisted Gaming of International Business date: 1995 words: 4804 flesch: 34 summary: By setting forth principles of international business gaming, this paper extends the body of research on the design of business gaming-simulations that has been pioneered by Goosen (1981). It points out two different methods for elaborately treating issues, and shows how national accounting statements, currency exchange rates, and national measures of welfare can be computed when international business issues are treated by the gaming method. keywords: business; companies; exchange; game; gaming; geo; international; issues; method; participants; simulation cache: absel-1215.pdf plain text: absel-1215.txt item: #226 of 2743 id: absel-1216 author: Markovich, Denise R. title: Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business date: 1995 words: 3076 flesch: 28 summary: ANALYZING SIMULATIONS WITH COMPUTER-BASED PROGRAMS AND APPLYING THE EXPERIENCE TO A REAL-WORLD BUSINESS Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 74 ANALYZING SIMULATIONS WITH COMPUTER-BASED PROGRAMS AND APPLYING THE EXPERIENCE TO A REAL-WORLD BUSINESS Denise R. Markovich, University of North Dakota ABSTRACT This paper describes and evaluates changes in the capstone course in finance. Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 75 ADMINISTRATIVE OVERVIEW Structure of the Course keywords: analysis; business; clients; course; decision; fingame; learning; sbdc; simulation; students cache: absel-1216.pdf plain text: absel-1216.txt item: #227 of 2743 id: absel-1217 author: Biggs, William D.; Levin, Gerald B.; Biggs, Jennifer L. title: A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment date: 1995 words: 4463 flesch: 51 summary: Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 80 RESULTS The frequency and percentage data for the annual Altman Z scores by firm are presented in Table 1. A design that somehow prevents the possibility Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 82 of bankruptcy of a firm would be more acceptable than a design that allows “ dead firms to survive.’ keywords: altman; bankruptcy; business; data; firm; management; performance; simulation; study cache: absel-1217.pdf plain text: absel-1217.txt item: #228 of 2743 id: absel-1218 author: Leonard, Thomas L.; Leonard, Nancy H. title: Graduates’ Views on the Use of Computer Simulation Games versus Cases as Pedagogical Tools date: 1995 words: 3341 flesch: 34 summary: Norris, D.R. & Snyder, C.A. (1980) External validation of simulation games. Hypothesis 2: Most students will rate computer simulation games higher than case analyses. keywords: business; cases; computer; course; decision; game; learning; management; marketing; simulation cache: absel-1218.pdf plain text: absel-1218.txt item: #229 of 2743 id: absel-1219 author: Goosen, Kenneth R. title: An Analytical Advertising Model Approach to the Determination of Market Demand date: 1995 words: 4677 flesch: 38 summary: Without advertising customers are uninformed and, therefore, are unable to purchase. “Advertising Decisions”, Marketing Management, Prentice Hall, P.456 Cannon, Hugh M. (1987). keywords: advertising; candidates; customers; demand; firm; market; model; price; sale cache: absel-1219.pdf plain text: absel-1219.txt item: #230 of 2743 id: absel-1220 author: Cannon, Hugh M. title: Dealing With the Complexity Paradox in Business Simulation Games date: 1995 words: 6011 flesch: 39 summary: Product strategy decisions are made by a marketing team at one place and time in an organization, while production planning decisions are made by another team at a different place and time. For instance, product decisions might be allocated to one team and promotional decisions to another. keywords: business; complexity; computer; decisions; games; gaming; learning; performance; product; simulation; strategy; students cache: absel-1220.pdf plain text: absel-1220.txt item: #231 of 2743 id: absel-1221 author: Cannon, Hugh M.; McGowan, Laura C.; Moon, Sung-Joon title: A “Prototyping” Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media date: 1995 words: 3654 flesch: 36 summary: APPLYING THE PROTOTYPING PRINCIPLE TO MEDIA PLANNING SIMULATIONS Recall that the application of the prototyping concept to educational media simulations is to synthesize a relatively large database from a much smaller set of media data. This is particularly true of magazine data. keywords: audience; business; category; data; magazine; media; process; prototyping; research; simulation cache: absel-1221.pdf plain text: absel-1221.txt item: #232 of 2743 id: absel-1222 author: Page, Diana; Roberts, Ralph M.; Baugh, Gayle title: Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency Effect date: 1995 words: 4240 flesch: 30 summary: Feeling preference supervisors may evaluate themselves more positively (lenient) while thinking preference subordinates may evaluate their supervisors more negatively which would contribute to the leniency effect. SUPERIOR-SUBORDINATE PERSONALITY TYPE AND THE LENIENCY EFFECT Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 110 THROUGH THE LOOKING GLASS INC.: SUPERIOR-SUBORDINATE PERSONALITY TYPE AND THE LENIENCY EFFECT Diana Page, The University of West Florida Ralph M. Roberts, The University of West Florida Gayle Baugh, The University of West Florida ABSTRACT Participants in The Looking Glass Inc. simulation provided perceived frequency of self and supervisory leadership behaviors after the simulation. keywords: behaviors; business; effect; leniency; performance; preference; ratings; self; simulation; subordinate; supervisor cache: absel-1222.pdf plain text: absel-1222.txt item: #233 of 2743 id: absel-1223 author: Trapp, James N.; Peel, Derrell S.; Ward, Clement E. title: Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills date: 1995 words: 3605 flesch: 32 summary: Complementarity and Competitiveness of Alternative Teaching Methods The strength of a total curriculum in effectively teaching key managerial skills, as well as a wide range of management skills, may rely upon using a portfolio of teaching methods. However, Teach and Govahi do not provide any analysis of which teaching methods complement each other best, i.e., which methods teach to the skills that others do not. keywords: business; lectures; methods; playing; role; simulation; skills; teaching cache: absel-1223.pdf plain text: absel-1223.txt item: #234 of 2743 id: absel-1224 author: Yahr, Michael A. title: Student and Teacher Perceptions of a Management Simulation Course date: 1995 words: 1996 flesch: 39 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? STUDENT AND TEACHER PERCEPTIONS OF A MANAGEMENT SIMULATION COURSE Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 124 STUDENT AND TEACHER PERCEPTIONS OF A MANAGEMENT SIMULATION COURSE Michael A. Yahr, Robert Morris College ABSTRACT This paper offers some instructor thoughts and student perceptions of CORPORATION: keywords: approach; business; corporation; course; learning; management; simulation cache: absel-1224.pdf plain text: absel-1224.txt item: #235 of 2743 id: absel-1225 author: Roge, Joseph N.; Linn, Gary F. title: Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack date: 1995 words: 1577 flesch: 14 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? PERFORMANCE EVALUATION: THE EFFECT ON THE PROPENSITY TO CREATE BUDGETARY SLACK Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 126 PERFORMANCE EVALUATION: keywords: business; managers; propensity; relationship; simulation; slack cache: absel-1225.pdf plain text: absel-1225.txt item: #236 of 2743 id: absel-1226 author: Decker, Ronald title: Management Team Formation for Large Scale Simulations date: 1995 words: 1990 flesch: 26 summary: MANAGEMENT TEAM FORMATION FOR LARGE SCALE SIMULATIONS Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 128 MANAGEMENT TEAM FORMATION FOR LARGE SCALE SIMULATIONS Ronald Decker, University of Wisconsin- “never less than 3.” Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 129 Method of Forming Groups Most of the responses fall into one of three categories: Students’ choice (21); Instructors choice (7); or Random (4). keywords: business; course; groups; learning; management; simulation; students cache: absel-1226.pdf plain text: absel-1226.txt item: #237 of 2743 id: absel-1227 author: Palia, Aspy P. title: Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool date: 1995 words: 2318 flesch: 23 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? COMPARATIVE STATIC ANALYSIS WITH THE COMPETE PPA PACKAGE: A STRATEGIC MARKET PLANNING TOOL Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 130 COMPARATIVE STATIC ANALYSIS WITH THE COMPETE PPA PACKAGE: A STRATEGIC MARKET PLANNING TOOL Aspy P. Palia, University of Hawaii at Manoa ABSTRACT The COMPETE Product Portfolio Analysis (PPA) Package (Version 2.00) is used by participant teams in the marketing simulation COMPETE (Faria, Nulsen, and Roussos 1994) to formulate and implement a coherent marketing strategy and to control their marketing program. keywords: analysis; compete; marketing; package; portfolio; ppa; products; simulation cache: absel-1227.pdf plain text: absel-1227.txt item: #238 of 2743 id: absel-1228 author: Snyder, Stephen J.; Label, Wayne title: Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition date: 1995 words: 2095 flesch: 30 summary: The question arose during the 1994 competition: Do the faculty advisors and judges think have different mindsets compared to students on the issue of student learning objectives. AT THE 1994 INTERCOLLEGIATE BUSINESS POLICY COMPETITION Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 132 CONSISTENCY IN INTENT: LEARNING OBJECTIVES keywords: business; competition; faculty; learning; objectives; simulation; students cache: absel-1228.pdf plain text: absel-1228.txt item: #239 of 2743 id: absel-1229 author: Snyder, Stephen J. title: A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed date: 1995 words: 2487 flesch: 40 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? Developments In Business Simulation & Experiential Exercises, Volume 22, 1995. keywords: analysis; business; game; industry; market; simulation; teams; version cache: absel-1229.pdf plain text: absel-1229.txt item: #240 of 2743 id: absel-1230 author: Pillutla, Sharma; Swanson, Lloyd A. title: Evaluation of Performance in Management Simulation: A Management Coefficients Model date: 1995 words: 2775 flesch: 27 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? SUMMARY AND CONCLUSIONS In this paper a management coefficients model was developed to assist in assigning grades for management simulation games where the game administrator’s actual decisions and various simulation results were utilized in determining the regression model. keywords: approach; business; evaluation; game; management; model; performance; simulation cache: absel-1230.pdf plain text: absel-1230.txt item: #241 of 2743 id: absel-1231 author: Keys, J. Bernard; Wells, Robert A.; Edge, Alfred G. title: Building SimuWorlds: Strategic Management Games of the Future date: 1995 words: 2127 flesch: 24 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? Building SimuWorlds: Strategic Management Games of the Future Developments In Business Simulation & Experiential Exercises, Volume 22, 1995. keywords: business; game; industry; learning; management; mmg; simulation; teams cache: absel-1231.pdf plain text: absel-1231.txt item: #242 of 2743 id: absel-1232 author: Pray, Bevalee B.; Holt, Kenny title: Bulls and Bears: A Stock Market Simulation date: 1995 words: 1309 flesch: 13 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? BULLS AND BEARS: A STOCK MARKET SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 22,1995 140 BULLS AND BEARS: A STOCK MARKET SIMULATION Bevalee B. Pray, Union University Kenny Holt, Union University ABSTRACT The purpose of this stock market game is to introduce students to the stock market, with particular emphasis on the impact rumors and news have on supply and demand forces at work in the market. keywords: business; game; learning; market; simulation; stock cache: absel-1232.pdf plain text: absel-1232.txt item: #243 of 2743 id: absel-1233 author: Morgan, Richard C. title: A Systems Thinking Paradigm and “Think” Computer Simulation Model of Broadcast And Cable Television Industry Competition date: 1995 words: 2217 flesch: 20 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? A SYSTEMS THINKING PARADIGM AND ITHINK™ COMPUTER SIMULATION MODEL OF BROADCAST AND CABLE TELEVISION INDUSTRY COMPETITION Developments In Business Simulation & Experiential Exercises, Volume 22, 1995. keywords: behavior; broadcast; cable; industry; media; model; simulation; television cache: absel-1233.pdf plain text: absel-1233.txt item: #244 of 2743 id: absel-1234 author: Estrin, Teviah; Innerd, Wilfred; Kantor, Jeffrey title: Jacket Factory date: 1995 words: 1774 flesch: 23 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? JACKET FACTORY Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 1 JACKET FACTORY Teviah Estrin, University of Windsor Wilfred Innerd, University of Windsor Jeffrey Kantor, University of Windsor ABSTRACT Jacket Factory is a board game designed to introduce High School students to the practice of Management Accounting. keywords: business; game; learning; management; simulation; students cache: absel-1234.pdf plain text: absel-1234.txt item: #245 of 2743 id: absel-1235 author: Dickinson, John R.; Faria, A. J. title: The Sales Management Simulation date: 1995 words: 1919 flesch: 13 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? THE SALES MANAGEMENT SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 145 THE SALES MANAGEMENT SIMULATION John R. Dickinson, University of Windsor A. J. Faria, University of Windsor ABSTRACT The Sales Management Simulation (SMS) is a personal computer based simulation game designed for use in introductory sales management and salesmanship courses, as well as in business sales training programs. keywords: administrator; business; decisions; management; manager; sales; simulation; strategy cache: absel-1235.pdf plain text: absel-1235.txt item: #246 of 2743 id: absel-1236 author: Faria, A. J.; Dickinson, John R. title: The Marketing Management Simulation date: 1995 words: 1415 flesch: -11 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? THE MARKETING MANAGEMENT SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 147 THE MARKETING MANAGEMENT SIMULATION A. J. Faria, University of Windsor John R. Dickinson, University of Windsor ABSTRACT The Marketing Management Simulation (MMS) is a new edition of a simulation game originally entitled LAPTOP: keywords: decision; management; marketing; mms; simulation; use cache: absel-1236.pdf plain text: absel-1236.txt item: #247 of 2743 id: absel-1237 author: Bateman, Robert E.; Field, Kevin; Dulgeroglu, Onur title: A Demonstration of Promodel date: 1995 words: 1992 flesch: 13 summary: INTRODUCTION Business students have traditionally received far less exposure to simulation models than their engineering counterparts. A DEMONSTRATION OF PROMODEL Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 148 A DEMONSTRATION OF PROMODEL Robert E. Bateman, Integrated Systems Technology Kevin Field, PROMODEL Corporation Onur Dulgeroglu, PROMODEL Corporation ABSTRACT Advances to the state-of-the-art in simulation software have made stochastic modeling more accessible to business school students and faculty. keywords: business; development; learning; management; models; promodel; simulation; students cache: absel-1237.pdf plain text: absel-1237.txt item: #248 of 2743 id: absel-1238 author: Mazany, Pete; Sharpe, Andrew title: Demonstrating a New, Cross-Functional Business Simulation: Vision+ date: 1995 words: 1810 flesch: 25 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? DEMONSTRATING A NEW, CROSS-FUNCTIONAL BUSINESS SIMULATION: VISION+ Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 150 DEMONSTRATING A NEW, CROSS-FUNCTIONAL BUSINESS SIMULATION: VISION+ Pete Mazany, University of Auckland, New Zealand Andrew Sharpe, University of Auckland, New Zealand ABSTRACT We will demonstrate a new, cross-functional computerised business simulation environment, called Vision+, and discuss how it can be used for tertiary-level teaching and in the business world. keywords: business; decision; exercise; learning; new; simulation; vision+ cache: absel-1238.pdf plain text: absel-1238.txt item: #249 of 2743 id: absel-1239 author: Gentry, James W.; Biggs, William D.; Dickinson, John R.; Fritzsche, David J.; Wilson, M. Keith title: Special Session on Experiential Teaching date: 1995 words: 1645 flesch: 7 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? SPECIAL SESSION ON EXPERIENTIAL TEACHING Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 154 SPECIAL SESSION ON EXPERIENTIAL TEACHING James W. Gentry, University of Nebraska-Lincoln William D. Biggs, Beaver College John R. Dickinson, University of Windsor David J. Fritzsche M. Keith Wilson, University of Manitoba ABSTRACT keywords: business; errors; exercise; game; learning; simulation; use cache: absel-1239.pdf plain text: absel-1239.txt item: #250 of 2743 id: absel-1240 author: Lindstrom, Grant L.; Parks, Don M.; Doherty, Michael title: A Cost Chain for the Business Strategy Game Simulation date: 1995 words: 1191 flesch: 6 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? A COST CHAIN FOR THE BUSINESS STRATEGY GAME SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 152 A COST CHAIN FOR THE BUSINESS STRATEGY GAME SIMULATION Grant L. Lindstrom, University of Wyoming Don M. Parks, Southwestern University Michael J. Doherty, University of Wyoming The concepts of delivered cost and differentiation initially advanced by Hall (1980) and Porter (1980, 1985) have become central concepts in the field of business strategy and policy (Dess and Miller, 1993). keywords: business; chain; cost; learning; simulation; strategy cache: absel-1240.pdf plain text: absel-1240.txt item: #251 of 2743 id: absel-1241 author: McAfee, R. Bruce; Anderson, Claire J. title: Compensation Dilemmas: An Exercise in Ethical Decisionmaking date: 1995 words: 3585 flesch: 46 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? COMPENSATION DILEMMAS: AN EXERCISE IN ETHICAL DECISION-MAKING Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 156 COMPENSATION DILEMMAS: AN EXERCISE IN ETHICAL DECISION-MAKING R. Bruce McAfee, Old Dominion University Claire J. Anderson, Old Dominion University ABSTRACT The issue of ethical decision making has attracted considerable attention in recent years. keywords: business; compensation; dilemmas; ethics; exercise; firm; management; simulation; students cache: absel-1241.pdf plain text: absel-1241.txt item: #252 of 2743 id: absel-1242 author: Morgan, Sandra W.; Dennehy, Robert F. title: Organizational Storytelling: Telling Tales in the Business Classroom date: 1995 words: 4556 flesch: 55 summary: • Classroom Classroom obstacles include the extra time needed to tell stories (good stories can range from 2-1 5 minutes), the preparation and on-the-spot response needed to tie each student’s story to course content, and, if stories are written assignments, the time needed to coach students in writing, and reading and evaluating the stories. Using Stories in the Business Classroom While we have used stories to enhance learning in management, organizational behavior, organization development, and human resource management classes, the techniques detailed in this article are applicable in most types of classes from elementary school through graduate school. keywords: business; classroom; learning; management; model; new; simulation; stories; story; storytelling; students cache: absel-1242.pdf plain text: absel-1242.txt item: #253 of 2743 id: absel-1243 author: Albertson, Darryl Scott title: Evaluating Experiential Training: Case Study and Recommendations date: 1995 words: 5572 flesch: 34 summary: Research questions from a case study of experiential training evaluation (N = 495) include: 1) How do participants rate key aspects of experiential training?; 2) How do ratings of aspects of experiential training relate statistically?; and 3) Which predictor items are most related to overall evaluations of experiential training? Research questions related to a case study of experiential training evaluation are posed. keywords: business; data; evaluation; items; learning; management; model; participants; process; ratings; simulation; study; training cache: absel-1243.pdf plain text: absel-1243.txt item: #254 of 2743 id: absel-1244 author: Ownbey, Shiretta F. title: The Internship Portfolio: An Innovative Tool for Experiential Learning, Critical Thinking, and Communication date: 1995 words: 6103 flesch: 32 summary: Paulson and Paulson (1991) define portfolio as “a purposeful, integrated collection of student work showing student effort, progress, or achievement in one or more areas. Since a variety of companies are represented among the interns, rich networking opportunities exist within the group for identifying contacts, learning about company philosophies and practices, and other information students may use in making career decisions. keywords: assessment; class; course; experiences; industry; internship; internship portfolio; learning; portfolio; process; simulation; students; thinking; work cache: absel-1244.pdf plain text: absel-1244.txt item: #255 of 2743 id: absel-1245 author: Markulis, Peter M.; Strang, Daniel R. title: An Ethnographic Analysis of the Pedagogical Impact of Cooperative date: 1995 words: 5483 flesch: 43 summary: DATA COLLECTION Given the nature of the study, a multifaceted approach was used to collect data, which included personal journals, peer reviews and interviews with student teams. Some time was allocated to problem resolution and addressed ‘typical’ kinds of team problems as well as possible solutions. keywords: business; cooperative; journals; learning; problems; project; research; simulation; students; study; teams; type cache: absel-1245.pdf plain text: absel-1245.txt item: #256 of 2743 id: absel-1246 author: Williams, Laura A. title: Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals and Consumer Analysis Papers date: 1995 words: 6563 flesch: 52 summary: Other students refer to the journal as a means of self-discovery. Included in the description of the assignment are administration procedures, examples of students’ work, and grading procedures. keywords: analysis; assignment; behavior; business; consumer; consumption; exercise; journal; learning; products; purchase; simulation; students cache: absel-1246.pdf plain text: absel-1246.txt item: #257 of 2743 id: absel-1247 author: Saulnier, Bruce M. title: An Experiential Paradigm for Teaching Business Problem Solving date: 1995 words: 3729 flesch: 34 summary: Students may fall into one of three categories: (1) happy with their existing major, in which case they will focus on both defining an area of concentration within their major and formulating a strategy for securing their first job; (2) unhappy with their existing major, in which case students will attempt to formulate a strategy for investigating alternative major choices; and (3) undecided about their current major, in which case the goal is to select a major. One last note: any proposed solution should be consistent with what we know about student learning and effective teaching. keywords: business; course; information; learning; problem; simulation; solution; step; students; systems cache: absel-1247.pdf plain text: absel-1247.txt item: #258 of 2743 id: absel-1248 author: Malone, Paul B. title: Developing Leadership Skills date: 1995 words: 4832 flesch: 41 summary: More significant, most leadership courses are about leadership as opposed to how to lead people. Many contend that the development of leadership skills can occur only in the workplace. keywords: business; course; development; exercises; feedback; leadership; learning; management; schools; simulation; skills; students cache: absel-1248.pdf plain text: absel-1248.txt item: #259 of 2743 id: absel-1249 author: Burns, Alvin C.; Burns, Keith R.; Bush, Ronald F. title: The SPSS Student Assistant: The Integration of a Statistical Analysis Program into a Marketing Research Textbook date: 1995 words: 4231 flesch: 37 summary: In this exercise, students are to direct SPSS® for Windows™, Student Version, to identify missing values in a semantic differential measurement of Red Lobster Restaurant’s image that have been coded with a “9.” Several months later, a new contract was arranged with Prentice Hall, who had acquired distribution rights for SPSS® products. keywords: analysis; assistant; marketing; research; spss; student; student assistant; version; windows cache: absel-1249.pdf plain text: absel-1249.txt item: #260 of 2743 id: absel-1250 author: Tracy, Lane title: Negotiating With Your Students date: 1995 words: 3643 flesch: 40 summary: I regard this as a legitimate expression of student interests and am quite willing to renegotiate. And rightly so, because a course that is responsive to student interests and concerns really is better. keywords: business; class; course; learning; management; negotiation; process; simulation; students cache: absel-1250.pdf plain text: absel-1250.txt item: #261 of 2743 id: absel-1251 author: Bradley, Michael P.; Bruton, Carol M.; Schneider, Gary P. title: Using TQM Principles to Transform Accounting Systems into an Experiential Exercise date: 1995 words: 3320 flesch: 29 summary: Elliott [1991] points out that accounting systems must lead the way for accounting to move to a new paradigm in which accounting systems, “measure not only the traditional financial attributes but also such issues as customer satisfaction, internal processes, and capacity for innovation”. The accounting systems course was envisioned as a capstone course that would develop a broader business outlook in accounting students by combining their skills from previous accounting courses to generate a total accounting system for a business. keywords: accounting; business; information; management; process; questions; simulation; students; system cache: absel-1251.pdf plain text: absel-1251.txt item: #262 of 2743 id: absel-1252 author: Campbell, John; Diamond, Lenny; Wagner, Richard J. title: Enhancing the Effectiveness of Outdoor-Based Experiential Training Using Virtual Reality Concepts date: 1995 words: 4236 flesch: 36 summary: What Is Virtual Reality Training? Virtual reality training presents a unique opportunity for the participants to: * Experience the entire life cycle of an organization, from creation to termination. keywords: activities; business; learning; management; outdoor; participants; reality; setting; simulation; training; work cache: absel-1252.pdf plain text: absel-1252.txt item: #263 of 2743 id: absel-1253 author: Hornaday, Robert W. title: Case Writing in a Developing Country: An Indonesian Example date: 1995 words: 2145 flesch: 33 summary: Lack of Case Materials Because Indonesia’s economy has only recently become market-based, there is no large body of case material written in Bahasa Indonesia, let alone English. They read cases in English, discuss them with their teammates in English, prepare case presentations in English, present the cases in English, then participate in a class discussion using English. keywords: business; case; english; firms; management; simulation; students cache: absel-1253.pdf plain text: absel-1253.txt item: #264 of 2743 id: absel-1254 author: Duserick, Frank G.; Enke, Ernest L.; Rummel, Amy title: Experiential Learning Using Focus Groups date: 1995 words: 2119 flesch: 25 summary: Focus groups traditionally involve a focus group leader or facilitator who guides a group of individuals through a series of pre-planned questions and/or exercises about a particular issue. The focus of this proposed research can be broadly stated as follows: “The use of a GDSS approach for will provide better results than traditional methods when conducting market research using focus groups”. keywords: decision; focus; gdss; group; learning; quality; research; simulation cache: absel-1254.pdf plain text: absel-1254.txt item: #265 of 2743 id: absel-1255 author: Wheatley, Walter J. title: How Real Should Experiential Pedagogy Be? A Viewpoint from Our Students date: 1995 words: 2137 flesch: 29 summary: A VIEWPOINT FROM OUR STUDENTS Developments In Business Simulation & Experiential Exercises, Volume 22,1995 227 HOW REAL SHOULD EXPERIENTIAL PEDAGOGY BE? A vast majority of Developments In Business Simulation & Experiential Exercises, Volume 22,1995 228 the students were either working full or part-time. keywords: business; exercises; learning; simulation; students; training; world cache: absel-1255.pdf plain text: absel-1255.txt item: #266 of 2743 id: absel-1256 author: Bruton, Carol M.; Schneider, Gary P.; Juracka, Christopher M. title: Reengineering the Internship: A New Approach to Experiential Learning date: 1995 words: 2088 flesch: 23 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? REENGINEERING THE INTERNSHIP: A NEW APPROACH TO EXPERIENTIAL LEARNING Developments In Business Simulation & Experiential Exercises, Volume 22,1995 229 REENGINEERING THE INTERNSHIP: A NEW APPROACH TO EXPERIENTIAL LEARNING Carol M. Bruton, University of San Diego Gary P. Schneider, University of San Diego Christopher M. Juracka, Price Waterhouse ABSTRACT This paper describes a unique internship learning opportunity with the Controller’s office at our university. keywords: accounting; audit; business; intern; learning; office; simulation; university cache: absel-1256.pdf plain text: absel-1256.txt item: #267 of 2743 id: absel-1257 author: Wheatley, Walter J.; Platt, Richard G.; Peach, E. Brian title: Utilizing the Cosmopolitan/Local and Marginal Man Constructs to Measure Students’ Propensity for Creativity date: 1995 words: 2078 flesch: 23 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? UTILIZING THE COSMOPOLITAN/LOCAL AND MARGINAL MAN CONSTRUCTS TO MEASURE STUDENTS’ PROPENSITY FOR CREATIVITY Developments In Business Simulation & Experiential Exercises, Volume 22,1995 232 UTILIZING THE COSMOPOLITAN/LOCAL AND MARGINAL MAN CONSTRUCTS TO MEASURE STUDENTS’ PROPENSITY FOR CREATIVITY Walter J. Wheatley, University of West Florida Richard G. Platt, University of West Florida E. Brian Peach, University of West Florida ABSTRACT Creativity has been found to be an important skill as managers increasingly deal with the challenges of a rapidly changing environment. keywords: business; cosmopolitan; instrument; raelin; simulation; students; ziller cache: absel-1257.pdf plain text: absel-1257.txt item: #268 of 2743 id: absel-1258 author: Waring, Craig W. title: Developing Experiential Processes for Teaching Quantitative Techniques for Business date: 1995 words: 2008 flesch: 22 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? DEVELOPING EXPERIENTIAL PROCESSES FOR TEACHING QUANTITATIVE TECHNIQUES FOR BUSINESS Developments In Business Simulation & Experiential Exercises, Volume 22,1995 234 DEVELOPING EXPERIENTIAL PROCESSES FOR TEACHING QUANTITATIVE TECHNIQUES FOR BUSINESS Craig W. Waring, University of West Florida ABSTRACT Quantitative methods for business is a staple within colleges of business. keywords: business; development; learning; programs; research; simulation; teaching cache: absel-1258.pdf plain text: absel-1258.txt item: #269 of 2743 id: absel-1259 author: Ross, Douglas N. title: Team Learning Roles: A Cooperative Learning Technique date: 1995 words: 1883 flesch: 31 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? A COOPERATIVE LEARNING TECHNIQUE Developments In Business Simulation & Experiential Exercises, Volume 22,1995 236 TEAM LEARNING ROLES: keywords: business; class; learning; model; role; simulation; team cache: absel-1259.pdf plain text: absel-1259.txt item: #270 of 2743 id: absel-1260 author: Winchell, Michael W.; Graf, Lee A.; Hemmasi, Masoud title: Creating the Ultimate Small Business Student Experience: Melding Score/Ace with SBI date: 1995 words: 2342 flesch: 11 summary: Partial funding for this project provided by the office of the Dean of the Graduate School, Illinois State University Developments In Business Simulation & Experiential Exercises, Volume 22,1995 239 From the SBA’s perspective, utilization of SBI teams means assistance can be given to many more thousands of small businesses than would be possible through just the combined efforts of its own personnel and those of SCORE/ACE volunteers. For example, in a study conducted by Elbert, Anderson, and Floyd (1983), of the 183 SCORE/ACE counselors that returned questionnaires, 63 percent indicated they were unfamiliar with the SBI program and 95 percent indicated none of the cases they had ever counseled had included SBI student teams. keywords: ace; business; cooperation; sbi; score; simulation; student; teams cache: absel-1260.pdf plain text: absel-1260.txt item: #271 of 2743 id: absel-1261 author: Reina, Dennis S. title: The Development of Trust in Work Teams: The Impact of Touch date: 1995 words: 2287 flesch: 29 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? The Impact of Touch Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 240 THE DEVELOPMENT OF TRUST IN WORK TEAMS: The Impact of Touch Dennis S. Reina, Chagnon & Reina Associates, Inc. Stowe, Vermont ABSTRACT The purpose of this study was to investigate the relationship between the nonverbal behavior of touch as used in the context of an experiential (adventure) training intervention and its impact on trust among members of work teams. keywords: adventure; post; simulation; teams; touch; training; trust; work cache: absel-1261.pdf plain text: absel-1261.txt item: #272 of 2743 id: absel-1262 author: Halterman, Carroll C.; Sampson, Nancy S. title: Some Outcomes of Experiential Learning: How the Cultural Dynamics of Different Countries are Reflected in Workplace Norms & Values date: 1995 words: 1920 flesch: 34 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? HOW THE CULTURAL DYNAMICS OF DIFFERENT COUNTRIES ARE REFLECTED IN WORKPLACE NORMS & VALUES Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 242 SOME OUTCOMES OF EXPERIENTIAL LEARNING: keywords: business; countries; differences; females; management; simulation; values cache: absel-1262.pdf plain text: absel-1262.txt item: #273 of 2743 id: absel-1263 author: Vaughan, Mary Jo title: Incorporation of Job Analysis Results in Various Forms of Selection Interviews date: 1995 words: 1824 flesch: 24 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? INCORPORATION OF JOB ANALYSIS RESULTS IN VARIOUS FORMS OF SELECTION INTERVIEWS Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 246 INCORPORATION OF JOB ANALYSIS RESULTS IN VARIOUS FORMS OF SELECTION INTERVIEWS Mary Jo Vaughan, Mercer University ABSTRACT This exercise is designed to give participants experience in applying job analysis to the development of selection instruments, specifically selection interviews. keywords: analysis; group; interview; leader; questions; simulation cache: absel-1263.pdf plain text: absel-1263.txt item: #274 of 2743 id: absel-1264 author: Hallowell, Kirk; Vosmik, Matt; Vincere, Tom title: Chudesno, Inc.: An Evaluation of an Experiential Training and Development Simulation date: 1995 words: 2033 flesch: 23 summary: Chudesno, Inc.: An Evaluation of an Experiential Training and Development Simulation Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 248 Chudesno, Inc.: An Evaluation of an Experiential Training and Development Simulation Kirk Hallowell, Northern Illinois University Matt Vosmik, Arthur Andersen Worldwide Organization Tom Vincere, Northern Illinois University ABSTRACT This paper presents the evaluation and qualitative analysis of a training simulation entitled, “Chudesno, Inc.”. 2. Was the matching of participants from various Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 249 experience levels perceived as effective in learning? keywords: evaluation; experience; learning; level; participants; simulation; training cache: absel-1264.pdf plain text: absel-1264.txt item: #275 of 2743 id: absel-1265 author: Boozer, Robert W.; Maddox, E. Nick title: An Exercise for Exploring the Relationship between Jungian Psychological Types and Organizational Dynamics date: 1995 words: 2262 flesch: 32 summary: A Downsizing Experiential Exercise AN EXERCISE FOR EXPLORING THE RELATIONSHIP BETWEEN JUNGIAN PSYCHOLOGICAL TYPES AND ORGANIZATIONAL DYNAMICS Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 250 AN EXERCISE FOR EXPLORING THE RELATIONSHIP BETWEEN JUNGIAN PSYCHOLOGICAL TYPES AND ORGANIZATIONAL DYNAMICS Robert W. Boozer, Stetson University E. Nick Maddox, Stetson University ABSTRACT This paper describes an exercise, which includes both imaginal and verbal processes in relating Jungian psychological types to organizational dynamics. keywords: business; exercise; groups; learning; organization; preferences; simulation cache: absel-1265.pdf plain text: absel-1265.txt item: #276 of 2743 id: absel-1266 author: King, Thomas R. title: Partnership: A Radical Approach to Experiential Learning date: 1995 words: 1896 flesch: 30 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? PARTNERSHIP: A RADICAL APPROACH TO EXPERIENTIAL LEARNING Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 252 PARTNERSHIP: A RADICAL APPROACH TO EXPERIENTIAL LEARNING Thomas R. King, Providence College ABSTRACT The purpose of the session is to reconsider the notion of experiential learning by discussing a model which involves class members in almost all aspects of course development and decision making, that is, developing a partnership among the members of the class. keywords: business; class; learning; management; simulation; students cache: absel-1266.pdf plain text: absel-1266.txt item: #277 of 2743 id: absel-1267 author: Leonard, Nancy H.; King, Thomas R. title: Partnership: A Nice Idea, But How Do I Get Started? date: 1995 words: 2167 flesch: 45 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? PARTNERSHIP: A NICE IDEA, BUT HOW DO I GET STARTED? Developments In Business Simulation & Experiential Exercises, Volume 22, keywords: business; class; learning; partnership; simulation; students cache: absel-1267.pdf plain text: absel-1267.txt item: #278 of 2743 id: absel-1268 author: Coleman, Lucretia title: Recognizing Discrimination at Work date: 1995 words: 1907 flesch: 35 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? RECOGNIZING DISCRIMINATION AT WORK Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 256 RECOGNIZING DISCRIMINATION AT WORK Lucretia Coleman, Georgia College ABSTRACT Recognizing discrimination is a first step in eliminating it from the workplace. keywords: age; discrimination; exercise; simulation; students; training cache: absel-1268.pdf plain text: absel-1268.txt item: #279 of 2743 id: absel-1269 author: Vik, Gretchen N. title: Using Critical Incident Skills Questions to Help Students Become More Successful at Job Interviewing date: 1995 words: 1956 flesch: 29 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? AT JOB INTERVIEWING Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 258 keywords: business; interview; job; questions; simulation; skills; students cache: absel-1269.pdf plain text: absel-1269.txt item: #280 of 2743 id: absel-1270 author: Abrahamson, Royce L.; Halatin, Ted J. title: The Video Project date: 1995 words: 1532 flesch: 8 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? THE VIDEO PROJECT Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 260 THE VIDEO PROJECT Royce L. Abrahamson, Southwest Texas State University Ted Halatin, Southwest Texas State University ABSTRACT Modern organizations in the public and private sector are facing great challenges at both the domestic and international level. keywords: business; learning; project; simulation; students; video cache: absel-1270.pdf plain text: absel-1270.txt item: #281 of 2743 id: absel-1271 author: Wentworth, Kevin title: Introduction to Psychological Type Theory date: 1995 words: 1974 flesch: 22 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? INTRODUCTION TO PSYCHOLOGICAL TYPE THEORY Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 262 INTRODUCTION TO PSYCHOLOGICAL TYPE THEORY Kevin Wentworth, Type Resources, Inc BIOGRAPHY Kevin Wentworth, is an international trainer for: • the Myers-Briggs Type Indicator® (MBTI®) Qualifying Program, which trains trainers in the administration of the MBTI and the theory behind its’ development • Team Building Using Type and Adventure Learning Program, which incorporates type and experiential learning for team building and • introductory sessions for groups or individuals interested in learning about type. keywords: business; learning; people; person; simulation; theory; type cache: absel-1271.pdf plain text: absel-1271.txt item: #282 of 2743 id: absel-1272 author: Halatin, Ted J. title: Come On Down date: 1995 words: 2023 flesch: 37 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? COME ON DOWN Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 264 COME ON DOWN T. J. Halatin, Southwest Texas State University ABSTRACT COME ON DOWN is a quiz-game format for introducing early contributors and presenting their contributions in the basic management course. keywords: course; management; simulation; statements; students; team cache: absel-1272.pdf plain text: absel-1272.txt item: #283 of 2743 id: absel-1273 author: Vogt, Judith F. title: Understanding Facilitation for Development and Continuous Learning: A Micro-Workshop date: 1995 words: 1588 flesch: 14 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? UNDERSTANDING FACILITATION FOR DEVELOPMENT AND CONTINUOUS LEARNING: A MICRO-WORKSHOP Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 266 UNDERSTANDING FACILITATION FOR DEVELOPMENT AND CONTINUOUS LEARNING: keywords: business; corners; facilitator; learning; participants; simulation cache: absel-1273.pdf plain text: absel-1273.txt item: #284 of 2743 id: absel-1274 author: Efraty, David; Stratton, William E. title: Leadership and Empowerment: An Experiential Exercise in Decision Making date: 1995 words: 2162 flesch: 28 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? LEADERSHIP AND EMPOWERMENT: AN EXPERIENTIAL EXERCISE IN DECISION-MAKING Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 268 LEADERSHIP AND EMPOWERMENT: AN EXPERIENTIAL EXERCISE IN DECISION-MAKING David Efraty, University of Houston, Downtown William E. Stratton, Idaho State University ABSTRACT This paper describes a short experiential exercise for imparting an appreciation of the effects of empowerment in decision-making situations such as occur in flattened, team- oriented organizations. keywords: business; decision; exercise; group; leadership; making; simulation cache: absel-1274.pdf plain text: absel-1274.txt item: #285 of 2743 id: absel-1275 author: Arthur, Virginia; Klepetar, Wendy title: Experiential Exercises and Pedagogy Track Workshop: Selecting a Manager for Maquiladora, Inc. date: 1995 words: 1769 flesch: 24 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? EXPERIENTIAL EXERCISES AND PEDAGOGY TRACK WORKSHOP: SELECTING A MANAGER FOR MAQUILADORA, INC. Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 270 EXPERIENTIAL EXERCISES AND PEDAGOGY TRACK WORKSHOP: SELECTING A MANAGER FOR MAQUILADORA, keywords: business; differences; exercise; learning; management; selection; simulation cache: absel-1275.pdf plain text: absel-1275.txt item: #286 of 2743 id: absel-1276 author: Campbell, John; Walker, Chris; Koblinger, Mario; Roland, Chris; Wagner, Richard J.; Weigand, Robert title: Experiential Training in Multi-Cultural Corporate Settings date: 1995 words: 1215 flesch: -4 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? EXPERIENTIAL TRAINING IN MULTI-CULTURAL CORPORATE SETTINGS Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 272 EXPERIENTIAL TRAINING IN MULTI-CULTURAL CORPORATE SETTINGS John Campbell, Executive and Staff Training Ltd., United Kingdom Chris Walker, Executive and Staff Training Ltd., United Kingdom Mario Koblinger, Dr. Strasser & Partner, Munich, Germany Chris Roland, Roland/Diamond Associates, Keene, NH Richard Wagner, University of Wisconsin-Whitewater Robert Weigand, St. Luke’s Hospital, Bethlehem, PA. keywords: business; exercise; learning; simulation; training; use cache: absel-1276.pdf plain text: absel-1276.txt item: #287 of 2743 id: absel-1277 author: Campbell, John; Walker, Chris; Wagner, Richard J. title: The Role of Facilitation as an Aid to Complete Learning date: 1995 words: 1172 flesch: -36 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? THE ROLE OF FACILITATION AS AN AID TO COMPLETE LEARNING Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 273 THE ROLE OF FACILITATION AS AN AID TO COMPLETE LEARNING John Campbell, Executive and Staff Training Ltd., United Kingdom Chris Walker, Executive and Staff Training Ltd., United Kingdom Richard J. Wagner, University of Wisconsin-Whitewater ABSTRACT While the concept of experiential learning (learn by doing) often seems like a “self-learning” process, Kolb’s experiential learning cycle suggests that the process is much more involved than simply participating in an activity. keywords: business; cycle; learning; role; simulation cache: absel-1277.pdf plain text: absel-1277.txt item: #288 of 2743 id: absel-1278 author: Williams, Karen L. title: An Experiential Exercise to Illustrate Difference in Information Processing Behaviors And Styles date: 1995 words: 1619 flesch: 18 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? AN EXPERIENTIAL EXERCISE TO ILLUSTRATE DIFFERENCES IN INFORMATION PROCESSING BEHAVIORS AND STYLES Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 274 AN EXPERIENTIAL EXERCISE TO ILLUSTRATE DIFFERENCES IN INFORMATION PROCESSING BEHAVIORS AND STYLES Karen L. Williams, University of Texas at San Antonio ABSTRACT The following describes the use of an experiential exercise in an introductory principles of information systems management course to illustrate differences in information processing styles and potential implications for computer- based information systems use and design. keywords: business; exercise; group; information; processing; simulation cache: absel-1278.pdf plain text: absel-1278.txt item: #289 of 2743 id: absel-1279 author: Somers, Trudy L. title: How to Deliver Accessible Survey Results Age Diversity in the Workplace- Family Feud Style date: 1995 words: 1899 flesch: 33 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? HOW TO DELIVER ACCESSIBLE SURVEY RESULTS AGE DIVERSITY IN THE WORKPLACE - FAMILY FEUD STYLE Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 276 HOW TO DELIVER ACCESSIBLE SURVEY RESULTS AGE DIVERSITY IN THE WORKPLACE - FAMILY FEUD STYLE Trudy L. Somers, Towson State University ABSTRACT keywords: business; family; game; learning; results; simulation; survey cache: absel-1279.pdf plain text: absel-1279.txt item: #290 of 2743 id: absel-1280 author: Butler, John K. title: NAFTA Standoff: A Cross-Cultural Negotiating Role-Play date: 1995 words: 2507 flesch: 49 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? NAFTA STANDOFF: A CROSS-CULTURAL NEGOTIATING ROLE PLAY Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 NAFTA STANDOFF: A CROSS-CULTURAL NEGOTIATING ROLE-PLAY John K. Butler, Jr., Clemson University ABSTRACT The purposes of the symposium are to introduce NAFTA Standoff and to address some of the avenues that have opened up (and some that have not opened up) since the passage of NAFTA. keywords: kokishi; lakeview; las; mayor; plant; simulation; town cache: absel-1280.pdf plain text: absel-1280.txt item: #291 of 2743 id: absel-1281 author: Markulis, Peter M.; Strang, Daniel R. title: Three Strikes And You're Out!: A Downsizing Experiential Exercise date: 1995 words: 1259 flesch: 13 summary: Investigating the Use of a Computer Simulation as an Effective Pedagogical Tool for the Application of a Strategic Model The Problem of determining an Individualized Simulation's Validity as an Assessment Tool A Simulation Based Analysis of the Value of Information in the Hrebiniak Joyce Typology of Adaptation Relative to Porter's Generic Strategies The Impact of Sales and Income Growth on Profitability and Market Measures in Actual and Simulated Industries A Comparison of a Stand Alone Version of a Simulation with the Traditional Competitive Version Computer-Assisted Gaming of International Business Analyzing Simulations with Computer-Based Programs and Applying the Experience to a Real-World Business A Preliminary Investigation of the Use of a Bankruptcy Indicator in a Simulation Environment Graduates' Views on the Use of Computer Simulation Games Versus Cases as Pedagogical Tools An Analytical Advertising Model Approach to the Determination of Market Demand Dealing with the Complexity Paradox in Business Simulation Games A Prototyping Approach for Incorporating Large Data Bases into Media Planning Simulations: An Example Using Magazine Media Through the Looking Glass, Inc: Superior-Subordinate Personality Type and the Leniency effect Evaluating the Effectiveness of Role Playing Simulation and Other Methods in Teaching Managerial Skills Student and Teacher Perceptions of a Management Simulation Course Performance Evaluation: The Effect on the Propensity to Create Budgetary Slack Management Team Formation for Large Scale Simulations Comparative Static Analysis with the Complete PPA Package: A Strategic Market Planning Tool Consistency in Intent: Learning Objectives at the 1994 Intercollegiate Business Policy Competition A New Twist on an Old Game: The Business Strategy Game: A Global Industry Simulation 3ed Evaluation of Performance in Management Simulation: A Management Coefficients Model Building SimuWorlds: Strategic Management Games of the Future Bulls and Bears: A Stock Market Simulation A Systems Thinking Paradigm and Think Computer Simulation Model of Broadcast and Cable Television Industry Competition Jacket Factory The Sales Management Simulation The Marketing Management Simulation A Demonstration of Promodel Demonstrating A New, Cross-Functional Business Simulation: Vision+ A Cost Chain For The Business Strategy Game Simulation Special Session On Experiential Teaching Compensation Dilemmas: An Exercise In Ethical Decision-Making Organizational Storytelling: Telling Tales In The Business Classroom Evaluating Experiential Training: Case Study And Recommendations The Internship Portfolio: An Innovative Tool For Experiential Learning, Critical Thinking, And Communication An Ethnographic Analysis Of The Pedagogical Impact Of Cooperative Communicating Consumer Behavior: A Long-Term Integrated Exercise Using Personal Consumption Journals And Consumer Analysis Papers An Experiential Paradigm For Teaching Business Problem Solving Developing Leadership Skills The Spss® Student Assistant: The Integration of A Statistical Analysis Program Into A Marketing Research Textbook Negotiating With Your Students Using TQM Principles To Transform Accounting Systems Into An Experiential Exercise Enhancing The Effectiveness Of Outdoor-Based Experiential Training Using Virtual Reality Concepts Case Writing In A Developing Country: An Indonesian Example Experiential Learning Using Focus Groups How Real Should Experiential Pedagogy Be? A DOWNSIZING EXPERIENTIAL EXERCISE Developments In Business Simulation & Experiential Exercises, Volume 22, 1995 280 THREE STRIKES AND YOU’RE OUT!: keywords: business; downsizing; exercise; management; simulation; vol cache: absel-1281.pdf plain text: absel-1281.txt item: #292 of 2743 id: absel-1282 author: Patz, Alan L.; Morgan, Sandra W. title: ABSEL: The Way We Were and Need to Be date: 2014 words: 5679 flesch: 46 summary: But do ABSEL members want to make a difference and survive? Other organizations may make similar claims, but only ABSEL has an inclusive view of the relevant issues rather than a specific focus in a limited area such as organizational behavior, finance, decision making, or sociology. keywords: absel; board; business; conference; learning; meeting; members; organization; report; research; simulation; strategy cache: absel-1282.pdf plain text: absel-1282.txt item: #293 of 2743 id: absel-1283 author: Burns, Alvin C.; Banasiewicz, Andrew title: The Intellectual Structure of ABSEL: A Bibliometeic Study of Author Cocitations over Time date: 2014 words: 3620 flesch: 40 summary: The orientations and groups identified here may help ABSEL chart its future, and/or they may identify collaborative opportunities for ABSEL authors in general. THE INTELLECTUAL STRUCTURE OF ABSEL: A Bibliometeic STUDY OF AUTHOR COCITATIONS OVER TIME Development In Business Simulation & Experiential Exercises, Volume 21, 1994 7 THE INTELLECTUAL STRUCTURE OF ABSEL: A Bibliometeic STUDY OF AUTHOR COCITATIONS OVER TIME Alvin C. Burns, Louisiana State University Andrew Banasiewicz, Louisiana State University ABSTRACT Learned fields typically have groups of writers who share ideas apart from the general field. keywords: absel; analysis; authors; business; development; group; knowledge; proceedings; simulation; time cache: absel-1283.pdf plain text: absel-1283.txt item: #294 of 2743 id: absel-1284 author: Thavikulwat, Precha title: Activity Driven Time in Computerized Gaming Simulations date: 2014 words: 3657 flesch: 37 summary: CONCLUSION Activity-driven simulations are convenient for simulation participants end administrators, and are workable. Interactive real time simulation In J. W. Gentry (Ed.), Guide to business gaming and experiential learning (ABSEL). keywords: access; activity; business; participants; period; simulation; time cache: absel-1284.pdf plain text: absel-1284.txt item: #295 of 2743 id: absel-1285 author: Snyder, Stephen J. title: An Assessment Framework for Determining the Effectiveness of Total Enterprise Simulations date: 2014 words: 3781 flesch: 42 summary: This view builds on Snyder’s (1993) work on providing a theoretical means for assessing total enterprise simulations. INTRODUCTION Recent writings on total enterprise simulations have focused on the external validity of simulations (Wolfe & Roberts, 1993; 1986), algorithmic designs (Wolfe & Jackson, 1989), types of courses using total enterprise games (Faria, 1987). keywords: adopters; business; enterprise; game; learning; management; simulation; strategy; use; validity cache: absel-1285.pdf plain text: absel-1285.txt item: #296 of 2743 id: absel-1286 author: Foord, James D.; Grantham, Charles E. title: Attributes of Learning Organization: Simulating the Relationships date: 2014 words: 6931 flesch: 42 summary: ATTRIBUTES OF LEARNING ORGANIZATIONS: SIMULATING THE RELATIONSHIPS Development In Business Simulation & Experiential Exercises, Volume 21, 1994 ATTRIBUTES OF LEARNING ORGANIZATION: SIMULATING THE RELATIONSHIPS James D. Foord, Longview Associates Charles E. Grantham, Institute for Study of Distributed Work ABSTRACT Each of the above subsystems consists of ten separate questions. The data analysis will provide the information needed to determine the degree of linearity between the learning subsystems (independent variable) and overall level of organization learning (dependent variable). keywords: aid; business; change; learning; lop; modeling; models; new; organization; process; research; simulation; subsystems; system; variables cache: absel-1286.pdf plain text: absel-1286.txt item: #297 of 2743 id: absel-1287 author: Kemp, B. Wayne; Kilgore, Ronald W.; Knox, Hurshell L. title: Business Policy/Strategy Case Extension Using Pro-Forma Planning: A Computer-Based Model date: 2014 words: 3956 flesch: 37 summary: Assessing Learning in Learning Organizations Teaching Strategic Planning, Problem Solving, and Decision Making with Envisionary Experiential Exercises Validating an Instrument for Student Evaluation of Teachers: Some Noteworthy By-Products Don't Teach Ethics to Business Students Emotional Reactions Toward a Simulated Layoff: Before and After the Manipulation Enhancing Communication Using a Presentation Package Implementing Marketing Policies through a Business Management Simulation Integrating Action-Based Learning into Executive Development Programs On the validity of using the Microsegmentation Principle in Media Simulationsm Participatory Systems Analysis Some Relationships between Cultural, Organizational, and Educational Experience and Perceptions of Influence The Use of Decision Support Systems with a Marketing Simulation: The Future is Now Astute Business Policy: A Simulation of the Automobile Industry The Business Policy Game CEO II: A Gaming Simulation for Assessment Computer Paced Project Management Simulation Computerized Tutor Support Systems DEAL & GEO: BUSINESS POLICY/STRATEGY CASE EXTENSION USING PRO-FORMA PLANNING: A COMPUTER BASED MODEL Developments In Business Simulation & Experiential Exercises, Volume 21, 1994 BUSINESS POLICY/STRATEGY CASE EXTENSION USING PRO-FORMA PLANNING: keywords: analysis; business; case; course; learning; planning; policy; simulation; students; time; use cache: absel-1287.pdf plain text: absel-1287.txt item: #298 of 2743 id: absel-1288 author: Hall, Jeremy J. S. B.; Cox, Benita M. title: Complexity: Is it Really that Simple date: 2014 words: 4922 flesch: 37 summary: For this analysis the number of decisions made each period was chosen since the decision- making nature of a business simulation means that the number of decisions were an indicator of the amount of cognitive processing and therefore deemed to be a more direct and reliable measure of simulation complexity. Vet, to make most efficient use of executives’ time it is necessary reduce simulation duration’s and hence increase cognitive pressure towards the point of role overload. keywords: business; complexity; decisions; duration; effectiveness; hall; learning; london; management; marketing; realism; simulation; time cache: absel-1288.pdf plain text: absel-1288.txt item: #299 of 2743 id: absel-1289 author: Dickinson, John R.; Faria, A. J. title: A Random-Strategy Criterion for Validity of Simulation Game Participation date: 2014 words: 5782 flesch: 40 summary: A RANDOM-STRATEGY CRITERION FOR VALIDITY OF SIMULATION GAME PARTICIPATION Developments In Business Simulation & Experiential Exercises, Volume 21, 1994 35 A RANDOM-STRATEGY CRITERION FOR VALIDITY OF SIMULATION GAME PARTICIPATION John R. Dickinson, University of Windsor A. J. Faria, University of Windsor INTRODUCTION It has now been over 35 years since the first business simulation game was used in a college class at the University of Washington in 1957 (Watson 1981). More specifically, if a given industry comprises both “real” companies as managed by participants and “random” companies whose strategies are determined randomly, the performance of the former Developments In Business Simulation & Experiential Exercises, Volume 21, 1994 36 should be better than the performance of the latter. keywords: business; companies; company; games; learning; participants; performance; period; simulation; strategies; strategy cache: absel-1289.pdf plain text: absel-1289.txt item: #300 of 2743 id: absel-1290 author: Corner, Lucette B.; Nicholls, J. A. F. title: Enhancing a Computer Simulation with a Structured Reporting Environment date: 2014 words: 5123 flesch: 45 summary: Assessing Learning in Learning Organizations Teaching Strategic Planning, Problem Solving, and Decision Making with Envisionary Experiential Exercises Validating an Instrument for Student Evaluation of Teachers: Some Noteworthy By-Products Don't Teach Ethics to Business Students Emotional Reactions Toward a Simulated Layoff: Before and After the Manipulation Enhancing Communication Using a Presentation Package Implementing Marketing Policies through a Business Management Simulation Integrating Action-Based Learning into Executive Development Programs On the validity of using the Microsegmentation Principle in Media Simulationsm Participatory Systems Analysis Some Relationships between Cultural, Organizational, and Educational Experience and Perceptions of Influence The Use of Decision Support Systems with a Marketing Simulation: The Future is Now Astute Business Policy: A Simulation of the Automobile Industry The Business Policy Game CEO II: A Gaming Simulation for Assessment Computer Paced Project Management Simulation Computerized Tutor Support Systems DEAL & GEO: ENHANCING A COMPUTER SIMULATION WITH A STRUCTURED REPORTING ENVIRONMENT Development In Business Simulation & Experiential Exercises, Volume 21, 1994 40 ENHANCING A COMPUTER SIMULATION keywords: business; course; environment; fsre; learning; psre; reporting; sales; simulation; students cache: absel-1290.pdf plain text: absel-1290.txt item: #301 of 2743 id: absel-1291 author: Pittenger, Khushwant K. S.; Hovsepian, Kristen B. title: Experiencing a Foreign Culture: A Cross-Cultural Simulation date: 2014 words: 3605 flesch: 47 summary: Asking questions may be prohibited due to: 1) a foreign language or unfamiliar dialect; 2) the fear of being considered rude if we ask about another culture’s values and acceptable behaviors; 3) the members of another culture do not always “see” that their behavior is different and cultural values are not always evident to those immersed in the culture; (discuss Americans and their 18 inches of space and the Arab-American waltz, the issue of interpersonal space); 4) the forces governing behavior in other cultures is often difficult to communicate: time, for example; (discuss in terms of arriving on time, early or late in the U.S.: the issue of Monochronic and polychronic time), 5) knowing the language and customs of a culture do not overcome the feelings of being a stranger in a strange land. subtleties of another culture. When people talk about other cultures, they tend to describe the differences and not the similarities. keywords: alphans; betans; business; culture; game; management; managers; participants; simulation cache: absel-1291.pdf plain text: absel-1291.txt item: #302 of 2743 id: absel-1292 author: Leonard, Nancy H.; Leonard, Thomas L. title: Group Cognitive Style and Computerphobia in Functional Business Simulations date: 2014 words: 5700 flesch: 51 summary: Although it was believed that computer anxiety would have a direct affect on simulation performance, it was not clear whether measures of computer anxiety reflect only computer anxiety, or might also reflect general anxiety. GROUP COGNITIVE STYLE AND COMPUTERPHOBIA IN FUNCTIONAL BUSINESS SIMULATIONS Development In Business Simulation & Experiential Exercises, Volume 21, 1994 48 GROUP COGNITIVE STYLE AND COMPUTERPHOBIA IN FUNCTIONAL BUSINESS SIMULATIONS Nancy H. Leonard, Providence College Thomas L. Leonard, Bryant College ABSTRACT Performance in a business simulation was examined in relation to trait anxiety, computer anxiety and cognitive style, determined at the group level of analysis. keywords: anxiety; business; computer; factor; feeling; groups; items; performance; sensing; simulation; style; thinking; trait cache: absel-1292.pdf plain text: absel-1292.txt item: #303 of 2743 id: absel-1293 author: Chung, Christopher A. title: Human Issues in Technology Implementation Management Simulator date: 2014 words: 3016 flesch: 20 summary: Those which do address human issues do not take 54 Development In Business Simulation & Experiential Exercises, Volume 21, 1994 into account the effects of advanced manufacturing technology and those which address technology implementation issues do so on only a total enterprise level and do not consider specific human issues. HUMAN ISSUES IN TECHNOLOGY IMPLEMENTATION MANAGEMENT SIMULATOR Development In Business Simulation & Experiential Exercises, Volume 21, 1994 HUMAN ISSUES IN TECHNOLOGY IMPLEMENTATION MANAGEMENT SIMULATOR Christopher A. Chung, University of Pittsburgh ABSTRACT A common theme in the U.S. manufacturing sector is to seek improved organizational and national manufacturing competitiveness through the adoption of Advanced Manufacturing Technology (AMT). keywords: amt; development; hiti; implementation; issues; management; manufacturing; model; simulator; technology cache: absel-1293.pdf plain text: absel-1293.txt item: #304 of 2743 id: absel-1294 author: Cannon, Hugh M.; McGowan, Laura C.; Yoon, Sung-Joon title: Incorporating Advertising Strategy into Computer-Based Business Simulations: A Validation Study date: 2014 words: 4495 flesch: 47 summary: INCORPORATING ADVERTISING STRATEGY INTO COMPUTER-BASED BUSINESS SIMULATIONS: A VALIDATION STUDY Developments In Business Simulation & Experiential Exercises, Volume 21, 1994 57 INCORPORATING ADVERTISING STRATEGY INTO COMPUTER-BASED BUSINESS SIMULATIONS: A VALIDATION STUDY Hugh M. Cannon, Wayne State University Laura McGowan, Wayne State University Sung-Joon Yoon, Wayne State University ABSTRACT A paper presented at the 1993 ABSEL national conference suggested a method for incorporating advertising creative strategy into a computer-based business simulation game. INTRODUCTION In a 1993 ABSEL paper, Cannon (1993) suggested that business simulation games might include a module for addressing advertising creative strategy decisions. keywords: advertising; attitude; business; coordinates; distance; exhibit; product; quadrant; simulation; strategy; study cache: absel-1294.pdf plain text: absel-1294.txt item: #305 of 2743 id: absel-1295 author: Goosen, Kenneth R.; Foote, Paul; Terry, Andy title: Increasing the Effectiveness of Performance Evaluation through the Design and Development of Realistic Finance Algorithms date: 2014 words: 5259 flesch: 50 summary: Consequently, the primary purpose of the paper is to present an algorithm solidly based on modern finance theory that will generate a realistic per share market value. Per share market values that are too high or to low can result can significantly distort cash flows from issue of stock Also improper per share values can result in incorrect evaluation of student performance. keywords: capital; cost; debt; equity; finance; income; net; share; simulation; value cache: absel-1295.pdf plain text: absel-1295.txt item: #306 of 2743 id: absel-1296 author: Koontz, Stephen R.; Peel, Derrell S.; Trapp, James N.; Ward, Clement E. title: The Packer-Feeder Game: A Commodity Market Simulator date: 2014 words: 5007 flesch: 46 summary: This aspect of the game reflects the activities of USDA Market News services that report beef market prices and volumes through radio and newspaper reports. The transactions data is also fed into a computer modal of the beef market which generates realistic market price responses to changes in market volumes of processed meat (boxed beef) and purchases of feeder cattle to restock the feedlot as cattle are sold from it. keywords: beef; break; cattle; cost; feeder; feedlots; game; market; packer; packing; price; simulation cache: absel-1296.pdf plain text: absel-1296.txt item: #307 of 2743 id: absel-1297 author: House, William C.; Parks, Don M.; Lindstrom, Grant L. title: Relationships between R&D and Profitability: An Exploratory Comparison of Two Business Simulations with Two Real-World. Technology Intensive Industries date: 2014 words: 3575 flesch: 40 summary: The R&D: profitability relationships for each of the four settings are examined first. Finally, the core issue is addressed; do the BSG and MMG simulations reflect the same R&D: profitability relationships as two real world, technologically intensive industries? keywords: business; industries; profitability; r&d; relationships; return; sales; simulations; year cache: absel-1297.pdf plain text: absel-1297.txt item: #308 of 2743 id: absel-1298 author: Chesteen, Susan A.; Watson, Collin J. title: Simulation of the Predictive Value of Mammography date: 2014 words: 4941 flesch: 39 summary: We recount the current recommendations, standards of practice, and utilization of mammography for breast cancer screening. In this article we first describe the range of current recommendations and considerations for breast cancer screening of women with or without known risk factors. keywords: breast; breast cancer; cancer; health; mammogram; mammography; probability; screening; simulation; test; value; women cache: absel-1298.pdf plain text: absel-1298.txt item: #309 of 2743 id: absel-1299 author: Washbush, John; Gosenpud, Jerry title: Simulation Performance and Learning Revisited date: 2014 words: 3289 flesch: 40 summary: These studies strongly suggest that simulation performance and learning do not covary, and they argue for continuing research. The implication of these results is that performance is not a pure reflection of learning that other factors including luck are important determinants of performance, and that simulation performance may not be a valid reflection of learning. keywords: business; learning; performance; play; results; simulation; students; table cache: absel-1299.pdf plain text: absel-1299.txt item: #310 of 2743 id: absel-13 author: Batchelor, John H.; Burch, Gerald F. title: Increasing Intuitive Decision Making Speed and Accuracy by Further Understanding Intuitive Decision Making Using Emotional Means date: 2013 words: 3055 flesch: 40 summary: Results will provide training techniques and technologies that enhance intuitive decision making performance. THE ROLE OF EMOTION Affect (i.e., emotion) has been shown to play an important role in the neural, cognitive, and behavioral aspects of intuitive decision making (Lieberman, 2000, 2007). keywords: business; decision; game; learning; making; model; process; simulation; training cache: absel-13.pdf plain text: absel-13.txt item: #311 of 2743 id: absel-1300 author: Kline, Donald S. title: Strange Bedfellows: Competency Models and ACBSP Accreditation Standards date: 2014 words: 2739 flesch: 35 summary: COMPETENCY MODELS AND ACBSP ACCREDITATION STANDARDS Developments In Business Simulation & Experiential Exercises, Volume 21, 1994 87 STRANGE BEDFELLOWS: ACCOUNTING (ACC) SEMESTER HOURS ACC 251 Principles I 3 ACC 252 Principles II 3 ACC 341 Intermediate I 3 ACC 342 Intermediate II 3 ACC 345 Cost I 3 ACC 346 Cost II 3 ACC 385 Federal Income Tax 3 ACC 481 Advanced 3 ACC 490 Auditing 3 Developments In Business Simulation & Experiential Exercises, Volume 21, 1994 88 BUSINESS (BUS) SEMESTER HOURS BUS 110 Introduction to Business 3 BUS 325 Micro Computer Business Application 3 BUS 332 Managerial Finance 3 BUS 341 Principles of Management 3 BUS 342 Organizational Behavior and Theory 3 BUS 351 Principles of Marketing 3 BUS 352 Business Law I 3 BUS 353 Business Law II 3 BUS 412 Intermediate Managerial Finance 3 BUS 415 Investment and Portfolio Management 3 BUS 470 Business Policy and Strategy 3 IV. keywords: acbsp; business; courses; learning; management; model; rsb; school; simulation cache: absel-1300.pdf plain text: absel-1300.txt item: #312 of 2743 id: absel-1301 author: Schumann, Paul L.; Scott, Timothy W.; Anderson, Philip H. title: Using a Business Simulation to Study the Determinants of Ethical Behavior date: 2014 words: 5539 flesch: 42 summary: 91 Developments in Business Simulation & Experiential Exercises, Volume 21, 1994 Subjects who reported that they grew up in an intact family (that is, both parents were present for the subject’s entire childhood) were more likely to pay the bribe by a statistically significant amount than subjects raised by their grandparents (recall from Table 1 that 14.3%, or 32 subjects, were raised by their grandparents so that this result is not being driven by only a small number of subjects). Subjects who moved at least once during their childhood were less likely to pay the bribe than subjects who never moved, but this difference was statistically significant only in the full model that excludes the bad DITs. keywords: behavior; bribe; business; decision; development; ethics; research; simulation; subjects; variables; yeas cache: absel-1301.pdf plain text: absel-1301.txt item: #313 of 2743 id: absel-1302 author: Gosenpud, Jerry; Washbush, John title: What Simulation Users Think Players Should be learning from Simulations date: 2014 words: 3654 flesch: 37 summary: They presented respondents with a variety of ways to grade simulation learning and performance and asked them which ones they used (implicit in their answers is what they expect students to learn) Responses to the Open-ended Question Only 76 subjects responded to the open-ended exam-content question Eleven respondents specifically protested the use of exams to assess simulation learning. keywords: business; exercises; learning; management; performance; question; simulation; skills; students cache: absel-1302.pdf plain text: absel-1302.txt item: #314 of 2743 id: absel-1303 author: Sims, Ronald R.; Dennehy, Robert F. title: ADA and Its Implications for Experiential Training date: 2014 words: 4518 flesch: 35 summary: Training and instructional barriers in this area can often be addressed by paying particular attention to the following areas: • recruitment and registration process for training; • instruction mediums (e.g., video, lecture, overhead, audio, flip-charts); and • training materials in accessible formats and or reader for employees who are visually impaired, for people with learning disabilities, and for people with mental retardation. Earlier it was outlined that training barriers could be categorized into three areas: physical, training and instruction; and sensitivity and policy. keywords: accommodations; ada; barriers; business; disabilities; employees; employment; exercises; learning; simulation; training cache: absel-1303.pdf plain text: absel-1303.txt item: #315 of 2743 id: absel-1304 author: Page, Diana; Roberts, Ralph M.; Platt, Richard G. title: Boss/Subordinate Perceptions of Instrumental and Supportive Leadership Behaviors in Relation to Myers-Briggs Thinking Type date: 2014 words: 4191 flesch: 39 summary: The Myers-Briggs Type Indicator (MBTI) (Myers-Briggs, 1 962), was used to measure supervisor thinking style. This leniency effect, or “rose-colored” view, is a problem because the purpose of leadership style is to empower subordinates to maximum organizational productivity. keywords: effect; instrumental; leadership; rose; self; simulation; style; subordinates; type; view cache: absel-1304.pdf plain text: absel-1304.txt item: #316 of 2743 id: absel-1305 author: Overby, John D.; Kemp, B. Wayne title: Cluster Analyses of American Universities' Business Core Curricula Structures Utilized to Satisfy Fifteen Curriculum Areas date: 2014 words: 4336 flesch: 44 summary: REVIEW OF THE LITERATURES There is not a great deal of literature regarding collegiate business curriculum design/development in general, although there is literature reflecting design considerations or issues in specific courses or course areas. Cluster two (91 .47) shows that Other Business courses and Communications equally (97.47) are frequently used to cover the field of knowledge. keywords: accounting; area; business; cluster; courses; curriculum; field; management; marketing; simulation cache: absel-1305.pdf plain text: absel-1305.txt item: #317 of 2743 id: absel-1306 author: Markulis, Peter M.; Strang, Daniel R.; Gosenpud, Jerry; Wheatley, Walter J. title: Cooperative Learning or Learning to Cooperate date: 2014 words: 5064 flesch: 48 summary: COOPERATIVE LEARNING OR LEARNING TO COOPERATE Developments In Business Simulation & Experiential Exercises, Volume 21, 1994 113 COOPERATIVE LEARNING OR LEARNING TO COOPERATE Peter M. Markulis, SUNY Geneseo Daniel R. Strang, SUNY Geneseo Jerry Gosenpud, University of Wisconsin Walt Wheatley, University of West Florida ABSTRACT This paper examines the applicability of cooperative learning to management education. Cooperative learning is a paradigm that has been receiving significant attention in education in the 1990’s. keywords: class; course; experts; group; instructor; learning; management; simulation; students; study; team; test cache: absel-1306.pdf plain text: absel-1306.txt item: #318 of 2743 id: absel-1307 author: Bruton, Carol M.; Bradley, Michael P. title: Experiential Learning: Constraining Students with Time Budgets date: 2014 words: 3736 flesch: 48 summary: If they are uncomfortable with time pressure situations they should emphasize positions where time pressure is minimal. If they are uncomfortable with time pressure situations they should emphasize positions where time pressure is minimal. keywords: assignment; bakery; learning; report; simulation; students; time; time pressure cache: absel-1307.pdf plain text: absel-1307.txt item: #319 of 2743 id: absel-1308 author: Sampson, Nancy S.; Halterman, Carroll C. title: How Different Workplace Experiences Affect Different Worker Values date: 2014 words: 2920 flesch: 47 summary: From the three categories of team members sampled, 546 usable responses are obtained. Hypothesis1 There are no differences in the way team members assess the importance of workplace characteristics, when responses from Creative, Competitive, and Productive teams are compared. keywords: business; importance; learning; males; members; performance; simulation; team; workplace cache: absel-1308.pdf plain text: absel-1308.txt item: #320 of 2743 id: absel-1309 author: Gentry, James W.; Macintosh, Gerrard; Stoltman, Jeffrey J.; Wilson, Keith title: Implications of the Trend toward Relationship Marketing for Experiential Learning date: 2014 words: 4509 flesch: 36 summary: A game such as the Market Place offers an environment for such opportunistic behavior to take place and for its implications for marketing relationships to be discussed systematically. Building on work of Arndt (1979, 1983) and Webster (1992), we agree that Marketing students need a broader framework than that provided by current curriculum standards. keywords: business; course; distributors; firms; game; learning; manufacturers; marketing; place; relationship; simulation; students cache: absel-1309.pdf plain text: absel-1309.txt item: #321 of 2743 id: absel-1310 author: Graf, Lee A.; Hemmasi, Masoud; Winchell, Michael W. title: The Increasing Cultural Diversity of the American Workforce: Management's Challenge for the 21st Century date: 2014 words: 4262 flesch: 48 summary: More importantly, YOU WILL BE A MANAGER THAT WILL HAVE NO CHOICE BUT TO MANAGE THAT DIVERSITY II Exercise 1 An important step to effectively managing diverse work groups is understanding what others (possibly even potential future subordinates) want out of work and personal relationships. “Exercise 2” asks participants to evaluate their degree of success in predicting these wants, to make generalizations regarding the usual lack of accuracy in predicting wants, to group with 4 or 5 other students to assess why many participants do so poorly in predicting what diverse groups want, and then to identify the terminology reflecting the technical definitions for this lack of accuracy. keywords: diversity; exercise; groups; lack; management; people; simulation; want; work cache: absel-1310.pdf plain text: absel-1310.txt item: #322 of 2743 id: absel-1311 author: Fekula, Michael J. title: Information and Uncertainty as Strange Bedfellows: A Model and Experiential Exercises date: 2014 words: 3509 flesch: 39 summary: Just as governments throw dollars at social ills, organizations feed uncertainty information. Pattern identification is an important way to reduce randomness inherent in data and develop relevant information. keywords: data; exercises; information; patterns; process; simulation; students; uncertainty cache: absel-1311.pdf plain text: absel-1311.txt item: #323 of 2743 id: absel-1312 author: Hsu, Ti title: Leadership as a Medium: Its Emergence and Effect on Performance in Small Leaderless Groups date: 2014 words: 7153 flesch: 49 summary: This division between men and women to emerge as group leaders has been supported by a number of studies (Wentworth & Andersen, 1984; For example, in a task-oriented group situation, Schneier and Bartol (1980) did not find any substantial differences between male and female to emerge as group leaders over time. keywords: business; emergence; group; leadership; members; model; performance; psychology; simulation; study; team; variables cache: absel-1312.pdf plain text: absel-1312.txt item: #324 of 2743 id: absel-1313 author: Catalanello, Ralph F. title: Speed, Depth and Breadth: Assessing Learning in Learning Organizations date: 2014 words: 2560 flesch: 33 summary: ASSESSING LEARNING IN LEARNING ORGANIZATIONS Ralph F. Catalanello. In The Fifth Discipline, Peter Senge offers the following definition: learning organizations are firms “where people continually expand their capacity to create the results they truly desire, where new and expansive patterns of thinking are nurtured, where collective aspiration is set free, and where people are continually learning how to learn together” (Senge, 1990, p. 1). keywords: breadth; cycle; depth; learning; organizations; simulation cache: absel-1313.pdf plain text: absel-1313.txt item: #325 of 2743 id: absel-1314 author: Wheatley, Walter J.; Maddox, E. Nick; Bennett.III, Robert H.; Anthony, William P. title: Teaching Strategic Planning. Problem Solving and Decision Making with Envisionary Experiential Exercises date: 2014 words: 3634 flesch: 44 summary: Assessing Learning in Learning Organizations Teaching Strategic Planning, Problem Solving, and Decision Making with Envisionary Experiential Exercises Validating an Instrument for Student Evaluation of Teachers: Some Noteworthy By-Products Don't Teach Ethics to Business Students Emotional Reactions Toward a Simulated Layoff: Before and After the Manipulation Enhancing Communication Using a Presentation Package Implementing Marketing Policies through a Business Management Simulation Integrating Action-Based Learning into Executive Development Programs On the validity of using the Microsegmentation Principle in Media Simulationsm Participatory Systems Analysis Some Relationships between Cultural, Organizational, and Educational Experience and Perceptions of Influence The Use of Decision Support Systems with a Marketing Simulation: The Future is Now Astute Business Policy: A Simulation of the Automobile Industry The Business Policy Game CEO II: A Gaming Simulation for Assessment Computer Paced Project Management Simulation Computerized Tutor Support Systems DEAL & GEO: While management students are usually taught through the rather abstract concepts of planning, organizing, staffing, leading, controlling, communicating, motivating, problem solving and so on, the actual practice begins when the student enter the workplace. keywords: business; exercises; management; planning; problem; script; simulation; students; visualization cache: absel-1314.pdf plain text: absel-1314.txt item: #326 of 2743 id: absel-1315 author: Crader, Kelly W.; Butler, John K. title: Validating an Instrument for Student Evaluation of Teachers: Some Noteworthy by-Products date: 2014 words: 5086 flesch: 41 summary: For construct validation, we developed a preliminary theoretical model that predicts different effects of three sets of variables on student ratings of teachers. Student ratings of teaching effectiveness were driven more strongly by a student characteristic than by a teaching condition or a teacher characteristic. keywords: class; effectiveness; expectations; model; ratings; simulation; size; student; teacher; teaching; validity; variables cache: absel-1315.pdf plain text: absel-1315.txt item: #327 of 2743 id: absel-1316 author: Chiesl, Newell E. title: Don't Teach Ethics To Business Students! date: 2014 words: 1779 flesch: 35 summary: Summa Theologica New York Benzinger Brothers Fritzsche, David J. and Richard D. Rosenberg, (1989), “Business Ethics, Experiential Exercises and Simulation Games, - Developments in Business Simulation & Experiential Exercises, 1 5, 46-59. “Increasing Applied Business Ethics Courses in Business School Curricula,” (Sims, 1991) and “The Teaching of Business Ethics: A Survey of AACSB Member Schools (Schoenfeldt, 1991). keywords: advertising; business; ethics; learning; product; simulation; students cache: absel-1316.pdf plain text: absel-1316.txt item: #328 of 2743 id: absel-1317 author: Hsu, Ti title: Emotional Reactions toward A Simulated Layoff: Before and After the Manipulation date: 2014 words: 2868 flesch: 43 summary: EMOTIONAL REACTIONS TOWARD A SIMULATED LAYOFF: BEFORE AND AFTER THE MANIPULATION Developments In Business Simulation & Experiential Exercises, Volume 21, 1994 157 EMOTIONAL REACTIONS TOWARD A SIMULATED LAYOFF: BEFORE AND AFTER THE MANIPULATION Developments In Business Simulation & Experiential Exercises, Volume 21, 1994 158 DISCUSSION keywords: business; group; layoff; manipulation; reactions; simulation; study; subjects cache: absel-1317.pdf plain text: absel-1317.txt item: #329 of 2743 id: absel-1318 author: Fritzsche, David J. title: Enhancing Communication Using a Presentation Package date: 2014 words: 2399 flesch: 48 summary: To create a presentation, an outline is entered into the computer using presentation software. Presentation software puts multimedia to work. keywords: color; computer; equipment; presentation; simulation; slide; software cache: absel-1318.pdf plain text: absel-1318.txt item: #330 of 2743 id: absel-1319 author: Sauaia, Antonio Carlos Aidar title: Implementing Marketing Policies through a Business Management Simulation date: 2014 words: 2502 flesch: 33 summary: The Way We Were and Need to Be The Intellectual Structure of ABSEL: A Bibliometeic Study of Author Cocitatons Over Time Activity-Driven Time in Computerized Gaming Simulations An Assessment Framework for Determing the Effectiveness of Total Enterprise Simulations Attributes of Learning Organizations: Simulating the Relationships Business Policy/Strategy Case Extension using Pro-Forma Planning: A Computer Based Model Complexity: Is it really that Simple? A Random-Strategy Criterion for Validity of Simulation Game Participation Enhancing a Computer Simulation with a Structured Reporting Environment Experiencing a Foreign Culture: A Cross-Cultural Simulation Group Cognitive Style and Computerphobia in Functional Business Simulations Human Issues in Technology Implementation Management Simulator Incorporating Advertising Strategy into Computer-Based Business Simulations: A Validation Study Increasing the Effectiveness of Performance Evaluation Through the Design and Development of Realistic Finance Algorithms The Packer-Feeder Game: A Commodity Market Simulator Relationships Between R&D and Profitability: An Exploratory Comparison of Two Business Simulations with Two Real-World, Technology Intensive Industries Simulation of the Predictive Value of Mammography Simulation Performance and Learning Revisited Strange Bedfellows: Competency Models and ACBSP Accreditation Standards Using a Business Simulation to Study the Determinants of Ethical Behavior What Simulation Users Think Players Should be Learning from the Simulations ADA and its Implications for Experiential Training Boss/ Subordinate Perceptions of Instrumental and Supportive Leadership Behaviors in Relation to Myers-Briggs Thinking Type Cluster Analyses of American Universities' Business Core Curricula Structures Utilized to Satisfy Fifteen Curriculum Areas Cooperative Learning or Learning to Cooperate Experiential Learning: IMPLEMENTING MARKETING POLICIES THROUGH A BUSINESS MANAGEMENT SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 21, 1994 161 IMPLEMENTING MARKETING POLICIES THROUGH A BUSINESS MANAGEMENT SIMULATION Antonio Carlos Aidar Sauaia, University of Sao Paulo, Brazil ABSTRACT THE OBJECTIVE OF THIS PAPER IS TO ANALYZE WAYS OF USING BUSINESS GAMES FOR PREVENTING RISKS IN MANAGERIAL DEVELOPMENT, HELPING COMPANIES TO IMPLEMENT NEW SETS OF MARKETING POLICIES, AND REDUCING INCERTAINTIES TOWARD THE MARKET. keywords: behavior; business; game; learning; market; model; simulation cache: absel-1319.pdf plain text: absel-1319.txt item: #331 of 2743 id: absel-1320 author: Bonvillian, Gary; Pray, Thomas F. title: Integrating "Action-Based" Learning into Executive Development Programs date: 2014 words: 2252 flesch: 28 summary: INTEGRATING “ACTION-BASED” LEARNING INTO EXECUTIVE DEVELOPMENT PROGRAMS Developments In Business Simulation & Experiential Exercises, Volume 21, 1994 163 INTEGRATING “ACTION-BASED” LEARNING INTO EXECUTIVE DEVELOPMENT PROGRAMS Gary Bonvillian, Rochester Institute of Technology Thomas Pray. Developments In Business Simulation & Experiential Exercises, Volume 21, 1994 164 DEVELOPMENT OF THE AGENDA keywords: business; elma; learning; management; motorola; participants; quality; simulation cache: absel-1320.pdf plain text: absel-1320.txt item: #332 of 2743 id: absel-1321 author: Cannon, Hugh M.; Seamons, Brett L. title: On the Validity of Using the Microsegmentation Principle in Media Simulations date: 2014 words: 1520 flesch: 16 summary: Media simulation can draw upon single-source data to develop an index of media efficiency consisting of the proportion of each media audience who are target market members Q.e. product users). Notwithstanding the prominent role played by the microsegmentation principle in media simulations, little published research has been done to assess its validity. keywords: data; market; media; microsegmentation; simulation; target cache: absel-1321.pdf plain text: absel-1321.txt item: #333 of 2743 id: absel-1322 author: Duserick, Frank G.; Enke, Ernest L.; Rummel, Amy; Rummel, Randall title: Participatory Systems Analysis date: 2014 words: 1543 flesch: 11 summary: PARTICIPATORY SYSTEMS ANALYSIS Development In Business Simulation & Experiential Exercises, Volume 21, 1994 166 PARTICIPATORY SYSTEMS ANALYSIS Frank G. Duserick, Ernest L. Enke, and Amy Rummel, Alfred University Randall Rummel, Pacific Mountain Farms ABSTRACT For analysts in the discipline of Management Information Systems intent on increasing the level of understanding by users of critical information system concepts, utilization of the traditional structured systems analysis approech is the norm. This paper presents a research framework to compare traditional and participatory approaches to systems analysis using a process oriented analytical procedure. keywords: analysis; participatory; performance; research; simulation; systems cache: absel-1322.pdf plain text: absel-1322.txt item: #334 of 2743 id: absel-1323 author: Halterman, Carroll C. title: Some Relationships between Cultural, Organizational, and Educational Experience and Perceptions of Influence date: 2014 words: 2008 flesch: 35 summary: SOME RELATIONSHIPS BETWEEN CULTURAL, ORGANIZATIONAL, AND EDUCATIONAL EXPERIENCE AND PERCEPTIONS OF INFLUENCE Development In Business Simulation & Experiential Exercises, Volume 21, 1994 167 SOME RELATIONSHIPS BETWEEN CULTURAL, ORGANIZATIONAL, AND EDUCATIONAL EXPERIENCE AND PERCEPTIONS OF INFLUENCE Carroll C. Halterman, University of Denver ABSTRACT Experienced project team members (N = 341) outdoor experiential training graduates (N —SO), and software development specialists (N = 32) assess the effectiveness of leader influences. 2.40 54.8 3.94 5.5 3.50 REW 2.61 2.63 2.88 2.61 ASSI 2.57 18.1 2.96 11.7 2.31 2.57 FOR 2.53 52.3 3.30 3.34 15.2 2.53 PEN 3.29 22.6 3.80 3.81 3.29 MANOVA>> 30.1 54.9 4.7 p. = .000 .000 .000 Development In Business Simulation & Experiential Exercises, Volume 21, 1994 168 Of the three respondent groups (Table 1.. Figure 1.) keywords: business; influence; learning; management; project; simulation; teams cache: absel-1323.pdf plain text: absel-1323.txt item: #335 of 2743 id: absel-1324 author: Nulsen, Ray O.; Faria, A. J.; Roussos, Dean S. title: The Use of Decision Support Systems with a Marketing Simulation: The Future is Now date: 2014 words: 1525 flesch: 22 summary: THE FUTURE IS NOW Developments In Business Simulation & Experiential Exercises, Volume 21, 1994 169 THE USE OF DECISION SUPPORT SYSTEMS WITH A MARKETING SIMULATION: As A Decision Support System for A Marketing Simulation Game”, Developments in Business Simulation and Experiential Exercises, Vol. 18, 5-10. keywords: business; decision; marketing; simulation; support; use cache: absel-1324.pdf plain text: absel-1324.txt item: #336 of 2743 id: absel-1325 author: Gold, Steven C.; Gold, Harvey I. title: Astute Business Policy: A Simulation of the Automobile Industry date: 2014 words: 1477 flesch: 34 summary: A SIMULATION OF THE AUTOMOBILE INDUSTRY Development In Business Simulation & Experiential Exercises, Volume 21, 1994 170 ASTUTE BUSINESS POLICY: Assessing Learning in Learning Organizations Teaching Strategic Planning, Problem Solving, and Decision Making with Envisionary Experiential Exercises Validating an Instrument for Student Evaluation of Teachers: Some Noteworthy By-Products Don't Teach Ethics to Business Students Emotional Reactions Toward a Simulated Layoff: Before and After the Manipulation Enhancing Communication Using a Presentation Package Implementing Marketing Policies through a Business Management Simulation Integrating Action-Based Learning into Executive Development Programs On the validity of using the Microsegmentation Principle in Media Simulationsm Participatory Systems Analysis Some Relationships between Cultural, Organizational, and Educational Experience and Perceptions of Influence The Use of Decision Support Systems with a Marketing Simulation: The Future is Now Astute Business Policy: A Simulation of the Automobile Industry The Business Policy Game CEO II: A Gaming Simulation for Assessment Computer Paced Project Management Simulation Computerized Tutor Support Systems DEAL & GEO: keywords: business; computer; learning; policy; simulation; students cache: absel-1325.pdf plain text: absel-1325.txt item: #337 of 2743 id: absel-1326 author: Cotter, Richard V.; Fritzsche, David J. title: The Business Policy Game date: 2014 words: 1537 flesch: 28 summary: THE BUSINESS POLICY GAME Development In Business Simulation & Experiential Exercises, Volume 21, 1994 171 THE BUSINESS POLICY GAME Richard V. Cotter, Emeritus, University of Nevada, Reno David J. Fritzsche, Florida International University ABSTRACT The Business Policy Game published by Prentice Hall is in its third edition. Administrator’s Program Menu World number change worlds Simulation run simulation rerun simulation Decisions -- context sensitive help new decisions review/change previous decisions new decisions for years 1 & 2 Reports print reports transfer player’s files--individual decision entry set weights for Z-score evaluation set weights for 100-point evaluation Setup central or individual decision entry designate paths for files initialize data files parameters & company names Quit exit program Players Program Menu decisions -- context sensitive help reports -- print quit Development In Business Simulation & Experiential Exercises, Volume 21, 1994 172 Special Features The game has two decision entry options. keywords: business; decisions; game; learning; policy; simulation; team cache: absel-1326.pdf plain text: absel-1326.txt item: #338 of 2743 id: absel-1327 author: Thavikulwat, Precha title: CEO II: A Gaming Simulation for Assessment date: 2014 words: 1378 flesch: 21 summary: Simulation & Gaming, 24, 230-239 Table of Contents Volume 21, 1994 ABSEL: The Way We Were and Need to Be The Intellectual Structure of ABSEL: A Bibliometeic Study of Author Cocitatons Over Time Activity-Driven Time in Computerized Gaming Simulations An Assessment Framework for Determing the Effectiveness of Total Enterprise Simulations Attributes of Learning Organizations: Simulating the Relationships Business Policy/Strategy Case Extension using Pro-Forma Planning: A Computer Based Model Complexity: Is it really that Simple? A Random-Strategy Criterion for Validity of Simulation Game Participation Enhancing a Computer Simulation with a Structured Reporting Environment Experiencing a Foreign Culture: A Cross-Cultural Simulation Group Cognitive Style and Computerphobia in Functional Business Simulations Human Issues in Technology Implementation Management Simulator Incorporating Advertising Strategy into Computer-Based Business Simulations: A Validation Study Increasing the Effectiveness of Performance Evaluation Through the Design and Development of Realistic Finance Algorithms The Packer-Feeder Game: A Commodity Market Simulator Relationships Between R&D and Profitability: An Exploratory Comparison of Two Business Simulations with Two Real-World, Technology Intensive Industries Simulation of the Predictive Value of Mammography Simulation Performance and Learning Revisited Strange Bedfellows: Competency Models and ACBSP Accreditation Standards Using a Business Simulation to Study the Determinants of Ethical Behavior What Simulation Users Think Players Should be Learning from the Simulations ADA and its Implications for Experiential Training Boss/ Subordinate Perceptions of Instrumental and Supportive Leadership Behaviors in Relation to Myers-Briggs Thinking Type Cluster Analyses of American Universities' Business Core Curricula Structures Utilized to Satisfy Fifteen Curriculum Areas Cooperative Learning or Learning to Cooperate Experiential Learning: CEO II: A GAMING SIMULATION FOR ASSESSMENT Development In Business Simulation & Experiential Exercises, Volume 21, 1994 173 CEO II: A GAMING SIMULATION FOR ASSESSMENT Precha Thavikulwat, Towson State University ABSTRACT keywords: business; ceo; decisions; gaming; learning; simulation cache: absel-1327.pdf plain text: absel-1327.txt item: #339 of 2743 id: absel-1328 author: Hall, Jeremy J. S. B. title: Computer Paced Project Management Simulation date: 2014 words: 2165 flesch: 30 summary: Project management support is provided for the current management activity. Project management support is provided for decision-making and management issues are raised based on analysis of team results. keywords: computer; learning; management; project; simulation; support; time cache: absel-1328.pdf plain text: absel-1328.txt item: #340 of 2743 id: absel-1329 author: Hall, Jeremy J. S. B. title: Computerised Tutor Support Systems date: 2014 words: 1884 flesch: 26 summary: COMPUTERISED TUTOR SUPPORT SYSTEMS Development In Business Simulation & Experiential Exercises, Volume 21, 1994 176 COMPUTERISED TUTOR SUPPORT Development In Business Simulation & Experiential Exercises, Volume 21, 1994 177 Decision Screening Decision screening builds on the usual character checking and range checks. keywords: business; hall; learning; management; simulation; support; tutor cache: absel-1329.pdf plain text: absel-1329.txt item: #341 of 2743 id: absel-1330 author: Thavikulwat, Precha title: DEAL & GEO: Progressively Integrating Gaming Simulations For Entrepreneurship And International Business date: 2014 words: 1788 flesch: 28 summary: DEAL & GEO: PROGRESSIVELY INTEGRATING GAMING SIMULATIONS FOR ENTREPRENEURSHIP AND INTERNATIONAL BUSINESS Development In Business Simulation & Experiential Exercises, Volume 21, 1994 178 DEAL & GEO: PROGRESSIVELY INTEGRATING GAMING SIMULATIONS FOR ENTREPRENEURSHIP AND INTERNATIONAL BUSINESS Precha Thavikulwat, Towson State University ABSTRACT Both DEAL and GEO are multi-industry, multi-role, individual-scoring business gaming simulation that gives participants practice in executive deal making. The Way We Were and Need to Be The Intellectual Structure of ABSEL: A Bibliometeic Study of Author Cocitatons Over Time Activity-Driven Time in Computerized Gaming Simulations An Assessment Framework for Determing the Effectiveness of Total Enterprise Simulations Attributes of Learning Organizations: Simulating the Relationships Business Policy/Strategy Case Extension using Pro-Forma Planning: A Computer Based Model Complexity: Is it really that Simple? A Random-Strategy Criterion for Validity of Simulation Game Participation Enhancing a Computer Simulation with a Structured Reporting Environment Experiencing a Foreign Culture: A Cross-Cultural Simulation Group Cognitive Style and Computerphobia in Functional Business Simulations Human Issues in Technology Implementation Management Simulator Incorporating Advertising Strategy into Computer-Based Business Simulations: A Validation Study Increasing the Effectiveness of Performance Evaluation Through the Design and Development of Realistic Finance Algorithms The Packer-Feeder Game: A Commodity Market Simulator Relationships Between R&D and Profitability: An Exploratory Comparison of Two Business Simulations with Two Real-World, Technology Intensive Industries Simulation of the Predictive Value of Mammography Simulation Performance and Learning Revisited Strange Bedfellows: Competency Models and ACBSP Accreditation Standards Using a Business Simulation to Study the Determinants of Ethical Behavior What Simulation Users Think Players Should be Learning from the Simulations ADA and its Implications for Experiential Training Boss/ Subordinate Perceptions of Instrumental and Supportive Leadership Behaviors in Relation to Myers-Briggs Thinking Type Cluster Analyses of American Universities' Business Core Curricula Structures Utilized to Satisfy Fifteen Curriculum Areas Cooperative Learning or Learning to Cooperate Experiential Learning: keywords: business; deal; gaming; geo; participants; simulation cache: absel-1330.pdf plain text: absel-1330.txt item: #342 of 2743 id: absel-1331 author: Pillutla, Sharma title: An Interactive Simulation Game for Competitive Decision-Making date: 2014 words: 1563 flesch: 29 summary: This paper discusses a simulation game being played for the introductory Production and Operations Management class for Business students at Towson State University. Assessing Learning in Learning Organizations Teaching Strategic Planning, Problem Solving, and Decision Making with Envisionary Experiential Exercises Validating an Instrument for Student Evaluation of Teachers: Some Noteworthy By-Products Don't Teach Ethics to Business Students Emotional Reactions Toward a Simulated Layoff: Before and After the Manipulation Enhancing Communication Using a Presentation Package Implementing Marketing Policies through a Business Management Simulation Integrating Action-Based Learning into Executive Development Programs On the validity of using the Microsegmentation Principle in Media Simulationsm Participatory Systems Analysis Some Relationships between Cultural, Organizational, and Educational Experience and Perceptions of Influence The Use of Decision Support Systems with a Marketing Simulation: The Future is Now Astute Business Policy: A Simulation of the Automobile Industry The Business Policy Game CEO II: A Gaming Simulation for Assessment Computer Paced Project Management Simulation Computerized Tutor Support Systems DEAL & GEO: keywords: business; decisions; game; learning; simulation; students cache: absel-1331.pdf plain text: absel-1331.txt item: #343 of 2743 id: absel-1332 author: Thorelli, Hans B. title: International Operations Simulation/Mark 2000 (INTOPIA) date: 2014 words: 2660 flesch: 37 summary: INPUTS AND OUTPUTS Inputs are of three kinds: regular company decisions, Monitor company decisions (the administrator may, e.g., wish to represent Japanese competition) and Wonder Cards. INTERNATIONAL OPERATIONS SIMULATION/MARK 2000 (INTOPIA) Development In Business Simulation & Experiential Exercises, Volume 21, 1994 181 INTERNATIONAL OPERATIONS SIMULATION/MARK 2000 (INTOPIA) keywords: administrator; business; companies; company; intopia; learning; management; operations; simulation cache: absel-1332.pdf plain text: absel-1332.txt item: #344 of 2743 id: absel-1333 author: Smith, Edward F.; Hardaker, Sandra S. title: Multimedia Simulation Cuts Training Costs for Andersen Consulting date: 2014 words: 1931 flesch: 26 summary: The interactive design enables students to conduct interviews with client personnel, receive phone calls, review memos from Andersen Consulting supervisors, and attend meetings with the client’s management. Assessing Learning in Learning Organizations Teaching Strategic Planning, Problem Solving, and Decision Making with Envisionary Experiential Exercises Validating an Instrument for Student Evaluation of Teachers: Some Noteworthy By-Products Don't Teach Ethics to Business Students Emotional Reactions Toward a Simulated Layoff: Before and After the Manipulation Enhancing Communication Using a Presentation Package Implementing Marketing Policies through a Business Management Simulation Integrating Action-Based Learning into Executive Development Programs On the validity of using the Microsegmentation Principle in Media Simulationsm Participatory Systems Analysis Some Relationships between Cultural, Organizational, and Educational Experience and Perceptions of Influence The Use of Decision Support Systems with a Marketing Simulation: The Future is Now Astute Business Policy: A Simulation of the Automobile Industry The Business Policy Game CEO II: A Gaming Simulation for Assessment Computer Paced Project Management Simulation Computerized Tutor Support Systems DEAL & GEO: keywords: andersen; business; consulting; management; simulation; students; training cache: absel-1333.pdf plain text: absel-1333.txt item: #345 of 2743 id: absel-1334 author: Platt, Richard G.; Wheatley, Walter J. title: Concepts of Total Quality Management: An Active Learning Exercise date: 2014 words: 930 flesch: 16 summary: CONCEPTS OF TOTAL QUALITY MANAGEMENT: AN ACTIVE LEARNING EXERCISE Development In Business Simulation & Experiential Exercises, Volume 21, 1994 185 CONCEPTS OF TOTAL QUALITY MANAGEMENT: AN ACTIVE LEARNING EXERCISE Richard G. Platt, University of West Florida Walter J. Wheatley, University of West Florida DESCRIPTION The Concepts of Total Quality Management: An Active Learning Exercise is a high-level energy game that facilitates the learning of virtually every aspect of Total Quality Management. keywords: learning; management; quality; simulation cache: absel-1334.pdf plain text: absel-1334.txt item: #346 of 2743 id: absel-1335 author: Arthur, Virginia; Klepetar, Wendy title: Cooperative Warning: The Extended Jigsaw date: 2014 words: 1122 flesch: 7 summary: THE EXTENDED JIGSAW Development In Business Simulation & Experiential Exercises, Volume 21, 1994 186 COOPERATIVE WARNING: The Way We Were and Need to Be The Intellectual Structure of ABSEL: A Bibliometeic Study of Author Cocitatons Over Time Activity-Driven Time in Computerized Gaming Simulations An Assessment Framework for Determing the Effectiveness of Total Enterprise Simulations Attributes of Learning Organizations: Simulating the Relationships Business Policy/Strategy Case Extension using Pro-Forma Planning: A Computer Based Model Complexity: Is it really that Simple? A Random-Strategy Criterion for Validity of Simulation Game Participation Enhancing a Computer Simulation with a Structured Reporting Environment Experiencing a Foreign Culture: A Cross-Cultural Simulation Group Cognitive Style and Computerphobia in Functional Business Simulations Human Issues in Technology Implementation Management Simulator Incorporating Advertising Strategy into Computer-Based Business Simulations: A Validation Study Increasing the Effectiveness of Performance Evaluation Through the Design and Development of Realistic Finance Algorithms The Packer-Feeder Game: A Commodity Market Simulator Relationships Between R&D and Profitability: An Exploratory Comparison of Two Business Simulations with Two Real-World, Technology Intensive Industries Simulation of the Predictive Value of Mammography Simulation Performance and Learning Revisited Strange Bedfellows: Competency Models and ACBSP Accreditation Standards Using a Business Simulation to Study the Determinants of Ethical Behavior What Simulation Users Think Players Should be Learning from the Simulations ADA and its Implications for Experiential Training Boss/ Subordinate Perceptions of Instrumental and Supportive Leadership Behaviors in Relation to Myers-Briggs Thinking Type Cluster Analyses of American Universities' Business Core Curricula Structures Utilized to Satisfy Fifteen Curriculum Areas Cooperative Learning or Learning to Cooperate Experiential Learning: keywords: business; johnson; learning; management; simulation cache: absel-1335.pdf plain text: absel-1335.txt item: #347 of 2743 id: absel-1336 author: Efraty, David; Stratton, William E. title: Managing Diversity--Values and Attitudes: An Experiential Exercise in Awareness date: 2014 words: 2415 flesch: 33 summary: MANAGING DIVERSITY--VALUES AND ATTITUDES: AN EXPERIENTIAL EXERCISE IN AWARENESS Development In Business Simulation & Experiential Exercises, Volume 21, 1994 187 MANAGING DIVERSITY--VALUES AND ATTITUDES: Development In Business Simulation & Experiential Exercises, Volume 21, 1994 188 4. keywords: attitudes; business; diversity; exercise; group; simulation; students; values cache: absel-1336.pdf plain text: absel-1336.txt item: #348 of 2743 id: absel-1337 author: Sanders, Patricia title: Navigating the Shoals of International Management Development date: 2014 words: 1084 flesch: 2 summary: The Way We Were and Need to Be The Intellectual Structure of ABSEL: A Bibliometeic Study of Author Cocitatons Over Time Activity-Driven Time in Computerized Gaming Simulations An Assessment Framework for Determing the Effectiveness of Total Enterprise Simulations Attributes of Learning Organizations: Simulating the Relationships Business Policy/Strategy Case Extension using Pro-Forma Planning: A Computer Based Model Complexity: Is it really that Simple? A Random-Strategy Criterion for Validity of Simulation Game Participation Enhancing a Computer Simulation with a Structured Reporting Environment Experiencing a Foreign Culture: A Cross-Cultural Simulation Group Cognitive Style and Computerphobia in Functional Business Simulations Human Issues in Technology Implementation Management Simulator Incorporating Advertising Strategy into Computer-Based Business Simulations: A Validation Study Increasing the Effectiveness of Performance Evaluation Through the Design and Development of Realistic Finance Algorithms The Packer-Feeder Game: A Commodity Market Simulator Relationships Between R&D and Profitability: An Exploratory Comparison of Two Business Simulations with Two Real-World, Technology Intensive Industries Simulation of the Predictive Value of Mammography Simulation Performance and Learning Revisited Strange Bedfellows: Competency Models and ACBSP Accreditation Standards Using a Business Simulation to Study the Determinants of Ethical Behavior What Simulation Users Think Players Should be Learning from the Simulations ADA and its Implications for Experiential Training Boss/ Subordinate Perceptions of Instrumental and Supportive Leadership Behaviors in Relation to Myers-Briggs Thinking Type Cluster Analyses of American Universities' Business Core Curricula Structures Utilized to Satisfy Fifteen Curriculum Areas Cooperative Learning or Learning to Cooperate Experiential Learning: NAVIGATING THE SHOALS OF INTERNATIONAL MANAGEMENT DEVELOPMENT Development In Business Simulation & Experiential Exercises, Volume 21, 1994 189 NAVIGATING THE SHOALS OF INTERNATIONAL MANAGEMENT DEVELOPMENT Patricia Sanders, Siena College There is a persistent belief among American management educators that management education and development is an uniquely American invention and, as such, we possess intellectual proprietorship as we transport our expertise around the world. keywords: business; development; learning; management; simulation cache: absel-1337.pdf plain text: absel-1337.txt item: #349 of 2743 id: absel-1338 author: Penderghast, Thomas F. title: Evaluating Student Performance in the Use of Computer Simulation date: 2014 words: 2709 flesch: 43 summary: The second type of business game is one that allows a student to compete against other students individually or in teams. Students like business games because they allow them to put theory into practice. keywords: business; decision; game; period; simulation; student; use cache: absel-1338.pdf plain text: absel-1338.txt item: #350 of 2743 id: absel-1339 author: Penderghast, Thomas F. title: Entrepreneurial Simulation Program date: 2014 words: 750 flesch: -6 summary: ENTREPRENEURIAL SIMULATION PROGRAM Development In Business Simulation & Experiential Exercises, Volume 21, 1994 192 ENTREPRENEURIAL SIMULATION PROGRAM Thomas F. Penderghast, Pepperdine University DESCRIPTION Whet is it like to run your own business? SYSTEMS REQUIREMENTS For the IBM PC, PC/XT, and PC/AT with at least 256k RAM, DOS 2.1 or higher, and printer PUBLISHER Harcourt Brace Jovanovich, College Sales Office, 7555 Caldwell Avenue, Chicago, IL 60648, phone 1-800-237-2665 Table of Contents Volume 21, 1994 ABSEL: The Way We Were and Need to Be The Intellectual Structure of ABSEL: A Bibliometeic Study of Author Cocitatons Over Time Activity-Driven Time in Computerized Gaming Simulations An Assessment Framework for Determing the Effectiveness of Total Enterprise Simulations Attributes of Learning Organizations: Simulating the Relationships Business Policy/Strategy Case Extension using Pro-Forma Planning: A Computer Based Model Complexity: Is it really that Simple? A Random-Strategy Criterion for Validity of Simulation Game Participation Enhancing a Computer Simulation with a Structured Reporting Environment Experiencing a Foreign Culture: A Cross-Cultural Simulation Group Cognitive Style and Computerphobia in Functional Business Simulations Human Issues in Technology Implementation Management Simulator Incorporating Advertising Strategy into Computer-Based Business Simulations: A Validation Study Increasing the Effectiveness of Performance Evaluation Through the Design and Development of Realistic Finance Algorithms The Packer-Feeder Game: A Commodity Market Simulator Relationships Between R&D and Profitability: An Exploratory Comparison of Two Business Simulations with Two Real-World, Technology Intensive Industries Simulation of the Predictive Value of Mammography Simulation Performance and Learning Revisited Strange Bedfellows: Competency Models and ACBSP Accreditation Standards Using a Business Simulation to Study the Determinants of Ethical Behavior What Simulation Users Think Players Should be Learning from the Simulations ADA and its Implications for Experiential Training Boss/ Subordinate Perceptions of Instrumental and Supportive Leadership Behaviors in Relation to Myers-Briggs Thinking Type Cluster Analyses of American Universities' Business Core Curricula Structures Utilized to Satisfy Fifteen Curriculum Areas Cooperative Learning or Learning to Cooperate Experiential Learning: keywords: business; computer; learning; simulation cache: absel-1339.pdf plain text: absel-1339.txt item: #351 of 2743 id: absel-14 author: Lawlor, K. Blaine; Hornyak, Martin J. title: Group Exams: Are they Relevant and Reliable as a learning Tool? date: 2013 words: 3429 flesch: 53 summary: ABSTRACT This paper is primarily the front half of a larger experiental study on the role of group exams in educating student to have the skills to excel in the current dynamic environment. The latter half of the paper provides a limited sample of some of the results which suggests that group exams may increase the performance and learning of students. keywords: business; exam; group; individual; learning; simulation; students; team cache: absel-14.pdf plain text: absel-14.txt item: #352 of 2743 id: absel-15 author: Karl, Christian K. title: Integrative Learning: Exploring Opportunities in Business Simulations date: 2013 words: 5682 flesch: 29 summary: Therefore the aim of this paper is to give suggestions for the practical implementation of integrative teaching / learning concepts involving business simulations and future research in general as well. As a consequence, business simulations can play an important, potentially even central role in the courses based on practical acquisition of experience. keywords: business; business simulation; competencies; competency; construction; course; development; learning; management; methods; participants; simulation; teaching cache: absel-15.pdf plain text: absel-15.txt item: #353 of 2743 id: absel-1528 author: Anderson, Philip H.; Lawton, Leigh title: Dominant Personality Types and Total Enterprise Simulation Performance: A Follow-Up Study date: 1993 words: 3298 flesch: 30 summary: Tables 2 and 3 also show that no significant difference exists on simulation performance between dominant personality types after 10 decisions had been completed nor over the last 4 decisions sets. No significant differences exist on simulation performance between dominant personality types at any stage of the simulation's operation. keywords: business; dominant; patz; performance; personality; simulation; study; total; type cache: absel-1528.pdf plain text: absel-1528.txt item: #354 of 2743 id: absel-1529 author: Bacon, Donald R.; Pike, James S. title: Shelf Wars: A Grocery Channel Simulation date: 1993 words: 3615 flesch: 45 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. A GROCERY CHANNEL SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 4 SHELF WARS: keywords: business; game; period; price; retailer; sales; shelf; simulation; students cache: absel-1529.pdf plain text: absel-1529.txt item: #355 of 2743 id: absel-1530 author: Blanchette, David; Brown, Nancy title: Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom date: 1993 words: 4474 flesch: 27 summary: AN EXPERIENTIAL EXERCISE UTILIZING INTERNATIONAL STUDENTS TO GLOBALIZE THE CLASSROOM Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 7 SHARED CULTURAL PERSPECTIVES: AN EXPERIENTIAL EXERCISE UTILIZING INTERNATIONAL STUDENTS TO GLOBALIZE THE CLASSROOM David Blanchette, Rhode Island College Nancy Brown, Rhode Island College ABSTRACT This paper outlines procedures for a classroom role-play experiential exercise emphasizing international student participation. keywords: administrator; business; companies; education; exercise; marketing; participants; play; role; simulation; students; u.s cache: absel-1530.pdf plain text: absel-1530.txt item: #356 of 2743 id: absel-1531 author: Biggs, William D.; Miles, Wilford G.; Schubert, James D. title: An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course date: 1993 words: 4232 flesch: 39 summary: Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 15 Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 12 based on the existing literature the authors believe that research into the effectiveness of teaching methods used in business policy courses would be facilitated if a common measuring instrument were used. keywords: anderson; business; course; factor; items; lawton; policy; simulation; study cache: absel-1531.pdf plain text: absel-1531.txt item: #357 of 2743 id: absel-1532 author: Bruton, Carol M.; Bradley, Michael P. title: Providing Better Trained Graduates for Accounting Employers date: 1993 words: 3589 flesch: 38 summary: We have received positive feedback from students and alumni on all of the above mentioned items that we have incorporated. Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 18 ACCOUNTING BUSINESS RELATIONSHIPS A key to integrating accounting students with the real world and providing better-trained graduates for accounting employers is to take advantage of the small businesses in your community. Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. keywords: accounting; business; course; graduates; information; practice; simulation; students; system cache: absel-1532.pdf plain text: absel-1532.txt item: #358 of 2743 id: absel-1533 author: Burns, Alvin C. title: The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance date: 1993 words: 4282 flesch: 37 summary: Proposed here is a gradient evaluation system, which embodies seven different propositions on business simulation team performance evaluation. In addition to the academic debates swirling around this topic, there are numerous practical problems posed by the typical uneven performance profiles exhibited across teams. keywords: ambition; business; company; evaluation; game; gradient; performance; simulation; system; team cache: absel-1533.pdf plain text: absel-1533.txt item: #359 of 2743 id: absel-1534 author: Butler, John K. title: Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential1 date: 1993 words: 4722 flesch: 49 summary: Administrative Science Quarterly, 1Z, 229-239 Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. A NEGOTIATION EXERCISE WITH LOGROLLING AND BRIDGING POTENTIAL Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 23 ALPHATEC: keywords: alphatec; bridging; business; division; exercise; logrolling; negotiating; negotiators; role; simulation cache: absel-1534.pdf plain text: absel-1534.txt item: #360 of 2743 id: absel-1535 author: Cannon, Hugh M.; Carroll, Philip G.; Seamons, Brett L. title: Using the IdeaFisher Idea Generation System As A Decision Support System In Marketing Strategy Courses date: 1993 words: 3970 flesch: 43 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. A Simulation for Comparative Advertising A Doctoral Symposium: Preparing Students for Conference Behavior Comparing the Simulation with the Case Approach: Again! Total Quality Management: A Model for Continuous Quality Improvement The Quality Audit: An Experiential Exercise for Business Students Extending the Reach of Simulations: DECIDE Heads for the Inner City Lessons Learned from a Customized Management Development Simulation The Foreign Exchange Spot Trading Simulation Using Lotus 1-2-3 to complete a Triple Play in a Simulated Competition International Business Education: Is Enough Being Done? keywords: advertising; business; case; exercise; idea; ideafisher; marketing; new; qbank; questions; simulation; students; system cache: absel-1535.pdf plain text: absel-1535.txt item: #361 of 2743 id: absel-1536 author: Carvalho, Gerard F. title: A Dynamic Market Share Allocation Model for Computerized Business Simulators date: 1993 words: 3039 flesch: 35 summary: A DYNAMIC MARKET SHARE ALLOCATION MODEL FOR COMPUTERIZED BUSINESS SIMULATORS Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 31 A DYNAMIC MARKET SHARE The influence of social interaction is a Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 32 function of market penetration achieved by the product by the end of the prior period. keywords: business; demand; function; market; model; process; product; simulation cache: absel-1536.pdf plain text: absel-1536.txt item: #362 of 2743 id: absel-1537 author: Conley, Dennis M. title: Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course date: 1993 words: 4010 flesch: 32 summary: A Simulation for Comparative Advertising A Doctoral Symposium: Preparing Students for Conference Behavior Comparing the Simulation with the Case Approach: Again! Total Quality Management: A Model for Continuous Quality Improvement The Quality Audit: An Experiential Exercise for Business Students Extending the Reach of Simulations: DECIDE Heads for the Inner City Lessons Learned from a Customized Management Development Simulation The Foreign Exchange Spot Trading Simulation Using Lotus 1-2-3 to complete a Triple Play in a Simulated Competition International Business Education: Is Enough Being Done? Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. keywords: business; course; dimensions; graduate; learning; simulation; students; teacher; teaching; uncertainty cache: absel-1537.pdf plain text: absel-1537.txt item: #363 of 2743 id: absel-1538 author: Crawford, Ronald L.; Oppenheimer, Robert J. title: Development of Experiential Applications in HRM: Practicing What We Preach and Preaching for Practice date: 1993 words: 4909 flesch: 33 summary: DEVELOPMENT OF EXPERIENTIAL APPLICATIONS IN HRM: PRACTICING WHAT WE PREACH AND PREACHING FOR PRACTICE Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 39 DEVELOPMENT OF EXPERIENTIAL APPLICATIONS IN HRM: PRACTICING WHAT WE PREACH AND PREACHING FOR PRACTICE Ronald L. Crawford, Concordia University Robert J. Oppenheimer, Concordia University ABSTRACT The critical elements in the development of experiential exercises are the extent to which they incorporate the core judgements and actions which students or trainees will have to apply in their occupational careers, and the degree to which it is concordant with how adults learn. Despite general professional agreement that a job analysis report or position description should cover the employee’s contributions or inputs (know how. effort. Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 40 responsibility accepted, and tolerance of working conditions), the action- task sequences which define how the job should be done, and the output deliverables which represent successful completion, few texts or job analysis methods actually generate all three. keywords: analysis; business; course; development; hrm; job; learners; learning; people; performance; practice; simulation; training; work cache: absel-1538.pdf plain text: absel-1538.txt item: #364 of 2743 id: absel-1539 author: Day, Nancy E; Glick, Betty J. title: Linking Students and Business Leaders through Portfolios date: 1993 words: 5893 flesch: 36 summary: Thus, having business people review student portfolios adds a degree of authenticity and validity. Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. keywords: advisor; business; education; experiences; faculty; learning; portfolio; process; program; school; simulation; skills; students cache: absel-1539.pdf plain text: absel-1539.txt item: #365 of 2743 id: absel-1540 author: Dennehy, Robert F.; Sims, Ronald R. title: Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness date: 1993 words: 3246 flesch: 32 summary: DEBRIEFING INTERNATIONAL EXPERIENTIAL LEARNING EXERCISES: ROAD SIGNS FOR EFFECTIVENESS Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 47 DEBRIEFING INTERNATIONAL EXPERIENTIAL LEARNING EXERCISES: ROAD SIGNS FOR EFFECTIVENESS Robert F. Dennehy, Pace University Ronald R. Sims, College of William and Mary ABSTRACT Over the years the use of experiential learning exercises as a vehicle for improving managers knowledge, skills and abilities has steadily increased. A number of developmental techniques (case methods, role playing, behavioral modeling, internships, simulation and games, and experiential learning exercises) are used in different companies as part of their management development efforts. keywords: approach; business; debriefing; development; exercises; experience; learning; management; managers; simulation cache: absel-1540.pdf plain text: absel-1540.txt item: #366 of 2743 id: absel-1541 author: Dickinson, John A.; Faria, A. J. title: Sales Manager: A Simulation date: 1993 words: 2920 flesch: 30 summary: (Sales manager Administrators Manual SALES MANAGER (SMANAGER (Sales Manager) Administrator diskette SALES MANAGER (Sales Manager Player’s Manual ASSISTANT (SMASSIST (Sales Manager Assistant) diskette STRATEGY DECISION MIX The mix of strategy decisions encompasses most of the functions, which together make up the basic responsibilities of sales managers. Numerous substantive features have been incorporated reflecting accepted principles of sales management. keywords: administrator; business; decisions; management; manager; sales; sales manager; simulation; strategy cache: absel-1541.pdf plain text: absel-1541.txt item: #367 of 2743 id: absel-1542 author: Gold, Steven C. title: Modeling Interactive Effects In Mathematical Functions For Business Simulations: A Critique of Goosen's Interpolation Approach date: 1993 words: 2185 flesch: 17 summary: MODELING INTERACTIVE EFFECTS IN MATHEMATICAL FUNCTIONS FOR BUSINESS SIMULATIONS: A CRITIQUE OF GOOSEN’S INTERPOLATION APPROACH Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 54 MODELING INTERACTIVE EFFECTS IN MATHEMATICAL FUNCTIONS FOR BUSINESS SIMULATIONS: A CRITIQUE OF GOOSEN’S INTERPOLATION APPROACH Steven C. Gold, Ph.D., Rochester Institute of Technology ABSTRACT Goosen (1986) presented an interpolation approach as a simplified and effective way to model complex and non-linear demand and cost functions in computerized business simulations. The author modified his own interpolation equation as follows: Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 keywords: approach; business; effects; goosen; interpolation; simulations cache: absel-1542.pdf plain text: absel-1542.txt item: #368 of 2743 id: absel-1543 author: Goosen, Kenneth title: Reducing the Complexity of Interactive Variable Modeling in Business Simulations through Interpolation date: 1993 words: 2757 flesch: 24 summary: This fact allows a simple Developments In Business Simulation & Experiential Exercises, Volume 20,1993 58 equation to be developed to achieve the same interactive variable effects inherent in multiplicative models: Specific values for Pa Pb Pc, are determined by interpolation from percentage change arrays. REDUCING THE COMPLEXITY OF INTERACTIVE VARIABLE MODELING IN BUSINESS SIMULATIONS THROUGH INTERPOLATION Developments In Business Simulation & Experiential Exercises, Volume 20,1993 56 Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Kenneth Goosen, University of Arkansas at Little Rock ABSTRACT This paper, which is prepared in response to a question raised by Steven Gold concerning use of the interpolation approach in modeling, describes how the interpolation approach achieves interaction among variables in a simulation. keywords: business; change; interpolation; percentage; simulation; variable cache: absel-1543.pdf plain text: absel-1543.txt item: #369 of 2743 id: absel-1544 author: Halterman, Carroll C.; Sampson, Nancy S. title: Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity date: 1993 words: 3308 flesch: 36 summary: ANTECEDENT BIASES OF EXPERIENTIAL LEARNERS: TRAINEE OCCUPATION AND SUBGROUP DIVERSITY Developments In Business Simulation & Experiential Exercises, Volume 20,1993 62 ANTECEDENT BIASES OF EXPERIENTIAL LEARNERS: TRAINEE OCCUPATION AND SUBGROUP DIVERSITY THE ASSESSMENT METHOD Management characteristics found to be critical to the performance of successful work-groups (Larson and LaFasto. 1989) are expressed as be- Developments In Business Simulation & Experiential Exercises, Volume 20,1993 63 havioral aphorisms. keywords: business; exercises; groups; halterman; importance; learning; simulation; students; training; work cache: absel-1544.pdf plain text: absel-1544.txt item: #370 of 2743 id: absel-1545 author: Harel, Gedaliahu H.; Morgan, Sandra W. title: Pax in Terra Sancta: Simulating the Middle East Peace Negotiations date: 1993 words: 2562 flesch: 35 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. SIMULATING THE MIDDLE EAST PEACE NEGOTIATIONS Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 67 PAX IN TERRA SANCTA: keywords: agreement; business; israel; leadership; negotiation; peace; simulation; team cache: absel-1545.pdf plain text: absel-1545.txt item: #371 of 2743 id: absel-1546 author: Harms, Craig G. title: A Multiple Regression Case In Experiential Learning date: 1993 words: 2994 flesch: 41 summary: A Simulation for Comparative Advertising A Doctoral Symposium: Preparing Students for Conference Behavior Comparing the Simulation with the Case Approach: Again! Total Quality Management: A Model for Continuous Quality Improvement The Quality Audit: An Experiential Exercise for Business Students Extending the Reach of Simulations: DECIDE Heads for the Inner City Lessons Learned from a Customized Management Development Simulation The Foreign Exchange Spot Trading Simulation Using Lotus 1-2-3 to complete a Triple Play in a Simulated Competition International Business Education: Is Enough Being Done? Richard D. Irwin Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. keywords: business; case; model; regression; simulation; students; television; variables cache: absel-1546.pdf plain text: absel-1546.txt item: #372 of 2743 id: absel-1547 author: Lorentz, Robert L.; Maynard, Judy L.; Kemp, B. Wayne title: Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Semester Course in International Marketing date: 1993 words: 4437 flesch: 33 summary: CHANGES IN ETHNOCENTRIC/GEOCENTRIC ORIENTATION BY BUSINESS STUDENTS AFTER EXPOSURE TO A ONE SEMESTER COURSE IN INTERNATIONAL MARKETING Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 73 CHANGES IN ETHNOCENTRIC/GEOCENTRIC Believing that their own culture is always right or superior to cultures of others could be expected to impede their Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 74 future success as managers of international companies. keywords: business; control; course; groups; marketing; post; pre; simulation; students; study; training cache: absel-1547.pdf plain text: absel-1547.txt item: #373 of 2743 id: absel-1548 author: Macintosh, Gerrard; Gentry, James W.; Stoltman, Jeffrey J. title: A Systematic Approach to the Development and Evaluation of Experiential Exercises date: 1993 words: 3586 flesch: 31 summary: A SYSTEMATIC APPROACH TO THE DEVELOPMENT AND EVALUATION OF EXPERIENTIAL EXERCISES Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 79 A SYSTEMATIC APPROACH TO THE DEVELOPMENT AND EVALUATION OF EXPERIENTIAL EXERCISES Gerrard Macintosh, University of Manitoba James W. Gentry, University of Nebraska-Lincoln Jeffrey J. Stoltman, Wayne State University ABSTRACT The paper describes a systematic approach to the development and evaluation of experiential pedagogies. Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 80 keywords: approach; business; exercise; knowledge; people; process; prospecting; sales; simulation cache: absel-1548.pdf plain text: absel-1548.txt item: #374 of 2743 id: absel-1549 author: Mitchell, Ronald K.; Chesteen, Susan A. title: Entrepreneurs Evaluate Experiential Education date: 1993 words: 2923 flesch: 26 summary: A Simulation for Comparative Advertising A Doctoral Symposium: Preparing Students for Conference Behavior Comparing the Simulation with the Case Approach: Again! Total Quality Management: A Model for Continuous Quality Improvement The Quality Audit: An Experiential Exercise for Business Students Extending the Reach of Simulations: DECIDE Heads for the Inner City Lessons Learned from a Customized Management Development Simulation The Foreign Exchange Spot Trading Simulation Using Lotus 1-2-3 to complete a Triple Play in a Simulated Competition International Business Education: Is Enough Being Done? From personal interviews with students, we discovered five primary reasons why a student may register for a course in entrepreneurship: (1) A student may be considering a career as an entrepreneur; (2) A student committed to a more traditional career may wish to understand entrepreneurial processes so that he/she may apply this knowledge in a more traditional setting; (3) Friends or family members of students with an MBA may seek their advice and/or financial support for ventures; (4) A student may already be involved in an entrepreneurial setting and have specific challenges and/or opportunities which need the refinements possible perhaps only through rigorous study; and (5) Students may have only a transitory interest, if any interest at all, in entrepreneurship. keywords: approach; business; case; course; entrepreneurship; exercises; simulation; students cache: absel-1549.pdf plain text: absel-1549.txt item: #375 of 2743 id: absel-1550 author: Patz, Alan L. title: A Linear Programming Approach To Open System Total Enterprise Simulations date: 1993 words: 3875 flesch: 43 summary: Once again, the research potential of open system TE simulations is boundless (Patz, 1987). That is, open system TE simulations are possible, using a linear programming framework in this case. keywords: administrator; business; linear; market; process; programming; simulation; system cache: absel-1550.pdf plain text: absel-1550.txt item: #376 of 2743 id: absel-1551 author: Roberts, Ralph M.; Page, Diana; Schriesheim, Chester A. title: Reflecting Leader Behavior from The Looking Glass, Inc. Simulation date: 1993 words: 3497 flesch: 31 summary: REFLECTING LEADER BEHAVIOR FROM THE LOOKING GLASS, INC. SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 90 REFLECTING LEADER BEHAVIOR FROM THE LOOKING GLASS, INC. SIMULATION Ralph M Roberts, The University of West Florida Diana Page, The University of West Florida Chester A. Schriesheim, The University of Miami ABSTRACT The purpose of this pilot study was to compare the view of leadership style, as self reported by the superior and as perceived by the subordinate, in a simulated environment for research and class pedagogy. Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 91 H3: There would be no difference n me self and subordinate’s evaluation on the supportive (S) dimension of the Leadership scale. keywords: behaviors; business; data; feedback; leadership; learning; simulation; students; style; subordinate cache: absel-1551.pdf plain text: absel-1551.txt item: #377 of 2743 id: absel-1552 author: Ronchetto, John R.; Johnston, Wesley J. title: Linking Cognitive Styles, Teaching Methods, Educational Objectives and Assessment: A Decision Tree Approach date: 1993 words: 4270 flesch: 34 summary: in Developments in Marketing Science, Vol. XIII, B. J. Dunlap, ed., Cullowhee, NC: Academy of Marketing Science, 284-288 Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 97 Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 98 Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. A Simulation for Comparative Advertising A Doctoral Symposium: Preparing Students for Conference Behavior Comparing the Simulation with the Case Approach: Again! Total Quality Management: A Model for Continuous Quality Improvement The Quality Audit: An Experiential Exercise for Business Students Extending the Reach of Simulations: DECIDE Heads for the Inner City Lessons Learned from a Customized Management Development Simulation The Foreign Exchange Spot Trading Simulation Using Lotus 1-2-3 to complete a Triple Play in a Simulated Competition International Business Education: Is Enough Being Done? keywords: approach; business; education; learning; management; marketing; methods; objectives; review; simulation; skills; students; styles; teaching cache: absel-1552.pdf plain text: absel-1552.txt item: #378 of 2743 id: absel-1553 author: Sanders, Patricia title: Restructuring Management Education in Post-Communist Countries: How Western Experts Can Help date: 1993 words: 3692 flesch: 25 summary: This somewhat describes the internal state of management education today in post-communist countries. In the long term, as management educations programs mature and take on distinctive features to fit local markets, western educational assistance programs will serve merely as sign posts along the way. keywords: business; countries; development; education; faculty; management; new; process; programs; reform; simulation cache: absel-1553.pdf plain text: absel-1553.txt item: #379 of 2743 id: absel-1554 author: Sanvicente, Antonio Zoratto; Sauaia, Antonio Carlos Aidar; Tanabe, Mario title: Managerial and Cultural Pre-Conditions for Superior Performance in a Global Setting: An Experimental Study with the Aid of Business Games date: 1993 words: 4484 flesch: 33 summary: The literature on the globalization of business firms has emphasized the importance of an organizational climate conducive to the management of international firms, as well as certain characteristics in managers, to make it possible for international management to succeed. MANAGERIAL AND CULTURAL PRE-CONDITIONS FOR SUPERIOR PERFORMANCE IN A GLOBAL SETTING: AN EXPERIMENTAL STUDY WITH THE AID OF BUSINESS GAMES Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 104 MANAGERIAL AND CULTURAL PRE-CONDITIONS FOR SUPERIOR PERFORMANCE IN A GLOBAL SETTING: AN EXPERIMENTAL STUDY WITH THE AID OF BUSINESS GAMES Antonio Zoratto Sanvicente, Universidade de São Paulo, Brazil Antonio Carlos Aidar Sauaia, Universidade de São Paulo, Brazil Mario Tanabe, Universidade de São Paulo, Brazil keywords: approach; business; firms; game; global; group; management; performance; simulation; students; teams cache: absel-1554.pdf plain text: absel-1554.txt item: #380 of 2743 id: absel-1555 author: Thavikulwat, Precha title: Multiple Industries in Computerized Gaming-Simulations date: 1993 words: 2489 flesch: 22 summary: Consumption as the objective in computer- scored total enterprise simulations Developments in Business Simulation & Experiential Exercises, 17, 167-169 Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. MULTIPLE INDUSTRIES IN COMPUTERIZED GAMING-SIMULATIONS Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 108 MULTIPLE INDUSTRIES IN COMPUTERIZED GAMING-SIMULATIONS Precha Thavikulwat, Towson State University ABSTRACT A scale-invariant model for incorporating multiple industries into computerized business gaming-simulations such as to match the U.S. Standard Industrial Classification system, while also allowing the instructor to redefine the industries, is presented. keywords: business; gaming; industries; management; model; production; rate; simulation cache: absel-1555.pdf plain text: absel-1555.txt item: #381 of 2743 id: absel-1556 author: Ullmann, Arieh A. title: Content or Process? -- Content and Process! Some Observations and Reflections about Management Education in Central Europe date: 1993 words: 5386 flesch: 41 summary: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. SOME OBSERVATIONS AND REFLECTIONS ABOUT MANAGEMENT EDUCATION IN CENTRAL EUROPE Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 110 CONTENT OR PROCESS? -- CONTENT AND PROCESS! keywords: business; central; europe; exercises; hungary; learning; management; market; marketing; participants; process; simulation; state; teams cache: absel-1556.pdf plain text: absel-1556.txt item: #382 of 2743 id: absel-1557 author: Biggs, William D.; Lower, Charles E. title: Out-Of-Class Experiences to Promote Volunteerism date: 1993 words: 1310 flesch: 4 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. A Simulation for Comparative Advertising A Doctoral Symposium: Preparing Students for Conference Behavior Comparing the Simulation with the Case Approach: Again! Total Quality Management: A Model for Continuous Quality Improvement The Quality Audit: An Experiential Exercise for Business Students Extending the Reach of Simulations: DECIDE Heads for the Inner City Lessons Learned from a Customized Management Development Simulation The Foreign Exchange Spot Trading Simulation Using Lotus 1-2-3 to complete a Triple Play in a Simulated Competition International Business Education: Is Enough Being Done? keywords: business; community; program; service; simulation; students cache: absel-1557.pdf plain text: absel-1557.txt item: #383 of 2743 id: absel-1558 author: Boozer, Robert W.; Maddox, E. Nick title: Enacting the Linguistic Consciousness of the Modern Managerial Mind: Postmodernism and Experiential Learning date: 1993 words: 1615 flesch: 19 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. ENACTING THE LINGUISTIC CONSCIOUSNESS OF THE MODERN MANAGERIAL MIND: POSTMODERNISM AND EXPERIENTIAL LEARNING Developments In Business Simulation & Experiential Exercises, Volume 20,1993 117 ENACTING THE LINGUISTIC CONSCIOUSNESS OF THE MODERN MANAGERIAL MIND: keywords: business; exercise; learning; management; simulation; students cache: absel-1558.pdf plain text: absel-1558.txt item: #384 of 2743 id: absel-1559 author: Brooker, Russell G.; Birney, Robert title: Intergrating Experiential Exercises Into the College Curriculum the Case of Internationalizing the Business Curriculum date: 1993 words: 1797 flesch: 13 summary: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. A Simulation for Comparative Advertising A Doctoral Symposium: Preparing Students for Conference Behavior Comparing the Simulation with the Case Approach: Again! Total Quality Management: A Model for Continuous Quality Improvement The Quality Audit: An Experiential Exercise for Business Students Extending the Reach of Simulations: DECIDE Heads for the Inner City Lessons Learned from a Customized Management Development Simulation The Foreign Exchange Spot Trading Simulation Using Lotus 1-2-3 to complete a Triple Play in a Simulated Competition International Business Education: Is Enough Being Done? keywords: alverno; business; college; curriculum; exercises; simulation; students cache: absel-1559.pdf plain text: absel-1559.txt item: #385 of 2743 id: absel-1560 author: Cabaniss, Roy F. title: Simulation Marketing Mistakes date: 1993 words: 1814 flesch: 24 summary: Wolfe, J. (1978), “The Effects of Game Complexity on the Acquisition of Business Policy Knowledge,” Decision Sciences, Vol. 9, 143-155. Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. This results in the third rule of simulation design: Have the initial portions of the simulation and its accompanying instructions designed / written for the lowest common denominator. keywords: business; exercise; learning; marketing; simulation; teacher cache: absel-1560.pdf plain text: absel-1560.txt item: #386 of 2743 id: absel-1561 author: Cannon, Hugh M. title: Incorporating Advertising Creative Strategy Into Computer-Based Business Simulations date: 1993 words: 1347 flesch: 7 summary: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. INCORPORATING ADVERTISING CREATIVE STRATEGY INTO COMPUTER-BASED BUSINESS SIMULATIONS Developments In Business Simulation & Experiential Exercises, Volume 20,1993 120 INCORPORATING ADVERTISING CREATIVE STRATEGY INTO COMPUTER-BASED BUSINESS SIMULATIONS Hugh M. Cannon, Wayne State University The effects of advertising creative strategy decisions are very difficult to capture in a quantifiable, and hence, programmable model. keywords: advertising; business; decision; exercise; simulation; strategy cache: absel-1561.pdf plain text: absel-1561.txt item: #387 of 2743 id: absel-1562 author: Chyzyk, John A. title: The Dynamics of a Partnership between Business and Education date: 1993 words: 1325 flesch: 7 summary: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. THE DYNAMICS OF A PARTNERSHIP BETWEEN BUSINESS AND EDUCATION Developments In Business Simulation & Experiential Exercises, Volume 20,1993 121 THE DYNAMICS OF A PARTNERSHIP BETWEEN BUSINESS AND EDUCATION John A. Chyzyk, Department of Business Administration Brandon University, Brandon Manitoba, Canada ABSTRACT The management and administration of a provincial business simulation competition is, to say the least, a major undertaking. keywords: business; education; management; manitoba; simulation; students cache: absel-1562.pdf plain text: absel-1562.txt item: #388 of 2743 id: absel-1563 author: Day, William A.; Muter, Richard G.; Stinson, John E. title: Collaborative Education Done Globally date: 1993 words: 1498 flesch: 12 summary: American Educational Research Association Annual Meeting Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. COLLABORATIVE EDUCATION DONE GLOBALLY Developments In Business Simulation & Experiential Exercises, Volume 20,1993 122 COLLABORATIVE EDUCATION DONE GLOBALLY William A. Day, Dean College of Business Administration Richard G. Muter, Director of Honors Program, Department of Management Systems John E. Stinson, Director Learning Design Laboratory and Corporate Leadership Program ABSTRACT Utilizing the concepts of cognitive constructivism and global action learning, we have developed a learning platform using collaborative education enhanced by information technology. keywords: action; approach; business; education; learning; simulation; students cache: absel-1563.pdf plain text: absel-1563.txt item: #389 of 2743 id: absel-1564 author: Duserick, Frank G.; Enke, Ernest L.; Rummel, Amy; Rummel, Randall title: Experiential Systems Analysis date: 1993 words: 1682 flesch: 17 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. EXPERIENTIAL SYSTEMS ANALYSIS Developments In Business Simulation & Experiential Exercises, Volume 20,1993 123 EXPERIENTIAL SYSTEMS ANALYSIS Frank G. Duserick, Alfred University Ernest L. Enke, Alfred University Amy Rummel, Alfred University Randall Rummel, Pacific Mountain Farms ABSTRACT keywords: analysis; approach; business; performance; research; simulation; systems cache: absel-1564.pdf plain text: absel-1564.txt item: #390 of 2743 id: absel-1565 author: Gandhi, Nimish title: Cadplan: A Simulation for Comparative Advertising date: 1993 words: 2128 flesch: 14 summary: UNDERSTANDING COMPARATIVE ADVERTISING Prior to exploring how to determine an appropriate format of comparative advertising, it is necessary to understand the phenomenon of comparative advertising. A SIMULATION IN COMPARATIVE ADVERTISING A simulation in comparative advertising, called CADPLAN, currently under development, is designed for learning, practicing and testing comparative advertising concepts. keywords: advertising; brand; business; cadplan; comparisons; product; simulation cache: absel-1565.pdf plain text: absel-1565.txt item: #391 of 2743 id: absel-1566 author: Gentry, James W.; Kennedy, Patricia F. title: A Doctoral Symposium: Preparing Students for Conference Behavior date: 1993 words: 1938 flesch: 22 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. A Simulation for Comparative Advertising A Doctoral Symposium: Preparing Students for Conference Behavior Comparing the Simulation with the Case Approach: Again! Total Quality Management: A Model for Continuous Quality Improvement The Quality Audit: An Experiential Exercise for Business Students Extending the Reach of Simulations: DECIDE Heads for the Inner City Lessons Learned from a Customized Management Development Simulation The Foreign Exchange Spot Trading Simulation Using Lotus 1-2-3 to complete a Triple Play in a Simulated Competition International Business Education: Is Enough Being Done? keywords: business; conference; doctoral; marketing; simulation; students; symposium cache: absel-1566.pdf plain text: absel-1566.txt item: #392 of 2743 id: absel-1567 author: Gosenpud, Jerry; Washbush, John title: Comparing the Simulation with the Case Approach: Again! But This Time Using Criteria Appropriate for the Simulation date: 1993 words: 1551 flesch: 13 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. BUT THIS TIME USING CRITERIA APPROPRIATE FOR THE SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 20,1993 126 COMPARING THE SIMULATION WITH THE CASE APPROACH: AGAIN! keywords: business; case; learning; sections; simulation; students cache: absel-1567.pdf plain text: absel-1567.txt item: #393 of 2743 id: absel-1568 author: Graf, Lee A.; Hemmasi, Masoud; Winchell, Michael W. title: Total Quality Management: A Model for Continuous Quality Improvement date: 1993 words: 1961 flesch: 19 summary: A MODEL FOR CONTINUOUS QUALITY IMPROVEMENT Developments In Business Simulation & Experiential Exercises, Volume 20,1993 127 TOTAL QUALITY MANAGEMENT: A MODEL FOR CONTINUOUS QUALITY IMPROVEMENT Lee A. Graf, Illinois State University Masoud Hemmasi, Illinois State University Michael W. Winchell, Illinois State University ABSTRACT This paper outlines an eight-step process for utilizing customer input as a critical ingredient to be used in Total Quality Improvement programs. keywords: business; customer; performance; process; quality; simulation; step cache: absel-1568.pdf plain text: absel-1568.txt item: #394 of 2743 id: absel-1569 author: Kerr, Daryl L. title: The Quality Audit: An Experiential Exercise for Business Students date: 1993 words: 1581 flesch: 20 summary: THE QUALITY AUDIT: AN EXPERIENTIAL EXERCISE FOR BUSINESS STUDENTS Developments In Business Simulation & Experiential Exercises, Volume 20,1993 128 THE QUALITY AUDIT: AN EXPERIENTIAL EXERCISE FOR BUSINESS STUDENTS Daryl L. Kerr, University of North Carolina at Charlotte ABSTRACT This article presents an experiential exercise designed to assist students in understanding and implementing one of the many tools of total quality management. The exercise involves utilizing focus groups to assess the needs and concerns of an organization’s customers. keywords: business; exercise; focus; groups; quality; simulation; students cache: absel-1569.pdf plain text: absel-1569.txt item: #395 of 2743 id: absel-1570 author: Markulis, Peter M.; Strang, Daniel R. title: Extending the Reach of Simulation: Decide Heads for the Inner City date: 1993 words: 1794 flesch: 19 summary: Wolfe, Joe (1985) “The Teaching Effectiveness of Games in Collegiate Business Courses: A 1973-1983 Update,’ Simulation & Games, pp. 251- 288. Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. EXTENDING THE REACH OF SIMULATION: DECIDE HEADS FOR THE INNER CITY Developments In Business Simulation & Experiential Exercises, Volume 20,1993 129 EXTENDING THE REACH OF SIMULATION: keywords: business; computerized; high; project; school; simulation; students cache: absel-1570.pdf plain text: absel-1570.txt item: #396 of 2743 id: absel-1571 author: McDonald, Michael; Keys, J. Bernard title: Lessons Learned From A Customized Management Development Simulation date: 1993 words: 1881 flesch: 4 summary: Action Learning: Special Issue: The Journal of Management Development, Vol. 6, No, 2, 1987, 45-56, Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. LESSONS LEARNED FROM A CUSTOMIZED MANAGEMENT DEVELOPMENT SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 20,1993 130 LESSONS LEARNED FROM A CUSTOMIZED MANAGEMENT DEVELOPMENT SIMULATION Michael McDonald, Georgia Southern University Bernard Keys Georgia Southern University ABSTRACT This paper describes the development and delivery of a customized management development training program featuring a simulated National Park Guidelines are described for others to consider in designing similar training. keywords: business; development; management; national; park; service; simulation cache: absel-1571.pdf plain text: absel-1571.txt item: #397 of 2743 id: absel-1572 author: Monahan, Joseph title: The Foreign Exchange Spot Trading Simulation date: 1993 words: 2070 flesch: 33 summary: Spot Foreign Exchange Trading is the global daily Foreign Exchange turnover of approximately $700,000,000,000, which represents in most financial centers more than 60 percent of the daily turnover Financial institutes that are engaged in Foreign Exchange Trading are connected through various telecommunication networks. THE FOREIGN EXCHANGE SPOT TRADING SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 20, 1993 131 THE FOREIGN EXCHANGE SPOT TRADING SIMULATION Joseph Monahan ABSTRACT This article describes a Foreign Exchange Trading Simulation Game, which is to assist participants to develop skills in trading The major goal of this game is to illustrate the various factors in the market, that influence pricing. keywords: business; desk; exchange; game; simulation; trader; trading cache: absel-1572.pdf plain text: absel-1572.txt item: #398 of 2743 id: absel-1573 author: Nulsen, Ray O.; Roussos, Dean S.; Faria, A. J. title: Using Lotus 1-2-3 to Complete a Triple Play in a Simulated Competition date: 1993 words: 1701 flesch: 4 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. A Simulation for Comparative Advertising A Doctoral Symposium: Preparing Students for Conference Behavior Comparing the Simulation with the Case Approach: Again! Total Quality Management: A Model for Continuous Quality Improvement The Quality Audit: An Experiential Exercise for Business Students Extending the Reach of Simulations: DECIDE Heads for the Inner City Lessons Learned from a Customized Management Development Simulation The Foreign Exchange Spot Trading Simulation Using Lotus 1-2-3 to complete a Triple Play in a Simulated Competition International Business Education: Is Enough Being Done? keywords: business; compete; competition; lotus; marketing; simulation cache: absel-1573.pdf plain text: absel-1573.txt item: #399 of 2743 id: absel-1574 author: Overby, John D.; Kemp, B. Wayne title: International Business Education: Is Enough Being Done? date: 1993 words: 1484 flesch: -3 summary: INTERNATIONAL BUSINESS EDUCATION: IS ENOUGH BEING DONE? Developments In Business Simulation & Experiential Exercises, Volume 20,1993 133 INTERNATIONAL BUSINESS EDUCATION: IS ENOUGH BEING DONE? The paper argues for the enhancement of cross- cultural business education by increasing the number of international business majors offered at doctorate granting universities. keywords: business; education; majors; program; simulation; total cache: absel-1574.pdf plain text: absel-1574.txt item: #400 of 2743 id: absel-1575 author: Platt, Richard G. title: Matching of Student - Teacher Cognitive Style as a Factor in Student Success in an Introduction to Information Systems Course date: 1993 words: 1691 flesch: 22 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. A Simulation for Comparative Advertising A Doctoral Symposium: Preparing Students for Conference Behavior Comparing the Simulation with the Case Approach: Again! Total Quality Management: A Model for Continuous Quality Improvement The Quality Audit: An Experiential Exercise for Business Students Extending the Reach of Simulations: DECIDE Heads for the Inner City Lessons Learned from a Customized Management Development Simulation The Foreign Exchange Spot Trading Simulation Using Lotus 1-2-3 to complete a Triple Play in a Simulated Competition International Business Education: Is Enough Being Done? keywords: business; course; intro; simulation; student; style; variables cache: absel-1575.pdf plain text: absel-1575.txt item: #401 of 2743 id: absel-1576 author: Roderick, Roger D.; Wilterding, Jim A. title: Breathing (More) Life into the Case Approach date: 1993 words: 1367 flesch: 13 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. BREATHING (MORE) LIFE INTO THE CASE APPROACH Developments In Business Simulation & Experiential Exercises, Volume 20,1993 135 BREATHING (MORE) LIFE INTO THE CASE APPROACH Roger D. Roderick, California State University-Long Beach Jim A. Wilterding, Boise State University ABSTRACT This paper reports the results of an experiment intended to “breathe (more) life into the case approach to teaching. keywords: approach; business; case; management; simulation; students cache: absel-1576.pdf plain text: absel-1576.txt item: #402 of 2743 id: absel-1577 author: Rouse, Maryanne; Stirling, Hamilton title: Lord of the Flies: A "Live Case" Approach to Leadership date: 1993 words: 1720 flesch: 14 summary: Englewood Cliffs, NJ: Prentice Hall Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. LORD OF THE FLIES: A 'LIVE CASE' APPROACH TO LEADERSHIP Developments In Business Simulation & Experiential Exercises, Volume 20,1993 136 LORD OF THE FLIES: keywords: business; case; exercise; film; leadership; management; simulation cache: absel-1577.pdf plain text: absel-1577.txt item: #403 of 2743 id: absel-1578 author: Saulnier, Bruce M. title: Cooperative Case Studies Experiential, Business Problem Solving Tools date: 1993 words: 1811 flesch: 12 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. A Simulation for Comparative Advertising A Doctoral Symposium: Preparing Students for Conference Behavior Comparing the Simulation with the Case Approach: Again! Total Quality Management: A Model for Continuous Quality Improvement The Quality Audit: An Experiential Exercise for Business Students Extending the Reach of Simulations: DECIDE Heads for the Inner City Lessons Learned from a Customized Management Development Simulation The Foreign Exchange Spot Trading Simulation Using Lotus 1-2-3 to complete a Triple Play in a Simulated Competition International Business Education: Is Enough Being Done? keywords: approach; business; case; education; problem; simulation; students cache: absel-1578.pdf plain text: absel-1578.txt item: #404 of 2743 id: absel-1579 author: Snyder, Stephen J. title: Strategy Simulations in Context: An Evaluation of Key Dimensions in Development date: 1993 words: 1898 flesch: 25 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. INTRODUCTION There are a wide range of strategy simulations available for use to assist in understanding the realm of the strategic manager. keywords: business; development; dimensions; game; marketing; simulations; strategy cache: absel-1579.pdf plain text: absel-1579.txt item: #405 of 2743 id: absel-1580 author: Teach, Richard title: The Distribution Channel Game date: 1993 words: 1705 flesch: 29 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. THE DISTRIBUTION CHANNEL GAME Developments In Business Simulation & Experiential Exercises, Volume 20,1993 139 The Distribution Channel Game Dr. Richard Teach, Georgia Institute of Technology THE GAME keywords: business; game; inventory; simulation; units; week cache: absel-1580.pdf plain text: absel-1580.txt item: #406 of 2743 id: absel-1581 author: Van Over, David title: Evaluation of a Simulation Game as an Education Tool for Utility Professionals date: 1993 words: 1689 flesch: 22 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. This study looks at the effectiveness of simulation games for use by executives in a professional development course. keywords: business; executives; experience; game; simulation; utility cache: absel-1581.pdf plain text: absel-1581.txt item: #407 of 2743 id: absel-1582 author: Washbush, John; Gosenpud, Jerry title: The Relationship between Total Enterprise Simulation Performance and Learning date: 1993 words: 1744 flesch: 5 summary: WI 53190 (414) 472-3902 Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. THE RELATIONSHIP BETWEEN TOTAL ENTERPRISE SIMULATION PERFORMANCE AND LEARNING Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 141 THE RELATIONSHIP BETWEEN TOTAL ENTERPRISE SIMULATION PERFORMANCE AND LEARNING John Washbush & Jerry Gosenpud University of Wisconsin-Whitewater ABSTRACT This study examined the relationship between learning and simulation performance. keywords: business; learning; performance; simulation; students; study cache: absel-1582.pdf plain text: absel-1582.txt item: #408 of 2743 id: absel-1583 author: Wheatley, Walter J. title: Total Quality Management does not happen by Magic but it can be taught using a Pedagogical Methodology that Utilizes Magic date: 1993 words: 1212 flesch: 3 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. TOTAL QUALITY MANAGEMENT DOES NOT HAPPEN BY MAGIC BUT IT CAN BE TAUGHT USING A PEDAGOGICAL METHODOLOGY THAT UTILIZES MAGIC Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 142 TOTAL QUALITY MANAGEMENT DOES NOT HAPPEN BY MAGIC keywords: business; management; quality; simulation; total cache: absel-1583.pdf plain text: absel-1583.txt item: #409 of 2743 id: absel-1584 author: Wheatley, Walter J.; Plait, Richard title: Effectively Preparing Students for Careers in a Global Environment by Integrating Total Quality Management throughout the Business Curriculum date: 1993 words: 1753 flesch: 9 summary: A Simulation for Comparative Advertising A Doctoral Symposium: Preparing Students for Conference Behavior Comparing the Simulation with the Case Approach: Again! Total Quality Management: A Model for Continuous Quality Improvement The Quality Audit: An Experiential Exercise for Business Students Extending the Reach of Simulations: DECIDE Heads for the Inner City Lessons Learned from a Customized Management Development Simulation The Foreign Exchange Spot Trading Simulation Using Lotus 1-2-3 to complete a Triple Play in a Simulated Competition International Business Education: Is Enough Being Done? EFFECTIVELY PREPARING STUDENTS FOR CAREERS IN A GLOBAL ENVIRONMENT BY INTEGRATING TOTAL QUALITY MANAGEMENT THROUGHOUT THE BUSINESS CURRICULUM Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 143 EFFECTIVELY PREPARING STUDENTS FOR CAREERS IN A GLOBAL ENVIRONMENT BY INTEGRATING TOTAL QUALITY MANAGEMENT THROUGHOUT THE BUSINESS CURRICULUM keywords: business; course; management; quality; simulation; students; total cache: absel-1584.pdf plain text: absel-1584.txt item: #410 of 2743 id: absel-1585 author: Whiteley, T. Rick title: An Empirical Investigation of Cognitive and Performance Consistency in A Marketing Simulation Game Environment date: 1993 words: 1982 flesch: 17 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. AN EMPIRICAL INVESTIGATION OF COGNITIVE AND PERFORMANCE CONSISTENCY IN A MARKETING SIMULATION GAME ENVIRONMENT Developments in Business Simulation & Experiential Exercises, Volume 20, 1993 144 AN EMPIRICAL INVESTIGATION OF COGNITIVE AND PERFORMANCE CONSISTENCY IN A MARKETING SIMULATION GAME ENVIRONMENT T. Rick Whiteley, Lawrence Technological University ABSTRACT The relationship between the cognitive understanding of a simulation game environment and game performance was investigated. keywords: cognitive; environment; game; performance; share; simulation cache: absel-1585.pdf plain text: absel-1585.txt item: #411 of 2743 id: absel-1586 author: Whiteley, T. Rick title: Using MARSGAP (A Marketing Simulation Game Analysis Program) With Laptop: A Marketing Simulation date: 1993 words: 1894 flesch: 28 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. A MARKETING SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 145 USING MARSGAP (A MARKETING SIMULATION GAME ANALYSIS PROGRAM) keywords: analysis; business; component; game; marketing; program; simulation cache: absel-1586.pdf plain text: absel-1586.txt item: #412 of 2743 id: absel-1587 author: Whitney, Gary title: Adapting TQM Implementation to Organizational Level date: 1993 words: 1635 flesch: 22 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. ADAPTING TQM IMPLEMENTATION TO ORGANIZATIONAL LEVEL Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 146 ADAPTING TQM IMPLEMENTATION TO ORGANIZATIONAL LEVEL Gary Whitney, University of San Diego ABSTRACT Top, middle and first line managers were interviewed to identify their reactions to implementation of Total Quality Management. keywords: business; line; management; managers; simulation; tqm cache: absel-1587.pdf plain text: absel-1587.txt item: #413 of 2743 id: absel-1588 author: Wingender, John R.; Gray, Cynthia S. title: An MBA Business Simulation: Executive Interaction date: 1993 words: 1778 flesch: 23 summary: EXECUTIVE INTERACTION Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 147 AN MBA BUSINESS SIMULATION: A communications workshop is offered by the College of Business Administration Business for the MBA participants. keywords: business; executive; interaction; mba; simulation; team cache: absel-1588.pdf plain text: absel-1588.txt item: #414 of 2743 id: absel-1589 author: Arthur, Virginia; Klepetar, Wendy title: Experiential Exercises and Pedagogy Track Workshop: Experiencing Cultural Diversity in the Classroom (and the Hotel Meeting Room) date: 1993 words: 1453 flesch: 14 summary: Gulf Publishing Kluckhohn, F., and Strodtbeck, F. L. (1961) Variations in Value Orientations Evanston, IL: Row, Peterson Lane, H. W., and DiStefano, J.J. (1992) International Management Behavior: From Policy to Practice Scarborough, Ont: Nelson Canada Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. EXPERIENCING CULTURAL DIVERSITY IN THE CLASSROOM (AND THE HOTEL MEETING ROOM) Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 148 EXPERIENTIAL EXERCISES AND PEDAGOGY TRACK WORKSHOP: keywords: business; culture; diversity; exercise; management; simulation cache: absel-1589.pdf plain text: absel-1589.txt item: #415 of 2743 id: absel-1590 author: Campbell, John title: Closing the Gap between Corporate and National Culture date: 1993 words: 1055 flesch: -9 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. CLOSING THE GAP BETWEEN CORPORATE AND NATIONAL CULTURE Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 149 CLOSING THE GAP BETWEEN CORPORATE AND NATIONAL CULTURE John Campbell, Managing Director E.A.S.T. Ltd., Hargate, England Over the years Companies have consistently ignored national cultures and pushed the corporate one. keywords: approach; business; exercise; management; simulation cache: absel-1590.pdf plain text: absel-1590.txt item: #416 of 2743 id: absel-1591 author: Cavaleri, Steven; Russo, Stephen J. title: The Dynamic Manufacturing Company date: 1993 words: 1408 flesch: 15 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. THE DYNAMIC MANUFACTURING COMPANY Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 150 THE DYNAMIC MANUFACTURING COMPANY Steven Cavaleri Ph.D., Central Connecticut State University Stephen J. Russo M.S., Senior Industrial Engineer, Pratt & Whitney ABSTRACT The Dynamic Manufacturing Company is a management simulation that enables participants to better understand the dynamics of traditional manufacturing. keywords: business; company; exercise; management; manufacturing; simulation cache: absel-1591.pdf plain text: absel-1591.txt item: #417 of 2743 id: absel-1592 author: Fahey, Dennis; Hayes, Virginia; Mamet, Susan; Millholland, Russ; Quinn, Ed; Roland, Chris; Wagner, Richard; Weigand, Robert title: The Use of Experiential Techniques in Corporate Training date: 1993 words: 1441 flesch: 4 summary: He was an early proponent of corporate experiential training, and has used experiential programs in training managers for over 17 years. THE USE OF EXPERIENTIAL TECHNIQUES IN CORPORATE TRAINING Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 151 THE USE OF EXPERIENTIAL TECHNIQUES IN CORPORATE TRAINING Dennis Fahey, Greenlee Textron Virginia Hayes, TeamPerfect Susan Mamet, Travelers Insurance Russ Millholland, Saint-Gobain/Norton Company Ed Quinn, InnerWork Technologies, Inc. Chris Roland, Roland/Diamond Associates, Inc. Richard Wagner, University of Wisconsin-Whitewater Robert Weigand, St. Luke’s Hospital The focus of this presentation will be on the use of experiential techniques in corporate training, a rapidly growing phenomenon in during the last five years. keywords: business; development; programs; simulation; training; use cache: absel-1592.pdf plain text: absel-1592.txt item: #418 of 2743 id: absel-1593 author: Faria, A. J.; Wolfe, Joseph; Jensen, Ron; Dickinson, John R. title: The State of Simulation Gaming in Eastern European Countries - Principally Russia date: 1993 words: 2143 flesch: 28 summary: Define the directions of business game development. Examine the worldwide development of business games 3. keywords: business; conference; development; eastern; games; gaming; simulation; use cache: absel-1593.pdf plain text: absel-1593.txt item: #419 of 2743 id: absel-1594 author: Gunter, Thomas H. title: An Experiential Exercise in Cross-Cultural Training date: 1993 words: 3933 flesch: 48 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. AN EXPERIENTIAL EXERCISE IN CROSS-CULTURAL TRAINING Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 154 AN EXPERIENTIAL EXERCISE IN CROSS-CULTURAL TRAINING Thomas H. Gunter, University of South Carolina at Spartanburg ABSTRACT The Global economy of today requires that businesses transport work forces to new and unfamiliar areas creating a cultural shock phenomenon that should be lessened as much as possible. keywords: business; culture; environment; exercise; groups; marketing; nation; new; simulation; society; training; value cache: absel-1594.pdf plain text: absel-1594.txt item: #420 of 2743 id: absel-1595 author: Hunsaker, Johanna S. title: Valuing Differences: A Conceptual Framework Demonstration of an Experiential Exercise date: 1993 words: 1342 flesch: 2 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. VALUING DIFFERENCES: A CONCEPTUAL FRAMEWORK DEMONSTRATION OF AN EXPERIENTIAL EXERCISE Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 158 VALUING DIFFERENCES: A CONCEPTUAL FRAMEWORK DEMONSTRATION OF AN EXPERIENTIAL EXERCISE Johanna S. Hunsaker ABSTRACT A conceptual framework for organizations interested in developing a diverse workforce is presented. keywords: approach; business; exercise; organizations; simulation cache: absel-1595.pdf plain text: absel-1595.txt item: #421 of 2743 id: absel-1596 author: Likens, Lewis title: Effectively Using Experiential Learning to Impart TQM Concepts in a High Technology Environment date: 1993 words: 1123 flesch: -15 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. EFFECTIVELY USING EXPERIENTIAL LEARNING TO IMPART TQM CONCEPTS IN A HIGH TECHNOLOGY ENVIRONMENT Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 159 EFFECTIVELY USING EXPERIENTIAL LEARNING TO IMPART TQM CONCEPTS IN A HIGH TECHNOLOGY ENVIRONMENT Lewis Likens, Harris Corporation EFFECTIVELY USING EXPERIENTIAL LEARNING TO IMPART TQM CONCEPTS IN A HIGH TECHNOLOGY ENVIRONMENT Lewis Likens Harris Corporation Imparting the concepts of Total Quality to an organization is often difficult and even more difficult in a high technology, government contract environment. keywords: business; concepts; environment; learning; simulation cache: absel-1596.pdf plain text: absel-1596.txt item: #422 of 2743 id: absel-1597 author: McAfee, R. Bruce; Anderson, Claire J. title: The Older Worker Questionnaire: An Exercise on Older Worker Stereotypes and Behaviors date: 1993 words: 2624 flesch: 37 summary: AN EXERCISE ON OLDER WORKER STEREOTYPES AND BEHAVIORS R. Bruce McAfee, Old Dominion University Claire Anderson, Old Dominion University ABSTRACT Few exercises have been developed that focus on teaching students about older worker stereotypes and behaviors. Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. keywords: age; answers; business; exercise; simulation; stereotypes; students; workers cache: absel-1597.pdf plain text: absel-1597.txt item: #423 of 2743 id: absel-1598 author: McAfee, R. Bruce; Herring, Robert A. title: The Crime Fighting Task Force: An Exercise in Organizational Politics date: 1993 words: 5561 flesch: 51 summary: Its objectives are: (1) to teach students about the nature of hidden agendas--their cause, purpose, and effects on group decision making (2) to familiarize students with various political tactics used by individuals while making group decisions and show their effect on the group decision making process (3) to give students practice in identifying political tactics and hidden agendas and to improve their observation skills (4) to show participants the interrelationships among hidden agendas, group decision making, and political tactics. After committee members finish their deliberations, and elect a representative to present their decision to City Council, observers meet in-groups of four or five to try to identify each committee member’s political tactic(s). keywords: business; chair; city; committee; crime; decision; exercise; group; member; program; simulation; tactics cache: absel-1598.pdf plain text: absel-1598.txt item: #424 of 2743 id: absel-1599 author: Somers, Trudy L. title: Welcome to the Party! An Expression of Vocational Preference date: 1993 words: 1815 flesch: 33 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. AN EXPRESSION OF VOCATIONAL PREFERENCE Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 167 WELCOME TO THE PARTY! keywords: business; exercise; group; party; simulation; welcome cache: absel-1599.pdf plain text: absel-1599.txt item: #425 of 2743 id: absel-16 author: Ichikawa, Manabu; Deguchi, Hiroshi title: Simulated Tabletop Exercise for Risk Management - date: 2013 words: 1127 flesch: 35 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) Terrorism Multi Scenario Simulated Tabletop Exercise Page 58 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 keywords: exercise; game; management; simulation cache: absel-16.pdf plain text: absel-16.txt item: #426 of 2743 id: absel-1600 author: Stratton, William E. title: Experiential Exercises for Imparting Cross-Cultural Appreciation date: 1993 words: 1450 flesch: 6 summary: EXPERIENTIAL EXERCISES FOR IMPARTING CROSS-CULTURAL APPRECIATION Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 168 EXPERIENTIAL EXERCISES FOR IMPARTING CROSS-CULTURAL APPRECIATION William E. Stratton, Idaho State University ABSTRACT This paper describes a workshop presenting several short exercises requiring minimal instructor preparation for imparting an appreciation of the issues and problems encountered in cross-cultural settings. One result of this trend is the need for courses in organizational behavior to foster appreciation for the impact of cross-cultural differences on the conduct of business in international settings. keywords: business; exercises; issues; management; simulation; students cache: absel-1600.pdf plain text: absel-1600.txt item: #427 of 2743 id: absel-1601 author: Thiagarajan, Sivasailam title: Six Swift Simulations on Globalization date: 1993 words: 1153 flesch: 0 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. SIX SWIFT SIMULATIONS ON GLOBALIZATION Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 169 SIX SWIFT SIMULATIONS ON GLOBALIZATION Sivasailam Thiagarajan, Workshops by Thiagi Most business simulations are lengthy affairs, often lasting through a semester. keywords: approach; business; exercise; participants; simulation; thiagi cache: absel-1601.pdf plain text: absel-1601.txt item: #428 of 2743 id: absel-1602 author: Welch, Marshall; Walter, Charles; Deoppner, Roland title: The BASF Delegate Corporation date: 1993 words: 1196 flesch: -6 summary: Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. THE BASF DELEGATE CORPORATION Developments In Business Simulation & Experiential Exercises, Volume 20,1993 170 THE BASF DELEGATE CORPORATION Marshall Welch, BASF Corporation Charles Walter, BASF Corporation Roland Deoppner, BASF Corporation An overview of the BASF Delegate Program by Dr. Marshall Welch to include: - Introduction to BASF - Purpose of Delegate Program - Types of Delegations - BASF delegation activities around the world - Preparation of delegates and families - Design of experiential learning activities - Company experiences with the program Panel of Mr. Charles Walter, delegate to Germany, Mr. Roland Doeppner, delegate to U.S. from Germany and Dr. Marshall Welch, Director of Training for BASF Corporation will field questions from the audience about the delegate program and the experiences of the two panel members who have participated. keywords: basf; business; corporation; delegate; simulation; training cache: absel-1602.pdf plain text: absel-1602.txt item: #429 of 2743 id: absel-1603 author: Almeida, James; Jauch, Lawrence R. title: The Pedagogical Utility or A Management Simulation Game in A Business Policy Course date: 1992 words: 5700 flesch: 47 summary: SIMS, H. R., R. J. BUTLER and A. D. SZILAGYI (1974) “Personality correlates of business game performance and satisfaction,” in J. Belkin and H. Nazi (eds.) WOLFE, J. and T. I. CHACKO (1983) “Team size effects on business game performance and decision-making behaviors.” keywords: ambiguity; business; cases; conference; game; learning; management; performance; proceedings; risk; simulation; students cache: absel-1603.pdf plain text: absel-1603.txt item: #430 of 2743 id: absel-1604 author: Arellano, Fernando E.; Hopkins, Willie E. title: Modelling Economic Environments in Business Simulations: Some Comparisons and Recommendations date: 1992 words: 3871 flesch: 30 summary: Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: MODELLING ECONOMIC ENVIRONMENTS IN BUSINESS SIMULATIONS: SOME COMPARISONS AND RECOMMENDATIONS Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 7 MODELLING ECONOMIC ENVIRONMENTS IN BUSINESS SIMULATIONS: SOME COMPARISONS AND RECOMMENDATIONS Fernando E. Arellano, Colorado State University Willie E. Hopkins, Colorado State University ABSTRACT The capability of business simulations to be run with different economic environments is linked to the teaching objectives of the instructor. keywords: business; environment; index; industry; management; quality; sales; simulation; values; variables cache: absel-1604.pdf plain text: absel-1604.txt item: #431 of 2743 id: absel-1605 author: Becker, Selwyn W. title: Experiential Learning and TQM Principles: Teaching Behavioral Science in a Business School date: 1992 words: 6222 flesch: 45 summary: Class members were assigned readings about phases in group problem solving (Bales, R. F. and Strodtbeck, F. L., 1981; Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 12 Carter, L F., 1954) and valence (Hoffman, R. and Maier, N. R., 1964) in group problem solving.11 For instance, a study could deduce that group members would be less subject to conformity pressure than would be non-members for whom the group constituted a reference group. keywords: business; class; course; group; learning; management; members; problem; quality; simulation; solving; students; team cache: absel-1605.pdf plain text: absel-1605.txt item: #432 of 2743 id: absel-1606 author: Biggs, William D. title: The Use of Poster Presentations as A Final Project In The Business Policy Course date: 1992 words: 3754 flesch: 43 summary: THE USE OF POSTER PRESENTATIONS AS A FINAL PROJECT IN THE BUSINESS POLICY COURSE Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 17 THE USE OF POSTER PRESENTATIONS AS A FINAL PROJECT IN THE BUSINESS POLICY COURSE William D. Biggs, Beaver College ABSTRACT The purpose of this paper is to describe the use of posters as a final student project in the business policy course. POSTER PRESENTATIONS IN GENERAL Concurrent with but unrelated to the rise of business games a number of disciplines, particularly the physical sciences, began to use a poster presentation format at professional meetings. keywords: business; course; learning; management; policy; poster; presentations; quality; simulation; students cache: absel-1606.pdf plain text: absel-1606.txt item: #433 of 2743 id: absel-1607 author: Breinholt, Robert H.; Chesteen, Susan A.; Cooper, Fred W. title: Simulation for Strategy Formulation date: 1992 words: 4449 flesch: 34 summary: Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? keywords: analysis; assumptions; business; confidence; decision; device; management; performance; planning; quality; simulation; students cache: absel-1607.pdf plain text: absel-1607.txt item: #434 of 2743 id: absel-1608 author: Bruton, Carol M.; Bradley, Michael P. title: The Advantages of Experiential Learning in the Auditing Curriculum date: 1992 words: 4297 flesch: 36 summary: Groff, James E. (1989), “Using A Simple Game to Introduce Accounting Students to Certain Internal Control Concepts,” Journal of Accounting Education, Vol. 7, pp 263-269. This approach is consistent with the ‘White Paper” and the Accounting Education Change Commission’s charge to improve accounting education to better prepare students for their careers in accounting. keywords: accounting; audit; auditing; business; company; information; learning; practice; simulation; students cache: absel-1608.pdf plain text: absel-1608.txt item: #435 of 2743 id: absel-1609 author: Burns, Alvin C. title: A Framework for the Identification of Moderated and Mediated Performance Consequences of Pedagogical Alternatives date: 1992 words: 4016 flesch: 26 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? A FRAMEWORK FOR THE IDENTIFICATION OF MODERATED AND MEDIATED PERFORMANCE CONSEQUENCES OF PEDAGOGICAL ALTERNATIVES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 30 A FRAMEWORK FOR THE IDENTIFICATION OF MODERATED AND MEDIATED PERFORMANCE CONSEQUENCES OF PEDAGOGICAL ALTERNATIVES Alvin C. Burns, Louisiana State University ABSTRACT Researchers have utilized a stimulus-response paradigm to assess the efficacy of pedagogical alternatives, but this is a black box procedure. keywords: business; criterion; effects; learning; mediator; performance; predictor; quality; simulation; thc; variable cache: absel-1609.pdf plain text: absel-1609.txt item: #436 of 2743 id: absel-1610 author: Cannon, Hugh M.; Boglarsky, Cheryl title: Simulating Qualitative Research Relating to Values and Lifestyle Segmentation date: 1992 words: 6157 flesch: 41 summary: Rather, focus group research is by far the most popular research approach. Provide the student an opportunity to guide the focus group, much as a real focus leader would do, in response to the comments made by focus group members. keywords: business; focus; group; interventions; management; marketing; moderator; participant; quality; research; respondent; segment; simulation; student cache: absel-1610.pdf plain text: absel-1610.txt item: #437 of 2743 id: absel-1611 author: Carvalho, Gerard F. title: A New Market Demand Model for Business Simulators date: 1992 words: 4529 flesch: 41 summary: NEW MARKET DEMAND MODEL A fundamental assumption in the economic theory of consumer behavior states that all consumers will maximize utility. To improve realism, much effort has been devoted to improving the way market demand is modeled (Carvalho, 1991; keywords: behavior; business; consumer; demand; management; market; market demand; model; product; quality; simulation; term cache: absel-1611.pdf plain text: absel-1611.txt item: #438 of 2743 id: absel-1612 author: Clinton, Roy J.; Troutt, Marvin D. title: Interactive Optimization Using the Method of Relative Improvement Preferences: Methodology and Empirical Evaluation date: 1992 words: 4862 flesch: 40 summary: Then the DM specifies relative preferences (intensities) for improving the various outcomes (criteria values) of the current best solution. When presented with a set of criteria values, f (x), for some alternative solution, x, the user applies some number, P, to each criterion, relative to the amount of improvement desired in that criterion’s value. keywords: business; criteria; criterion; decision; improvement; method; problem; rip; simulation; solution; values cache: absel-1612.pdf plain text: absel-1612.txt item: #439 of 2743 id: absel-1613 author: Denton, D. Keith title: The Service Trainer Simulation date: 1992 words: 2925 flesch: 42 summary: Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: None of the 31 questions I use has a notation for Service Situation questions. keywords: business; cards; management; quality; questions; service; simulation; team cache: absel-1613.pdf plain text: absel-1613.txt item: #440 of 2743 id: absel-1614 author: Fritzsche, David J.; Cotter, Richard V. title: Benefits of Internet Computer Networks for ABSEL Members date: 1992 words: 3065 flesch: 37 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? BENEFITS OF INTERNET COMPUTER NETWORKS FOR ABSEL MEMBERS Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 51 BENEFITS OF INTERNET COMPUTER NETWORKS FOR ABSEL MEMBERS David J. Fritzsche, University of Washington Richard V. Cotter, University of Oregon ABSTRACT Internet computer networks are described. keywords: business; computer; file; internet; mail; management; quality; simulation; user cache: absel-1614.pdf plain text: absel-1614.txt item: #441 of 2743 id: absel-1615 author: Gentry, James W.; Stoltman, Jeffrey J.; Mehihoff, Carol E. title: How Should We Measure Experiential Learning? date: 1992 words: 5313 flesch: 33 summary: Vol. 18, 143 Mehlhoff, Carol E. and S. Mauldin (1990), “Experiential Learning for Interior Design Students: Using CADD, LOTUS 1-2-3, and WordPerfect”, in John Wingender and Walt Wheatley (Eds.), Developments in Business Simulation and Experiential Exercises, Vol. 17, 203 Neisser, Ulrich (1976), General, Academic, and Artificial Intelligence, in L. Resnick (ed.), The Nature of Intelligence, Hillsdale, NJ: Lawrence Erlbaum Associates, 135-144. Wason, P. C. (1960), On the Failure to Eliminate Hypotheses in a Conceptual Task, Quarterly journal of Experimental Psychology, 12,129-140. Table of Contents Volume 19, 1992 The Pedagogical Utility of a Management Simulation Game in a Business Policy Course Modeling Economic Environments in Business Simulations: Some Comparisons and Recommendations Experiential Learning and TQM Principles: Teaching Behavioral Science in a Business School The Use of Poster Presentations as a Final Project in the Business Policy Course The Device Business: A Management Simulation for Strategy Formulation The Advantages of Experiential learning in the Auditing curriculum A Framework for the Identification of Moderated and Mediated Performance consequences of Pedagogical Alternatives Simulating Qualitative Research keywords: absel; business; developments; exercises; experience; knowledge; learning; management; need; performance; psychology; quality; simulation; students cache: absel-1615.pdf plain text: absel-1615.txt item: #442 of 2743 id: absel-1616 author: Goosen, Kenneth R. title: An Assessment of Simulation Usage in Management Accounting Courses date: 1992 words: 4186 flesch: 30 summary: Simulation users reported that they believed at least 82% of the students found the simulation to be a challenging learning experience. Table of Contents Volume 19, 1992 The Pedagogical Utility of a Management Simulation Game in a Business Policy Course Modeling Economic Environments in Business Simulations: Some Comparisons and Recommendations Experiential Learning and TQM Principles: keywords: accounting; business; learning; management; performance; respondents; simulation; students; users cache: absel-1616.pdf plain text: absel-1616.txt item: #443 of 2743 id: absel-1617 author: Gosenpud, Jerry; Washbush, John title: The Influence of Myers-Briggs Type and Group Dynamics Factors on Total Enterprise Performance date: 1992 words: 3369 flesch: 28 summary: This conclusion, based on one study, is tentative, and clearly more research on how group dynamics and team performance relate is in order. Personality types and total enterprise simulation performance Developments in Business Simulation & Experiential Exercises, 18, 1-4 Gosenpud, J. J. (1989) Prediction of simulation performance as it is affected by time. keywords: business; dynamics; group; management; mbt; performance; quality; simulation; study; teams cache: absel-1617.pdf plain text: absel-1617.txt item: #444 of 2743 id: absel-1618 author: Graf, Lee A.; Hemmasi, Masoud; Winchell, Michael W. title: Effective Leadership Behavior In The Desert Storm Arena: An Application Of The Vroom-Yetton-Jago Model date: 1992 words: 3774 flesch: 33 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? EFFECTIVE LEADERSHIP BEHAVIOR IN THE DESERT STORM ARENA: AN APPLICATION OF THE VROOM-YETTON-JAGO MODEL Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 68 EFFECTIVE LEADERSHIP BEHAVIOR IN THE DESERT STORM ARENA: AN APPLICATION OF THE VROOM-YETTON-JAGO MODEL Lee A. Graf, Illinois State University Masoud Hemmasi, Illinois State University Michael W. Winchell, Illinois State University ABSTRACT This experiential exercise asks participants to utilize the Vroom- Yetton-Jago (VYJ) model to select the leadership style that would be most appropriate for two hypothetical “Desert Storm” scenarios. keywords: business; decision; exercise; leadership; management; model; quality; situation; style; vyj cache: absel-1618.pdf plain text: absel-1618.txt item: #445 of 2743 id: absel-1619 author: Halterman, Carroll; Sampson, Nancy title: Installing and Consolidating Work-Team Values: The Effects of a Multicultural Outdoor Experiential Program date: 1992 words: 3612 flesch: 35 summary: Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: INSTALLING AND CONSOLIDATING WORK-TEAM VALUES: THE EFFECTS OF A MULTICULTURAL OUTDOOR EXPERIENTIAL PROGRAM Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 73 INSTALLING AND CONSOLIDATING WORK-TEAM VALUES: THE EFFECTS OF A MULTICULTURAL OUTDOOR EXPERIENTIAL PROGRAM Carroll Halterman and Nancy Sampson, University of Denver ABSTRACT The work-group values of seventy subjects, regularly enrolled in the University of Denver’s MBA program, were assessed both before and after a required four-day Outward Bound experience. keywords: business; differences; experience; management; outdoor; performance; quality; simulation; students; team; training cache: absel-1619.pdf plain text: absel-1619.txt item: #446 of 2743 id: absel-1620 author: Hatton, Lindle O.; Hatton, Louisa C.; Mecord, Mark R. title: Key Determinants and Decision Performance in a Business Simulation and Experiential Learning Environment date: 1992 words: 4754 flesch: 29 summary: Table of Contents Volume 19, 1992 The Pedagogical Utility of a Management Simulation Game in a Business Policy Course Modeling Economic Environments in Business Simulations: Some Comparisons and Recommendations Experiential Learning and TQM Principles: Teaching Behavioral Science in a Business School The Use of Poster Presentations as a Final Project in the Business Policy Course The Device Business: A Management Simulation for Strategy Formulation The Advantages of Experiential learning in the Auditing curriculum A Framework for the Identification of Moderated and Mediated Performance consequences of Pedagogical Alternatives Simulating Qualitative Research An Assessment of Simulation Usage in Management Accounting Courses The Influence of Myers-Briggs Type and Group Dynamics on Simulation Performance Effective Leadership Behavior in the Desert Storm Arena: An Application of the Vroom-Yetton-Jago Model Installing and Consolidating Work-Team Values: The Effects of a Multicultural Outdoors Experiential Program Key Determinants and Decision performance in a Business Simulations and Experiential Learning environment Multi-Cultural Experiential Learning: A Computer Simulation in Indonesia Attitudes keywords: bsel; business; computer; cse; decision; environment; group; individual; learning; management; outcomes; performance; simulation cache: absel-1620.pdf plain text: absel-1620.txt item: #447 of 2743 id: absel-1621 author: Hornaday, Robert W. title: Multi-Cultural Experiential Learning: A Computer Simulation in Indonesia date: 1992 words: 5058 flesch: 47 summary: These sources warned that Indonesian graduate students were passive and reticent to chal -lenge each other or the professor in class discussions. These American “experts’ judged that the research and writing skills of Indonesian graduate students were far inferior to those of comparable U.S. graduate students. keywords: author; business; education; faculty; graduate; indonesia; management; programs; quality; simulation; students; u.s; university cache: absel-1621.pdf plain text: absel-1621.txt item: #448 of 2743 id: absel-1622 author: Hsu, Ti; Wasilewski, Nikolai title: Women as Managers: A Replication and Beyond date: 1992 words: 5735 flesch: 40 summary: Still Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 87 another study revealed that some companies expressed “outright hostility to the whole idea of paternity leave or benefit (Kreet, 1985: 218).t1 With the findings indicated in these studies, the parental- leave laws, like the issue of women in management, may become another controversial issue. Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 92 Maugai, S. R. (1991), Attitudes Toward women as Managers in Library and Information Science,” Sex Roles, 24, 681-700. keywords: attitudes; business; female; group; leave; male; management; managers; sex; simulation; study; subjects; women cache: absel-1622.pdf plain text: absel-1622.txt item: #449 of 2743 id: absel-1623 author: Huston, C. Richard; Abshire, Roger; Simpson, Penny title: Scenario Approach to Simulating Consumer Expenditures: A Cross-Cultural Analysis date: 1992 words: 3810 flesch: 39 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? SCENARIO APPROACH TO SIMULATING CONSUMER EXPENDITURES: A CROSS-CULTURAL ANALYSIS Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 93 SCENARIO APPROACH TO SIMULATING CONSUMER EXPENDITURES: keywords: black; business; differences; expenditures; group; management; marketing; perceptions; product; quality; simulation; white cache: absel-1623.pdf plain text: absel-1623.txt item: #450 of 2743 id: absel-1624 author: Jennings, Daniel F.; Hunt, Tammy G.; Cretien, Paul D. title: Insights into Ethical Decision Making Activities and Organizational Performance: A Management Simulation Analysis of College Students and Managers date: 1992 words: 4150 flesch: 33 summary: Student teams made ethical decisions for the fourth and eighth quarters while the manager teams made theirs for the second and fourth quarters. Our purpose for this paper is to investigate the relationship of ethical decision making activities to team performance, environmental conditions, team type, and team age utilizing decisions made by professional managers and college students participating in a management simulation exercise. keywords: business; decision; ethics; making; management; managers; performance; quality; research; simulation; students; teams cache: absel-1624.pdf plain text: absel-1624.txt item: #451 of 2743 id: absel-1625 author: Kenkel, Phil; Tilley, Daniel S.; Wingender, John R. title: Evaluating A Business Simulation Program For Joint Venture Negotiation And Management date: 1992 words: 4816 flesch: 37 summary: Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: EVALUATING A BUSINESS SIMULATION PROGRAM FOR JOINT VENTURE NEGOTIATION AND MANAGEMENT Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 101 EVALUATING A BUSINESS SIMULATION PROGRAM FOR JOINT VENTURE NEGOTIATION AND MANAGEMENT Phil Kenkel, Daniel S. Tilley, and John R. Wingender, Oklahoma State University ABSTRACT This study evaluates the success of utilizing a Joint Venture Simulation Game to model the common management problems encountered in the negotiation and management of an international joint venture. keywords: asian; business; contract; management; marketing; npv; profits; simulation; teams; transfer; u.s; venture cache: absel-1625.pdf plain text: absel-1625.txt item: #452 of 2743 id: absel-1626 author: Kerr, Daryl L. title: Teaching Business Interviewing Strategies with An Experiential Approach date: 1992 words: 2924 flesch: 28 summary: Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: TEACHING BUSINESS INTERVIEWING STRATEGIES WITH AN EXPERIENTIAL APPROACH Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 107 TEACHING BUSINESS INTERVIEWING STRATEGIES WITH AN EXPERIENTIAL APPROACH Daryl L. Kerr, University of North Carolina at Charlotte ABSTRACT This article describes an experiential program designed to assist students in developing effective job seeking skills. keywords: business; career; company; job; management; program; quality; simulation; skills; students cache: absel-1626.pdf plain text: absel-1626.txt item: #453 of 2743 id: absel-1627 author: Klepetar, Wendy title: Cooperative Learning Across The Business Curriculum date: 1992 words: 4653 flesch: 42 summary: The second element of the model, face-to-face promotive interaction refers to the physical arrangement of the room and the orientation of group members to each other. The Johnson’s describe this aspect as bringing group participants knee-to-knee and eye-to-eye so that group members cannot escape interaction. keywords: business; class; group; johnson; learning; management; material; quality; simulation; students; teaching cache: absel-1627.pdf plain text: absel-1627.txt item: #454 of 2743 id: absel-1628 author: Mergen, Erhan; Prey, Thomas title: Modeling Total Quality Elements Into A Strategy-Oriented Simulation date: 1992 words: 5435 flesch: 37 summary: Talley, Dorsey J., Total Quality Management. A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? keywords: activities; business; control; cost; customer; firm; improvement; management; process; product; quality; simulation; tom cache: absel-1628.pdf plain text: absel-1628.txt item: #455 of 2743 id: absel-1629 author: Monroe, Stuart R. title: Teaching Business Decision Making Using a Simulator date: 1992 words: 4206 flesch: 29 summary: Operations Research, 36(5), 797-803 Table of Contents Volume 19, 1992 The Pedagogical Utility of a Management Simulation Game in a Business Policy Course Modeling Economic Environments in Business Simulations: Some Comparisons and Recommendations Experiential Learning and TQM Principles: Teaching Behavioral Science in a Business School The Use of Poster Presentations as a Final Project in the Business Policy Course The Device Business: A Management Simulation for Strategy Formulation The Advantages of Experiential learning in the Auditing curriculum A Framework for the Identification of Moderated and Mediated Performance consequences of Pedagogical Alternatives Simulating Qualitative Research An Assessment of Simulation Usage in Management Accounting Courses The Influence of Myers-Briggs Type and Group Dynamics on Simulation Performance Effective Leadership Behavior in the Desert Storm Arena: An Application of the Vroom-Yetton-Jago Model Installing and Consolidating Work-Team Values: The Effects of a Multicultural Outdoors Experiential Program Key Determinants and Decision performance in a Business Simulations and Experiential Learning environment Multi-Cultural Experiential Learning: A Computer Simulation in Indonesia Attitudes keywords: business; computer; course; decision; dss; language; management; model; modeling; quality; simulation; students; use cache: absel-1629.pdf plain text: absel-1629.txt item: #456 of 2743 id: absel-1630 author: Nulsen, Ray O. title: Extending the Educational Utility of a Simulated Competition within the Confines of an Established Undergraduate Marketing Curriculum date: 1992 words: 4162 flesch: 23 summary: Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: Marketing Management is a required course for Marketing majors and is usually taken after the student has finished his/her elective courses. keywords: analysis; business; compete; course; curriculum; learning; management; marketing; planning; quality; simulation; student cache: absel-1630.pdf plain text: absel-1630.txt item: #457 of 2743 id: absel-1631 author: Odom, Marcus D.; Murphy, David S. title: Expert Systems versus Traditional Methods for Teaching Accounting Issues date: 1992 words: 3626 flesch: 34 summary: Böer and Livnat (1990) in a study of the effect of expert system use on homework assignments concluded that expert systems seemed to have the potential to enhance the learning process for accounting students. This study reports on an experiment that was designed to assess the effects of expert system use on student learning. keywords: business; declarative; development; expert; expert system; knowledge; learning; system; use cache: absel-1631.pdf plain text: absel-1631.txt item: #458 of 2743 id: absel-1632 author: Patz, Alan L.; Milliman, John R. title: Confidence Extremes Diminish Quality Performance In A Total Enterprise Simulation date: 1992 words: 4518 flesch: 33 summary: Background The earlier studies already noted suggested a basic but beginning behavioral model of TE simulation performance (Patz, in press), shown in Figure 1, that includes preferences, styles, interpersonal and personal needs. In other words, group indecision may work either way, enhancing or diminishing TE simulation performance, and the net result is an insignificant correlation with performance. keywords: business; career; confidence; corporation; decision; group; management; performance; quality; results; simulation cache: absel-1632.pdf plain text: absel-1632.txt item: #459 of 2743 id: absel-1633 author: Gold, Harvey I.; Kot, Richard title: Building a Competitive Advantage through Customer Satisfaction & Re-Engineering date: 1992 words: 1333 flesch: -18 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? BUILDING A COMPETITIVE ADVANTAGE THROUGH CUSTOMER SATISFACTION & RE-ENGINEERING Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 243 BUILDING A COMPETITIVE ADVANTAGE THROUGH CUSTOMER SATISFACTION & RE-ENGINEERING Harvey I. Gold Director of Customer Service & Support Ortho Diagnostic Systems Inc. A Johnson & Johnson Company & Richard Kot Instrument Systems Engineer Ortho Diagnostic Systems Inc. A Johnson & Johnson Company keywords: business; customer; management; performance; quality; simulation; systems cache: absel-1633.pdf plain text: absel-1633.txt item: #460 of 2743 id: absel-1634 author: Ricci, Phillip; Markulis, Peter M. title: Can Ethics Re Taught? A Simulation Tests a Traditional Ethics Pedagogy date: 1992 words: 4810 flesch: 33 summary: Possible future research in this area could (1) determine the level of moral development a student may be operating at before and after participating In an ethical simulation; (2) conducting a longitudinal study where students participate in a business ethics course and in the following year(s) students are then tested/confronted on a series of ethical business situations in other business courses; (3) a series of lectures where students are instructed on a process of ethical analysis in resolving ethical conflicts before being situated in an ethical dilemma. A SIMULATION TESTS A TRADITIONAL ETHICS PEDAGOGY Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 141 CAN ETHICS RE TAUGHT? keywords: accounting; business; business ethics; ethics; lecture; management; memo; quality; selling; simulation; students; teams cache: absel-1634.pdf plain text: absel-1634.txt item: #461 of 2743 id: absel-1635 author: Roberts, Ralph M.; Page, Diana title: Through The Looking Glass, Inc.: Organizational Climate Research As Experiential Pedagogy date: 1992 words: 4277 flesch: 26 summary: Much discussion ensued about the reason for those Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 149 Differences, the importance of organizational climate, the importance of managers being aware of climate and the importance of managing this fact of organizational. TABLE 1 Observers vs Presidents views of climate dimensions Dimension Mean difference P>T Conformity -1.88 .030 THROUGH THE LOOKING GLASS, INC: ORGANIZATIONAL CLIMATE RESEARCH AS EXPERIENTIAL PEDAGOGY Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 146 THROUGH THE LOOKING GLASS, INC: ORGANIZATIONAL CLIMATE RESEARCH AS EXPERIENTIAL PEDAGOGY Ralph M. Roberts, University of West Florida Diana Page, University of West Florida ABSTRACT A Research study and a pedagogical exercise on organizational climate were undertaken jointly using The Looking Glass Inc. keywords: business; climate; management; observers; performance; presidents; simulation; subordinates; vice; view cache: absel-1635.pdf plain text: absel-1635.txt item: #462 of 2743 id: absel-1636 author: Sackson, Marian title: The Use Of Cluster Analysis For Business Game Performance Analysis date: 1992 words: 3950 flesch: 39 summary: The second step is computing a resemblance coefficient that measures the degree of similarity among pair student teams, student team decisions or performance outcomes. Student team companies are grouped into clusters as a function of the similarity of their quarterly decisions, performance outcomes, or a combination of decisions and performance outcomes. keywords: analysis; business; cluster; company; decisions; game; outcomes; performance; simulation; student; teams cache: absel-1636.pdf plain text: absel-1636.txt item: #463 of 2743 id: absel-1637 author: Sims, Ronald R.; Dennehy, Robert P. title: Power And Ethnicity: An Experiential Learning Exercise (How To Sensitize Students To Diversity) date: 1992 words: 3994 flesch: 28 summary: More specifically, this paper stresses the importance of providing business students with an opportunity to identify and acknowledge their biases and to grapple with these both privately and through direct interaction with other students. POWER AND ETHNICITY: AN EXPERIENTIAL LEARNING EXERCISE (HOW TO SENSITIZE STUDENTS TO DIVERSITY) Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 155 POWER AND ETHNICITY: AN EXPERIENTIAL LEARNING EXERCISE (HOW TO SENSITIZE STUDENTS TO DIVERSITY) keywords: business; diversity; exercise; group; learning; management; power; quality; simulation; students cache: absel-1637.pdf plain text: absel-1637.txt item: #464 of 2743 id: absel-1638 author: Tangri, Ravi title: Directed Development of Critical and Creative Thinking Skills for Case Analyses date: 1992 words: 3657 flesch: 37 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? DIRECTED DEVELOPMENT OF CRITICAL AND CREATIVE THINKING SKILLS FOR CASE ANALYSES Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 159 DIRECTED DEVELOPMENT OF CRITICAL AND CREATIVE THINKING SKILLS FOR CASE ANALYSES Ravi Tangri, Saint Mary’s University ABSTRACT Several techniques including problem-based learning using Whimbey pairs, mind-mapping, brainstorming, the three- step case analysis method and neuro-linguistic programming (NLP) are used in conjunction to develop critical and creative thinking skills in marketing students and to motivate them. keywords: business; learning; management; problem; process; quality; simulation; skills; students cache: absel-1638.pdf plain text: absel-1638.txt item: #465 of 2743 id: absel-1639 author: Teach, Richard D. title: Implementing Total Quality Management In A Computerized Business Simulation date: 1992 words: 3168 flesch: 31 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 164 THE MARKETING PROCESS Since one of the major tenets of Total Quality Management is customer focus, the marketing part of the simulation needs to reward good quality control processes and punish teams with out-of-control quality systems. keywords: business; control; game; management; period; process; product; quality; simulation; total cache: absel-1639.pdf plain text: absel-1639.txt item: #466 of 2743 id: absel-1640 author: Thavikulwat, Precha title: Product Quality In Business Simulations date: 1992 words: 4317 flesch: 39 summary: Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: PRODUCT QUALITY IN BUSINESS SIMULATIONS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 165 PRODUCT QUALITY IN BUSINESS SIMULATIONS Precha Thavikulwat, Towson State University ABSTRACT Quality is defined as the absence of defects. keywords: business; control; inspection; management; market; products; quality; rate; simulation cache: absel-1640.pdf plain text: absel-1640.txt item: #467 of 2743 id: absel-1641 author: Ullmann, Arieh A.; Brink, Charles G. title: Use of Simulation for Ethics Education in Management date: 1992 words: 5010 flesch: 40 summary: Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: USE OF SIMULATION FOR ETHICS EDUCATION IN MANAGEMENT Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 169 USE OF SIMULATION FOR ETHICS EDUCATION IN MANAGEMENT Arieh A. Ullmann, State University of New York at Binghamton Charles G. Brink, State University of New York at Binghamton ABSTRACT The experiences gained with the G*A*M*E in integrating ethical aspects into a management simulation are summarized. keywords: board; business; cancer; course; curriculum; director; ethics; g*a*m*e; management; new; quality; simulation; students cache: absel-1641.pdf plain text: absel-1641.txt item: #468 of 2743 id: absel-1642 author: Wardell, Don G. title: Satisfying The University's Customers Through Total Quality Management Instruction: A Case Study date: 1992 words: 3915 flesch: 32 summary: Similarly, from the 16th Annual Partners in Business Quality and Productivity Seminar sponsored by Utah State University (1991), representatives of recipients of the 1990 Baldrige Award (and the George M. Low NASA Excellence Award) discussed their corporate philosophies of satisfying the customer. A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? keywords: award; business; course; customers; management; process; quality; simulation; students; tqm cache: absel-1642.pdf plain text: absel-1642.txt item: #469 of 2743 id: absel-1643 author: Washbush, John B. title: Personality Characteristics and Group Performance In Total Enterprise Simulations date: 1992 words: 2796 flesch: 24 summary: Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: PERSONALITY CHARACTERISTICS AND GROUP PERFORMANCE IN TOTAL ENTERPRISE SIMULATIONS Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 176 PERSONALITY CHARACTERISTICS AND GROUP PERFORMANCE IN TOTAL ENTERPRISE keywords: business; dominant; learning; management; performance; quality; simulation; study; teams cache: absel-1643.pdf plain text: absel-1643.txt item: #470 of 2743 id: absel-1644 author: Watson, Collin J.; Chesteen, Susan A. title: Concepts Of Interval Estimation And Quality Control Charts Via Computer Simulated Sampling date: 1992 words: 3555 flesch: 30 summary: CONCEPTS OF INTERVAL ESTIMATION AND QUALITY CONTROL CHARTS VIA COMPUTER SIMULATED SAMPLING Developments In Business Simulation And Experiential Exercises, Volume 19, 1990 180 CONCEPTS OF INTERVAL ESTIMATION AND QUALITY CONTROL CHARTS VIA COMPUTER SIMULATED SAMPLING Collin J. Watson, University of Utah Susan A. Chesteen, University of Utah ABSTRACT The interconnection between confidence interval estimation and statistical decision making with control charts is discussed. Confidence interval estimation can be founded on formal probability theory and confidence intervals can be derived mathematically (Hogg & Craig, 1978). keywords: business; confidence; control; interval; limits; management; mean; process; quality; simulation cache: absel-1644.pdf plain text: absel-1644.txt item: #471 of 2743 id: absel-1645 author: Wellington, William J.; Faria, A. J. title: An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results date: 1992 words: 4874 flesch: 23 summary: H4 represents an examination of beginning measures on these factors in relation Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 187 to final simulation performance. All past research has examined either the relationship between beginning team cohesion (measured via questionnaire) and final simulation performance or ending team cohesion and ending simulation performance. keywords: business; cohesion; competition; developments; exercises; expectations; game; performance; simulation; simulation competition; team cache: absel-1645.pdf plain text: absel-1645.txt item: #472 of 2743 id: absel-1646 author: Wheatley, Walter J.; Plats, Richard G.; VanderLinde, Chantele T. title: The Effectiveness of Inventory Management and Production Scheduling Training In A Total Quality Management Environment date: 1992 words: 3667 flesch: 39 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: keywords: business; deming; inventory; learning; management; production; productivity; quality; scheduling; simulation; total; tqm; training cache: absel-1646.pdf plain text: absel-1646.txt item: #473 of 2743 id: absel-1647 author: Wolfe, Joseph; Roberts, C. Richard title: Peer Group Indicators Of The External Validity Of Business Games: A Five-Year Longitudinal Study date: 1992 words: 4822 flesch: 34 summary: A FIVE-YEAR LONGITUDINAL STUDY Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 194 PEER GROUP INDICATORS OF THE EXTERNAL VALIDITY OF BUSINESS GAMES: Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 195 Game success was ranked and measured by combining the company’s ending return on investment (ROl) with a general game participation measure with ROl dominating the two criteria. keywords: business; career; game; leadership; management; peer; performance; quality; salary; simulation; study; success; team; validity; wolfe cache: absel-1647.pdf plain text: absel-1647.txt item: #474 of 2743 id: absel-1648 author: Wright, Penny L.; Kuperman, Jerome title: Political Strategies and Personal Actions date: 1992 words: 4762 flesch: 39 summary: Students believe political strategies are commonly used; they believe political strategies are moderately effective, but they are not enthusiastic about using them in their personal interactions. This study investigates the extend to which students view political strategies as commonly used in organizations, their perceptions of the effectiveness of using political strategies, and whether or not they would personally choose to engage in political behaviors to advance their own preferences. keywords: behavior; business; management; power; quality; scenario; simulation; strategies; strategy; students; use cache: absel-1648.pdf plain text: absel-1648.txt item: #475 of 2743 id: absel-1649 author: Brown, Nancy title: Does Practice Make Perfect? Observations On Simulation Trial date: 1992 words: 1678 flesch: 2 summary: Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? keywords: business; management; performance; practice; quality; simulation; trial cache: absel-1649.pdf plain text: absel-1649.txt item: #476 of 2743 id: absel-1650 author: Chiesl, Newell E. title: Using A Non-Business Computer Simulation To Teach Marketing Management date: 1992 words: 1797 flesch: 18 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? USING A NON-BUSINESS COMPUTER SIMULATION TO TEACH MARKETING MANAGEMENT Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 206 USING A NON-BUSINESS COMPUTER SIMULATION TO TEACH MARKETING MANAGEMENT Newell E. Chiesl, Indiana State University ABSTRACT Educators have used a wide variety of computerized business simulations to assist in the instruction of business curriculum. keywords: business; learning; management; marketing; quality; simulation; students cache: absel-1650.pdf plain text: absel-1650.txt item: #477 of 2743 id: absel-1651 author: Cretien, Paul D. title: Bankpro Commercial Bank Simulation date: 1992 words: 1804 flesch: 14 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? BANKPRO COMMERCIAL BANK SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 207 BANKPRO COMMERCIAL BANK SIMULATION Paul D. Cretien, Baylor University ABSTRACT The commercial bank simulation described here was programmed with the objective of creating a game which would create a realistic banking environment while minimizing the number of periodic decisions made by the student teams. keywords: bank; business; decisions; management; performance; quality; simulation cache: absel-1651.pdf plain text: absel-1651.txt item: #478 of 2743 id: absel-1652 author: Denton, D. Keith title: The Production Game date: 1992 words: 1807 flesch: 16 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? THE PRODUCTION GAME Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 208 THE PRODUCTION GAME Dr. D. Keith Denton, Southwest Missouri State University ABSTRACT This classroom simulation called The Production Came has been used in basic or advanced Production/Operations Management university courses, and it is designed to simulate a real-life manufacturing environment. keywords: business; management; performance; production; quality; simulation; students cache: absel-1652.pdf plain text: absel-1652.txt item: #479 of 2743 id: absel-1653 author: Dutton, Richard E. title: Pursuing Excellence: Work Strengths, Assets and Relevant Values (An Experiential Exercise) date: 1992 words: 1785 flesch: 28 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? PURSUING EXCELLENCE: WORK STRENGTHS, ASSETS AND RELEVANT VALUES (AN EXPERIENTIAL EXERCISE) Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 209 PURSUING EXCELLENCE: WORK STRENGTHS, ASSETS AND RELEVANT VALUES (AN EXPERIENTIAL EXERCISE) Richard E. Dutton, The University of South Florida INTRODUCTION “The achievement of excellence requires both a widespread competence among people and an environment which encourages and enables the expression of that competence. keywords: business; management; performance; quality; simulation; strengths; values cache: absel-1653.pdf plain text: absel-1653.txt item: #480 of 2743 id: absel-1654 author: Fields, W. Calvin; Naffziger, Douglas W.; Dobson, Joseph J. title: Test of a Short Outward Bound Experience for College Students date: 1992 words: 1761 flesch: 13 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? TEST OF A SHORT OUTWARD BOUND EXPERIENCE FOR COLLEGE STUDENTS Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 210 TEST OF A SHORT OUTWARD BOUND EXPERIENCE FOR COLLEGE STUDENTS W. Calvin Fields, Western Illinois University Douglas W. Naffziger, Ball State University Joseph J. Dobson, Western Illinois University ABSTRACT This article is an empirical evaluation of an experiential learning program for college students. keywords: business; group; learning; management; quality; simulation; students cache: absel-1654.pdf plain text: absel-1654.txt item: #481 of 2743 id: absel-1655 author: Gentry, James W.; Stoltman, Jeffrey J.; Curtis, William W. title: What is it that we want Students to Learn: Process Or Content? date: 1992 words: 1995 flesch: 15 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? WHAT IS IT THAT WE WANT STUDENTS TO LEARN: PROCESS OR CONTENT? Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 211 WHAT IS IT THAT WE WANT STUDENTS TO LEARN: PROCESS OR CONTENT? keywords: business; content; learning; management; process; quality; simulation cache: absel-1655.pdf plain text: absel-1655.txt item: #482 of 2743 id: absel-1656 author: Grimmett, David R.; Kwak, K. K. title: Using Two TQM Philosophies When Playing Blackjack date: 1992 words: 1931 flesch: 17 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? This brief paper looks at Blackjack from a business standpoint, adopts two Total Quality Management (TQM) ideas from the Japanese, and offers suggestions on game play. keywords: blackjack; business; game; management; player; quality; simulation cache: absel-1656.pdf plain text: absel-1656.txt item: #483 of 2743 id: absel-1657 author: House, William C.; Taylor, Lewis A. title: The Lagged Effects of Decision Variables on Financial Performance Measures Used In Two Business Simulation date: 1992 words: 1770 flesch: 2 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? THE LAGGED EFFECTS OF DECISION VARIABLES ON FINANCIAL PERFORMANCE MEASURES USED IN TWO BUSINESS SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 213 THE LAGGED EFFECTS OF DECISION VARIABLES ON FINANCIAL PERFORMANCE MEASURES USED IN TWO BUSINESS SIMULATION William C. House, University of Arkansas-Fayetteville Lewis A. Taylor, University of Arkansas-Fayetteville ABSTRACT An interesting research question is whether advertising levels, research and development outlays, and plant or asset expansions made in one period in simulated environments will affect outcomes in the next period. keywords: assets; business; companies; game; return; simulation; year cache: absel-1657.pdf plain text: absel-1657.txt item: #484 of 2743 id: absel-1658 author: Kerr, Daryl L. title: The Development of an Experiential Exercise for Career Planning and Effective Job Search Performance date: 1992 words: 1762 flesch: 6 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? THE DEVELOPMENT OF AN EXPERIENTIAL EXERCISE FOR CAREER PLANNING AND EFFECTIVE JOB SEARCH PERFORMANCE Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 214 THE DEVELOPMENT OF AN EXPERIENTIAL EXERCISE FOR CAREER PLANNING AND EFFECTIVE JOB SEARCH PERFORMANCE Daryl L. Kerr, University of North Carolina at charlotte ABSTRACT This article presents a unique experiential assignment designed to assist students in career planning and preparation for an effective job search campaign. keywords: business; company; information; job; management; quality; simulation cache: absel-1658.pdf plain text: absel-1658.txt item: #485 of 2743 id: absel-1659 author: Kesling, George D.; Cleveland, Gerald L. title: Measuring “Quality” In Management of Business Pedagogy date: 1992 words: 2044 flesch: 16 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? MEASURING “QUALITY” IN MANAGEMENT OF BUSINESS PEDAGOGY Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 215 MEASURING “QUALITY” IN MANAGEMENT OF BUSINESS PEDAGOGY George D. Kesling and Gerald L. Cleveland School of Business and Economics, Central Washington University ABSTRACT The focus of this year’s theme of “Total Quality Management in Business Pedagogy for academics, business and government promotes an attempt to measure “quality from these sources. keywords: business; evaluation; management; pedagogy; performance; quality; simulation cache: absel-1659.pdf plain text: absel-1659.txt item: #486 of 2743 id: absel-1660 author: Mandeville, David E.; Mandeville, Mary Y. title: Exploring Quality and Productivity Improvement: Using an Experiential Process date: 1992 words: 2275 flesch: 16 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? EXPLORING QUALITY AND PRODUCTIVITY IMPROVEMENT: USING AN EXPERIENTIAL PROCESS Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 216 EXPLORING QUALITY AND PRODUCTIVITY IMPROVEMENT: USING AN EXPERIENTIAL PROCESS David E. Mandeville, Ph.D., Oklahoma State University Mary Y. Mandeville, Ed.D, Oklahoma State University ABSTRACT This paper describes an experiential process for exploring the interactions of management and technology, with a focus on improving quality and productivity. keywords: business; group; learning; management; process; production; quality; simulation cache: absel-1660.pdf plain text: absel-1660.txt item: #487 of 2743 id: absel-1661 author: Miller, Diane M. title: Toward A Generalized Architecture for Intelligent Reactive Management Systems date: 1992 words: 1736 flesch: 8 summary: An accepted taxonomy for describing the functions of information systems uses three basic categories: transaction processing systems (TPS), which are used to update existing databases; management information systems (MIS), which report the status quo to management; and decision support systems (DSS), which employ modeling tools and comparison techniques to assist managers in making decisions (Keen and Scott Morton, 1978). TOWARD A GENERALIZED ARCHITECTURE FOR INTELLIGENT REACTIVE MANAGEMENT SYSTEMS Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 217 TOWARD A GENERALIZED ARCHITECTURE FOR INTELLIGENT REACTIVE MANAGEMENT SYSTEMS Diane M. Miller, University of Southern Mississippi, Gulf Coast ABSTRACT Work in progress is described, making the case for computer-based reactive management systems to support decision-making when there is a drastic, rapid change in the environment, which renders existing plans unworkable. keywords: business; decision; environment; learning; management; quality; simulation; systems cache: absel-1661.pdf plain text: absel-1661.txt item: #488 of 2743 id: absel-1662 author: Neves, Joao S. title: The Quality Game date: 1992 words: 1871 flesch: 23 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? THE QUALITY GAME Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 218 THE QUALITY GAME Joao S. Neves, Trenton State College ABSTRACT The Quality Game simulates a situation in which a firm experiences all sorts of quality problems. keywords: business; customers; game; management; performance; quality; simulation cache: absel-1662.pdf plain text: absel-1662.txt item: #489 of 2743 id: absel-1663 author: Platt, Richard G.; Wheatley, Walter J. title: TQX: Using Expert Systems to Improve Training in Total Quality Management date: 1992 words: 1714 flesch: 7 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? TQX: USING EXPERT SYSTEMS TO IMPROVE TRAINING IN TOTAL QUALITY MANAGEMENT Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 219 TQX: USING EXPERT SYSTEMS TO IMPROVE TRAINING IN TOTAL QUALITY MANAGEMENT Richard G. Platt, The University of West Florida Walter J. Wheatley, The University of West Florida INTRODUCTION Challenges to improve productivity and quality are two battles American industry constantly faces. keywords: business; expert; management; quality; simulation; tqm; tqx cache: absel-1663.pdf plain text: absel-1663.txt item: #490 of 2743 id: absel-1664 author: Reutzel, Thomas J.; Reutzel, Edward T. title: A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies date: 1992 words: 1855 flesch: 6 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? A SIMULATION OF THE EFFECT OF THE MEDICAID PAYMENT LAG ON THE FINANCIAL POSITION OF COMMUNITY PHARMACIES Developments In Business Simulation And Experiential Exercises, Volume 19, 1990 220 A SIMULATION OF THE EFFECT OF THE MEDICAID PAYMENT LAG ON THE FINANCIAL POSITION OF COMMUNITY PHARMACIES Thomas J. Reutzel, The University of Illinois at Chicago Edward T. Reutzel, Penn State University ABSTRACT Medicaid was enacted in 1965 to bring poor people into mainstream health care. keywords: business; lag; learning; management; medicaid; payment; quality; simulation cache: absel-1664.pdf plain text: absel-1664.txt item: #491 of 2743 id: absel-1665 author: Rosenthal, Walter; Werner, Wm. John title: The Use of a "Board of Directors" To Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course date: 1992 words: 1850 flesch: 11 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? THE USE OF A “BOARD OF DIRECTORS’ TO EVALUATE AND VALIDATE DECISIONS IN A COMPETITIVE GRADUATE MANAGEMENT SIMULATION COURSE Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 221 THE USE OF A “BOARD OF DIRECTORS’ TO EVALUATE AND VALIDATE DECISIONS IN A COMPETITIVE GRADUATE MANAGEMENT SIMULATION COURSE Walter Rosenthal, Dowling College Wm. keywords: board; business; decision; management; quality; simulation; students cache: absel-1665.pdf plain text: absel-1665.txt item: #492 of 2743 id: absel-1666 author: Schibrowsky, John A.; Peltier, James W. title: The Impact of Academic Dishonesty on Business Simulation and Experiential Learning Activities date: 1992 words: 1716 flesch: 14 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? THE IMPACT OF ACADEMIC DISHONESTY ON BUSINESS SIMULATION AND EXPERIENTIAL LEARNING ACTIVITIES Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 222 THE IMPACT OF ACADEMIC DISHONESTY ON BUSINESS SIMULATION AND EXPERIENTIAL LEARNING ACTIVITIES John A. Schibrowsky, University of Nevada-Las Vegas James W. Peltier, University of Wisconsin-Whitewater ABSTRACT The issue of academic dishonesty with respect to business simulations and experiential learning activities has received little attention. keywords: activities; business; dishonesty; learning; management; quality; simulation cache: absel-1666.pdf plain text: absel-1666.txt item: #493 of 2743 id: absel-1667 author: Somers, Trudy L. title: Picture Project: An Experience of Icebreaking and/or Decision Making date: 1992 words: 1871 flesch: 25 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? AN EXPERIENCE OF ICEBREAKING AND/OR DECISION MAKING Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 223 PICTURE PROJECT: keywords: business; exercise; group; management; picture; quality; simulation cache: absel-1667.pdf plain text: absel-1667.txt item: #494 of 2743 id: absel-1668 author: Stratton, William E. title: An Effective Role-Playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behaviors date: 1992 words: 1821 flesch: 5 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: keywords: business; exercise; management; performance; quality; role; simulation cache: absel-1668.pdf plain text: absel-1668.txt item: #495 of 2743 id: absel-1669 author: White, Charles S.; Von Riesen, Dale title: Computerized Management Simulations and Some Correlates of Students’ Satisfaction date: 1992 words: 1857 flesch: 11 summary: Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: COMPUTERIZED MANAGEMENT SIMULATIONS AND SOME CORRELATES OF STUDENTS’ SATISFACTION Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 225 COMPUTERIZED MANAGEMENT SIMULATIONS AND SOME CORRELATES OF STUDENTS’ SATISFACTION Charles S. White, U.T. Chattanooga Dale Von Riesen, University of Wyoming ABSTRACT Student satisfaction, effort, and performance were investigated in a junior-level, semester-long management simulation. keywords: business; management; performance; quality; satisfaction; simulation; student cache: absel-1669.pdf plain text: absel-1669.txt item: #496 of 2743 id: absel-1670 author: Whiteley, T. Richard; Dickinson, John R.; Faria, A. J. title: The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment date: 1992 words: 1841 flesch: 3 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? THE TIMING AND STABILITY OF REACTIONS TO MARKET STRUCTURE IN A SINGLE PLAYER SIMULATION ENVIRONMENT Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 226 THE TIMING AND STABILITY OF REACTIONS TO MARKET STRUCTURE IN A SINGLE PLAYER SIMULATION ENVIRONMENT T. Richard Whiteley, Clarion University John R. Dickinson, University of Windsor A. J. Faria, University of Windsor INTRODUCTION As widely accepted as simulation games are, a persistent issue questions the effectiveness and the validity of this form of’ learning. keywords: business; environment; game; management; performance; quality; simulation cache: absel-1670.pdf plain text: absel-1670.txt item: #497 of 2743 id: absel-1671 author: Woodruff, Charles K. title: A Graphics Application Extension for a Simulated Decision Support System Environment date: 1992 words: 2185 flesch: 17 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? A GRAPHICS APPLICATION EXTENSION FOR A SIMULATED DECISION SUPPORT SYSTEM ENVIRONMENT Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 227 A GRAPHICS APPLICATION EXTENSION FOR A SIMULATED DECISION SUPPORT SYSTEM ENVIRONMENT Charles K. Woodruff, Winthrop College ABSTRACT A procedure is described whereby a structured set of graphics produced by the Harvard Graphics personal computer software package was interfaced with the Business Management Laboratory (BML) business game simulation. keywords: analysis; business; data; decision; graphics; management; quality; simulation cache: absel-1671.pdf plain text: absel-1671.txt item: #498 of 2743 id: absel-1672 author: Zoeller, David E. title: Aspects of a Group Project Utilizing Actual Business Data and a Computerized Accounting System date: 1992 words: 1881 flesch: 15 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? ASPECTS OF A GROUP PROJECT UTILIZING ACTUAL BUSINESS DATA AND A COMPUTERIZED ACCOUNTING SYSTEM Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 228 ASPECTS OF A GROUP PROJECT UTILIZING ACTUAL BUSINESS DATA AND A COMPUTERIZED ACCOUNTING SYSTEM David E. Zoeller, College of St. Benedict ABSTRACT Changes in educational requirements for Certified Public Accountants will cause many colleges to evaluate their accounting curriculum. keywords: accounting; business; management; project; quality; simulation; students cache: absel-1672.pdf plain text: absel-1672.txt item: #499 of 2743 id: absel-1673 author: Cozzens, Mel; Wilson, David title: The Role of Universities’ Extended Learning Department in Assisting Organizations Implement Total Quality Management date: 1992 words: 1209 flesch: -11 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? THE ROLE OF UNIVERSITIES’ EXTENDED LEARNING DEPARTMENT IN ASSISTING ORGANIZATIONS IMPLEMENT TOTAL QUALITY MANAGEMENT Developments in Business Simulation & Experiential Exercises, Volume 16, 1991 keywords: business; learning; management; performance; quality; simulation cache: absel-1673.pdf plain text: absel-1673.txt item: #500 of 2743 id: absel-1674 author: Cudworth, Alan; Loveluck, Clide title: A Three Dimensional Learning Experience to Develop Total Quality Management Skills date: 1992 words: 1179 flesch: -26 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? A THREE DIMENSIONAL LEARNING EXPERIENCE TO DEVELOP TOTAL QUALITY MANAGEMENT SKILLS Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 230 A THREE DIMENSIONAL LEARNING EXPERIENCE TO DEVELOP TOTAL QUALITY MANAGEMENT SKILLS Alan Cudworth Nottingham Polytechnic Clide Loveluck Cheltenham Gloucester College of Human Relations The workshop will commence with an introduction by the presenters to the concepts of this powerful learning experience. keywords: business; experience; learning; management; quality; simulation cache: absel-1674.pdf plain text: absel-1674.txt item: #501 of 2743 id: absel-1675 author: Freeman, James M.; Lee, Kok L. title: Estimating Quality Costs by Computer Simulation date: 1992 words: 1640 flesch: 12 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? ESTIMATING QUALITY COSTS BY COMPUTER SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 231 ESTIMATING QUALITY COSTS BY COMPUTER SIMULATION James M. Freeman, UMIST Kok L. Lee, UMIST ABSTRACT Quality improvement continues to be a key priority in many modern-manufacturing companies. keywords: business; computer; costs; learning; management; quality; simulation cache: absel-1675.pdf plain text: absel-1675.txt item: #502 of 2743 id: absel-1676 author: Johnson, George A.; Schou, Corey; Bullard, A. Davant title: Applications and Examples of Quality Control Training Software date: 1992 words: 1765 flesch: 19 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? APPLICATIONS AND EXAMPLES OF QUALITY CONTROL TRAINING SOFTWARE Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 232 APPLICATIONS AND EXAMPLES OF QUALITY CONTROL TRAINING SOFTWARE George A. Johnson, Idaho State University Corey Schou, Idaho State University A.Davant Bullard, Idaho State University ABSTRACT This session is a demonstration of several different programs that have been developed in the area of quality control simulation and training. keywords: business; control; exercise; management; programs; quality; simulation cache: absel-1676.pdf plain text: absel-1676.txt item: #503 of 2743 id: absel-1677 author: Kesling, George; Cleveland, Gerald; Heesacker, Gary; Nimnicht, James title: Assessing Business Pedagogy date: 1992 words: 1741 flesch: 14 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? ASSESSING BUSINESS PEDAGOGY Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 233 ASSESSING BUSINESS PEDAGOGY George Kesling, Gerald Cleveland, Gary Heesacker, James Nimnicht School of Business and Economics, Central Washington University ABSTRACT The theme of the 1992 ABSEL Convention, “Total Quality in Management of Business Pedagogy,” provides an opportunity to gain ideas on how to improve the measurements essential to improving the quality of management of business pedagogy. keywords: business; education; learning; management; pedagogy; performance; quality; simulation cache: absel-1677.pdf plain text: absel-1677.txt item: #504 of 2743 id: absel-1678 author: Mandeville, David E.; Mandeville, Mary Y. title: A Demonstration: An Experiential Process for Exploring Quality and Productivity Improvement date: 1992 words: 1388 flesch: 6 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? A DEMONSTRATION: AN EXPERIENTIAL PROCESS FOR EXPLORING QUALITY AND PRODUCTIVITY IMPROVEMENT Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 234 A DEMONSTRATION: keywords: business; learning; management; process; production; quality; simulation cache: absel-1678.pdf plain text: absel-1678.txt item: #505 of 2743 id: absel-1679 author: Mitton, Daryl C. title: An Action-Ethics Dilemma: A Demonstration date: 1992 words: 1316 flesch: 3 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? A DEMONSTRATION Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 235 AN ACTION-ETHICS DILEMMA: keywords: business; demonstration; learning; management; quality; simulation cache: absel-1679.pdf plain text: absel-1679.txt item: #506 of 2743 id: absel-1680 author: Murrell, Kenneth L. title: Org Sim Jr.: A 2-3 Hour Version of the 2-Day Blanchard/Murrell Organization Simulation date: 1992 words: 1646 flesch: 5 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? A 2-3 HOUR VERSION OF THE 2-DAY BLANCHARD/MURRELL ORGANIZATION SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 236 Org Sim Jr.: keywords: blanchard; business; management; murrell; quality; simulation; version cache: absel-1680.pdf plain text: absel-1680.txt item: #507 of 2743 id: absel-1681 author: Rouse, Maryanne; Stirling, Hamilton title: Building Buildings: An Experiential Exercise in Organizational Structure, Communication, Leadership And Group Dynamics date: 1992 words: 1669 flesch: 0 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? BUILDING BUILDINGS: AN EXPERIENTIAL EXERCISE IN ORGANIZATIONAL STRUCTURE, COMMUNICATION, LEADERSHIP AND GROUP DYNAMICS Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 237 BUILDING BUILDINGS: AN EXPERIENTIAL EXERCISE IN ORGANIZATIONAL STRUCTURE, COMMUNICATION, LEADERSHIP AND GROUP DYNAMICS Maryanne Rouse, University of South Florida Hamilton Stirling, University of South Florida-St. Petersburg ABSTRACT “Building Buildings” has been used in introductory management courses, including management principles at the undergraduate level and management process at the MBA level, as well as in workshops addressing organizational structure, organizational communication, leadership styles and/or group dynamics. keywords: building; business; exercise; management; quality; simulation; team cache: absel-1681.pdf plain text: absel-1681.txt item: #508 of 2743 id: absel-1682 author: Sena, James A.; Shani, A. B. title: Expert Systems For Organizational Design: A Demonstration date: 1992 words: 1586 flesch: 10 summary: Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? keywords: business; design; expert; management; quality; simulation; system cache: absel-1682.pdf plain text: absel-1682.txt item: #509 of 2743 id: absel-1683 author: Thavikulwat, Precha title: A Demonstration of Product Quality in a Business Simulation: Version 2 of CEO date: 1992 words: 1871 flesch: 22 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? A DMEONSTRATION OF PRODUCT QUALITY IN A BUSINESS SIMULATION, VERSION 2 OF CEO Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 239 A Demonstration of Product Quality in a Business Simulation: Version 2 of CEO Precha Thavikulwat, Towson State University ABSTRACT CEO is a flexible and powerful business gaming-simulation that is administratively facile. keywords: business; ceo; management; market; quality; simulation; thavikulwat cache: absel-1683.pdf plain text: absel-1683.txt item: #510 of 2743 id: absel-1684 author: Butler, John K. title: Two Revolutions, Total Quality Leadership, and the Baldy: The Story of Milliken date: 1992 words: 2221 flesch: 32 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? TWO REVOLUTIONS, TOTAL QUALITY LEADERSHIP, AND THE BALDY: THE STORY OF MILLIKEN Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 240 Two Revolutions, Total Quality Leadership, and the Baldy: The Story of Milliken John K. Butler, Jr., Clemson University The format of this session is intended to be a panel with at ‘east one executive from Milliken & Co. keywords: business; firm; learning; management; managers; milliken; performance; quality; simulation cache: absel-1684.pdf plain text: absel-1684.txt item: #511 of 2743 id: absel-1685 author: Cooney, John; Haravitch, Mike title: Total Quality After The Award - The Xerox Story Speakers And Affiliation date: 1992 words: 1458 flesch: -1 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: keywords: award; business; management; performance; quality; simulation; xerox cache: absel-1685.pdf plain text: absel-1685.txt item: #512 of 2743 id: absel-1686 author: Gold, Harvey I.; Kot, Richard title: Building a Competitive Advantage through Customer Satisfaction & Re-Engineering date: 1992 words: 1333 flesch: -18 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? BUILDING A COMPETITIVE ADVANTAGE THROUGH CUSTOMER SATISFACTION & RE-ENGINEERING Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 243 BUILDING A COMPETITIVE ADVANTAGE THROUGH CUSTOMER SATISFACTION & RE-ENGINEERING Harvey I. Gold Director of Customer Service & Support Ortho Diagnostic Systems Inc. A Johnson & Johnson Company & Richard Kot Instrument Systems Engineer Ortho Diagnostic Systems Inc. keywords: business; customer; management; performance; quality; simulation; systems cache: absel-1686.pdf plain text: absel-1686.txt item: #513 of 2743 id: absel-1687 author: Gray, Charles title: Human Resource Planning: Managing The Only Renewable Resource for a Competitive Advantage date: 1992 words: 1206 flesch: -24 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? HUMAN RESOURCE PLANNING: MANAGING THE ONLY RENEWABLE RESOURCE FOR A COMPETITIVE ADVANTAGE Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 244 HUMAN RESOURCE PLANNING: MANAGING THE ONLY RENEWABLE RESOURCE FOR A COMPETITIVE ADVANTAGE Charles Gray, Eastman Kodak Company Managers in the ‘90s will need to move beyond the traditional disciplines of Finance, Strategy and Technology to maintain a competitive advantage. keywords: business; management; performance; quality; resource; simulation cache: absel-1687.pdf plain text: absel-1687.txt item: #514 of 2743 id: absel-1688 author: Keys, J. Bernard; Edge, Alfred; Wolfe, Joseph title: Using Simulations to Teach International Issues: An Analysis of the Multinational Management Game’s Learning Environment date: 1992 words: 1202 flesch: -39 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: keywords: business; learning; management; performance; quality; simulation cache: absel-1688.pdf plain text: absel-1688.txt item: #515 of 2743 id: absel-1689 author: Lewis, M. Christine; Cannon, Hugh M. title: Quality Function Deployment: A Tutorial and Panel Discussion date: 1992 words: 1363 flesch: -15 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? QUALITY FUNCTION DEPLOYMENT: A TUTORIAL AND PANEL DISCUSSION Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 246 QUALITY FUNCTION DEPLOYMENT: A TUTORIAL AND PANEL DISCUSSION M. Christine Lewis, Wayne State University Hugh M. Cannon, Wayne State University Notwithstanding the enormous interest that has been expressed in Quality Function Deployment (QFD) during the past few years, many ABSEL members remain relatively uninformed regarding the topic. keywords: business; learning; management; performance; quality; simulation cache: absel-1689.pdf plain text: absel-1689.txt item: #516 of 2743 id: absel-1690 author: Metcalf, Lee J. title: Care and Nurturing of Teams date: 1992 words: 1404 flesch: -11 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: keywords: business; learning; management; performance; quality; simulation; teams cache: absel-1690.pdf plain text: absel-1690.txt item: #517 of 2743 id: absel-1691 author: Murfin, Twila D. title: Making A Good Thing Better: Adding TQM to Participative Management date: 1992 words: 1204 flesch: -27 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? ADDING TQM TO PARTICIPATIVE MANAGEMENT Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 248 MAKING A GOOD THING BETTER: ADDING TQM TO PARTICIPATIVE MANAGEMENT Twila D. Murfin, Rohr Industries How do you take a successful participative management organization and enhance the philosophy? keywords: business; learning; management; performance; quality; simulation cache: absel-1691.pdf plain text: absel-1691.txt item: #518 of 2743 id: absel-1692 author: Murrell, Kenneth L.; Christian, Martin title: Beyond O.D., Q.C.. P.M., STS, TQM, TQI., et.al.: Empowering Organizations to Redesign and Transform Themselves date: 1992 words: 1531 flesch: -14 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? EMPOWERING ORGANIZATIONS TO REDESIGN AND TRANSFORM THEMSELVES Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 249 BEYOND O.D., Q.C.. P.M., STS, TQM, TQI., ET.AL.: keywords: business; empowerment; learning; management; performance; quality; simulation cache: absel-1692.pdf plain text: absel-1692.txt item: #519 of 2743 id: absel-1693 author: Ward, Leo L. title: Using Simulations in Field Management Development of an International Life Insurance Company date: 1992 words: 1406 flesch: -12 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? USING SIMULATIONS IN FIELD MANAGEMENT DEVELOPMENT OF AN INTERNATIONAL LIFE INSURANCE COMPANY Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 250 USING SIMULATIONS IN FIELD MANAGEMENT DEVELOPMENT OF AN INTERNATIONAL LIFE INSURANCE COMPANY Leo L. Ward, Ward Associates Inc. A major U.S. life insurance company decided to enter the international life insurance market by starting new companies in Asia and Europe. keywords: business; company; insurance; life; management; quality; simulation cache: absel-1693.pdf plain text: absel-1693.txt item: #520 of 2743 id: absel-1694 author: Wells, John; White, Elizabeth title: Reinforcing the Total Quality Environment via Simulation date: 1992 words: 1375 flesch: -14 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? REINFORCING THE TOTAL QUALITY ENVIRONMENT VIA SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 251 REINFORCING THE TOTAL QUALITY ENVIRONMENT VIA SIMULATION John Wells and Elizabeth White Executive Perspectives John and Beth will discuss their experience using competitive, computer-based business simulations to reinforce clients’ total quality initiatives. keywords: business; executive; learning; management; performance; quality; simulation cache: absel-1694.pdf plain text: absel-1694.txt item: #521 of 2743 id: absel-1695 author: Bonvillian, Gary; Grubb, Edward L.; Whitney, Gary G.; White, Sam E. title: Transforming a Business College into a Total Quality College date: 1992 words: 1855 flesch: 3 summary: A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? COMPANY PROFILE Rochester Institute of Technology has begun to introduce the principles of Total Quality Management (TQM) throughout the curriculum and in administration and support services. keywords: business; college; learning; management; performance; quality; simulation; university cache: absel-1695.pdf plain text: absel-1695.txt item: #522 of 2743 id: absel-1696 author: Anderson, Philip H.; Lawton, Leigh title: Personality Types and Total Enterprise Simulation Performance date: 1991 words: 3319 flesch: 37 summary: As a consequence, Patz’s assessment of the impact of personality on simulation performance was contaminated by the effects of group dynamics. First, each simulation company was managed by an individual rather than a group, eliminating the effect of group dynamics on simulation performance. keywords: business; decisions; patz; performance; personality; simulation; study; types cache: absel-1696.pdf plain text: absel-1696.txt item: #523 of 2743 id: absel-1697 author: Burns, Alvin C.; Bush, Ronald F. title: Using DIS 'N DAT as a Decision Support System for a Marketing Simulation Game date: 1991 words: 4296 flesch: 42 summary: Markulis, Peter M. and Daniel Strang (1985), “Tire Use of Decision Support Systems (DSS) and Operations Research/Management Science (OR/MS) Techniques to Enhance the Learning Experience of Student:; Participating in Computerized Simulations,” Developments in Business Simulation and Experiential Exercises, 12, James W. Gentry and Alvin C. Burns (eds), 30-34 References for Aspy P. Palia (1989) and Charles K. Woodruff (1989) available upon request. In order to serve its updating of period decisions, the disk houses a program which generates screens which draw the students through all of the decisions which must be made; once they are updated for the current period, the program writes a decision file which can be read by the instructors master program as described by Burns and Gentry (1990). keywords: business; dat; data; decision; dis; dss; game; marketing; period; sales; simulation; team cache: absel-1697.pdf plain text: absel-1697.txt item: #524 of 2743 id: absel-1698 author: Carvalho, Gerard F. title: Theoretical Derivation of a Market Demand Function for Business Simulators date: 1991 words: 4210 flesch: 44 summary: Market demand function will mean the multivariate demand function. The probability of purchase distribution function chosen for this paper is: Prob (F) = b ebx (1) (ebx +1)2 where the variable x has the following forms: keywords: business; demand; demand function; distribution; function; market; product; purchase cache: absel-1698.pdf plain text: absel-1698.txt item: #525 of 2743 id: absel-1699 author: Fairhurst, Ann E.; Good, Linda K. title: The Ethnographic Case Study: An Experiential Approach To Teaching Retail Management date: 1991 words: 2891 flesch: 37 summary: They are as follows: Step 1: Select General Topic The broad topic or ethnographic focus that will be explored through interview and field studies could emerge from courses students have taken, personal interest, or their own job experiences. The ethnographic case enables students to link theory with practice, use own knowledge to develop an understanding of people, and learn about an individual’s job and work environment. keywords: business; case; informant; interview; research; simulation; student; study cache: absel-1699.pdf plain text: absel-1699.txt item: #526 of 2743 id: absel-17 author: Ichikawa, Manabu; Ohta, Hiroshi; Yagisawa, Kazuho; Deguchi, Hiroshi title: Simulated Tabletop Exercise for Electric Power Saving Management in a Small Organization date: 2013 words: 1224 flesch: 35 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) In order to overcome electric power shortage problems, the movement of saving electric power widely spread in Japan. keywords: business; game; power; saving; simulation cache: absel-17.pdf plain text: absel-17.txt item: #527 of 2743 id: absel-1700 author: Fritzsche, David J.; Cotter, Richard V. title: Electronic Bulletin Board Systems (BBS): Support Software for Computer Simulations date: 1991 words: 3965 flesch: 47 summary: Team decision files are copied from the upload directory of the bulletin board to each of the team’s subdirectory. The file names are those that the simulation program expects to find when reading team decision files from the hard disk subdirectories. keywords: administrator; board; bulletin; computer; files; output; run; simulation; team cache: absel-1700.pdf plain text: absel-1700.txt item: #528 of 2743 id: absel-1701 author: Gautschi, Theodore F. title: The New Budget Game date: 1991 words: 3917 flesch: 53 summary: THE NEW BUDGET GAME Development In Business Simulation & Experiential Exercises, Volume 18, 1991 22 THE NEW BUDGET GAME Theodore F. Gautschi, Bryant College ABSTRACT The New Budget Game is an experiential exercise requiring decision-makings under conditions of conflict in a funding reduction situation. Development In Business Simulation & Experiential Exercises, Volume 18, 1991 23 Description of Exercise keywords: budget; business; decision; groups; participants; project; research; simulation; year cache: absel-1701.pdf plain text: absel-1701.txt item: #529 of 2743 id: absel-1702 author: Gentry, James W.; Hambley, Diane title: Negame: A Cross-Cultural Role Play to Introduce Students to the Familiarization Stage of Negotiations date: 1991 words: 6346 flesch: 46 summary: Vol. 10. 123-124 Development In Business Simulation & Experiential Exercises, Volume 18, 1991 31 __________ and Sion Raveed (1978), The Brazil Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Negotiation Process, in Daniel C. Brenenstuhl and Samuel C. -Certo (eds.), Exploring Experiential Learning: Simulations and Experiential Exercises, 259-266. __________ and Sion Raveed (1979), An Experiential Approach to Studying International Business, in Samuel. A CROSS-CULTURAL ROLE PLAY TO INTRODUCE STUDENTS TO THE FAMILIARIZATION STAGE OF NEGOTIATIONS Development In Business Simulation & Experiential Exercises, Volume 18, 1991 27 NEGAME: keywords: american; business; business simulation; cross; developments; eds; exercises; firms; international; japanese; marketing; negotiations; play; role; simulation; students; vol cache: absel-1702.pdf plain text: absel-1702.txt item: #530 of 2743 id: absel-1703 author: Gold, Steven C. title: Modeling Short-Run Cost and Production Functions Using Sheppherd’s Lemma in Computerized Business Simulations date: 1991 words: 5410 flesch: 47 summary: Parameters a2 and C are the input price elasticities and show the proportion of input costs to total variable costs. This example implies the following data specifications: Output Elasticity Qutput(O) Capital (K) E = 1.5 1000 units 2000 units E 1.0 1500 units 2000 units E 1.0 1600 units 2200 units According to the homogeneity restriction, the sum of the proportion of variable costs that are attributed to labor (a2) and the proportion of variable costs attributed to materials (a3) must sum to 1.0. keywords: business; capital; cost; function; input; production; run; simulations; variable cache: absel-1703.pdf plain text: absel-1703.txt item: #531 of 2743 id: absel-1704 author: Goosen, Kenneth R. title: Increasing Simulation Realism Through the Modeling of Step Costs Cost Behavior in Business Simulations date: 1991 words: 4424 flesch: 51 summary: Number of fixed cost units = Demand factor/ capacity ratio Total cost = No. fixed cost units x cost per unit INCREASING SIMULATION REALISM THROUGH THE MODELING OF STEP COSTS COST BEHAVIOR IN BUSINESS SIMULATIONS Development In Business Simulation & Experiential Exercises, Volume 18, 1991 38 INCREASING SIMULATION REALISM THROUGH THE MODELING OF STEP COSTS COST BEHAVIOR IN BUSINESS SIMULATIONS Kenneth R. Goosen, University of Arkansas at Little Rock ABSTRACT This paper addresses some of the theoretical problems involved in the modeling of fixed costs in business simulations. keywords: activity; business; costs; service; simulation; step; units; volume cache: absel-1704.pdf plain text: absel-1704.txt item: #532 of 2743 id: absel-1705 author: Gosenpud, Jerry J.; Washbush, John B. title: Predicting Simulation Performance: Differences Between Groups and Individuals date: 1991 words: 4140 flesch: 42 summary: Table of Contents Volume 18, 1991 Personality Types and Total Enterprise Simulation Performance Using DIS 'n DAT as a Decision Support System for a Marketing Simulation Game Theoretical Derivation of a Market Demand Function for Business Simulators The Ethnographic Case Study: An Experiential Approach to Teaching Retail Management Electronic Bulletin Board Systems (BBS): Support Software for Computer Simulations The New Budget Game Negame: A Cross-Cultural Role-Play to Introduce Students to the Familiarization Stage of Negotiations Modeling Short-Run Cost and Production Functions Using Sheppard's Lemma in Computerized Business Simulations Increasing Simulation Realism through the Modeling of Step Costs Predicting Simulation Performance: Differences Between Groups and Individuals A Facility Location Case to Stimulate Classroom Interaction Educational Effectiveness of Business Simulation Gaming: Simulation performance was 25% of the course grade. keywords: business; game; group; individual; performance; play; simulation; study; teams; variables cache: absel-1705.pdf plain text: absel-1705.txt item: #533 of 2743 id: absel-1706 author: Harms, Craig title: A Facility Location Case to Stimulate Classroom Interaction date: 1991 words: 3934 flesch: 50 summary: A plot is presented with total warehouse throughput on the X-axis and the associated total warehouse operating cost on the Y-axis. INTRODUCTION One of the most interesting and important issues which a multi- echelon corporation faces today is deciding where to locate warehouses in a two- or three-echelon setting. keywords: business; case; cost; location; sales; simulation; solution; students; total; warehouse cache: absel-1706.pdf plain text: absel-1706.txt item: #534 of 2743 id: absel-1707 author: Hemmasi, Masoud; Graf, Lee A. title: Educational Effectiveness of Business Simulation Gaming: A Comparative Study of Student and Practitioner Perspectives date: 1991 words: 3086 flesch: 28 summary: A COMPARATIVE STUDY OF STUDENT AND PRACTITIONER PERSPECTIVES Masoud Hemmasi Lee A. Graf Illinois State University ABSTRACT The purpose of this study is to clarify some of the issues surrounding the educational value of business simulation gaming. There is a significant difference between student and practitioner perceptions regarding educational effectiveness of business simulation gaming in teaching various managerial skills. keywords: analysis; business; effectiveness; games; performance; practitioner; simulation; skills; students cache: absel-1707.pdf plain text: absel-1707.txt item: #535 of 2743 id: absel-1708 author: Maddox, K. Nicholas; Armstrong, Terry I.; Wheatley, Walter J. title: Ethical Dilemmas in Experiential Learning: Issues and Strategies date: 1991 words: 3728 flesch: 38 summary: Whether such students are indirectly expressing their discomfort with a new method or “playing-out’ personal authority issues, their passive- aggressive stance hampers the evolution of classroom bonding. It becomes our task to acknowledge the perspectives of such students, while simultaneously protecting the integrity of entire group. keywords: business; class; classroom; e.l; educators; learning; simulation; students; values cache: absel-1708.pdf plain text: absel-1708.txt item: #536 of 2743 id: absel-1709 author: Markulis, Peter M.; Ricci, Phillip; Strang, Daniel R. title: A Critical Review and Assessment Of ABSEL's Award-Winning Procedures and Protocols date: 1991 words: 3679 flesch: 35 summary: Included in the author profile are comments by award winning authors on the career impact of having received an award, (Appendix 1 contains a complete list of the award-winning papers, authors and/or co- authors, award title and year of award.) (2) A profile of award-winning papers, (3) A comparison of ABSEL’s award-winning papers to other ABSEL papers using the dual criteria of educational objectives and rigor of research, (4) A review of the procedures ABSEL has used to determine and designate award-winning papers since 1978, (the first year ABSEL began giving out awards), (5) A review of procedures and protocols used for designating award-winning papers from several management, as well as non--management organizations. Interestingly, in spite of these assertions there appears to be a great deal of variation in the number of awards as well as the categories of award winners. keywords: absel; author; award; business; papers; procedures; research; simulation; title; university; year cache: absel-1709.pdf plain text: absel-1709.txt item: #537 of 2743 id: absel-1710 author: Minor, Michael; Porter, Stephen J. title: Political Risk: A Simulation for Business Practitioners date: 1991 words: 5284 flesch: 46 summary: The heightened concern with political risk has been reflected in an outpouring of articles in the business press, a great deal of academic attention, and the establishment of a number of consulting firms offering to help managers to come to grips with political risks abroad. A SIMULATION FOR BUSINESS PRACTITIONERS Michael Minor, University of Texas-Pan American Stephen J. Porter, Oklahoma State University ABSTRACT The International Political Risk simulation is designed to introduce practitioners to the topic of political risk and its role in international business. keywords: business; country; decision; director; government; group; information; investment; percent; rate; risk; simulation cache: absel-1710.pdf plain text: absel-1710.txt item: #538 of 2743 id: absel-1711 author: Neves, Joao S.; Sanyal, Rajib N. title: UPSIDE DOWN: A Cross-Culture Game in Experiential Learning date: 1991 words: 2829 flesch: 54 summary: They like to laugh and ridicule other groups. A CROSS-CULTURE GAME IN EXPERIENTIAL LEARNING Development In Business Simulation & Experiential Exercises, Volume 18, 1991 72 UPSIDE DOWN: keywords: business; culture; game; group; phase; simulation; tokens cache: absel-1711.pdf plain text: absel-1711.txt item: #539 of 2743 id: absel-1712 author: Oliver, John E.; Oliver, Julia T. title: Gorby's Dilemma: From Communism to Free Enterprise in Two Hours date: 1991 words: 5126 flesch: 65 summary: GORBY’S DILEMMA: FROM COMMUNISM TO FREE ENTERPRISE IN TWO HOURS Development In Business Simulation & Experiential Exercises, Volume 18, 1991 75 GORBY’S DILEMMA: FROM COMMUNISM TO FREE ENTERPRISE IN TWO HOURS John E. Oliver and Julia T. Oliver Valdosta State College Goals: I. Workers exiled to Development In Business Simulation & Experiential Exercises, Volume 18, 1991 76 Siberia should be brought back for the discussion to follow. keywords: facilitator; group; military; minute; participants; plan; production; state; workers cache: absel-1712.pdf plain text: absel-1712.txt item: #540 of 2743 id: absel-1713 author: Palia, Aspy P. title: Strategic Market Planning With the COMPETE Product Portfolio Analysis Package: A Marketing Decision Support System date: 1991 words: 3788 flesch: 32 summary: Marketing decision support systems have been developed and used in department-level promotion mix planning (Allaway, Mason, and Brown 1987) and in advertising research (Knuckles 1987). Some researchers have evaluated the role and performance of decision support systems in business education. keywords: analysis; business; compete; decision; marketing; package; portfolio; product; simulation; support; teams cache: absel-1713.pdf plain text: absel-1713.txt item: #541 of 2743 id: absel-1714 author: Patz, Alan L.; Milliman, John F.; Driver, Michael J. title: Career Concepts and Total Enterprise Simulation Performance date: 1991 words: 5034 flesch: 42 summary: It would not be unreasonable to suppose, for example, that TE simulation performance and group career certainty scores, CERNTY, are negatively correlated. Their individual career concepts combined into group averages significantly enhance the explanation of group TE performance results (B - .871) beyond that provided by preference data alone (r - .707). keywords: business; career; concepts; decision; group; linear; measures; needs; performance; results; scores; simulation cache: absel-1714.pdf plain text: absel-1714.txt item: #542 of 2743 id: absel-1715 author: Pysarchik, Dawn Thorndike; Huddleston, Patricia title: Experiential Learning in Human Resources: A Performance Appraisal Application date: 1991 words: 2079 flesch: 19 summary: New York: McGraw-Hill Book Co. Table of Contents Volume 18, 1991 Personality Types and Total Enterprise Simulation Performance Using DIS 'n DAT as a Decision Support System for a Marketing Simulation Game Theoretical Derivation of a Market Demand Function for Business Simulators The Ethnographic Case Study: An Experiential Approach to Teaching Retail Management Electronic Bulletin Board Systems (BBS): Support Software for Computer Simulations The New Budget Game Negame: A Cross-Cultural Role-Play to Introduce Students to the Familiarization Stage of Negotiations Modeling Short-Run Cost and Production Functions Using Sheppard's Lemma in Computerized Business Simulations Increasing Simulation Realism through the Modeling of Step Costs Predicting Simulation Performance: Differences Between Groups and Individuals A Facility Location Case to Stimulate Classroom Interaction Educational Effectiveness of Business Simulation Gaming: There is probably no other area in human resource management where experiential analysis is more important than in performance appraisal. keywords: application; appraisal; business; group; performance; resource; simulation; student cache: absel-1715.pdf plain text: absel-1715.txt item: #543 of 2743 id: absel-1716 author: Roberts, Ralph H.; Page, Diana title: Managerial Motivation Mid Realism Among MBA Students As Viewed Through The Looking Glass, Inc. Simulation date: 1991 words: 4085 flesch: 32 summary: AMONG MBA STUDENTS AS VIEWED THROUGH THE LOOKING GLASS, INC. SIMULATION Ralph H. Roberts, The University of West Florida Diana Page, The University of West Florida ABSTRACT Beginning MBA students and executives participated in The Looking Glass, Inc. simulation while observers evaluated their behavior on a motivation to manage scale. MANAGERIAL MOTIVATION MID REALISM AMONG MBA STUDENTS AS VIEWED THROUGH THE LOOKING GLASS, INC. SIMULATION Development In Business Simulation & Experiential Exercises, Volume 21, 1994 92 MANAGERIAL MOTIVATION MID REALISM keywords: business; environment; executives; management; mba; miner; motivation; simulation; students; work cache: absel-1716.pdf plain text: absel-1716.txt item: #544 of 2743 id: absel-1717 author: Rubin, Ronald S. title: An Experiential Approach to Teaching Data Analysis Using MYSTAT: Rationale, Procedures, and Results date: 1991 words: 4621 flesch: 48 summary: Simulation An Experiential Approach to Teaching Data Analysis Using MYSTAT: Since 1987 this author has used a program entitled MYSTAT (Systat, Inc., 1988) to teach the data analysis segment to undergraduate marketing research students. keywords: analysis; business; command; data; marketing; mystat; procedures; research; simulation; software; students; teaching; use cache: absel-1717.pdf plain text: absel-1717.txt item: #545 of 2743 id: absel-1718 author: Sepic, F. Thomas title: Practicing what was Preached: A Sequential Learning Model Put to the Test date: 1991 words: 4157 flesch: 39 summary: Many students are hired by the same field project firm to continue the work started by the student team or the CEO gives a glowing recommendation to other employers who are interviewing members of student teams to work for them. The success rates of students enrolled in this sequential model are discussed, with suggestions for future class designs. keywords: business; class; development; field; learning; model; professor; simulation; students; work cache: absel-1718.pdf plain text: absel-1718.txt item: #546 of 2743 id: absel-1719 author: Washbush, John B.; Gosenpud, Jerry J. title: STudent Attitudes about Policy Course Simulations date: 1991 words: 3881 flesch: 40 summary: RESEARCH DESIGN Research Questions This study attempted to evaluate student attitudes toward the use of whole enterprise simulations in undergraduate business major administrative policy courses by answering two questions: (1) What are student attitudes toward the use of simulations in policy courses? H2: Student attitudes toward the use of simulations are independent of the game played. keywords: attitudes; business; groups; micromatic; performance; scores; simulation; stratplan; student; total cache: absel-1719.pdf plain text: absel-1719.txt item: #547 of 2743 id: absel-1720 author: Wellington, William J.; Faria, A. J. title: An Investigation of the Relationship Between Simulation Play, Performance Level and Recency of Play on Exam Scores date: 1991 words: 3989 flesch: 35 summary: Such research has generally been concerned with identifying factors affecting the simulation learning environment and simulation performance, the learning aspects of simulation games, and the relative educational benefits of simulation games versus other approaches to teaching. The rigorously controlled experiment involving 389 students found no relationship between simulation play and exam scores, level of simulation performance and exam scores, and recency of simulation play and exam scores when CPA was controlled for. keywords: business; exam; group; performance; play; rank; relationship; results; scores; simulation cache: absel-1720.pdf plain text: absel-1720.txt item: #548 of 2743 id: absel-1721 author: Wheatley, Walter J.; Amin, Raid V.; Armstrong, Terry R.; VanderLinde, Chantele T. title: The Effect of Leadership and Cognitive Processing Styles upon Peer Performance Evaluation: Implication for the Utilization of Simulations in Business Pedagogy date: 1991 words: 3798 flesch: 34 summary: Aspects of thinking and personality which have received a great deal of attention in the Management literature are leadership (Bennis and Nanus, 1985) and cognitive processing styles (Richardson, 1977). Therefore, the purpose of this research project was to determine what impact leadership styles and cognitive processing styles would have on team member performance ratings. keywords: business; leadership; management; peer; performance; processing; simulation; students; style; verbalizer cache: absel-1721.pdf plain text: absel-1721.txt item: #549 of 2743 id: absel-1722 author: Wolfe, Joseph A. title: On the Transfer of Market Oriented Business Games to Socialist Cultures date: 1991 words: 5243 flesch: 39 summary: Although the widespread growth and use of management games in the United States has been well documented by those such as Dale and Klasson (1964), Faria (1987), Graham and Gray (1969), Horn and Cleaves (1980), Kibbee, Craft and Nanus (1961) and McRaith and Goeldner (1962), the mere existence and extent of this activity within the Warsaw Pact nations was relatively unknown in the West until the mid-1980s. Augmenting an analysis suggested by Assa (1982), Figure 1 indicates that the vast majority of management games available within the CMEA are basically closed system, functionally-related planning games. keywords: business; countries; decision; development; education; games; gaming; international; management; managers; market; new; simulation; socialist; soviet; university; use cache: absel-1722.pdf plain text: absel-1722.txt item: #550 of 2743 id: absel-1723 author: Woodruff, Charles K. title: An Application of Financial Analysis of the Business Firm in a Simulated Competitive Environment date: 1991 words: 2816 flesch: 30 summary: In order to develop financial proficiency, it is imperative that individual capability to analyze financial data be reinforced through experiential exercises utilizing representative data. AN APPLICATION OF FINANCIAL ANALYSIS OF THE BUSINESS FIRM IN A SIMULATED COMPETITIVE ENVIRONMENT Development In Business Simulation & Experiential Exercises, Volume 18, 1991 127 AN APPLICATION OF FINANCIAL ANALYSIS OF THE BUSINESS FIRM IN A SIMULATED COMPETITIVE ENVIRONMENT Charles K. Woodruff, Winthrop College ABSTRACT A procedure is described whereby the Business Management Laboratory business game was modified to produce financial data records that were then imported into the fisCAL financial analysis software package. keywords: analysis; business; data; financial; firm; management; simulation; student cache: absel-1723.pdf plain text: absel-1723.txt item: #551 of 2743 id: absel-1724 author: Baughman, Rowland G. title: Collective Bargaining Simulation: An Exercise Based on a Familiar Theme date: 1991 words: 1162 flesch: 15 summary: AN EXERCISE BASED ON A FAMILIAR THEME Development In Business Simulation & Experiential Exercises, Volume 18, 1991 130 COLLECTIVE BARGAINING SIMULATION: Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: bargaining; business; exercise; management; simulation cache: absel-1724.pdf plain text: absel-1724.txt item: #552 of 2743 id: absel-1725 author: Bradley, Michael P.; Kemper, Robert E. title: Making Business Policy a Strategic Management Experience date: 1991 words: 1422 flesch: 11 summary: MAKING BUSINESS POLICY A STRATEGIC MANAGEMENT EXPERIENCE Development In Business Simulation & Experiential Exercises, Volume 18, 1991 131 MAKING BUSINESS POLICY A STRATEGIC MANAGEMENT EXPERIENCE Michael P. Bradley, University of San Diego Robert E. Kemper, Northern Arizona University ABSTRACT This paper describes an experiential approach to teaching business policies or strategic management. The other mode actively involves the student in creatively and imaginatively applying strategic management in the emerging situation of restructuring a business organization. keywords: business; management; simulation; skills; student cache: absel-1725.pdf plain text: absel-1725.txt item: #553 of 2743 id: absel-1726 author: Cannon, Hugh M.; Boglarsky, Cheryl; Bowens, Howard; Oppenheimer, Robert title: A Student Exercise for Integrating the Concepts of Power and Motivation date: 1991 words: 1251 flesch: 20 summary: A STUDENT EXERCISE FOR INTEGRATING THE CONCEPTS OF POWER AND MOTIVATION Development In Business Simulation & Experiential Exercises, Volume 18, 1991 132 A STUDENT EXERCISE FOR INTEGRATING THE CONCEPTS OF POWER AND MOTIVATION Hugh M. Cannon, Wayne State University Cheryl Boglarsky, Wayne State University Howard Bowens, Wayne State University Robert Oppenheimer, Concordia University THE PAPER DESCRIBES Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; exercise; motivation; power; simulation cache: absel-1726.pdf plain text: absel-1726.txt item: #554 of 2743 id: absel-1727 author: Chanin, Michael; Simko, Eugene title: The Boundaries Extended: An Experiment Comparing Dialectical Inquiry, Devil’s Advocacy, and Consensus using the Executive Game date: 1991 words: 1460 flesch: 19 summary: AN EXPERIMENT COMPARING DIALECTICAL INQUIRY, DEVIL’S ADVOCACY, AND CONSENSUS USING THE EXECUTIVE GAME Development In Business Simulation & Experiential Exercises, Volume 18, 1991 133 THE BOUNDARIES EXTENDED: Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: analysis; business; game; planning; simulation cache: absel-1727.pdf plain text: absel-1727.txt item: #555 of 2743 id: absel-1728 author: Groff, James E.; Reeves, Thomas E. title: Using a Simulation Package to Develop a Simulation Exercise in Cost Accounting date: 1991 words: 1343 flesch: 20 summary: USING A SIMULATION PACKAGE TO DEVELOP A SIMULATION EXERCISE IN COST ACCOUNTING Development In Business Simulation & Experiential Exercises, Volume 18, 1991 134 USING A SIMULATION PACKAGE TO DEVELOP A SIMULATION EXERCISE IN COST ACCOUNTING James E. Groff, The University of Texas at San Antonio Thomas E. Reeves, The University of Texas at San Antonio ABSTRACT A cost accounting exercise is developed using a simulation package called SIMFACTORY. It is designed to provide cost accounting students with a more realistic sense of the flow of events in a manufacturing environment and how cost accounting techniques interface with and capture data about those events. keywords: accounting; business; cost; exercise; simulation cache: absel-1728.pdf plain text: absel-1728.txt item: #556 of 2743 id: absel-1729 author: Halterman, Carroll C.; Sampson, Nancy S. title: Success Factors in Experiential Training for Creative Problem-Solving Teams date: 1991 words: 1371 flesch: 34 summary: SUCCESS FACTORS IN EXPERIENTIAL TRAINING FOR CREATIVE PROBLEM-SOLVING TEAMS Development In Business Simulation & Experiential Exercises, Volume 18, 1991 SUCCESS FACTORS IN EXPERIENTIAL TRAINING FOR CREATIVE PROBLEM-SOLVING TEAMS Carroll C. Halterman and Nancy S. Sampson, University of Denver ABSTRACT Members of successful creative problem-solving teams see the most important work-team characteristic. OM guidelines clearly specify that coaches are merely facilitators” and that solutions must come from team members. keywords: business; members; performance; simulation; success; teams cache: absel-1729.pdf plain text: absel-1729.txt item: #557 of 2743 id: absel-1730 author: Hollingworth, David G.; Chesteen, Susan A. title: An Experiential Approach for Teaching Quality Management date: 1991 words: 1488 flesch: 21 summary: AN EXPERIENTIAL APPROACH FOR TEACHING QUALITY MANAGEMENT Development In Business Simulation & Experiential Exercises, Volume 18, 1991 136 AN EXPERIENTIAL APPROACH FOR TEACHING QUALITY MANAGEMENT David G. Hollingworth, University of Minnesota Susan A. Chesteen, University of Utah ABSTRACT One example of how experiential learning is being used in the classroom is the Quality Management course for MBA students at the University of Utah. Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; learning; management; quality; simulation; students cache: absel-1730.pdf plain text: absel-1730.txt item: #558 of 2743 id: absel-1731 author: House, William C.; Taylor, Lewis A. title: Critical Success Ratios: A Comparison of Two Business Simulations in a Multi-Year Environment date: 1991 words: 1775 flesch: 24 summary: CRITICAL SUCCESS RATIOS: A COMPARISON OF TWO BUSINESS SIMULATIONS IN A MULTI-YEAR ENVIRONMENT Development In Business Simulation & Experiential Exercises, Volume 18, 1991 137 CRITICAL SUCCESS RATIOS: Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: assets; business; game; performance; sales; simulation cache: absel-1731.pdf plain text: absel-1731.txt item: #559 of 2743 id: absel-1732 author: Jackson, George C.; Verma, Harish title: STOCKLOGS: A Classroom Exercise for Teaching the Logistical Relationship of Location and Inventory date: 1991 words: 1498 flesch: 26 summary: A CLASSROOM EXERCISE FOR TEACHING THE LOGISTICAL RELATIONSHIP OF LOCATION AND INVENTORY Development In Business Simulation & Experiential Exercises, Volume 18, 1991 138 STOCKLOGS: A CLASSROOM EXERCISE FOR TEACHING THE LOGISTICAL RELATIONSHIP OF LOCATION AND INVENTORY George C. Jackson, Wayne State University Harish Verma, Wayne State University ABSTRACT An important decision for logistics managers is to determine the number of locations at which to stock goods for subsequent sale and movement to consuming points. Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; inventory; locations; simulation; stocking cache: absel-1732.pdf plain text: absel-1732.txt item: #560 of 2743 id: absel-1733 author: Klepetar, Wendy; Edwards, Barbara; Parley, John title: The Organizational Leadership Program date: 1991 words: 1510 flesch: 26 summary: REFERENCES ARE AVAILABLE UPON REQUEST Table of Contents Volume 18, 1991 Personality Types and Total Enterprise Simulation Performance Using DIS 'n DAT as a Decision Support System for a Marketing Simulation Game Theoretical Derivation of a Market Demand Function for Business Simulators The Ethnographic Case Study: An Experiential Approach to Teaching Retail Management Electronic Bulletin Board Systems (BBS): Support Software for Computer Simulations The New Budget Game Negame: A Cross-Cultural Role-Play to Introduce Students to the Familiarization Stage of Negotiations Modeling Short-Run Cost and Production Functions Using Sheppard's Lemma in Computerized Business Simulations Increasing Simulation Realism through the Modeling of Step Costs Predicting Simulation Performance: Differences Between Groups and Individuals A Facility Location Case to Stimulate Classroom Interaction Educational Effectiveness of Business Simulation Gaming: THE ORGANIZATIONAL LEADERSHIP PROGRAM Development In Business Simulation & Experiential Exercises, Volume 18, 1991 139 THE ORGANIZATIONAL LEADERSHIP PROGRAM Wendy Klepetar, College of St Benedict, Department of Management Barbara Edwards, St John’s University, Department of Management John Parley, College of St Benedict, Department of Management ABSTRACT The Organizational Leadership Program is a yearlong simulation including role playing, reading, and management curriculum for a select group of students. keywords: business; leadership; management; program; simulation; students cache: absel-1733.pdf plain text: absel-1733.txt item: #561 of 2743 id: absel-1734 author: Knight, John E. title: Simulating Business Decision-Making: Using Statistical Cases for Classroom Exercises date: 1991 words: 1462 flesch: 27 summary: SIMULATING BUSINESS DECISION-MAKING: USING STATISTICAL CASES FOR CLASSROOM EXERCISES Development In Business Simulation & Experiential Exercises, Volume 18, 1991 140 SIMULATING BUSINESS DECISION-MAKING: USING STATISTICAL CASES FOR CLASSROOM EXERCISES Dr. John E. Knight, University of Tennessee at Martin ABSTRACT Business decision making can be greatly enhanced by the use of statistics when managers are more attuned to viewing statistics as a tool of negotiation -rather than strictly a science of numerical calculations. Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; decision; simulation; statistics; time cache: absel-1734.pdf plain text: absel-1734.txt item: #562 of 2743 id: absel-1735 author: Maddox, E. Nicholas; Wheatley, Walter J. title: Scripting for the Classroom date: 1991 words: 1379 flesch: 24 summary: SCRIPTING FOR THE CLASSROOM Development In Business Simulation & Experiential Exercises, Volume 18, 1991 141 SCRIPTING FOR THE CLASSROOM E. Nicholas Maddox, Stetson University Walter J. Wheatley, University of West Florida ABSTRACT The efficacy of guided imagery techniques is established in the training and educational literatures. Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; imagery; learning; scripts; simulation; use cache: absel-1735.pdf plain text: absel-1735.txt item: #563 of 2743 id: absel-1736 author: Marshall, James R.; Eldridge, David L. title: Upgrading the Business Strategy and Policy Game date: 1991 words: 1692 flesch: 37 summary: UPGRADING THE BUSINESS STRATEGY AND POLICY GAME Development In Business Simulation & Experiential Exercises, Volume 18, 1991 142 UPGRADING THE BUSINESS STRATEGY AND POLICY GAME James R. Marshall Operations Management California Polytechnic Univ. Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; game; policy; simulation; strategy; students cache: absel-1736.pdf plain text: absel-1736.txt item: #564 of 2743 id: absel-1737 author: Mehihoff, Carol F. title: Developing Student Team-Building and Leadership Skills Using Computer-Aided Experiential Learning Strategies date: 1991 words: 1395 flesch: 14 summary: DEVELOPING STUDENT TEAM-BUILDING AND LEADERSHIP SKILLS USING COMPUTER-AIDED EXPERIENTIAL LEARNING STRATEGIES Development In Business Simulation & Experiential Exercises, Volume 18, 1991 143 DEVELOPING STUDENT TEAM-BUILDING AND LEADERSHIP SKILLS USING COMPUTER-AIDED EXPERIENTIAL LEARNING STRATEGIES Carol F. Mehihoff, University of Nebraska ABSTRACT This paper discusses communication style as a factor in a computer-aided experiential developed for interior design pre-professionals to aid student learning visually and also to develop the team-building skills so essential for the boundary-spanning role of professionals in this field. Proceedings of the 17th Annual Convention of the Association for Business Simulation and Experiential learning, 17,73-7g. Hall, E. T. (1981) Beyond Culture New York: Doubleday Co Mehlhoff, C. F. & Mauldin, S. (1990) keywords: business; communication; experiential; simulation; student; team cache: absel-1737.pdf plain text: absel-1737.txt item: #565 of 2743 id: absel-1738 author: Naffziger, Douglas W.; Fields, W. Calvin; Dobson, Joseph J. title: Organizing an Outward Bound Field Trip date: 1991 words: 1472 flesch: 27 summary: ORGANIZING AN OUTWARD BOUND FIELD TRIP Development In Business Simulation & Experiential Exercises, Volume 18, 1991 144 ORGANIZING AN OUTWARD BOUND FIELD TRIP Douglas W. Naffziger, Ball State University W. Calvin Fields, Western Illinois University Joseph J. Dobson, Western Illinois University ABSTRACT This article describes the development of an experiential learning course designed to build confidence and leadership skills in business students. Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; journal; leadership; performance; simulation; students cache: absel-1738.pdf plain text: absel-1738.txt item: #566 of 2743 id: absel-1739 author: Rajkumar, T. M. title: An Architecture for Extensible Simulation Games date: 1991 words: 1378 flesch: 21 summary: AN ARCHITECTURE FOR EXTENSIBLE SIMULATION GAMES Development In Business Simulation & Experiential Exercises, Volume 18, 1991 145 AN ARCHITECTURE FOR EXTENSIBLE SIMULATION GAMES T.M. RAJKUMAR, Miami University INTRODUCTION Simulation games have evolved through different stages. Simulation and Games 17, no 3: 382-392 Table of Contents Volume 18, 1991 Personality Types and Total Enterprise Simulation Performance Using DIS 'n DAT as a Decision Support System for a Marketing Simulation Game Theoretical Derivation of a Market Demand Function for Business Simulators The Ethnographic Case Study: An Experiential Approach to Teaching Retail Management Electronic Bulletin Board Systems (BBS): Support Software for Computer Simulations The New Budget Game Negame: A Cross-Cultural Role-Play to Introduce Students to the Familiarization Stage of Negotiations Modeling Short-Run Cost and Production Functions Using Sheppard's Lemma in Computerized Business Simulations Increasing Simulation Realism through the Modeling of Step Costs Predicting Simulation Performance: Differences Between Groups and Individuals A Facility Location Case to Stimulate Classroom Interaction Educational Effectiveness of Business Simulation Gaming: keywords: architecture; business; game; simulation; software cache: absel-1739.pdf plain text: absel-1739.txt item: #567 of 2743 id: absel-1740 author: Catalanello, Ralph F.; Scheck, Christine L. title: Performance in the Capstone Business Course: What is the Effect of Pedagogy, Learning Styles, and Student Motivation? date: 1991 words: 1418 flesch: 25 summary: Ralph F. Catalanello and Christine L. Scheck Northern Illinois University ABSTRACT This paper assesses the effect of two individual characteristics on student performance--learning styles and student motivation--in an undergraduate capstone course. This paper focuses on the impact of student motivation and learning styles on student performance in a capstone business policy course. keywords: business; learning; motivation; performance; student cache: absel-1740.pdf plain text: absel-1740.txt item: #568 of 2743 id: absel-1741 author: Thavikulwat, Precha title: Operationalizing Strategy with Participant-Modifiable Parameters date: 1991 words: 1436 flesch: 20 summary: OPERATIONALIZING STRATEGY WITH PARTICIPANT-MODIFIABLE PARAMETERS Development In Business Simulation & Experiential Exercises, Volume 18, 1991 147 OPERATIONALIZING STRATEGY WITH PARTICIPANT-MODIFIABLE PARAMETERS Precha Thavikulwat, Towson State University ABSTRACT A simulation comprises variables, parameters, and attributes. Although business simulations are widely used in courses on business strategy (Faria, 1987; Keys & Wolfe, 1990), simulation designers have not explicitly incorporated the concept of strategy into their designs. keywords: business; decisions; parameters; simulation; strategy cache: absel-1741.pdf plain text: absel-1741.txt item: #569 of 2743 id: absel-1742 author: Totten, Jeff W.; Overby, John D. title: An Example of a Personal Selling Case Transformed into a Role Play Scenario date: 1991 words: 1617 flesch: 40 summary: AN EXAMPLE OF A PERSONAL SELLING CASE TRANSFORMED INTO A ROLE PLAY SCENARIO Development In Business Simulation & Experiential Exercises, Volume 18, 1991 148 AN EXAMPLE OF A PERSONAL SELLING CASE TRANSFORMED INTO A ROLE PLAY SCENARIO Jeff W. Totten, University of Wisconsin Oshkosh John D. Overby, University of Tennessee at Martin ABSTRACT The experience with a role-play scenario for a personal selling case that was modified to include compromising positions is reported in this paper. Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; play; role; scenario; simulation; students cache: absel-1742.pdf plain text: absel-1742.txt item: #570 of 2743 id: absel-1743 author: Varanelli, Andrew; Baugher, Dan; Sackson, Marion title: Instructional Support Software: Its Evolution and Current State of the Art in the Business Curriculum date: 1991 words: 1448 flesch: 20 summary: INSTRUCTIONAL SUPPORT SOFTWARE: ITS EVOLUTION AND CURRENT STATE OF THE ART IN THE BUSINESS CURRICULUM Development In Business Simulation & Experiential Exercises, Volume 18, 1991 149 INSTRUCTIONAL SUPPORT SOFTWARE: ITS EVOLUTION AND CURRENT STATE OF THE ART IN THE BUSINESS CURRICULUM Andrew Varanelli, Jr., Pace University Dan Baugher, Pace University Marion Sackson, Pace University ABSTRACT Software support in the business curriculum has changed substantially during the past decade. Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; computer; mode; simulation; software; support cache: absel-1743.pdf plain text: absel-1743.txt item: #571 of 2743 id: absel-1744 author: Wheatley, Walter J.; Amin, Raid W.; Maddox, E. Nick; VanderLinde, Chantele T. title: Ascertaining Performance Variables for Use in Determining Students’ Grades in Courses Employing a Business Simulation date: 1991 words: 1507 flesch: 16 summary: ASCERTAINING PERFORMANCE VARIABLES FOR USE IN DETERMINING STUDENTS’ GRADES IN COURSES EMPLOYING A BUSINESS SIMULATION Development In Business Simulation & Experiential Exercises, Volume 18, 1991 150 ASCERTAINING PERFORMANCE VARIABLES FOR USE IN DETERMINING STUDENTS’ GRADES IN COURSES EMPLOYING A BUSINESS SIMULATION Walter J. Wheatley, The University of West Florida Raid W. Amin, The University of West Florida E. Nick Maddox, Stetson University Chantele T. VanderLinde, The University of West Florida INTRODUCTION Presently, educators utilizing business simulations, are faced with many decisions to make in regards to simulation selection, computer support, decision support systems, spread sheet packages, and a host of other important aspects related to the simulation experience. The second most important set of simulation performance variables suggested by the model is absolute amounts of sales and net income. keywords: business; performance; simulation; students; study; variables cache: absel-1744.pdf plain text: absel-1744.txt item: #572 of 2743 id: absel-1745 author: White, Sam E.; Cabelly, Alan M. title: Designing Management Seminars Using Business Simulations date: 1991 words: 1499 flesch: 15 summary: DESIGNING MANAGEMENT SEMINARS USING BUSINESS SIMULATIONS Development In Business Simulation & Experiential Exercises, Volume 18, 1991 151 DESIGNING MANAGEMENT SEMINARS USING BUSINESS SIMULATIONS Sam E. White and Alan M. Cabelly, Portland State University ABSTRACT Lack of experience is the greatest impediment in adapting simulations to organization training situations. These are: decreasing the decision to results turnaround time; balancing power and influence differences in team assignments; providing sufficient decision support systems; and adding incidents to maintain concentration on simulation activities. keywords: business; decision; learning; management; simulation; training cache: absel-1745.pdf plain text: absel-1745.txt item: #573 of 2743 id: absel-1746 author: Zachry, Benny R.; Trexler, Anna R. title: The Accounting Information Systems Course: Bridging The Gap Between The Classroom And The Real-World date: 1991 words: 1530 flesch: 17 summary: BRIDGING THE GAP BETWEEN THE CLASSROOM AND THE REAL-WORLD Development In Business Simulation & Experiential Exercises, Volume 18, 1991 152 THE ACCOUNTING INFORMATION SYSTEMS COURSE: Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: accounting; business; client; course; systems cache: absel-1746.pdf plain text: absel-1746.txt item: #574 of 2743 id: absel-1747 author: Cudworth, Alan L.; Loveluck, Clive title: The Good Cooks Guide to Training date: 1991 words: 1258 flesch: 16 summary: THE GOOD COOKS GUIDE TO TRAINING Development In Business Simulation & Experiential Exercises, Volume 18, 1991 153 ‘THE GOOD COOKS GUIDE TO TRAINING’ Alan Cudworth and Clive Loveluck Training Consultants Limited It may seem an odd title for a workshop in Management training: ‘The Good Cooks Guide to Training’. Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; learning; management; simulation; training cache: absel-1747.pdf plain text: absel-1747.txt item: #575 of 2743 id: absel-1748 author: Dutton, Richard E. title: Excellence: Working with Passion a Symposium date: 1991 words: 1381 flesch: 24 summary: A SYMPOSIUM Development In Business Simulation & Experiential Exercises, Volume 18, 1991 154 EXCELLENCE: WORKING WITH PASSION A SYMPOSIUM Richard E. Dutton, The University of South Florida INTRODUCTION Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; manager; performance; role; simulation cache: absel-1748.pdf plain text: absel-1748.txt item: #576 of 2743 id: absel-1749 author: Miesing, Paul title: A Demonstration On Multiple Data Collection Methods: Seeing Strategic Issues Through The "Looking Glass" Simulation date: 1991 words: 1533 flesch: 23 summary: A DEMONSTRATION ON MULTIPLE DATA COLLECTION METHODS: SEEING STRATEGIC ISSUES THROUGH THE “LOOKING GLASS” SIMULATION* Development In Business Simulation & Experiential Exercises, Volume 18, 1991 155 A DEMONSTRATION ON MULTIPLE DATA COLLECTION METHODS: Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; data; glass; leadership; learning; simulation cache: absel-1749.pdf plain text: absel-1749.txt item: #577 of 2743 id: absel-1750 author: Morrell, Joseph S.; Freeman, James L. title: Systems Analysis and Design: Why Undergraduate Education Gets a Failing Grade date: 1991 words: 1159 flesch: 22 summary: WHY UNDERGRADUATE EDUCATION GETS A FAILING GRADE Developments in Business Simulation & Experiential Exercises, Volume 18, 1991 156 SYSTEMS ANALYSIS AND DESIGN: Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: analysis; business; simulation; systems; teaching cache: absel-1750.pdf plain text: absel-1750.txt item: #578 of 2743 id: absel-1751 author: Roderick, Roger D.; Bates, D. L.; Wilterding, Jim A. title: Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures date: 1991 words: 912 flesch: -11 summary: ACCOMMODATING ORGANIZATIONAL CULTURE: AN EVALUATION OF MANAGEMENT DEVELOPMENT DELIVERY MODES IN VARYING ORGANIZATIONAL CULTURES Development In Business Simulation & Experiential Exercises, Volume 18, 1991 157 ACCOMMODATING ORGANIZATIONAL CULTURE: AN EVALUATION OF MANAGEMENT DEVELOPMENT DELIVERY MODES IN VARYING ORGANIZATIONAL CULTURES Roger D. Roderick, Cal St Univ.-Long Beach D.L. Bates, Cal St Univ.-Long Beach Jim A. Wilterding, Boise St Univ. Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; development; management; simulation cache: absel-1751.pdf plain text: absel-1751.txt item: #579 of 2743 id: absel-1752 author: Pray, Thomas F.; Mergen, Erhan title: Modeling Total Quality into Business Simulations -A Demonstration- date: 1991 words: 1116 flesch: 17 summary: MODELING TOTAL QUALITY INTO BUSINESS SIMULATIONS-A DEMONSTRATION- Development In Business Simulation & Experiential Exercises, Volume 18, 1991 158 Modeling Total Quality Into Business Simulations -A Demonstration- Thomas Pray, Rochester Institute of Technology Erhan Mergen, Rochester Institute of Technology ABSTRACT This one and a half-hour session will focus on incorporating Total Quality Management and (TQM) elements into manufacturing-oriented strategy-based business simulations. Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; modeling; quality; simulation; tqm cache: absel-1752.pdf plain text: absel-1752.txt item: #580 of 2743 id: absel-1753 author: Cabaniss, Roy F.; Williams, Mike title: The Political Futures Game date: 1991 words: 1533 flesch: 41 summary: THE POLITICAL FUTURES GAME Development In Business Simulation & Experiential Exercises, Volume 18, 1991 159 THE POLITICAL FUTURES GAME Roy F. Cabaniss, Cameron University Mike Williams, Cameron University ABSTRACT An experiential exercise is described for simultaneously predicting political races and teaching price theory. Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; futures; price; simulation; trading cache: absel-1753.pdf plain text: absel-1753.txt item: #581 of 2743 id: absel-1754 author: Crookall, David; Teach, Richard D. title: Meeting Meeting Objectives date: 1991 words: 822 flesch: -11 summary: MEETING MEETING OBJECTIVES Development In Business Simulation & Experiential Exercises, Volume 18, 1991 160 MEETING MEETING OBJECTIVES David Crookall University of Alabama Richard D. Teach Georgia Institute of Technology ABSTRACT This session will allow delegates to participate in a game about how not to go about meeting the objectives of meetings. Ascertaining Performance Variables for use in Determining Student's Grades in Courses Employing a Business Simulation Designing Management Seminars Using Business Simulations The Accounting Information Systems Course: Bridging the Gap between the Classroom and the Real World The Good Cooks Guide to Training Excellence: Working with Passion A Demonstration on Multiple Data Collection Methods: Seeing Strategic Issues Through the Looking Glass Simulation Systems Analysis and Design: Why Undergraduate Education gets a Failing Grade Accommodating Organizational Culture: An Evaluation of Management Development Delivery Modes in Varying Organizational Cultures Modeling Total Quality into Business Simulations The Political Futures Game Meeting Meeting Objectives keywords: business; game; meeting; simulation cache: absel-1754.pdf plain text: absel-1754.txt item: #582 of 2743 id: absel-1755 author: Affisco, John F.; Chanin, Michael N. title: The Impact of Decision Support Systems On The Effectiveness Of Small Group Decisions -Revisited date: 1990 words: 5521 flesch: 38 summary: The present study is a continuation of one, documented in Affisco and Chanin (1989), which utilizes free simulation methodology to investigate the impact of DSS on small group decision making. The authors suggest that the findings of the study indicate that future research should be of a longitudinal nature, and that replication using other designs, decisions tasks, and subjects is required before generalizations of the impact of DSS on decision making performance can be made. keywords: business; control; decision; dss; groups; making; performance; results; simulation; study; support; systems; use cache: absel-1755.pdf plain text: absel-1755.txt item: #583 of 2743 id: absel-1756 author: Anderson, Philip H.; Lawton, Leigh title: The Relationship between Financial Performance and Other Measures of Learning on a Simulation Exercise date: 1990 words: 5088 flesch: 38 summary: “Using Forecast Accuracy as a Measure of Success in Business Simulations.” - Matching Environmental Uncertainty and Organizational Configuration An Instructional Computer Simulation of Tampering in QC Executive Evaluation of Student Learning in the Looking Glass Simulation Group Personality Composition and Total Enterprise Simulation Performance An Expert System for Selecting Analytical Techniques for Analyzing Marketing Research Data Effects of Cognitive Styles on Responses in an In-Basket Simulation A Psychometric Analysis of Kolb's Revised Learning Style-Inventory Selecting and Developing Experiential Exercises Using Movies Application of a Real-World Strategic Management Model in the Classroom Demand Equations which Include Product Attributes Consumption as the Objective in Computer-Scored Total Enterprise Simulations The Effects of Decision Format and Evaluation on Simulation Performance, Decision Time, and Team Cohesion The Effects of Computer Related Assignments on Student Performance in Business Administration The Money Game: A Dynamic Simulation Including Random Shocks for Money and Banking Courses Methods for Evaluating Performance on Business Simulations: A Survey The Effects of Synergogy on the Policy Course: Significant Improvements in Student Learning and Teacher Evaluation Conditions and Outcomes of Trust in a Two-Person Bargaining Exercise Bankgame Enhancing Computer Business Simulation with the Use of VGA Graphics An Experiential Approach to Entrepreneurship An Advanced Simulation Method (ASM) for Multiple Objective Problems The Influence of Experiential learning Techniques on Student Recognition of Non-Primary Learning Styles Negotiating Mergers and Acquisitions: A Cocktail Napkin Approach Identification of Unintended Effects in Experiential Laboratory Exercises An Experimental Comparison of Paper and Pencil and Computer Aided Decision Support Tools Porting a Simulation from the IBM World to the Macintosh World A Transaction Cost Analysis of Experiential Learning The Development of Experiential Exercises for Courses in Entrepreneurship and Small Business Management The Assessment Center as and Experiential Classroom Exercise Pricing Strategy Algorithms for Playing Business Simulations Organizational Structures for International Operations: An Experiential Activity Simulation Emphasis in the Business School Capstone Course An Integrated Approach to Computerizing the Business Curriculum Cross-Cultural Business Negotiations Exercise Organizational Socialization and Gender Differences in Students at Work Understanding Student Work Experience: A Content-Analytic Approach Introducing Executive MBA Programs with Management Games An Analysis of Improvement in Business Decision Outcome with Sequential Use of Two Simulation Games keywords: analysis; business; exercise; learning; measures; methods; performance; relationship; simulation; simulation exercise; student; team cache: absel-1756.pdf plain text: absel-1756.txt item: #584 of 2743 id: absel-1757 author: Barton, Richard F.; Rajkumar, T. M.; Randolph, Jon title: Use and Effectiveness of an Analogy-Based Expert System date: 1990 words: 4498 flesch: 46 summary: Recently there has been considerable interest in the development of expert systems for business simulation gaming (Sackson and Varanelli, 1988; Expert systems could potentially aid in strategy formulation, understanding of problem environments and increased decision-making effectiveness as reflected by player performance. keywords: business; decision; expert; expert system; game; gpa; performance; simulation; system; teams; use cache: absel-1757.pdf plain text: absel-1757.txt item: #585 of 2743 id: absel-1758 author: Biggs, William D.; Halpin, Annette L. title: Suggestions for Computerized Business Simulation Authors date: 1990 words: 3773 flesch: 38 summary: Game authors are also encouraged to use accepted test methodology for software design.2 A second suggestion to game authors is that they include complete instructions on how to opperationalize the simulation. SUGGESTIONS FOR COMPUTERIZED BUSINESS SIMULATION AUTHORS Developments in Business Simulation & Experiential Exercises, Volume 17, 1990 15 SUGGESTIONS FOR COMPUTERIZED BUSINESS SIMULATION AUTHORS William D. Biggs, Beaver College Annette L. Halpin, Beaver college ABSTRACT The purpose of this article is to make Operationalizing computerized business simulations easier for the end user. keywords: authors; business; computer; game; learning; management; problems; publishers; run; simulation; student cache: absel-1758.pdf plain text: absel-1758.txt item: #586 of 2743 id: absel-1759 author: Bowens, Howard; Boglarsky, Cheryl; Cannon, Hugh M. title: Dealing with Power: AN Experiential Exercise Using Movie and Personal Diary Analysis Techniques date: 1990 words: 5907 flesch: 44 summary: DEALING WITH POWER: AN EXPERIENTIAL EXERCISE USING MOVIE AND PERSONAL DIARY ANALYSIS TECHNIQUES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 19 Dealing With Power: AN Experiential Exercise Using Movie and Personal Diary Analysis Techniques Howard Bowens, Wayne State University Cheryl Boglarsky, Wayne State University Hugh M. Cannon, Wayne State University ABSTRACT Organizations exercise power to enforce formal and informal norms that often conflict with the natural inclinations of individuals who operate within the organizations. Putting these two dimensions together, we get the four-part typology of power exercises shown in Figure I. Examples of a type-l exercise would be programs following the deprivation model developed by harry Oshry (Oshry 1972; Bowens 1973; Jelinek 1979; Bolman and Deal 1979; Shelhav 1987-8). keywords: behavior; business; class; disclosure; discussion; exercise; feedback; group; learning; organizational; power; simulation; students; teaching cache: absel-1759.pdf plain text: absel-1759.txt item: #587 of 2743 id: absel-1760 author: Mcevoy, Glenn M. title: A Model For Developing Student Skills And Assessing MBA Program Outcomes Through Outdoor Training Paul F. Buller date: 1990 words: 3901 flesch: 33 summary: The Development of Behavioral Skills The methods by which behavioral skills can be developed in business students have received considerably less attention than skill assessment. The outdoor model is unique and apparently effective in developing skills. keywords: assessment; business; learning; management; mba; model; program; simulation; skills; students; training cache: absel-1760.pdf plain text: absel-1760.txt item: #588 of 2743 id: absel-1761 author: Burns, Alvin C.; Rubin, Ronald; Bojack, Jocelyn title: Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in The Principles Of Marketing Course date: 1990 words: 4746 flesch: 30 summary: PRINCIPLES OF MARKETING COURSE Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 29 COMPUTER-AIDED EXERCISES VERSUS WORKBOOK EXERCISES AS LEARNING FACILITATOR IN THE. Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 30 With respect to attitude effects, it is widely acknowledged that attitude is a multidimensional construct, and while no universal attitude model concerned with the effects of pedagogy has been developed, at least one study (Burns and Sherrell, 1982) has empirically refined Greenblat’s (1971) original propositions concerning attitudinal effects. keywords: attitude; business; computer; effects; exercises; group; learning; level; marketing; pedagogies; simulation; students; workbook cache: absel-1761.pdf plain text: absel-1761.txt item: #589 of 2743 id: absel-1762 author: Burns, Jeanne H.; Burns, Alvin C. title: An Exposition of Guilford's SI Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education date: 1990 words: 3756 flesch: 25 summary: AN EXPOSITION OF GUILFORD'S SI MODEL AS A MEANS OF DIAGNOSING AND GENERATING PEDAGOGICAL STRATEGIES IN COLLEGIATE BUSINESS EDUCATION Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 34 An Exposition of Guilford’s SI Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Jeanne H. Burns, Southeastern Louisiana University Alvin C. Burns, Louisiana State University ABSTRACT Of those few occasions where ABSEL thinking has been guided by a learning/teaching model, Bloom’s taxonomy of cognitive learning objectives has been exclusively adopted. Fourth, the model should be capable of diagnosing a pedagogical strategy In current use; and fifth, the Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 35 model should provide for alternative teaching strategies to effect similar or better results. keywords: bloom; business; exercises; guilford; individual; information; learning; model; simulation; taxonomy; thinking cache: absel-1762.pdf plain text: absel-1762.txt item: #590 of 2743 id: absel-1763 author: Curran, Kent E.; Hornaday, Robert W. title: Formal Planning and Simulation Team Performance: A Cross Sectional Approach date: 1990 words: 4268 flesch: 36 summary: FORMAL PLANNING AND SIMULATION TEAM PERFORMANCE: A CROSS SECTIONAL APPROACH Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 38 FORMAL PLANNING AND SIMULATION TEAM PERFORMANCE: A CROSS SECTIONAL APPROACH Kent E. Curran, The University of North Carolina at Charlotte Robert W. Hornaday, The University of North Carolina at Charlotte ABSTRACT This paper utilizes a cross sectional approach to examine the relationship between simulation team planning and performance. RESULTS An ANOVA analysis tested for differences in performance between formal planning teams and nonplanning teams. keywords: business; management; performance; planning; research; results; simulation; student; studies; study; teams cache: absel-1763.pdf plain text: absel-1763.txt item: #591 of 2743 id: absel-1764 author: Deszca, Gene; Piron, Ludwig title: Cases: Real Organizations in Real Time in the Classroom date: 1990 words: 4335 flesch: 32 summary: Thursday at ‘4:00 p.m., student teams submit 3 copies of a report (7 pages, plus exhibits). Achievements With this new Integrated Case, the organizers have accomplished the following: a) provided students with the opportunity to work as a team in a pressured environment, not unlike conditions they will encounter in the work place, b) created a situation in which student teams take a general management perspective and address problems using an interdisciplinary approach, c) gave students an opportunity to enhance their written and oral communication skills. keywords: approach; business; case; experience; information; learning; management; simulation; students; team; time; year cache: absel-1764.pdf plain text: absel-1764.txt item: #592 of 2743 id: absel-1765 author: Dickinson, John R.; Whiteley, T. Richard; Faria, A. J. title: An Empirical Investigation of the Internal Validity of A Marketing Simulation Game John date: 1990 words: 5794 flesch: 33 summary: The measurement of the external validity of business games has followed two approaches. In general, these studies provide support for the external validity of business game: externally successful business executives tend to outperform their less successful counterparts in a simulation competition. keywords: advertising; business; companies; decision; environment; game; marketing; pull; push; push environment; research; simulation; validity cache: absel-1765.pdf plain text: absel-1765.txt item: #593 of 2743 id: absel-1766 author: Faria, A. J.; Whiteley, T. Richard title: An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game TN a Principles of Marketing Course date: 1990 words: 5130 flesch: 37 summary: AN EMPIRICAL EVALUATION OF THE PEDAGOGICAL VALUE OF PLAYING A SIMULATION GAME TN A PRINCIPLES OF MARKETING COURSE Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 53 AN EMPIRICAL EVALUATION OF THE PEDAGOGICAL VALUE OF PLAYING A SIMULATION GAME TN A PRINCIPLES OF MARKETING COURSE A. J. Faria, University of Windsor T. Rick Whiteley, University of Windsor ABSTRACT The present study, using a controlled setting based on three game- status groups (2-member teams, single players, and nonplayers), sought to determine whether incorporating a business simulation game in a principles of marketing course improves the acquisition of marketing knowledge. Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 54 Using a slightly different group-comparison approach, Whiteley and Faria (1989) found that playing a simulation game in an undergraduate, introductory marketing course is at least in one way better than not playing. keywords: business; course; exam; game; learning; marketing; performance; play; questions; simulation; students; study cache: absel-1766.pdf plain text: absel-1766.txt item: #594 of 2743 id: absel-1767 author: Flynn, David M. title: Factors Affecting Effective Teaching OP Strategic Planning: Some Preliminary Evidence date: 1990 words: 4334 flesch: 37 summary: FACTORS AFFECTING EFFECTIVE TEACHING OP STRATEGIC PLANNING: SOME PRELIMINARY EVIDENCE Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 58 FACTORS AFFECTING EFFECTIVE TEACHING OP STRATEGIC PLANNING: SOME PRELIMINARY EVIDENCE David M. Flynn, Hofstra University ABSTRACT Strategic Planning/Business Policy as the unifying discipline within accredited graduate business schools has undergone significant changes in course content. Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 59 The BPSM-trained professor has typically studied the concepts of strategic management and has been formally or informally trained as a process person ‘with a working knowledge of the functional business areas. keywords: business; course; effectiveness; latent; management; manifest; objectives; policy; simulation; student; teaching cache: absel-1767.pdf plain text: absel-1767.txt item: #595 of 2743 id: absel-1768 author: Gautschi, T. F. title: An Experiential Exercise for Learning about the Relationship between Organizational Form & the Project Management Process date: 1990 words: 3159 flesch: 35 summary: AN EXPERIENTIAL EXERCISE FOR LEARNING ABOUT THE RELATIONSHIP BETWEEN ORGANIZATIONAL FORM & THE PROJECT MANAGEMENT PROCESS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 63 AN EXPERIENTIAL EXERCISE FOR LEARNING ABOUT THE RELATIONSHIP BETWEEN ORGANIZATIONAL FORM & THE PROJECT MANAGEMENT PROCESS T.F. Gautschi, Bryant College ABSTRACT This experiential exercise involves the participants in a dynamic project management environment which includes planning, communication, decision-making and interpersonal interaction. Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 64 Two major factors contribute to this situation: Project activities are often non-repetitive and unique to the situation at hand. keywords: business; exercise; learning; management; performance; project; simulation; team; tower cache: absel-1768.pdf plain text: absel-1768.txt item: #596 of 2743 id: absel-1769 author: Mackey, Marilyn title: Accounting Communication Skills can be Taught in the Auditing Course date: 1990 words: 3450 flesch: 37 summary: ACCOUNTING COMMUNICATION SKILLS CAN BE TAUGHT IN THE AUDITING COURSE Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 67 ACCOUNTING COMMUNICATION SKILLS CAN BE TAUGHT IN THE AUDITING COURSE Marilyn Mackey Gillis Simmons college Department of Management ABSTRACT This paper presents an auditing course format which provides the opportunity for exposing accounting students to a myriad of real- life’ situations requiring written communication skills. The first critique is performed to look for Problem sentence structure, on the Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 68 premise that such errors, if numerous, can make it difficult to evaluate a paper for content. keywords: accounting; business; communication; course; grade; learning; paper; simulation; skills; students; writing cache: absel-1769.pdf plain text: absel-1769.txt item: #597 of 2743 id: absel-1770 author: Gold, Steven C. title: Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard’s Lemma date: 1990 words: 4194 flesch: 38 summary: (1) Summarizing the theoretical properties of cost functions that are most important in the design of computerized business simulations; especially the properties of duality between cost and production implied y Sheppard’s Lemma. 2) Developing a stable and flexible system of cost equations that encompass the key theoretical properties implied by duality theory and empirical research. The focus of this paper is to address this concern with respect to the modeling of cost functions in computerized business simulations. keywords: business; cost; cost function; economies; function; input; production; scale; simulation; variable cache: absel-1770.pdf plain text: absel-1770.txt item: #598 of 2743 id: absel-1771 author: Gosenpud, Jerry; Wolfe, Joseph title: A Life Cycle Analysis of Decision Making For a Strategic Management Team date: 1990 words: 5346 flesch: 44 summary: Just as life cycle analyses have been created for real world organizations, life or developmental cycles have also been found for newly-formed task and decision making groups, as well as for learning and developmental groups (Bases and Strodtbeck, 1951; Bennis and Shepard, 1956; Bettenhausen and Murnighan, 1985; Caple, 1978; Fisher, 1970; Hare, 1976; Mabry, 1975; Obert, 1979; Parsons, Bales and Shils, 1953; Tuckman, 1965; Tuckman and Jensen, 1977). Because of these features the most relevant research comes from the small group, group decision making, and organizational learning literature. keywords: analysis; business; cycle; decision; game; group; learning; life; making; management; simulation; study; team; time cache: absel-1771.pdf plain text: absel-1771.txt item: #599 of 2743 id: absel-1772 author: Greene, G. Robert title: What’s the Problem? A Dynamic Model for Teaching Problem Solving Skills Experientially date: 1990 words: 5405 flesch: 41 summary: others, have articulated the art and science, and the theory and practice of managerial problem solving process with considerable skill. Most problem solving situations (including those that appear on the surface to be relatively simple situations) typically involve several problems. keywords: business; executive; exercise; firm; learning; management; play; problem; problem solving; role; simulation; solving; teaching cache: absel-1772.pdf plain text: absel-1772.txt item: #600 of 2743 id: absel-1773 author: Hamm, B. Curtis; Cabaniss, Roy F.; Deaton, Marion E. title: International Currency Fluctuations: Money$im, A Simulation date: 1990 words: 3884 flesch: 44 summary: Six actual countries with different types of currencies are represented for maximum understanding of currency types. This simulation ignores the problem of different banking systems and concentrates on the impact of currency types and exchange rates. keywords: business; computer; country; currencies; currency; exchange; fluctuations; game; sellers; simulation cache: absel-1773.pdf plain text: absel-1773.txt item: #601 of 2743 id: absel-1774 author: Haverty, John L. title: Superstore: A Specialized Retailing Simulation within a Specialized Marketing Curriculum date: 1990 words: 3328 flesch: 27 summary: SUPERSTORE: A SPECIALIZED RETAILING SIMULATION WITHIN A SPECIALIZED MARKETING CURRICULUM Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 88 SUPERSTORE: A SPECIALIZED RETAILING SIMULATION WITHIN A SPECIALIZED MARKETING CURRICULUM One significant problem for the instructor teaching a specialized food marketing Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 89 course, such as food retailing, is the lack of available high- quality specialized food marketing instructional materials. keywords: business; department; food; image; management; marketing; price; program; research; simulation; superstore cache: absel-1774.pdf plain text: absel-1774.txt item: #602 of 2743 id: absel-1775 author: Hergert, Michael; Hergert, Robin title: Factors Affecting Student Perceptions of Learning in a Business Policy Game date: 1990 words: 4455 flesch: 38 summary: Matching Environmental Uncertainty and Organizational Configuration An Instructional Computer Simulation of Tampering in QC Executive Evaluation of Student Learning in the Looking Glass Simulation Group Personality Composition and Total Enterprise Simulation Performance An Expert System for Selecting Analytical Techniques for Analyzing Marketing Research Data Effects of Cognitive Styles on Responses in an In-Basket Simulation A Psychometric Analysis of Kolb's Revised Learning Style-Inventory Selecting and Developing Experiential Exercises Using Movies Application of a Real-World Strategic Management Model in the Classroom Demand Equations which Include Product Attributes Consumption as the Objective in Computer-Scored Total Enterprise Simulations The Effects of Decision Format and Evaluation on Simulation Performance, Decision Time, and Team Cohesion The Effects of Computer Related Assignments on Student Performance in Business Administration The Money Game: A Dynamic Simulation Including Random Shocks for Money and Banking Courses Methods for Evaluating Performance on Business Simulations: A Survey The Effects of Synergogy on the Policy Course: Significant Improvements in Student Learning and Teacher Evaluation Conditions and Outcomes of Trust in a Two-Person Bargaining Exercise Bankgame Enhancing Computer Business Simulation with the Use of VGA Graphics An Experiential Approach to Entrepreneurship An Advanced Simulation Method (ASM) for Multiple Objective Problems The Influence of Experiential learning Techniques on Student Recognition of Non-Primary Learning Styles Negotiating Mergers and Acquisitions: A Cocktail Napkin Approach Identification of Unintended Effects in Experiential Laboratory Exercises An Experimental Comparison of Paper and Pencil and Computer Aided Decision Support Tools Porting a Simulation from the IBM World to the Macintosh World A Transaction Cost Analysis of Experiential Learning The Development of Experiential Exercises for Courses in Entrepreneurship and Small Business Management The Assessment Center as and Experiential Classroom Exercise Pricing Strategy Algorithms for Playing Business Simulations Organizational Structures for International Operations: An Experiential Activity Simulation Emphasis in the Business School Capstone Course An Integrated Approach to Computerizing the Business Curriculum Cross-Cultural Business Negotiations Exercise Organizational Socialization and Gender Differences in Students at Work Understanding Student Work Experience: A Content-Analytic Approach Introducing Executive MBA Programs with Management Games An Analysis of Improvement in Business Decision Outcome with Sequential Use of Two Simulation Games This supports Wolfe and Guths (1975) contention that business simulations can be exciting and relevant teaching tools with structure and support from the instructor. keywords: business; course; decision; game; learning; management; performance; policy; simulation; student; usefulness cache: absel-1775.pdf plain text: absel-1775.txt item: #603 of 2743 id: absel-1776 author: Hsu, Enrico Y. P. title: VC + EL = VL date: 1990 words: 4587 flesch: 45 summary: The instructor picked up the two sets of numbers from the two conferences, inputted them into his set of Business Simulator and ran the Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 99 game. VC + EL = VL Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 97 VC + EL = VL Enrico Y. P. Hsu, New Jersey Institute of Technology FOREWORD keywords: business; classroom; computer; decisions; game; group; learning; management; robotrons; simulation; students; system; time cache: absel-1776.pdf plain text: absel-1776.txt item: #604 of 2743 id: absel-1777 author: Hunsaker, Phillip L.; Hunsaker, Johanna S. title: The Name Game: An Experiential Exercise In Intergroup Relations date: 1990 words: 3775 flesch: 35 summary: Groups that cooperate with one another often achieve far more than they could if they acted alone, and groups are more productive cooperating than they’d be if they were bickering. This decreases identity with one particular department and increases understanding of the requirements and needs of other groups. keywords: business; conflict; exercise; game; groups; intergroup; learning; management; simulation; task; teams cache: absel-1777.pdf plain text: absel-1777.txt item: #605 of 2743 id: absel-1778 author: Laufer, Doug; Watkins, Larry title: The Effect of Experiential Accounting Work Experience on Student Performance in Intermediate Accounting Courses date: 1990 words: 3860 flesch: 31 summary: The results of the study may provide information, which indicates the need to emphasize, perhaps require some form of experiential learning as a vehicle to enhance the performance of accounting students. These studies used varying forms of discriminate analysis and a variety of explanatory variables to classify the performance of accounting students keywords: accounting; course; experience; learning; performance; research; simulation; student; studies; study; work cache: absel-1778.pdf plain text: absel-1778.txt item: #606 of 2743 id: absel-1779 author: McAllister, Daniel W. title: The Results of Using the Experiential Activity of Group Performance Evaluation in a Business Policy Setting date: 1990 words: 3761 flesch: 39 summary: THE RESULTS OF USING THE EXPERIENTIAL ACTIVITY OF GROUP PERFORMANCE EVALUATION IN A BUSINESS POLICY SETTING Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 109 THE RESULTS OF USING THE EXPERIENTIAL ACTIVITY OF GROUP PERFORMANCE EVALUATION IN A BUSINESS POLICY SETTING Daniel W. McAllister, University of Nevada, Las Vegas ABSTRACT During the 1989 ABSEL Conference, the strategy of using Group Performance Evaluation as an experiential activity was presented. This paper will review the technique of Group Performance Evaluation and then report the empirical testing and results that help answer these questions. keywords: business; discussion; evaluation; group; group performance; members; performance; performance evaluation; simulation; team cache: absel-1779.pdf plain text: absel-1779.txt item: #607 of 2743 id: absel-1780 author: Morgan, Fred W.; Boedecker, Karl A. title: Using a Legal Database to Describe the Legal Environment of Marketing (and Business) date: 1990 words: 3046 flesch: 35 summary: USING A LEGAL DATABASE TO DESCRIBE THE LEGAL ENVIRONMENT OF MARKETING (AND BUSINESS) Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 113 USING A LEGAL DATABASE TO DESCRIBE THE LEGAL ENVIRONMENT OF MARKETING (AND BUSINESS) If the topic relates Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 114 to improper salesperson behavior within :the state or Michigan, the Michigan (MICH) library, containing both federal and state cases tried in Michigan, would be the focal point. keywords: business; cases; damages; learning; lexis; management; marketing; search; simulation; students cache: absel-1780.pdf plain text: absel-1780.txt item: #608 of 2743 id: absel-1781 author: Neves, Joao S. title: Matching Environmental Uncertainty And Organizational Configuration date: 1990 words: 3538 flesch: 35 summary: MATCHING ENVIRONMENTAL UNCERTAINTY AND ORGANIZATIONAL CONFIGURATION Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 119 MATCHING ENVIRONMENTAL UNCERTAINTY AND ORGANIZATIONAL CONFIGURATION Joao S. Neves, Trenton Stare College ABSTRACT The paper describes an experiential exercise designed to assist the student of management in understanding important characteristics of the environment and their impact in choosing the appropriate organizational responses and strategy. When the Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 120 group assigns one or more labels to a member, that member can only perform the designated type(s) of operations. keywords: business; cards; control; exercise; facilitator; group; learning; management; operations; simulation cache: absel-1781.pdf plain text: absel-1781.txt item: #609 of 2743 id: absel-1782 author: Nie, Dongping; Chesteen, Susan A. title: An Instructional Computer Simulation Of Tampering IN QC date: 1990 words: 3458 flesch: 36 summary: AN INSTRUCTIONAL COMPUTER SIMULATION OF TAMPERING IN QC Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 123 AN INSTRUCTIONAL COMPUTER SIMULATION OF TAMPERING IN QC Dongping Nie, University of Utah Susan A. Chesteen, University of Utah ABSTRACT With increased availability of computers and more affordable plotting software in business schools, the task of teaching some of the important principles of quality control in an effective way is placed in a new perspective. It takes less than 5 seconds to generate 100 data points on a VAX 11/750. Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 124 PLOT.FOR” is more system dependent than “RWALK.FOR’ due to the existence of a variety of plotting software and hardware. keywords: business; computer; control; funnel; process; quality; rule; simulation; tampering; variation cache: absel-1782.pdf plain text: absel-1782.txt item: #610 of 2743 id: absel-1783 author: Page, Diana; Roberts, Ralph M. title: Executive Evaluation of Student Learning in the Looking Glass Simulation date: 1990 words: 4533 flesch: 36 summary: EXECUTIVE EVALUATION OF STUDENT LEARNING IN THE LOOKING GLASS SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 128 Executive Evaluation of Student Learning In The Looking Glass Simulation Diana Page, The University of West Florida Ralph M. Roberts, The University of West Florida ABSTRACT This study measures the effects of involving beginning management students in a management simulation, The Looking Glass. In general, the literature suggests that experiential learning and simulation games can offer Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 129 the Students an opportunity to observe, react and reflect 8B they might in real world situations. keywords: business; class; control; exercise; group; judges; learning; management; manager; simulation; student; study cache: absel-1783.pdf plain text: absel-1783.txt item: #611 of 2743 id: absel-1784 author: Patz, Alan L. title: Group Personality Composition And Total Enterprise Simulation Performance date: 1990 words: 4222 flesch: 36 summary: GROUP PERSONALITY COMPOSITION AND TOTAL ENTERPRISE SIMULATION PERFORMANCE Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 132 GROUP PERSONALITY COMPOSITION AND TOTAL ENTERPRISE SIMULATION PERFORMANCE Alan L. Patz. Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 133 For the ISFP introvert1 P points to S as the auxiliary function with feeling, F, dominant. keywords: business; decision; exercises; information; learning; making; myers; performance; processing; simulation; teams cache: absel-1784.pdf plain text: absel-1784.txt item: #612 of 2743 id: absel-1785 author: Rubin, Ronald S. title: STATUTOR: An Expert System for Selecting Analytical Techniques for Analyzing Marketing Research Data date: 1990 words: 3707 flesch: 37 summary: STATUTOR AN EXPERT SYSTEM FOR SELECTING ANALYTICAL TECHNIQUES FOR ANALYZING MARKETING RESEARCH DATA Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 138 STATUTOR: The guidelines of when to use these techniques involve number of criteria such as the scale by which variables are measured, number of variables to be analyzed, whether the observa Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 139 tions are independent, etc. keywords: business; computer; expert; knowledge; learning; marketing; simulation; students; system; techniques; use cache: absel-1785.pdf plain text: absel-1785.txt item: #613 of 2743 id: absel-1786 author: Ruble, Thomas L.; Silverman, Murray I. title: Effects of Cognitive Styles on Responses in M In-Basket Simulation date: 1990 words: 4606 flesch: 34 summary: EFFECTS OF COGNITIVE STYLES ON RESPONSES IN M IN-BASKET SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 143 EFFECTS OF COGNITIVE STYLES ON RESPONSES IN M IN-BASKET SIMULATION Thomas L. Ruble, Rider College Murray I. Silverman, San Francisco State University ABSTRACT This study investigated the effects of cognitive styles on responses to a wide variety of organizational problems presented in an in-basket simulation. Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 144 In-basket Simulation In-basket simulations typically provide a decision-maker with a wide array of organizational issues to consider in a short period of time. keywords: basket; business; decision; issues; learning; management; patterns; problems; simulation; styles; types cache: absel-1786.pdf plain text: absel-1786.txt item: #614 of 2743 id: absel-1787 author: Ruble, Thomas L.; Stout, David E. title: A Psychometric Analysis of Kolb’s Revised Learning Style-Inventory date: 1990 words: 3269 flesch: 38 summary: A Search for Visual Aids to Support Experiential Learning Through the 1990's An Experimental Analysis fo the Effectiveness of Student Role-Playing in Sales Training How to Have Students Learn from their Term Projects Self-Evaluation Exercise (SEE): An Assessment of Class Contribution A Study of the Influence of Team Formation on Attitudes and Performance in Management Games A Hardware Based CIM Simulation Laboratory Model Test Substance Abuse in Organizations Micro Computer Training Models Teaching Forecasting, Cash Budgeting and Inventory Model Building Using SBTools A Comparison of the Effects of Experiential Learning Activities and Traditional Lecture Classes An Adjunct Writing Instruction Assistant, The Computer; With an Illustration Classroom Software for ABC Analysis Utilizing Information Processing Technology to Enhance the Business Policy Simulation Experience Progressive Cases Realistic Job Previews Vs. REVISED LEARNING STYLE-INVENTORY Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 147 A PSYCHOMETRIC ANALYSIS OF KOLB’S REVISED LEARNING STYLE-INVENTORY Thomas L. Ruble, Rider College David E. Stout, Villanova University ABSTRACT This study investigated the psychometric properties of Kolb’s 1985 revision of the Learning-Style Inventory (LSI). keywords: analysis; business; factor; inventory; items; kolb; learning; lsi; simulation cache: absel-1787.pdf plain text: absel-1787.txt item: #615 of 2743 id: absel-1788 author: Schreier, James W. title: Selecting and Developing Experiential Exercises Using Movies a Management Training Perspective date: 1990 words: 4387 flesch: 47 summary: With learning objectives and a possible film, the final decision about the type of experiential exercise can be made. The guidelines identified here, although similar to guidelines for good experiential exercises of any type, are important. keywords: business; exercise; film; leadership; learning; management; movie; process; simulation; teaching; training; use cache: absel-1788.pdf plain text: absel-1788.txt item: #616 of 2743 id: absel-1789 author: Taylor, Lewis A. title: Application Of A Real-World Strategic Management Model In The Classroom date: 1990 words: 6005 flesch: 49 summary: Strategic versus Operational Decisions It is generally accepted that strategic decision processes are diverging from operational ones. Strategic decisions differ from operational ones in several unique ways. keywords: analysis; business; course; decision; game; management; model; organization; performance; process; simulation; strategy cache: absel-1789.pdf plain text: absel-1789.txt item: #617 of 2743 id: absel-1790 author: Teach, Richard D. title: Demand Equations Which Include Product Attributes date: 1990 words: 5185 flesch: 47 summary: In these games, product attributes take on economic-like properties. Product positioning is based upon product attributes and/or performance and each market segment may have different elasticities for each marketing variable. keywords: attributes; business; demand; market; marketing; model; price; product; segment; simulation; variables cache: absel-1790.pdf plain text: absel-1790.txt item: #618 of 2743 id: absel-1791 author: Thavikulwat, Precha title: Consumption As The Objective In Computer-Scored Total Enterprise Simulations date: 1990 words: 3333 flesch: 30 summary: Matching Environmental Uncertainty and Organizational Configuration An Instructional Computer Simulation of Tampering in QC Executive Evaluation of Student Learning in the Looking Glass Simulation Group Personality Composition and Total Enterprise Simulation Performance An Expert System for Selecting Analytical Techniques for Analyzing Marketing Research Data Effects of Cognitive Styles on Responses in an In-Basket Simulation A Psychometric Analysis of Kolb's Revised Learning Style-Inventory Selecting and Developing Experiential Exercises Using Movies Application of a Real-World Strategic Management Model in the Classroom Demand Equations which Include Product Attributes Consumption as the Objective in Computer-Scored Total Enterprise Simulations The Effects of Decision Format and Evaluation on Simulation Performance, Decision Time, and Team Cohesion The Effects of Computer Related Assignments on Student Performance in Business Administration The Money Game: A Dynamic Simulation Including Random Shocks for Money and Banking Courses Methods for Evaluating Performance on Business Simulations: A Survey The Effects of Synergogy on the Policy Course: Significant Improvements in Student Learning and Teacher Evaluation Conditions and Outcomes of Trust in a Two-Person Bargaining Exercise Bankgame Enhancing Computer Business Simulation with the Use of VGA Graphics An Experiential Approach to Entrepreneurship An Advanced Simulation Method (ASM) for Multiple Objective Problems The Influence of Experiential learning Techniques on Student Recognition of Non-Primary Learning Styles Negotiating Mergers and Acquisitions: A Cocktail Napkin Approach Identification of Unintended Effects in Experiential Laboratory Exercises An Experimental Comparison of Paper and Pencil and Computer Aided Decision Support Tools Porting a Simulation from the IBM World to the Macintosh World A Transaction Cost Analysis of Experiential Learning The Development of Experiential Exercises for Courses in Entrepreneurship and Small Business Management The Assessment Center as and Experiential Classroom Exercise Pricing Strategy Algorithms for Playing Business Simulations Organizational Structures for International Operations: An Experiential Activity Simulation Emphasis in the Business School Capstone Course An Integrated Approach to Computerizing the Business Curriculum Cross-Cultural Business Negotiations Exercise Organizational Socialization and Gender Differences in Students at Work Understanding Student Work Experience: A Content-Analytic Approach Introducing Executive MBA Programs with Management Games An Analysis of Improvement in Business Decision Outcome with Sequential Use of Two Simulation Games Total enterprise business simulations are those that “include all the main functions of business enterprise as its decision inputs-- marketing, production, and finance (Keys, 1987: 225). keywords: business; computer; consumption; enterprise; exercises; participants; performance; simulation; total cache: absel-1791.pdf plain text: absel-1791.txt item: #619 of 2743 id: absel-1792 author: Wellington, William; Faria, A. J. title: The Effect of Decision Format and Evaluation on Simulation Performance, Decision Time, and Team Cohesion date: 1990 words: 4494 flesch: 28 summary: Two early studies (McKenney and Dill 1966 and Deep, Bass and Vaughn 1967) reported negative relationships, the less cohesive teams outperformed the more cohesive more recent studies, however, have all reported a positive relationship between cohesion, or some proxy, Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 171 and some measure of team performance (Norris and Niebuhr 1980; Miesing and Preble 1985; Hsu 1984; Gosenpud, Milton and Larson 1985; and Wolfe and Box 1988). THE EFFECT OF DECISION FORMAT AND EVALUATION ON SIMULATION PERFORMANCE, DECISION TIME, AND TEAM COHESION Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 170 THE EFFECT OF DECISION FORMAT AND EVALUATION ON SIMULATION PERFORMANCE, DECISION TIME, AND TEAM COHESION William Wellington and A. T. Faria, University of Windsor ABSTRACT The simulation performance of 188 students formed into two decision format groups, regional managers and committee managers, was measured along with CPA, introductory marketing grades, previous simulation performance, total time spent on the simulation decisions, group cohesiveness and other attitude measures. keywords: business; committee; decision; format; game; learning; making; management; marketing; performance; simulation; team cache: absel-1792.pdf plain text: absel-1792.txt item: #620 of 2743 id: absel-1793 author: Adrangi, Bahram title: The Effect of Computer Related Assignments on Student Performance in Business Administration date: 1990 words: 1879 flesch: 22 summary: THE EFFECT OF COMPUTER RELATED ASSIGNMENTS ON STUDENT PERFORMANCE IN BUSINESS ADMINISTRATION Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 175 THE EFFECT OF COMPUTER RELATED ASSIGNMENTS ON STUDENT PERFORMANCE IN BUSINESS ADMINISTRATION Bahram Adrangi, University of Portland Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: assignments; business; computer; learning; performance; simulation; student cache: absel-1793.pdf plain text: absel-1793.txt item: #621 of 2743 id: absel-1794 author: Alston, Richard M.; Chi, Wan Fu title: The Money Game; A Dynamic Simulation Including Random Shocks for Money and Banking Courses date: 1990 words: 1602 flesch: 1 summary: THE MONEY GAME; A DYNAMIC SIMULATION INCLUDING RANDOM SHOCKS FOR MONEY AND BANKING COURSES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 176 THE MONEY GAME; A DYNAMIC SIMULATION INCLUDING RANDOM SHOCKS FOR MONEY AND BANKING COURSES Richard M. Alston, Weber State College Wan Fu Chi, Weber State College ABSTRACT The Money Game is a set of interactive graphics tutorials and simulation software for individual student use in money and banking courses. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; game; learning; money; money game; simulation; student cache: absel-1794.pdf plain text: absel-1794.txt item: #622 of 2743 id: absel-1795 author: Anderson, Philip H.; Lawton, Leigh title: Methods for Evaluating Performance on Business Simulations: A SURVEY date: 1990 words: 1741 flesch: 17 summary: Matching Environmental Uncertainty and Organizational Configuration An Instructional Computer Simulation of Tampering in QC Executive Evaluation of Student Learning in the Looking Glass Simulation Group Personality Composition and Total Enterprise Simulation Performance An Expert System for Selecting Analytical Techniques for Analyzing Marketing Research Data Effects of Cognitive Styles on Responses in an In-Basket Simulation A Psychometric Analysis of Kolb's Revised Learning Style-Inventory Selecting and Developing Experiential Exercises Using Movies Application of a Real-World Strategic Management Model in the Classroom Demand Equations which Include Product Attributes Consumption as the Objective in Computer-Scored Total Enterprise Simulations The Effects of Decision Format and Evaluation on Simulation Performance, Decision Time, and Team Cohesion The Effects of Computer Related Assignments on Student Performance in Business Administration The Money Game: A Dynamic Simulation Including Random Shocks for Money and Banking Courses Methods for Evaluating Performance on Business Simulations: A Survey The Effects of Synergogy on the Policy Course: Significant Improvements in Student Learning and Teacher Evaluation Conditions and Outcomes of Trust in a Two-Person Bargaining Exercise Bankgame Enhancing Computer Business Simulation with the Use of VGA Graphics An Experiential Approach to Entrepreneurship An Advanced Simulation Method (ASM) for Multiple Objective Problems The Influence of Experiential learning Techniques on Student Recognition of Non-Primary Learning Styles Negotiating Mergers and Acquisitions: A Cocktail Napkin Approach Identification of Unintended Effects in Experiential Laboratory Exercises An Experimental Comparison of Paper and Pencil and Computer Aided Decision Support Tools Porting a Simulation from the IBM World to the Macintosh World A Transaction Cost Analysis of Experiential Learning The Development of Experiential Exercises for Courses in Entrepreneurship and Small Business Management The Assessment Center as and Experiential Classroom Exercise Pricing Strategy Algorithms for Playing Business Simulations Organizational Structures for International Operations: An Experiential Activity Simulation Emphasis in the Business School Capstone Course An Integrated Approach to Computerizing the Business Curriculum Cross-Cultural Business Negotiations Exercise Organizational Socialization and Gender Differences in Students at Work Understanding Student Work Experience: A Content-Analytic Approach Introducing Executive MBA Programs with Management Games An Analysis of Improvement in Business Decision Outcome with Sequential Use of Two Simulation Games METHODS FOR EVALUATING PERFORMANCE ON BUSINESS SIMULATIONS: A SURVEY Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 177 METHODS FOR EVALUATING PERFORMANCE ON BUSINESS SIMULATIONS: A SURVEY Phillip H. Anderson and Leigh Lawton College of St. Thomas INTRODUCTION Evaluating and measuring student performance is a major concern for Instructors using business simulation exercises. keywords: business; evaluation; learning; methods; performance; simulation; student cache: absel-1795.pdf plain text: absel-1795.txt item: #623 of 2743 id: absel-1796 author: Burton, Gene E. title: The Effects of Synergogy On The Policy Course: Significant Improvements In Student Learning and Teacher Evaluation date: 1990 words: 1844 flesch: 12 summary: THE EFFECTS OF SYNERGOGY ON THE POLICY COURSE: SIGNIFICANT IMPROVEMENTS IN STUDENT LEARNING AND TEACHER EVALUATION Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 178 THE EFFECTS OF SYNERGOGY ON THE POLICY COURSE: SIGNIFICANT IMPROVEMENTS IN STUDENT LEARNING AND TEACHER EVALUATION Gene E. Burton, California State University, Fresno Fresno, CA 93740-0006, (209) 294-4070 ABSTRACT Developing the conceptual skills essential for managing in the information age is one of the principle goals of the capstone course in business policy However, this objective is one not easily achieved through conventional teaching rnethodologies so policy professors must constantly seek improved techniques to maximize student learning. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; course; design; learning; policy; simulation; team cache: absel-1796.pdf plain text: absel-1796.txt item: #624 of 2743 id: absel-1797 author: Butler, John K. title: Conditions and Outcomes of Trust in a Two-Person Bargaining Exercise date: 1990 words: 1904 flesch: 13 summary: CONDITIONS AND OUTCOMES OF TRUST IN A TWO-PERSON BARGAINING EXERCISE Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 179 CONDITIONS AND OUTCOMES OF TRUST IN A TWO-PERSON BARGAINING EXERCISE John K. Butler, Jr., Clemson University ABSTRACT Relationships among conditions and outcomes related to trust were investigated in the context of a two-person bargaining role-play. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; information; learning; management; outcomes; simulation; trust cache: absel-1797.pdf plain text: absel-1797.txt item: #625 of 2743 id: absel-1798 author: Chandrachai, Achara title: BANKGAME date: 1990 words: 1700 flesch: 28 summary: BANKGAME Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 180 BANKGAME Achara Chandrachai, Chulalongkorn University ABSTRACT Bankgame is a comprehensive interactive multiperiod banking management business game. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: bank; business; deposits; interest; loans; management; simulation cache: absel-1798.pdf plain text: absel-1798.txt item: #626 of 2743 id: absel-1799 author: Chiesl, Newell E.; Chiesl, Newell title: Enhancing Computer Business Simulation with the Use of VGA graphics date: 1990 words: 1822 flesch: 23 summary: ENHANCING COMPUTER BUSINESS SIMULATION WITH THE USE OF VGA GRAPHICS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 181 Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; computer; graphics; learning; simulation; use; vga; vga graphics cache: absel-1799.pdf plain text: absel-1799.txt item: #627 of 2743 id: absel-18 author: Alberto dos Santos, Jorge; Gomide, Taina Rodrigues title: Merging the Case Method and Simulation in Management Education: Is it Possible? date: 2013 words: 6263 flesch: 51 summary: Although the author does not go further into the description of this type of case method, it seems that it is a mix of role play and simulation in which some people play “real-world” roles, make interventions, and input new information. Therefore, if the Simulation with Cases method is to be used, the question is to find the justification and the model by which academics would feel comfortable and secure to do it. keywords: business; case; education; games; learning; management; method; simulation; students; teaching cache: absel-18.pdf plain text: absel-18.txt item: #628 of 2743 id: absel-1800 author: Chiesl, Newell E. title: Experiential Approach to Entrepreneurship date: 1990 words: 1649 flesch: 10 summary: EXPERIENTIAL APPROACH TO ENTREPRENEURSHIP Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 182 EXPERIENTIAL APPROACH TO ENTREPRENEURSHIP Newell E. Chiesl Jr., Indiana State University ABSTRACT This paper discusses the importance of entrepreneurship and presents a teaching procedure utilized in a School of Business New Product course. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: analysis; business; entrepreneurship; learning; product; simulation; students; teaching cache: absel-1800.pdf plain text: absel-1800.txt item: #629 of 2743 id: absel-1801 author: Clinton, Roy J.; Troutt, Marvin D. title: An Advanced Simulation Method (ASM) for Multiple Objective Problems date: 1990 words: 1979 flesch: 13 summary: AN ADVANCED SIMULATION METHOD (ASM) FOR MULTIPLE OBJECTIVE PROBLEMS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 183 AN ADVANCED SIMULATION METHOD (ASM) FOR MULTIPLE OBJECTIVE PROBLEMS Roy J. Clinton, Northeast Louisiana University Marvin D. Troutt, Southern Illinois University ABSTRACT Proposed is an advanced simulation method (ASM) for multiple objective decision making (MODM) in an interactive optimization mode. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: asm; business; learning; management; objective; simulation; user cache: absel-1801.pdf plain text: absel-1801.txt item: #630 of 2743 id: absel-1802 author: Coulter, Ronald L.; Coulter, Mary K.; Widing, Robert E.; Rowe, Jeff title: The Influence of Experiential Learning Techniques on Student Recognition of Non-Primary Learning Styles date: 1990 words: 1669 flesch: 8 summary: THE INFLUENCE OF EXPERIENTIAL LEARNING TECHNIQUES ON STUDENT RECOGNITION OF NON-PRIMARY LEARNING STYLES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 184 THE INFLUENCE OF EXPERIENTIAL LEARNING TECHNIQUES ON STUDENT RECOGNITION OF NON-PRIMARY LEARNING STYLES Ronald L. Coulter, Southwest Missouri State University Mary K. Coulter, Southwest Missouri State University Robert E. Widing, Case Western Reserve University Jeff Rowe, Pennzoil Products Company ABSTRACT A study was designed to determine if an experiential learning exercise would influence students to recognize the use of learning skills not customarily associated with their primary learning styles. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; exercise; learning; marketing; simulation; student; style cache: absel-1802.pdf plain text: absel-1802.txt item: #631 of 2743 id: absel-1803 author: Cutler, Mary M. title: Negotiating Mergers and Acquisitions: A Cocktail Napkin Approach date: 1990 words: 1160 flesch: -18 summary: A COCKTAIL NAPKIN APPROACH Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 185 NEGOTIATING MERGERS AND ACQUISITIONS: Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; exercise; learning; management; performance; simulation cache: absel-1803.pdf plain text: absel-1803.txt item: #632 of 2743 id: absel-1804 author: Dutton, Richard E. title: Identification Of Unintended Effects In Experiential Laboratory Exercises date: 1990 words: 1843 flesch: 20 summary: IDENTIFICATION OF UNINTENDED EFFECTS IN EXPERIENTIAL LABORATORY EXERCISES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 186 IDENTIFICATION OF UNINTENDED EFFECTS IN EXPERIENTIAL LABORATORY EXERCISES Richard E. Dutton, University of South Florida INTRODUCTION Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; effects; exercises; learning; participants; research; simulation cache: absel-1804.pdf plain text: absel-1804.txt item: #633 of 2743 id: absel-1805 author: Finn, David W.; Treese, Kimberly L. title: An Experimental Comparison Of Paper And Pencil And Computer Aided Decision Support Tools date: 1990 words: 1710 flesch: 21 summary: AN EXPERIMENTAL COMPARISON OF PAPER AND PENCIL AND COMPUTER AIDED DECISION SUPPORT TOOLS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 187 AN EXPERIMENTAL COMPARISON OF PAPER AND PENCIL AND COMPUTER AIDED DECISION SUPPORT TOOLS David W. Finn, Texas Christian University Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; computer; decision; groups; learning; simulation; tool cache: absel-1805.pdf plain text: absel-1805.txt item: #634 of 2743 id: absel-1806 author: Fritzsche, David J.; Cotter, Richard V. title: Porting a Simulation from the IBM World to the Macintosh World date: 1990 words: 1978 flesch: 32 summary: PORTING A SIMULATION FROM THE IBM WORLD TO THE MACINTOSH WORLD Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 188 PORTING A SIMULATION FROM THE IBM WORLD TO THE MACINTOSH WORLD David J. Fritzsche, University of Portland Richard V. Cotter, University of Oregon ABSTRACT The issues examined are 1. Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 189 Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process keywords: business; code; file; ibm; learning; macintosh; quickbasic; simulation cache: absel-1806.pdf plain text: absel-1806.txt item: #635 of 2743 id: absel-1807 author: Gentry, James W.; Schibrowsky, Jack title: A Transaction Cost Analysis Of Experiential Learning date: 1990 words: 1864 flesch: 10 summary: LEARNING Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 189 A TRANSACTION COST ANALYSIS OF EXPERIENTIAL. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: analysis; business; cost; learning; simulation; students; transaction cache: absel-1807.pdf plain text: absel-1807.txt item: #636 of 2743 id: absel-1808 author: Gomolka, Eugene G. title: The Development of Experiential Exercises for Courses in Entrepreneurship and Small Business Management date: 1990 words: 1922 flesch: 6 summary: THE DEVELOPMENT OF EXPERIENTIAL EXERCISES FOR COURSES IN ENTREPRENEURSHIP AND SMALL BUSINESS MANAGEMENT Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 190 THE DEVELOPMENT OF EXPERIENTIAL EXERCISES FOR COURSES IN ENTREPRENEURSHIP AND SMALL BUSINESS MANAGEMENT Eugene G. Gomolka, University of Dayton ABSTRACT This paper examines the state of development of experiential exercises for use in entrepreneurship and small business courses. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; entrepreneurship; exercises; field; learning; management; simulation cache: absel-1808.pdf plain text: absel-1808.txt item: #637 of 2743 id: absel-1809 author: Good, Linda K.; Sternquist, Brenda J.; Phillips, Lisa A. title: The Assessment Center As An Experiential Classroom Exercise date: 1990 words: 1863 flesch: 20 summary: THE ASSESSMENT CENTER AS AN EXPERIENTIAL CLASSROOM EXERCISE Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 191 THE ASSESSMENT CENTER Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: assessment; business; center; evaluation; exercise; simulation; students cache: absel-1809.pdf plain text: absel-1809.txt item: #638 of 2743 id: absel-1810 author: Goosen, Kenneth R. title: Pricing Strategy Algorithms for Playing Business Simulations date: 1990 words: 1596 flesch: 17 summary: PRICING STRATEGY ALGORITHMS FOR PLAYING BUSINESS SIMULATIONS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 192 PRICING STRATEGY ALGORITHMS The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: analysis; business; equation; learning; management; price; simulation cache: absel-1810.pdf plain text: absel-1810.txt item: #639 of 2743 id: absel-1811 author: Graf, Lee A.; Hemmasi, Masoud title: Organizational Structures For International Operations: An Experiential Activity date: 1990 words: 1969 flesch: 10 summary: ORGANIZATIONAL STRUCTURES FOR INTERNATIONAL OPERATIONS: AN EXPERIENTIAL ACTIVITY Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 193 ORGANIZATIONAL STRUCTURES FOR INTERNATIONAL OPERATIONS: Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; exercise; learning; management; marketing; simulation; strategy; tankagua cache: absel-1811.pdf plain text: absel-1811.txt item: #640 of 2743 id: absel-1812 author: Grant, Alan J. title: Simulation Emphasis in the Business School Capstone Course date: 1990 words: 1828 flesch: 7 summary: Matching Environmental Uncertainty and Organizational Configuration An Instructional Computer Simulation of Tampering in QC Executive Evaluation of Student Learning in the Looking Glass Simulation Group Personality Composition and Total Enterprise Simulation Performance An Expert System for Selecting Analytical Techniques for Analyzing Marketing Research Data Effects of Cognitive Styles on Responses in an In-Basket Simulation A Psychometric Analysis of Kolb's Revised Learning Style-Inventory Selecting and Developing Experiential Exercises Using Movies Application of a Real-World Strategic Management Model in the Classroom Demand Equations which Include Product Attributes Consumption as the Objective in Computer-Scored Total Enterprise Simulations The Effects of Decision Format and Evaluation on Simulation Performance, Decision Time, and Team Cohesion The Effects of Computer Related Assignments on Student Performance in Business Administration The Money Game: A Dynamic Simulation Including Random Shocks for Money and Banking Courses Methods for Evaluating Performance on Business Simulations: A Survey The Effects of Synergogy on the Policy Course: Significant Improvements in Student Learning and Teacher Evaluation Conditions and Outcomes of Trust in a Two-Person Bargaining Exercise Bankgame Enhancing Computer Business Simulation with the Use of VGA Graphics An Experiential Approach to Entrepreneurship An Advanced Simulation Method (ASM) for Multiple Objective Problems The Influence of Experiential learning Techniques on Student Recognition of Non-Primary Learning Styles Negotiating Mergers and Acquisitions: A Cocktail Napkin Approach Identification of Unintended Effects in Experiential Laboratory Exercises An Experimental Comparison of Paper and Pencil and Computer Aided Decision Support Tools Porting a Simulation from the IBM World to the Macintosh World A Transaction Cost Analysis of Experiential Learning The Development of Experiential Exercises for Courses in Entrepreneurship and Small Business Management The Assessment Center as and Experiential Classroom Exercise Pricing Strategy Algorithms for Playing Business Simulations Organizational Structures for International Operations: An Experiential Activity Simulation Emphasis in the Business School Capstone Course An Integrated Approach to Computerizing the Business Curriculum Cross-Cultural Business Negotiations Exercise Organizational Socialization and Gender Differences in Students at Work Understanding Student Work Experience: A Content-Analytic Approach Introducing Executive MBA Programs with Management Games An Analysis of Improvement in Business Decision Outcome with Sequential Use of Two Simulation Games SIMULATION EMPHASIS IN THE BUSINESS SCHOOL CAPSTONE COURSE Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 194 SIMULATION EMPHASIS IN THE BUSINESS SCHOOL CAPSTONE COURSE Alan J. Grant, San Diego State University ABSTRACT Recent articles are inconsistent when discussing the most effective mix of simulation, case method and lecture & discussion pedagogies in Instructing the Business Schools’ required ‘Capstone” course. keywords: business; capstone; course; evaluation; learning; management; simulation; student cache: absel-1812.pdf plain text: absel-1812.txt item: #641 of 2743 id: absel-1813 author: Hamilton, Diane M.; Lynch, Robert D.; Ross, Linda W. title: An Integrated Approach To Computerizing The Business Curriculum date: 1990 words: 1870 flesch: 15 summary: AN INTEGRATED APPROACH TO COMPUTERIZING THE BUSINESS CURRICULUM Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 195 AN INTEGRATED APPROACH TO COMPUTERIZING THE BUSINESS CURRICULUM Diane M. Hamilton, Glassboro State College Robert D. Lynch, Glassboro State College Linda W. Ross, Glassboro State College ABSTRACT The New Jersey Challenge Grant program gave business school an unprecedented opportunity (and $850,000) to design an ideal, integrated approach to “computerizing” the business curriculum. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; computer; courses; faculty; learning; management; simulation; students cache: absel-1813.pdf plain text: absel-1813.txt item: #642 of 2743 id: absel-1814 author: Hopkins, David M. title: Cross-Cultural Business Negotiations date: 1990 words: 1371 flesch: -23 summary: CROSS-CULTURAL BUSINESS NEGOTIATIONS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 196 CROSS-CULTURAL BUSINESS NEGOTIATIONS David M. Hopkins, University of Denver ABSTRACT This is a cross-cultural negotiating exercise dealing with an international business situation in which a moderate size producer of hand tools (International Tool, Inc.) is considering a foreign direct investment in a small developing country (Mora). Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; country; exercise; learning; management; performance; simulation cache: absel-1814.pdf plain text: absel-1814.txt item: #643 of 2743 id: absel-1815 author: Kennedy, Ellen J.; Lawton, Leigh title: Organizational Socialization and Gender Differences in Students at Work date: 1990 words: 1925 flesch: 24 summary: ORGANIZATIONAL SOCIALIZATION AND GENDER DIFFERENCES IN STUDENTS AT WORK Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 197 ORGANIZATIONAL SOCIALIZATION AND GENDER DIFFERENCES IN STUDENTS AT WORK Ellen J. Kennedy and Leigh Lawton College of St. Thomas INTRODUCTION Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; model; simulation; socialization; students; women; work cache: absel-1815.pdf plain text: absel-1815.txt item: #644 of 2743 id: absel-1816 author: Kennedy, Ellen J.; Lawton, Leigh title: Understanding Student Work Experience: A Content-Analytic Approach date: 1990 words: 2059 flesch: 14 summary: UNDERSTANDING STUDENT WORK EXPERIENCE: A CONTENT-ANALYTIC APPROACH Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 198 UNDERSTANDING STUDENT WORK EXPERIENCE: A CONTENT-ANALYTIC APPROACH Ellen J. Kennedy and Leigh Lawton College of St. Thomas ABSTRACT There has been little research to date dealing with the process student’s go through in attempting to make sense of their Initial work experience. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: analysis; business; content; experience; internship; learning; simulation; student cache: absel-1816.pdf plain text: absel-1816.txt item: #645 of 2743 id: absel-1817 author: Keys, J. Bernard; Gooding, Carl title: Introducing Executive MBA Programs with Management Games date: 1990 words: 2016 flesch: 17 summary: INTRODUCING EXECUTIVE MBA PROGRAMS WITH MANAGEMENT GAMES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 199 INTRODUCING EXECUTIVE MBA PROGRAMS WITH MANAGEMENT GAMES Bernard Keys and Carl. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; course; game; learning; management; program; simulation; students cache: absel-1817.pdf plain text: absel-1817.txt item: #646 of 2743 id: absel-1818 author: Klein, Ronald D.; Hamilton, William C. title: An Analysis Of Improvement In Business Decision Outcome With Sequential Use Of Two Simulation Games date: 1990 words: 1811 flesch: 11 summary: AN ANALYSIS OF IMPROVEMENT IN BUSINESS DECISION OUTCOME WITH SEQUENTIAL USE OF TWO SIMULATION GAMES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 200 AN ANALYSIS OF IMPROVEMENT IN BUSINESS DECISION OUTCOME WITH SEQUENTIAL USE OF TWO SIMULATION GAMES Ronald D. Klein, Abbott turner School of Business, Columbus College William C. Hamilton, Abbott Turner School of Business, Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; decision; game; group; learning; management; simulation cache: absel-1818.pdf plain text: absel-1818.txt item: #647 of 2743 id: absel-1819 author: Kopp, Daniel C.; Shufeldt, Lois M. title: Teaching Business Policy Utilizing Mass Lecture and Individual Case Labs date: 1990 words: 1834 flesch: 15 summary: TEACHING BUSINESS POLICY UTILIZING MASS LECTURE AND INDIVIDUAL CASE LABS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 201 TEACHING BUSINESS POLICY UTILIZING MASS LECTURE AND INDIVIDUAL CASE LABS Daniel C. Kopp, Southwest Missouri State University Lois M. Shufeldt, Southwest Missouri State University ABSTRACT Traditionally, Business Policy has been taught utilizing small classes (25-30 students). Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: analysis; business; case; mass; policy; simulation; teaching cache: absel-1819.pdf plain text: absel-1819.txt item: #648 of 2743 id: absel-1820 author: McEvoy, Glenn M.; Buller, Paul F. title: Potholes Along Road To Evaluating Learning Outcomes: The Case Of Outdoor Management Training date: 1990 words: 1963 flesch: 19 summary: THE CASE OF OUTDOOR MANAGEMENT TRAINING Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 202 POTHOLES ALONG ROAD TO EVALUATING LEARNING OUTCOMES: THE CASE OF OUTDOOR MANAGEMENT TRAINING Glenn M. McEvoy, Utah State University Paul F. Buller, Gonzaga University ABSTRACT Using experiences from an assessment of en outdoor management training program, this paper examines issues in training evaluation that are not often addressed. Future training evaluation research needs to approach the problem from a broader perspective, possibly using ideograph qualitative research techniques, to capture important intangible changes that often accompany management training programs. keywords: business; evaluation; learning; management; program; simulation; training cache: absel-1820.pdf plain text: absel-1820.txt item: #649 of 2743 id: absel-1821 author: Mehlhoff, Carol E.; Mauldin, Sue title: Experiential Learning For Interior Design Students: Using CADD, Lotus 1-2-3, and WordPerfect date: 1990 words: 1678 flesch: 9 summary: EXPERIENTIAL LEARNING FOR INTERIOR DESIGN STUDENTS: USING CADD, LOTUS 1-2-3, AND WORDPERFECT Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 203 EXPERIENTIAL LEARNING FOR INTERIOR DESIGN STUDENTS: Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; computer; design; learning; management; simulation; students cache: absel-1821.pdf plain text: absel-1821.txt item: #650 of 2743 id: absel-1822 author: Moschella, Paul title: Cognitive Learning using a Computer-Based, Qualitative Interactive Business Simulation date: 1990 words: 1727 flesch: 9 summary: A COMPUTER-BASED, QUALITATIVE INTERACTIVE BUSINESS SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 17, Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; case; computer; learning; management; performance; simulation cache: absel-1822.pdf plain text: absel-1822.txt item: #651 of 2743 id: absel-1823 author: Oppenheimer, Robert J.; Wiesner, Willi title: Sex Discrimination: Does the Woman get the Job or Does the Best 'Man' Win? date: 1990 words: 1975 flesch: 17 summary: SEX DISCRIMINATION: DOES THE WOMAN GET THE JOB OR DOES THE BEST ‘MAN’ WIN? Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 205 SEX DISCRIMINATION: DOES THE WOMAN GET THE JOB OR DOES THE BEST ‘MAN’ WIN? Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; exercise; female; job; learning; police; simulation cache: absel-1823.pdf plain text: absel-1823.txt item: #652 of 2743 id: absel-1824 author: Overby, John D. title: A Search for Visual Aids to Support Experiential Learning Through the 1990’s date: 1990 words: 1961 flesch: 15 summary: A SEARCH FOR VISUAL AIDS TO SUPPORT EXPERIENTIAL LEARNING THROUGH THE 1990’S Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 206 A SEARCH FOR VISUAL AIDS TO SUPPORT EXPERIENTIAL LEARNING THROUGH THE 1990’S John D. Overby, The University of Tennessee at Martin ABSTRACT This paper argues the proposition that currently and throughout the 1990’s, the best media available as a means of visually aiding student’s learning is the utilization of photographic slide presentations. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: aid; aids; business; learning; management; model; simulation; student cache: absel-1824.pdf plain text: absel-1824.txt item: #653 of 2743 id: absel-1825 author: Pettijohn, Charles E.; Pettijohn, Linda S.; Parker, R. Stephen; Burnett, Melissa S. title: An Experimental Analysis of the Effectiveness of Student Role-Playing in Sales Training date: 1990 words: 1707 flesch: 11 summary: AN EXPERIMENTAL ANALYSIS OF THE EFFECTIVENESS OF STUDENT ROLE-PLAYING IN SALES TRAINING Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 207 AN EXPERIMENTAL ANALYSIS OF THE EFFECTIVENESS OF STUDENT ROLE-PLAYING IN SALES TRAINING Charles E. Pettijohn, Southwest Missouri State University Linda S. Pettijohn, Southwest Missouri State University R. Stephen Parker, Southwest Missouri State University Melissa S. Burnett, Southwest Missouri State University ABSTRACT The following study investigated the effectiveness of role- playing as a learning device in Personal Selling classes. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; exercises; learning; playing; role; simulation; student cache: absel-1825.pdf plain text: absel-1825.txt item: #654 of 2743 id: absel-1826 author: Pfaff, John F. title: How to have Students Learn More from their Term Projects date: 1990 words: 2077 flesch: 15 summary: HOW TO HAVE STUDENTS LEARN MORE FROM THEIR TERM PROJECTS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 208 HOW TO HAVE STUDENTS LEARN MORE FROM THEIR TERM PROJECTS John F. Pfaff, California State Polytechnic University, Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; class; learning; process; project; simulation; students; team cache: absel-1826.pdf plain text: absel-1826.txt item: #655 of 2743 id: absel-1827 author: Pitsiladis, Peter E.; Oppenheimer, Robert J. title: Self-Evaluation Exercise (See): An Assessment of Class Contribution date: 1990 words: 1691 flesch: 10 summary: SELF-EVALUATION EXERCISE (SEE): AN ASSESSMENT OF CLASS CONTRIBUTION Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 209 SELF-EVALUATION EXERCISE (SEE): AN ASSESSMENT OF CLASS CONTRIBUTION Peter E. Pitsiladis, Concordia University, Montreal, Canada Robert J. Oppenheimer, Concordia University, Montreal, Canada ABSTRACT This paper describes a structured approach for a self- assessment and feedback process that enables students to gain insights and understanding into their class contribution. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; class; contribution; evaluation; exercise; learning; simulation cache: absel-1827.pdf plain text: absel-1827.txt item: #656 of 2743 id: absel-1828 author: Schellenberger, Robert; Eckstein, Louis; Tomkiewicz, Joseph title: A Study of the Influence of Team Formation on Attitudes and Performance in Management Games date: 1990 words: 1749 flesch: 21 summary: A STUDY OF THE INFLUENCE OF TEAM FORMATION ON ATTITUDES AND PERFORMANCE IN MANAGEMENT GAMES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 210 A STUDY OF THE INFLUENCE OF TEAM FORMATION ON ATTITUDES AND PERFORMANCE IN MANAGEMENT GAMES Robert Schellenberger, East Carolina University Louis Eckstein, East Carolina University Joseph Tomkiewicz, East Carolina University ABSTRACT In this study of teams formed by self-selection versus being appointed, the performance of appointed teams is statistically higher than self-selected teams. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; course; management; performance; self; simulation; teams cache: absel-1828.pdf plain text: absel-1828.txt item: #657 of 2743 id: absel-1829 author: Schlesinger, R.J.; Vik, Gretchen N. title: A Hardware Based CIM Simulation Laboratory Model Test date: 1990 words: 1963 flesch: 18 summary: A HARDWARE BASED CIM SIMULATION LABORATORY MODEL TEST Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; computer; factory; laboratory; learning; management; simulation; students cache: absel-1829.pdf plain text: absel-1829.txt item: #658 of 2743 id: absel-1830 author: Schreier, James W.; Dondlinger, Timothy D. title: Substance Abuse in Organizations Micro Computer Training Modules date: 1990 words: 1856 flesch: 20 summary: SUBSTANCE ABUSE IN ORGANIZATIONS MICRO COMPUTER TRAINING MODULES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 212 SUBSTANCE ABUSE IN ORGANIZATIONS Micro Computer Training Modules James W. Schreier, Far Cliffs Consulting Timothy D. Dondlinger, Far Cliffs Consulting ABSTRACT Substance abuse in organizations is considered by experts to be a crisis in America. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: abuse; business; learning; management; problem; simulation; substance cache: absel-1830.pdf plain text: absel-1830.txt item: #659 of 2743 id: absel-1831 author: Schwartz, Robert G.; Teach, Richard D.; Letson, Samuel H. title: Teaching Forecasting, Cash Budgeting And Inventory Model, Building Using SBTools date: 1990 words: 2097 flesch: 20 summary: TEACHING FORECASTING, CASH BUDGETING AND INVENTORY MODEL, BUILDING USING SBTOOLS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 213 TEACHING FORECASTING, CASH BUDGETING AND INVENTORY MODEL, BUILDING USING SBTOOLS™ Robert G. Schwartz, Mercer University Richard D. Teach, Georgia Institute of Technology Samuel H. Letson, III, Mercer University ABSTRACT Students, entrepreneurs and small business owners have need to efficiently and effectively develop forecasting, cash budgeting, and inventory building and control models for business planning, whether for classroom or business development purposes. The references will be provided upon request Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; cash; computer; learning; sbtools; simulation; use cache: absel-1831.pdf plain text: absel-1831.txt item: #660 of 2743 id: absel-1832 author: Specht, Linda B.; Sandlin, Petrea K. title: A Comparison of the Effects of Experiential Learning Activities and Traditional Lecture Classes date: 1990 words: 1255 flesch: -27 summary: A COMPARISON OF THE EFFECTS OF EXPERIENTIAL LEARNING ACTIVITIES AND TRADITIONAL LECTURE CLASSES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 214 A COMPARISON OF THE EFFECTS OF EXPERIENTIAL LEARNING ACTIVITIES AND TRADITIONAL LECTURE CLASSES Linda B. Specht, Trinity University Petrea K. Sandlin, Trinity University ABSTRACT This study examines the effects of an experiential learning exercise used in an undergraduate accounting class, and compares the results to those attained when the traditional lecture method is used in another class. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; effects; learning; management; simulation; student cache: absel-1832.pdf plain text: absel-1832.txt item: #661 of 2743 id: absel-1833 author: Varble, Dale; Knight, Lawrence title: An Adjunct Writing Instruction Assistant, The Computer, With an Illustration date: 1990 words: 1936 flesch: 27 summary: AN ADJUNCT WRITING INSTRUCTION ASSISTANT, THE COMPUTER, WITH AN ILLUSTRATION Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 215 AN ADJUNCT WRITING INSTRUCTION ASSISTANT, THE COMPUTER, WITH AN ILLUSTRATION Dale Varble, Indiana State University Lawrence Knight, Indiana State University The results of employer surveys repeatedly emphasize the importance of writing skills in all fields of business. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: analysis; business; computer; learning; simulation; student; use; writing cache: absel-1833.pdf plain text: absel-1833.txt item: #662 of 2743 id: absel-1834 author: Walter, Clyde Kenneth title: Classroom Software for "ABC" Analysis date: 1990 words: 1979 flesch: 18 summary: CLASSROOM SOFTWARE FOR “ABC” ANALYSIS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 216 CLASSROOM SOFTWARE FOR “ABC” ANALYSIS Clyde Kenneth Walter Iowa State University ABSTRACT This paper describes a personal computer program developed for teaching the inventory control technique known as ABC analysis. As teaching staff and students come to see the advantages of computer presentations coupled with individual assignments, both sides will encourage development of additional programs of the type demonstrated by ‘ABC,’ Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: abc; business; computer; items; learning; simulation cache: absel-1834.pdf plain text: absel-1834.txt item: #663 of 2743 id: absel-1835 author: Wheatley, Walter J.; Cox, John L.; Roberts, Ralph M. title: Utilizing Information Processing Technology to Enhance the Business Policy Simulation Experience date: 1990 words: 1821 flesch: 3 summary: UTILIZING INFORMATION PROCESSING TECHNOLOGY TO ENHANCE THE BUSINESS POLICY SIMULATION EXPERIENCE Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 217 UTILIZING INFORMATION PROCESSING TECHNOLOGY TO ENHANCE THE BUSINESS POLICY SIMULATION EXPERIENCE Walter J. Wheatley, University of West Florida John L. Cox, University of Vest Florida Ralph M. Roberts, University of West Florida INTRODUCTION It is highly important that collegiate schools of business teach the application and use of Information technology, and additionally teach applications and uses at the strategic or policy level of the organization. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; computer; decision; expert; learning; management; simulation; students cache: absel-1835.pdf plain text: absel-1835.txt item: #664 of 2743 id: absel-1836 author: Whitney, Gary G. title: Progressive Cases date: 1990 words: 1909 flesch: 37 summary: PROGRESSIVE CASES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 218 PROGRESSIVE CASES Gary G. Whitney, University of San Diego ABSTRACT Participant’s get quickly involved as they defend their responses and argue their points in progressive cases. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; cases; learning; management; performance; response; simulation; tom cache: absel-1836.pdf plain text: absel-1836.txt item: #665 of 2743 id: absel-1837 author: Wiesner, Willi; Oppenheimer, Robert J. title: Realistic Job Previews vs. Traditional Job Previews: Experiencing the Differences and Understanding the Consequences date: 1990 words: 1856 flesch: 12 summary: EXPERIENCING THE DIFFERENCES AND UNDERSTANDING THE CONSEQUENCES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 219 REALISTIC JOB PREVIEWS VS. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; condition; job; learning; management; previews; simulation cache: absel-1837.pdf plain text: absel-1837.txt item: #666 of 2743 id: absel-1838 author: Wingender, John R. title: Investment Analysis Using the Pragmatic Multiplier Approach date: 1990 words: 1633 flesch: 12 summary: INVESTMENT ANALYSIS USING THE PRAGMATIC MULTIPLIER APPROACH Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 220 INVESTMENT ANALYSIS USING THE PRAGMATIC MULTIPLIER APPROACH John R. Wingender Oklahoma State University ABSTRACT This paper describes a fundamental analysis research project used in an MBA Investments course. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: analysis; approach; business; learning; simulation; students cache: absel-1838.pdf plain text: absel-1838.txt item: #667 of 2743 id: absel-1839 author: Woodruff, Charles K. title: A Computer Simulation Interface for Competitive and Firm Analyses date: 1990 words: 1872 flesch: 11 summary: A COMPUTER SIMULATION INTERFACE FOR COMPETITIVE AND FIRM ANALYSES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 221 A COMPUTER SIMULATION INTERFACE FOR COMPETITIVE AND FIRM ANALYSES Charles K. Woodruff, Winthrop College ABSTRACT A computer simulation interface procedure is described whereby the Business Management Laboratory business game was modified to generate data records compatible with dBASE III Plus microcomputer data base software. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: analysis; business; data; firm; game; simulation; student cache: absel-1839.pdf plain text: absel-1839.txt item: #668 of 2743 id: absel-1840 author: Wright, Penny L.; Brady, F. Neil title: Self-Assessment of Ethical Decision Making Predispositions date: 1990 words: 1906 flesch: 25 summary: SELF-ASSESSMENT OF ETHICAL DECISION MAKING PREDISPOSITIONS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 222 SELF-ASSESSMENT OF ETHICAL DECISION MAKING PREDISPOSITIONS Penny L. Wright and F. Neil Brady San Diego State University ABSTRACT This teaching model is designed to help business students better understand the distinction between a utilitarian and a formalist (“deontological”) approach to ethical decision making without going deeply into the theory of philosophy. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: analysis; business; decision; formalist; learning; simulation; students; utilitarian cache: absel-1840.pdf plain text: absel-1840.txt item: #669 of 2743 id: absel-1841 author: Brislin, Richard W. title: Preparing Managers For Overseas Assignments date: 1990 words: 1907 flesch: 19 summary: PREPARING MANAGERS FOR OVERSEAS ASSIGNMENTS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 223 PREPARING MANAGERS FOR OVERSEAS ASSIGNMENTS Richard W. Brislin East-West Center Honolulu, Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; janice; learning; management; people; performance; simulation cache: absel-1841.pdf plain text: absel-1841.txt item: #670 of 2743 id: absel-1842 author: Das, Monisha title: An Inquiry into Japanese Marketing: Workshop on Teaching Japanese Marketing date: 1990 words: 2044 flesch: 23 summary: AN INQUIRY INTO JAPANESE MARKETING: WORKSHOP ON TEACHING JAPANESE MARKETING Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 224 AN INQUIRY INTO JAPANESE MARKETING: WORKSHOP ON TEACHING JAPANESE MARKETING Monisha Das, Trenton State College ABSTRACT This workshop on teaching Japanese marketing covers a complete course module based on current research. keywords: business; course; japanese; learning; management; marketing; model; simulation; teaching cache: absel-1842.pdf plain text: absel-1842.txt item: #671 of 2743 id: absel-1843 author: Davis, Anne S.; Baten, Eugene C. title: The Performance Appraisal Feedback Interview: A Role-Play For Human Resources Management date: 1990 words: 1714 flesch: 12 summary: THE PERFORMANCE APPRAISAL FEEDBACK INTERVIEW: A ROLE-PLAY FOR HUMAN RESOURCES MANAGEMENT Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 226 THE PERFORMANCE APPRAISAL FEEDBACK INTERVIEW: A ROLE-PLAY FOR HUMAN RESOURCES MANAGEMENT Anne S. Davis and Eugene C. Baten Central Connecticut State University ABSTRACT A simulation is developed to train students of management to conduct an effective performance upon aspects of role-play and behavioral role modeling behavioral skills to conduct this form of interpersonal communication. St. Paul, MN: West Publishing Co. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: appraisal; business; feedback; interview; performance; role; simulation cache: absel-1843.pdf plain text: absel-1843.txt item: #672 of 2743 id: absel-1844 author: DeCormier, Ray A.; DeCormier, F. U.; Wright, M. D.; Focht, J. W. title: Teaching Counselor Selling Techniques date: 1990 words: 1923 flesch: 22 summary: TEACHING COUNSELOR SELLING TECHNIQUES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 227 TEACHING COUNSELOR SELLING TECHNIQUES Ray A. DeCormier, Ph.D. Central Connecticut State University Assistance: F.U. DeCormier, M.D. Wright & J.W. Focht ABSTRACT Last year, effort was spent introducing microskills. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; learning; management; performance; prospect; salesperson; simulation; student cache: absel-1844.pdf plain text: absel-1844.txt item: #673 of 2743 id: absel-1845 author: Golden, Peggy A.; Smith, Jerald R. title: Using Experiential Exercises to Teach International Topics date: 1990 words: 1241 flesch: -18 summary: USING EXPERIENTIAL EXERCISES TO TEACH INTERNATIONAL TOPICS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 228 USING EXPERIENTIAL EXERCISES TO TEACH INTERNATIONAL TOPICS Peggy A. Golden, University of Louisville Jerald. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; exercises; learning; management; performance; simulation cache: absel-1845.pdf plain text: absel-1845.txt item: #674 of 2743 id: absel-1846 author: Palia, Aspy P.; Yamamura, Hiroshi; Cross, Larry; Faria, A. J.; Dickinson, John R.; Roussos, Dean S. title: International Management Simulation Gaming Current Status And Future Developments date: 1990 words: 1654 flesch: -3 summary: Matching Environmental Uncertainty and Organizational Configuration An Instructional Computer Simulation of Tampering in QC Executive Evaluation of Student Learning in the Looking Glass Simulation Group Personality Composition and Total Enterprise Simulation Performance An Expert System for Selecting Analytical Techniques for Analyzing Marketing Research Data Effects of Cognitive Styles on Responses in an In-Basket Simulation A Psychometric Analysis of Kolb's Revised Learning Style-Inventory Selecting and Developing Experiential Exercises Using Movies Application of a Real-World Strategic Management Model in the Classroom Demand Equations which Include Product Attributes Consumption as the Objective in Computer-Scored Total Enterprise Simulations The Effects of Decision Format and Evaluation on Simulation Performance, Decision Time, and Team Cohesion The Effects of Computer Related Assignments on Student Performance in Business Administration The Money Game: A Dynamic Simulation Including Random Shocks for Money and Banking Courses Methods for Evaluating Performance on Business Simulations: A Survey The Effects of Synergogy on the Policy Course: Significant Improvements in Student Learning and Teacher Evaluation Conditions and Outcomes of Trust in a Two-Person Bargaining Exercise Bankgame Enhancing Computer Business Simulation with the Use of VGA Graphics An Experiential Approach to Entrepreneurship An Advanced Simulation Method (ASM) for Multiple Objective Problems The Influence of Experiential learning Techniques on Student Recognition of Non-Primary Learning Styles Negotiating Mergers and Acquisitions: A Cocktail Napkin Approach Identification of Unintended Effects in Experiential Laboratory Exercises An Experimental Comparison of Paper and Pencil and Computer Aided Decision Support Tools Porting a Simulation from the IBM World to the Macintosh World A Transaction Cost Analysis of Experiential Learning The Development of Experiential Exercises for Courses in Entrepreneurship and Small Business Management The Assessment Center as and Experiential Classroom Exercise Pricing Strategy Algorithms for Playing Business Simulations Organizational Structures for International Operations: An Experiential Activity Simulation Emphasis in the Business School Capstone Course An Integrated Approach to Computerizing the Business Curriculum Cross-Cultural Business Negotiations Exercise Organizational Socialization and Gender Differences in Students at Work Understanding Student Work Experience: A Content-Analytic Approach Introducing Executive MBA Programs with Management Games An Analysis of Improvement in Business Decision Outcome with Sequential Use of Two Simulation Games INTERNATIONAL MANAGEMENT SIMULATION GAMING CURRENT STATUS AND FUTURE DEVELOPMENTS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 229 INTERNATIONAL MANAGEMENT SIMULATION GAMING CURRENT STATUS AND FUTURE DEVELOPMENTS Aspy P. Palia, University of Hawaii at Manoa Hiroshi Yamamura and Larry Cross, Japan-American Institute of Management Science A.J. Faria and J.R. Dickinson, University of Windsor Dean S. Roussos, Youngstown State University ABSTRACT The focus of this panel/workshop will be on the current status of international management simulation games and needed developments in international management games to serve the growing needs of business schools and executive training programs for more sophisticated international training. keywords: business; decision; international; learning; management; marketing; simulation cache: absel-1846.pdf plain text: absel-1846.txt item: #675 of 2743 id: absel-1847 author: Sanders, Patricia; Gomolka, Eugene G.; Thurman, James B.; Ward, William A.; Rishel, Tracy title: A Realism Comparison of Simulation Technologies/Methodologies date: 1990 words: 1780 flesch: 5 summary: A REALISM COMPARISON OF SIMULATION TECHNOLOGIES/METHODOLOGIES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 230 A REALISM COMPARISON OF SIMULATION TECHNOLOGIES/METHODOLOGIES Patricia Sanders, Central Connecticut State University- Eugene G. Gomolka, University of Dayton James B. Thurman, George Washington University William A. Ward, Susquehanna University Tracy Rishel, Susquehanna University SYMPOSIUM OVERVIEW The five members of the symposium will present comparative data and findings concerned with two simulation technologies/methodologies. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; exercises; learning; management; methodologies; realism; simulation; technologies cache: absel-1847.pdf plain text: absel-1847.txt item: #676 of 2743 id: absel-1848 author: Weihrich, Heinz title: A Time-Efficient Game to Illustrate Concepts Taught in Management Courses and Management Development Programs date: 1990 words: 1659 flesch: 11 summary: A TIME-EFFICIENT GAME TO ILLUSTRATE CONCEPTS TAUGHT IN MANAGEMENT COURSES AND MANAGEMENT DEVELOPMENT PROGRAMS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 231 A TIME-EFFICIENT GAME TO ILLUSTRATE CONCEPTS TAUGHT IN MANAGEMENT COURSES AND MANAGEMENT DEVELOPMENT PROGRAMS Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; concepts; game; group; learning; management; simulation cache: absel-1848.pdf plain text: absel-1848.txt item: #677 of 2743 id: absel-1849 author: Whitney, Gary; Pray, Thomas F.; Methe, David title: Teaching The Management Of Technology date: 1990 words: 1322 flesch: 7 summary: TEACHING THE MANAGEMENT OF TECHNOLOGY Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 232 TEACHING THE MANAGEMENT OF TECHNOLOGY Gary Whitney, University of San Diego Tom Pray, Rochester Institute of Technology David Methe Rochester Institute of Technology ABSTRACT Management of Technology Courses will be offered at more schools in the 1990s hut there in no widely accepted definition of what the course should include nor how it should be taught. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; course; learning; management; simulation; teaching; technology cache: absel-1849.pdf plain text: absel-1849.txt item: #678 of 2743 id: absel-1850 author: Yuen, Edith C.; Lim, Vivien title: The Concept of Face” and the Application of Experiential Exercises in an Oriental Culture date: 1990 words: 1823 flesch: 10 summary: THE CONCEPT OF FACE” AND THE APPLICATION OF EXPERIENTIAL EXERCISES IN AN ORIENTAL CULTURE Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 233 THE CONCEPT OF FACE” AND THE APPLICATION OF EXPERIENTIAL EXERCISES IN AN ORIENTAL CULTURE EDITH C. YUEN, NATIONAL UNIVERSITY OF SINGAPORE VIVIEN LIM, NATIONAL UNIVERSITY OF SINGAPORE ABSTRACT The experiential exercise is a learning tool developed in the west to facilitate learning by making learners responsible for the learning process. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team keywords: business; disclosure; face; learning; self; simulation; willingness cache: absel-1850.pdf plain text: absel-1850.txt item: #679 of 2743 id: absel-1851 author: Magruder, Scott; Hunt, David title: Quality Control Circles; Towards a Computerized Simulation date: 1989 words: 3107 flesch: 46 summary: Although there are many languages designed specifically for writing simulations, and there are even languages written to simulate production lines, the requirement of making QC’s and Deming's approach part of the model requires the writing of the program from scratch. One of these techniques is the concept of Quality Circles. keywords: business; line; management; model; production; quality; simulation cache: absel-1851.pdf plain text: absel-1851.txt item: #680 of 2743 id: absel-1852 author: Knotts, Ulysses S.; Parrish, Leo G.; Caro, Denis H. J. title: The Canadian Hospital Executive Simulation System (Chess) date: 1989 words: 3459 flesch: 36 summary: TABLE 2 Area demand for active treatment hospital care is basically a function of the service area population. The report also contains averages of comparable data items for other hospitals in the exercise. keywords: business; canadian; care; chess; health; hospital; management; model; simulation cache: absel-1852.pdf plain text: absel-1852.txt item: #681 of 2743 id: absel-1853 author: McAllister, Daniel W. title: The Impact of Using Group Performance Evaluation as an Experiential Exercise date: 1989 words: 2632 flesch: 44 summary: One of the questions addressed by those in attendance focused on the impact of the experience of Group Performance Evaluation and its effect on the behavior and experience of group members. Specifically, does the use of Group Performance Evaluation result in higher levels of motivation, commitment, performance, and satisfaction for individual members and improved results for the group? keywords: discussion; evaluation; group; group performance; performance; performance evaluation cache: absel-1853.pdf plain text: absel-1853.txt item: #682 of 2743 id: absel-1854 author: Wheatley, Walter J.; Armstrong, Terry R.; Maddox, E. Nick title: The Impact of Leader and Team Member Characteristics upon Simulation Performance: A Start-Up Study date: 1989 words: 3207 flesch: 36 summary: Future studies, of this nature, should examine the impact of these behavioral variables upon profitability measures in longitudinal settings and should investigate other types of team performance variables that take into account team synergism. Thus, the importance of leadership styles to the growth and prosperity of an organization cannot be understated. keywords: business; cohesiveness; control; leadership; locus; performance; simulation; study; style; team cache: absel-1854.pdf plain text: absel-1854.txt item: #683 of 2743 id: absel-1855 author: Graf, Lee A.; Hemmasi, Masoud title: Planning For Career Success: Is Where You Are Going Where You Really Want To Be? date: 1989 words: 3407 flesch: 50 summary: Exercise 3, Plan for Job/Career Success, involves development of both short-term action plans for job success (Part a) and long-term strategies for career success (Part b). It will give you the opportunity to reevaluate job and career plans while there is still time to refocus your education and experience. keywords: business; career; exercise; job; planning; simulation; success; work cache: absel-1855.pdf plain text: absel-1855.txt item: #684 of 2743 id: absel-1856 author: Gold, Steven C.; Pray, Thomas F. title: The Production Frontier Modeling Production in Computerized Business Simulations date: 1989 words: 4825 flesch: 40 summary: X2 SX2 * (1-WRM%) (13) where: X2 the effective raw material input sx2 = scheduled raw material usage wRM% = the waste percentage CAPITAL INTENSIFICATION ISSUES In much the same fashion, capital inputs may be altered to impact productivity. The paper has five goals: (1) to summarize the properties of production theory, in both the short-run and long-run, that are most relevant to the modeling of business and management simulations; (2) to review some of the ways in which the production function has been modeled in contemporary business and management simulations; (3) to develop a production system that embodies the following key theoretical production properties: a multiplicative functional form, where the marginal product of each input depends on the level of the other inputs, points of inflection for each input, variable output elasticities, and increasing and decreasing returns to scale; (4) to detail the equations derived from the production system that are needed to define the parameters of the system. keywords: business; input; labor; output; production; returns; scale; simulation cache: absel-1856.pdf plain text: absel-1856.txt item: #685 of 2743 id: absel-1857 author: Wolfe, Joseph; Jackson, Ralph title: An Investigation of The Need For Valid Business Game Algorithms date: 1989 words: 5698 flesch: 37 summary: LITERATURE REVIEW The topic of game realism resides in a number of basic yet overlapping literatures: the field of operational gaming as a subset of micro-economic theory, educational assessment, and decision theory combined with cognitive psychology. In a similar sense regarding game realism and student involvement Dukes and Wailer (1976), after having evaluated six short games for realism, found a game’s subjectively-assessed value was a function of the following game features: keywords: algorithms; business; demand; error; game; gaming; learning; management; performance; pray; realism; reality; simulation; study; validity cache: absel-1857.pdf plain text: absel-1857.txt item: #686 of 2743 id: absel-1858 author: Thavikulwat, Precha title: Modeling the Human Component of Computerized Business Simulations date: 1989 words: 2012 flesch: 25 summary: Teach, Dick D. (1984), ‘Using Spatial Relationships to Estimate Demand in Business Simulations,” Developments in Business Simulation and Experiential Exercises, 11, 244-246. The Production Frontier: Modeling Production in the Computerized business Simulation A Study of the Need for Valid Business Game Algorithms Modeling the Human Component of Business Simulations A Stimulating Simulation in International Business Business Ethics, Experiential Exercises and Simulation Games Collective Bargaining Simulation: Adding Reality Through Point Scoring The Use of Experiential Teaching Techniques: Creativity vs. Conformity Visualization and Guided Imagery in the Organization Behavior Class: An Experiential Exploratory Approach Arranging an Agenda: An Activity on Running Better Meetings Harried Harry: An Experiential Capstone for Students of Organizational Behavior Coping with Stress: An Experiential Exercise Fairness in the Classroom: An Empirical Extension of the Notion of Organizational Justice A Study of the Relationship Between Student Final Exam Performance and Simulation Game Participation Competency Based Development: A Management Development Exercise Simulation Performance Revisited: The Fit Between Instructor Style and Learning Style An Evaluation and Application of an Instrument for Measuring Pedagogical Effectiveness A Knowledge Based System to Support Reasoning by Analogy for Business Simulation Gaming using Forecasting Accuracy as a Measure of Success in Business Simulations The Development of Algorithmic Functional Business Games Strategy Design, Process and Implementation in an Unstable/Complex Environment: A Second Exploratory Study Simulation Integration Contrasts Between MBAs and Undergraduates in the Capstone Policy Course An Investigation of the Real World Usefulness of a Strategy and Policy Course Using a Business Simulation Framework Duel (sic) Views of Internships, as Experiential Learning The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - An Exploratory Study An Investigation of the Relationship Between Formal Planning and Simulation Team Performance Under Changing Environmental conditions Sensitivity Analysis with the Complete IFPS/Personal Student Analysis Package: A marketing Decision Support System A New Approach to Teaching Salesmanship using Persona, Microskills, and a Sales Process A Rational Case for Synthetic Experience as a Prime Ingredient in the Marketing Curriculum SalesHire: A Microcomputer-Based Salesperson Selection Exercise TRANSECON: keywords: business; cost; developments; exercises; simulation; training cache: absel-1858.pdf plain text: absel-1858.txt item: #687 of 2743 id: absel-1859 author: Axe, Harry S. title: A Stimulating Simulation in International Business Negotiations with a Japanese Company date: 1989 words: 4877 flesch: 42 summary: No firm generalization for all such games can be inferred from this analysis of test results or student attitudes to measure student performance when comparing game results to test results before and after lecture discussion and the negotiation game in this course. This type of exercise should be extremely valuable to American and other students of international business and practitioners preparing for business negotiations with the Japanese. keywords: american; business; course; game; international; japanese; negotiations; simulation; smithkline; students; study; test cache: absel-1859.pdf plain text: absel-1859.txt item: #688 of 2743 id: absel-1860 author: Fritzsche, David J.; Rosenberg, Richard D. title: Business Ethics, Experiential Exercises And Simulation Games date: 1989 words: 3820 flesch: 36 summary: BUSINESS ETHICS, EXPERIENTIAL EXERCISES AND SIMULATION GAMES Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 46 BUSINESS ETHICS, EXPERIENTIAL EXERCISES AND SIMULATION GAMES David J. Fritzsche, University of Portland Richard D. Rosenberg, Technion - Israel Institute of Technology ABSTRACT To date the literature is nearly mute with respect to linking ethics to experiential activities. Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 47 Business Ethics in Action is a computer-based simulation created to provide a realistic educational instrument for use in teaching business ethics as part of the business decision process. keywords: business; company; decision; ethics; exercises; issues; management; market; sales; simulation cache: absel-1860.pdf plain text: absel-1860.txt item: #689 of 2743 id: absel-1861 author: Fowler, Aubrey; Bushardt, Stephen title: Collective Bargaining Simulation: Adding Reality through Point Scoring date: 1989 words: 2662 flesch: 46 summary: It also insures that the results achieved by different sets of bargaining teams will be comparable since each “contract” will include clauses covering the same issues. ADDING REALITY THROUGH POINT SCORING Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 50 COLLECTIVE BARGAINING SIMULATION: keywords: bargaining; exercise; simulation; teams; time; union cache: absel-1861.pdf plain text: absel-1861.txt item: #690 of 2743 id: absel-1862 author: Ward, William A.; Gomolka, Eugene G. title: The Use of Experiential Teaching Techniques: Creativity vs. Conformity date: 1989 words: 2619 flesch: 37 summary: The Production Frontier: Modeling Production in the Computerized business Simulation A Study of the Need for Valid Business Game Algorithms Modeling the Human Component of Business Simulations A Stimulating Simulation in International Business Business Ethics, Experiential Exercises and Simulation Games Collective Bargaining Simulation: Adding Reality Through Point Scoring The Use of Experiential Teaching Techniques: Creativity vs. Conformity Visualization and Guided Imagery in the Organization Behavior Class: An Experiential Exploratory Approach Arranging an Agenda: An Activity on Running Better Meetings Harried Harry: An Experiential Capstone for Students of Organizational Behavior Coping with Stress: An Experiential Exercise Fairness in the Classroom: An Empirical Extension of the Notion of Organizational Justice A Study of the Relationship Between Student Final Exam Performance and Simulation Game Participation Competency Based Development: A Management Development Exercise Simulation Performance Revisited: The Fit Between Instructor Style and Learning Style An Evaluation and Application of an Instrument for Measuring Pedagogical Effectiveness A Knowledge Based System to Support Reasoning by Analogy for Business Simulation Gaming using Forecasting Accuracy as a Measure of Success in Business Simulations The Development of Algorithmic Functional Business Games Strategy Design, Process and Implementation in an Unstable/Complex Environment: A Second Exploratory Study Simulation Integration Contrasts Between MBAs and Undergraduates in the Capstone Policy Course An Investigation of the Real World Usefulness of a Strategy and Policy Course Using a Business Simulation Framework Duel (sic) Views of Internships, as Experiential Learning The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - An Exploratory Study An Investigation of the Relationship Between Formal Planning and Simulation Team Performance Under Changing Environmental conditions Sensitivity Analysis with the Complete IFPS/Personal Student Analysis Package: A marketing Decision Support System A New Approach to Teaching Salesmanship using Persona, Microskills, and a Sales Process A Rational Case for Synthetic Experience as a Prime Ingredient in the Marketing Curriculum SalesHire: A Microcomputer-Based Salesperson Selection Exercise TRANSECON: THE USE OF EXPERIENTIAL TEACHING TECHNIQUES: CREATIVITY vs. CONFORMITY Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 53 THE USE OF EXPERIENTIAL TEACHING TECHNIQUES: CREATIVITY vs. CONFORMITY William A. Ward, Alan R. Warehime Professor of Business Administration, Sigmund Weis School of Business, Susquehanna University Selinsgrove, PA 11870 And Eugene G. Gomolka, Professor and Chairman, Department of Management, University of Dayton, Dayton, Ohio 45469 keywords: business; editors; management; proceedings; teaching; techniques; use cache: absel-1862.pdf plain text: absel-1862.txt item: #691 of 2743 id: absel-1863 author: Maddox, E. Nick; Wheatley, Walter .J.; Anthony, William P. title: Visualization and Guided Imagery in the Organizational Behavior Class: An Experiential, Exploratory Approach date: 1989 words: 4374 flesch: 46 summary: A growing area of interest is the application of mental Imagery or imaginal techniques in training, creativity, problem-solving, and strategic planning venues (Anthony, Wager, Maddox, & Wheatley, 1988; Maddox, 1987; Wheatley, 1985). In general, imaginal techniques have been rarely applied to the O.B. classroom, although Lau and Shani (1988) have recently added a visualization technique to the O.B. textbook. keywords: business; class; imagery; learning; management; mental; practice; simulation; students; techniques; use cache: absel-1863.pdf plain text: absel-1863.txt item: #692 of 2743 id: absel-1864 author: Seltzer, Joseph title: Arranging an Agenda: An Activity on Running Better Meetings date: 1989 words: 2251 flesch: 57 summary: ARRANGING AN AGENDA: AN ACTIVITY ON RUNNING BETTER MEETINGS Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 62 ARRANGING AN AGENDA: AN ACTIVITY ON RUNNING BETTER MEETINGS Joseph Seltzer, La Salle University ABSTRACT An experiential exercise was designed to encourage discussion of how to set an agenda and run a meeting. Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 63 ____ e) keywords: agenda; items; lee; meeting; people; simulation cache: absel-1864.pdf plain text: absel-1864.txt item: #693 of 2743 id: absel-1865 author: Corner, Debra R. title: Harried Harry: An Experiential Capstone for Students of Organizational Behavior date: 1989 words: 3980 flesch: 46 summary: Your peers (the other supervisors), as well as your boss, a senior supervisor, share your resentment toward manager Harry Carry for hiring Scott -- a college graduate who knows nothing about the purchasing, preparation, or serving of food - instead of promoting a talented individual from the department. Give observers about 10 minutes to provide feedback on group behavior. keywords: business; department; dining; goodway; group; harry; manager; scott; services; simulation cache: absel-1865.pdf plain text: absel-1865.txt item: #694 of 2743 id: absel-1866 author: Graf, Lee A.; Hemmasi, Masoud title: Coping with Stress date: 1989 words: 4757 flesch: 55 summary: This experiential exercise will provide you with the opportunity to evaluate whether you are a person prone to stress tendencies, judge the amount of stress with which you presently cope, identify the situations you encounter that are particularly stressful, and determine techniques for coping with these stressful situations. Your instructor will provide you with additional information related to stress. keywords: change; exercise; participants; quiz; simulation; situations; stress; type cache: absel-1866.pdf plain text: absel-1866.txt item: #695 of 2743 id: absel-1867 author: Oppenheimer, Robert J. title: Fairness in the Classroom: An Empirical Extension of the Notion of Organizational Justice date: 1989 words: 2138 flesch: 42 summary: The Production Frontier: Modeling Production in the Computerized business Simulation A Study of the Need for Valid Business Game Algorithms Modeling the Human Component of Business Simulations A Stimulating Simulation in International Business Business Ethics, Experiential Exercises and Simulation Games Collective Bargaining Simulation: Adding Reality Through Point Scoring The Use of Experiential Teaching Techniques: Creativity vs. Conformity Visualization and Guided Imagery in the Organization Behavior Class: An Experiential Exploratory Approach Arranging an Agenda: An Activity on Running Better Meetings Harried Harry: An Experiential Capstone for Students of Organizational Behavior Coping with Stress: An Experiential Exercise Fairness in the Classroom: An Empirical Extension of the Notion of Organizational Justice A Study of the Relationship Between Student Final Exam Performance and Simulation Game Participation Competency Based Development: A Management Development Exercise Simulation Performance Revisited: The Fit Between Instructor Style and Learning Style An Evaluation and Application of an Instrument for Measuring Pedagogical Effectiveness A Knowledge Based System to Support Reasoning by Analogy for Business Simulation Gaming using Forecasting Accuracy as a Measure of Success in Business Simulations The Development of Algorithmic Functional Business Games Strategy Design, Process and Implementation in an Unstable/Complex Environment: A Second Exploratory Study Simulation Integration Contrasts Between MBAs and Undergraduates in the Capstone Policy Course An Investigation of the Real World Usefulness of a Strategy and Policy Course Using a Business Simulation Framework Duel (sic) Views of Internships, as Experiential Learning The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - An Exploratory Study An Investigation of the Relationship Between Formal Planning and Simulation Team Performance Under Changing Environmental conditions Sensitivity Analysis with the Complete IFPS/Personal Student Analysis Package: A marketing Decision Support System A New Approach to Teaching Salesmanship using Persona, Microskills, and a Sales Process A Rational Case for Synthetic Experience as a Prime Ingredient in the Marketing Curriculum SalesHire: A Microcomputer-Based Salesperson Selection Exercise TRANSECON: FAIRNESS IN THE CLASSROOM: AN EMPIRICAL EXTENSION OF THE NOTION OF ORGANIZATIONAL JUSTICE Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 75 FAIRNESS IN THE CLASSROOM: AN EMPIRICAL EXTENSION OF THE NOTION OF ORGANIZATIONAL JUSTICE Robert J. Oppenheimer, Concordia University ABSTRACT A strategy for enhancing perceptions of fairness in the classroom was empirically tested. keywords: business; class; fairness; grades; simulation; students cache: absel-1867.pdf plain text: absel-1867.txt item: #696 of 2743 id: absel-1868 author: Whiteley, T. Richard; Faria, A. J. title: A Study of the Relationship between Student Final Exam Performance and Simulation Game Participation date: 1989 words: 4387 flesch: 44 summary: Wolfe, J. and T. I. Chacko (1982), “The effects of different team sizes on business game performance”, in D. J. Fritsche and L. A. Graf (eds.) A great deal of research has investigated (1) the factors thought to affect the simulation learning environment and simulation performance (e.g., Brenenstuhl and Badgett. 1977; Walker, 1979; Gentry, 1980; Trinkaus, 1980; Edge and Remus, 1984; Hsu, 1984; Faria, 1986), (2) the learning aspects of the business game approach to instruction (e.g., Biggs, 1975; Biggs and Greenlaw, 1976; Edwards, 1987; Hall, 1987), and (3) the relative educational benefits of simulation games versus other teaching methods. keywords: business; exam; game; learning; performance; simulation; student; study cache: absel-1868.pdf plain text: absel-1868.txt item: #697 of 2743 id: absel-1869 author: McAfee, R. Bruce; Champagne, Paul J.; Quarstein, Vernon A. title: Competency Based Development: A Management Development Exercise date: 1989 words: 3545 flesch: 45 summary: CONDUCTING THE EXERCISE Prior to beginning the exercise, students were introduced to the concept of competency based employee development and the stages described previously were explained. A MANAGEMENT DEVELOPMENT EXERCISE R. Bruce McAfee, Old Dominion University Paul J. Champagne, Old Dominion University Vernon A. Quarstein, Old Dominion University ABSTRACT The exercise focuses on a currently popular concept in the field of employee development; competency based management development. keywords: competency; development; employee; exercise; simulation; skills; step; students cache: absel-1869.pdf plain text: absel-1869.txt item: #698 of 2743 id: absel-1870 author: Golden, Peggy A.; Smith, Jerald R. title: Simulation Performance Revisited: The Fit between Instructor Style and Learning Style date: 1989 words: 2549 flesch: 30 summary: SIMULATION PERFORMANCE REVISITED: THE FIT BETWEEN INSTRUCTOR STYLE AND LEARNING STYLE Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 89 Simulation Performance Revisited: The Fit Between Instructor Style and Learning Style Peggy A. Golden, University of Louisville Jerald R. Smith, University of Louisville ABSTRACT The issue of simulation performance has been explored from many angles. Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 90 Instructor-Learner Fit and performance In the discussion above, the contingency notion of fit between the instructor and learner is proposed. keywords: business; experiential; individual; instructor; learning; performance; simulation; style cache: absel-1870.pdf plain text: absel-1870.txt item: #699 of 2743 id: absel-1871 author: Anderson, Philip H.; Lawton, Leigh title: A Evaluation And Application Of An Instrument For Measuring Pedagogical Effectiveness date: 1989 words: 3756 flesch: 54 summary: The cases were typical of business policy course cases, designed to integrate the functions of business. The students surveyed perceived cases and simulations as affecting their skill in working with a group. keywords: business; cases; factor; group; learning; simulation; students cache: absel-1871.pdf plain text: absel-1871.txt item: #700 of 2743 id: absel-1872 author: Rajkurnar, T. M.; Barton, Richard F. title: Knowledge Based System To Support Reasoning by Analogy for Business Simulation Gaming date: 1989 words: 3854 flesch: 43 summary: Typically in knowledge based systems, much like expert systems, the knowledge of the problem domain may be encoded as production rules (rule based systems) or as frame based systems. In answer to these criticisms, knowledge based systems are appearing which can help managers identify problems and assist in many phases of problem solving. keywords: base; business; decision; firms; game; knowledge; simulation; system; user cache: absel-1872.pdf plain text: absel-1872.txt item: #701 of 2743 id: absel-1873 author: Teach, Richard D. title: Using Forecasting Accuracy As A Measure Of Success In Business Simulations date: 1989 words: 4853 flesch: 46 summary: A fairly large literature base exists on attempts to predict simulation performance using a priori variables. Wolfe and Box (1988) studied the cohesion which takes place while playing a business simulation and linked this variable to performance, and Wolfe and Chacko (1983) researched team size as it affected simulation performance. keywords: business; business simulation; errors; firms; forecasting; market; performance; period; profits; simulation cache: absel-1873.pdf plain text: absel-1873.txt item: #702 of 2743 id: absel-1874 author: Greenlaw, Paul S. title: The Development of Algorithmic Functional Business Games date: 1989 words: 3096 flesch: 45 summary: It is this author’s opinion that algorithmic games will be enhanced considerably by the use of the PC which, in turn, opens the door to the possibility of decision support systems. Thus, there will be more time affordable to make more decisions support analyses and game decisions ceteris paribus. keywords: algorithms; business; decision; game; learning; management; simulation; support cache: absel-1874.pdf plain text: absel-1874.txt item: #703 of 2743 id: absel-1875 author: Wolfe, Joseph; Gosenpud, Jerry title: Strategy Design, Process and Implementation in an Unstable/Complex Environment: A Second Exploratory Study date: 1989 words: 5112 flesch: 45 summary: The second purpose is to ascertain the conformity between the decision making procedures employed by simulation teams versus those procedures used by real world decision makers. Combining the results of both studies in this series, it is clear that discernible organizational learning and development takes place within simulation teams. keywords: business; decision; environment; firm; game; making; simulation; strategy; study; team cache: absel-1875.pdf plain text: absel-1875.txt item: #704 of 2743 id: absel-1876 author: Patz, Alan L. title: Simulation Integration Contrasts Between MBAs and Undergraduates in the Capstone Policy Course date: 1989 words: 4202 flesch: 44 summary: Compared to a required policy course, students prefer a general issues in management course to a general management issues course. That is, It is entirely possible for students to prefer a general issues in management course without having such a preference related in any way to a “not-required’ or “elective” general management Issues course choice. keywords: bba; business; course; experience; issues; management; mba; mbas; policy; simulation cache: absel-1876.pdf plain text: absel-1876.txt item: #705 of 2743 id: absel-1877 author: Gautschi, Theodore F. title: An Investigation of the Real World Usefulness of a Strategy and Policy Course Using a Business Simulation Framework date: 1989 words: 4018 flesch: 47 summary: f this course to the individual student, and its usefulness in integrating other courses is perceived to be high. Since 1982 Bryant College has been using a mixture of techniques--simulation, experiential learning, case studies and lectures--primarily within a business simulation framework for teaching the MBA capstone Strategy and Policy course, The same format has been used throughout; however, there has been some “fine tuning resulting from student critique, but nothing basic has been changed. keywords: business; course; management; questions; responses; simulation; students; time cache: absel-1877.pdf plain text: absel-1877.txt item: #706 of 2743 id: absel-1878 author: Gentry, James W.; Giamartino, Gary A. title: DUEL (sic) Views of Internships as Experiential Learning date: 1989 words: 3502 flesch: 39 summary: SUGGESTIONS AND CONCLUSIONS While a detailed presentation of internship guidelines is beyond the scope of this paper, The following are some suggested ways in which internship programs might be improved: 1) Standardize expectations for academic requirements to obtain academic credit. The theory or process by which learning is supposed to occur in internship programs should be clearly articulated. keywords: absel; business; experience; faculty; internship; learning; simulation; student; university cache: absel-1878.pdf plain text: absel-1878.txt item: #707 of 2743 id: absel-1879 author: Affisco, John F.; Chanin, Michael N. title: The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - An Exploratory Study date: 1989 words: 3748 flesch: 40 summary: In general, the findings of this research provide no support for the premise that the use of Decision Support Systems improves small group decision making effectiveness. Thus, while it provides a modelling and calculation capability, no provision is made for assisting in the basic processes involved in group decision making. keywords: business; decision; dss; groups; making; simulation; study; support; systems; use cache: absel-1879.pdf plain text: absel-1879.txt item: #708 of 2743 id: absel-1880 author: Curran, Kent E.; Hornaday, Robert W. title: An Investigation Of The Relationship Between Formal Planning And Simulation Team Performance Under Changing Environmental Conditions date: 1989 words: 4292 flesch: 45 summary: An investigation of the relationships between formal planning and simulation team performance and satisfaction. Formal planning, simulation team performance, and satisfaction: a replication. keywords: business; curran; environmental; management; performance; planners; planning; simulation; study; teams cache: absel-1880.pdf plain text: absel-1880.txt item: #709 of 2743 id: absel-1881 author: Palia, Aspy P. title: Sensitivity Analysis with the Compete IFPS/Personal Student Analysis Package: A Marketing Decision Support System date: 1989 words: 3345 flesch: 35 summary: Using this type of sensitivity analysis, marketing teams can preview the results of their marketing decisions under a given set of assumptions. Marketing teams may use “What If” analysis with the COMPETE IFPS/Personal worksheet to explore and evaluate alternative scenarios before finalizing their marketing decisions. keywords: analysis; compete; decision; ifps; marketing; simulation; student; support; system cache: absel-1881.pdf plain text: absel-1881.txt item: #710 of 2743 id: absel-1882 author: DeCormier, Ray A. title: A Model for Teaching Salesmanship using Persona, Microskills and a Sales Process date: 1989 words: 4137 flesch: 46 summary: If the salesperson executed the strategy correctly during the Qualification Stage, prospect would not consider his status quo as a viable option. INTRODUCTION There are at least two reasons why successful salespeople are an organization’s most important asset. keywords: business; microskills; process; prospect; salesperson; selling; simulation; stage; student cache: absel-1882.pdf plain text: absel-1882.txt item: #711 of 2743 id: absel-1883 author: Timmerman, John E.; Greene, Robert C. title: R Synthetic Experience as a Prime Ingredient in the Marketing Curriculum date: 1989 words: 4059 flesch: 30 summary: This paper address mechanisms for accomplishing the task of marketing education that emphasize the role of synthetic marketing experience. If raplexity is the reality of the marketing environment, then only realistic, high involvement, hands-on-like training will offer any real hope of preparing marketing students for the world they will soon enter. keywords: association; business; curriculum; discipline; education; experience; learning; marketing; marketing curriculum; simulation; skills; students cache: absel-1883.pdf plain text: absel-1883.txt item: #712 of 2743 id: absel-1884 author: Morgan, Fred W.; Wright, Judith A. title: SALESHIRE: A Microcomputer-Based Salesperson Selection Exercise date: 1989 words: 3081 flesch: 41 summary: The purpose of this paper is to show a microcomputer-based exercise designed to familiarize sales management students with some of the problems and decisions in another fundamental area of the sales manager’s responsibilities (and thus a common topic in a sales management course): trying to hire people to fill vacancies in a professional salesforce. SALESHIRE: A MICROCOMPUTER-BASED SALESPERSON SELECTION EXERCISE Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 155 SALESHIRE: A MICROCOMPUTER-BASED SALESPERSON SELECTION EXERCISE Fred W. Morgan, Wayne State University Judith A. Wright, Wayne State University ABSTRACT keywords: business; decision; game; management; manager; sales; simulation; students; table cache: absel-1884.pdf plain text: absel-1884.txt item: #713 of 2743 id: absel-1885 author: Jackson, George C. title: TRANSECON: An Interactive Program For Learning Transportation Economics date: 1989 words: 2815 flesch: 45 summary: For example, the student is asked to double the volume of orders being received by the company which will result in shorter order cycle times and lower per order transportation costs. AN INTERACTIVE PROGRAM FOR LEARNING TRANSPORTATION ECONOMICS Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 TRANSECON: keywords: business; costs; order; simulation; time; transecon; transportation; volume cache: absel-1885.pdf plain text: absel-1885.txt item: #714 of 2743 id: absel-1886 author: Hannum, John E. title: HYPERCARD as a Construction Tool for Short Instructional Exercises date: 1989 words: 1625 flesch: 31 summary: The Production Frontier: Modeling Production in the Computerized business Simulation A Study of the Need for Valid Business Game Algorithms Modeling the Human Component of Business Simulations A Stimulating Simulation in International Business Business Ethics, Experiential Exercises and Simulation Games Collective Bargaining Simulation: Adding Reality Through Point Scoring The Use of Experiential Teaching Techniques: Creativity vs. Conformity Visualization and Guided Imagery in the Organization Behavior Class: An Experiential Exploratory Approach Arranging an Agenda: An Activity on Running Better Meetings Harried Harry: An Experiential Capstone for Students of Organizational Behavior Coping with Stress: An Experiential Exercise Fairness in the Classroom: An Empirical Extension of the Notion of Organizational Justice A Study of the Relationship Between Student Final Exam Performance and Simulation Game Participation Competency Based Development: A Management Development Exercise Simulation Performance Revisited: The Fit Between Instructor Style and Learning Style An Evaluation and Application of an Instrument for Measuring Pedagogical Effectiveness A Knowledge Based System to Support Reasoning by Analogy for Business Simulation Gaming using Forecasting Accuracy as a Measure of Success in Business Simulations The Development of Algorithmic Functional Business Games Strategy Design, Process and Implementation in an Unstable/Complex Environment: A Second Exploratory Study Simulation Integration Contrasts Between MBAs and Undergraduates in the Capstone Policy Course An Investigation of the Real World Usefulness of a Strategy and Policy Course Using a Business Simulation Framework Duel (sic) Views of Internships, as Experiential Learning The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - An Exploratory Study An Investigation of the Relationship Between Formal Planning and Simulation Team Performance Under Changing Environmental conditions Sensitivity Analysis with the Complete IFPS/Personal Student Analysis Package: A marketing Decision Support System A New Approach to Teaching Salesmanship using Persona, Microskills, and a Sales Process A Rational Case for Synthetic Experience as a Prime Ingredient in the Marketing Curriculum SalesHire: A Microcomputer-Based Salesperson Selection Exercise TRANSECON: HYPERCARD AS A CONSTRUCTION TOOL FOR SHORT INSTRUCTIONAL EXERCISES Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 162 HYPERCARD AS A CONSTRUCTION TOOL FOR SHORT INSTRUCTIONAL EXERCISES John E. Hannum, Alfred University ABSTRACT This paper presents a description of a computer- based tutorial developed using the HyperCard software package on an Apple Macintosh microcomputer. keywords: business; exercises; figure; hypercard; simulation; tutorial cache: absel-1886.pdf plain text: absel-1886.txt item: #715 of 2743 id: absel-1887 author: Groff, James E. title: A Game to Introduce Accounting Information Systems Students to Certain Internal Control Concepts date: 1989 words: 3066 flesch: 44 summary: The only materials required for the game are sets of sales orders (Figure 1) Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 166 a supply of control documents (Figure 2) and a quantity of some item to act as inventory (e.g. poker chips). A GAME TO INTRODUCE ACCOUNTING INFORMATION SYSTEMS STUDENTS TO CERTAIN INTERNAL CONTROL CONCEPTS Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 165 A GAME TO INTRODUCE ACCOUNTING INFORMATION SYSTEMS STUDENTS TO CERTAIN INTERNAL CONTROL CONCEPTS James E. Groff, University of Texas At San Antonio ABSTRACT Lack of experience with real accounting systems can hinder the understanding of internal control concepts in accounting information systems (AIS) courses. keywords: control; game; inventory; manager; round cache: absel-1887.pdf plain text: absel-1887.txt item: #716 of 2743 id: absel-1888 author: Baten, Eugene title: COMMITMENTS - The Docudrama as Educational Video date: 1989 words: 2821 flesch: 34 summary: Facilitators, only after receiving training on the use of the tapes and learning program, have included the tapes into their education and training programs In a variety of ways. “COMMITMENTS” - THE DOCUDRAMA AS EDUCATIONAL VIDEO Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 169 “COMMITMENTS” - THE DOCUDRAMA AS EDUCATIONAL VIDEO Eugene Baten, Central Connecticut State University ABSTRACT The fact I ties and resources of corporate education departments are often viewed with envy by educators involved in other, more traditional education systems. keywords: business; commitments; development; docudrama; education; learning; program; simulation; tapes cache: absel-1888.pdf plain text: absel-1888.txt item: #717 of 2743 id: absel-1889 author: Newstrom, John W. title: An Analysis of Popular Games as Experiential Models for Corporate and Collegiate Management Education date: 1989 words: 4982 flesch: 42 summary: AN ANALYSIS OF POPULAR GAMES AS EXPERIENTIAL MODELS FOR CORPORATE AND COLLEGIATE MANAGEMENT EDUCATION Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 173 AN ANALYSIS OF POPULAR GAMES AS EXPERIENTIAL MODELS FOR CORPORATE AND COLLEGIATE MANAGEMENT EDUCATION John W. Newstrom, University of Minnesota, Duluth ABSTRACT A variety of TV game show and board game formats are reviewed, and explored for their applicability to management education in both corporate and collegiate settings. This paper explores the potential for adapting TV game shows and board game formats to corporate and collegiate management education. keywords: board; business; formats; game; learning; management; participants; simulation; team; time; use cache: absel-1889.pdf plain text: absel-1889.txt item: #718 of 2743 id: absel-1890 author: Schellenberger, Robert E.; Hill, Joseph A.; Keusch, R. B. title: An Exploratory Study of the Effect of Strategic Emphasis in Management Games on Attitudes, Interest, and Learning in the Business Policy Course date: 1989 words: 3852 flesch: 46 summary: The disadvantage is that differences in attitudes, interest and learning could be attributed either to differences in strategic emphasis or to the particular nature of the two games. MANSYM (Schellenberger (1986)) was used both because it permitted varying levels of strategic emphasis and because it was a familiar product at the school where the study was being conducted. keywords: business; classes; course; decisions; differences; emphasis; game; learning cache: absel-1890.pdf plain text: absel-1890.txt item: #719 of 2743 id: absel-1891 author: Lynch, Robert D.; Michael, Thomas A. title: Predicting Individual Decision Making Performance in a Business Simulation date: 1989 words: 5207 flesch: 52 summary: He identified as factors likely to affect simulation performance the following: academic ability, personality. PREDICTING INDIVIDUAL DECISION MAKING PERFORMANCE IN A BUSINESS SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 182 PREDICTING INDIVIDUAL DECISION MAKING PERFORMANCE IN A BUSINESS SIMULATION Robert D. Lynch, Glassboro State College Thomas A. Michael, Glassboro State College ABSTRACT The performance of individual students was examined to determine if predictions can be made as to how they will perform in a simulation and whether the simulation actually teaches what we intend. keywords: = =; = exam; business; grade; performance; simulation; students; team; x16 = cache: absel-1891.pdf plain text: absel-1891.txt item: #720 of 2743 id: absel-1892 author: Smith, Jerald R.; Golden, Peggy A. title: Strategic Planning and Organizational Performance in a Business Simulation: An Empirical Study date: 1989 words: 2523 flesch: 48 summary: STRATEGIC PLANNING AND ORGANIZATIONAL PERFORMANCE IN A BUSINESS SIMULATION: AN EMPIRICAL STUDY Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 STRATEGIC PLANNING AND ORGANIZATIONAL PERFORMANCE IN A BUSINESS SIMULATION: An Empirical Study Jerald R. Smith, University of Louisville Peggy A. Golden, University of Louisville ABSTRACT Many business professors stress the need for Rood planning in business endeavors. The extent of formal planning each team did was judged by scoring the written plans each submitted at the beginning of the semester as well as the amendments that 188 Developments in Business Simulation & Experiential Exercises, Volume 16, 1989 may have been submitted during the semester. keywords: business; management; performance; planning; results; simulation; study; teams cache: absel-1892.pdf plain text: absel-1892.txt item: #721 of 2743 id: absel-1893 author: Ward, Leo L.; Scalia, Frank A. title: PAN (Planned Action Management) Simulation of a District Sales Territory date: 1989 words: 3803 flesch: 53 summary: PAM is constructed in such a way as to be a generically useful simulation of district sales management and, as such, probably has broader educational value. Tokens that represent the District Manager’s time and sales agents. keywords: agents; business; decisions; district; management; manager; sales; simulation; team cache: absel-1893.pdf plain text: absel-1893.txt item: #722 of 2743 id: absel-1894 author: Schreier, James W. title: Lifelong Learning and ABSEL: An Inquiry Definition and Relationships date: 1989 words: 3238 flesch: 45 summary: An initial inquiry of ABSEL members showed great interest in lifelong learning and its possible relationships to simulation and experiential learning. They were asked how simulations and experiential learning could impact on lifelong learning. keywords: absel; business; exercises; impact; learning; members; simulations cache: absel-1894.pdf plain text: absel-1894.txt item: #723 of 2743 id: absel-1895 author: Markulis, Peter M.; Ricci, Phillip; Strang, Daniel R. title: A Review Of Salient Trends In Proceedings' Characteristics: A Fifteen Year Profile Of ABSEL date: 1989 words: 3421 flesch: 43 summary: Total pages and pages per article provide an interesting dimension by which to view the data on articles. TABLE 5 CITATION INDEX Total Total References Articles References Per Article 1974 52 82 1.6 1975 40 219 5.5 1976 42 222 5.3 1977 48 271 5.6 1978 48 241 5.0 1979 70 415 5.9 1980 69 338 4.9 1981 84 491 5.8 1982 78 511 6.6 1983 43 352 8.2 1984 66 586 8.9 1985 49 448 9.1 1986 67 631 9.4 1987 64 676 10.6 1988 75 669 8.9 Total 895 6152 - Yearly Average 60 410 6.9 As seen in Table 5, the total number has increased steadily over the years, except for 1981, 1983, and 1985, and for these years, if one controls for number of articles, then references also increased. keywords: absel; article; authors; business; contributors; number; total cache: absel-1895.pdf plain text: absel-1895.txt item: #724 of 2743 id: absel-1896 author: Davis, Donna F.; Davis, Donald L. title: The Role of Experiential Knowledge and Human Information Processing in Decision Making date: 1988 words: 3466 flesch: 41 summary: Anderson (1971) found that if observations do rot fit those expected by the activated category they-will is distorted by tie decision makers so that bee do fit This lends support to those who hypothesize that decision makers make a choice and then justify The categories are not mental boxes into which situations must fit, but rather are ‘coherent Statements about a concept ...contains relations to other concepts... a concept described from different points of view (Clancey, 1985). THE ROLE OF EXPERIENTIAL KNOWLEDGE AND HUMAN INFORMATION PROCESSING IN DECISION MAKING Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 1 THE ROLE OF EXPERIENTIAL KNOWLEDGE AND HUMAN INFORMATION PROCESSING IN DECISION MAKING Donna F. Davis, University of Mississippi Donald L. Davis, University of Mississippi ABSTRACT This paper examines the role of experiential knowledge in HIP via a model which is a synthesis of models of human information processing, human associative memory and attention. keywords: business; decision; human; knowledge; making; management; process; selection; simulation cache: absel-1896.pdf plain text: absel-1896.txt item: #725 of 2743 id: absel-1897 author: Whitney, Gary; Soukup, William R. title: A Semantic Differential Instrument to Evaluate Experiential Teaching Methods date: 1988 words: 3647 flesch: 32 summary: Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 9 Among the demographic variables considered in this research, work experience, contrary to the authors’ expectations, did not appear to affect student perceptions. The almost universal use of student evaluations attests to the importance that is usually attributed to student evaluations of course design and instructor effectiveness. keywords: business; course; differential; management; methods; simulation; students; teaching; techniques cache: absel-1897.pdf plain text: absel-1897.txt item: #726 of 2743 id: absel-1898 author: McEvoy, Glenn M. title: A Comparison of two Approaches to Management Skill-Building in an Organizational Behavior Course: a Replication date: 1988 words: 3279 flesch: 40 summary: The Outcome Measurement Project of the American Assembly of Collegiate Schools of Business (1984) has concerned itself with the measurement of management skills using assessment center technology, but has not as vet reported on the comparative effects teaching techniques designed to improve student skills. Therefore, the difference in behavioral skills test score is likely due to either more behavioral learning or rater leniency rather than to student differences. keywords: bmt; business; learning; management; mcevoy; simulation; skills; students; study cache: absel-1898.pdf plain text: absel-1898.txt item: #727 of 2743 id: absel-1899 author: Patz, Alan L. title: Integrating Simulations: A Model for Business Policy Success date: 1988 words: 3335 flesch: 34 summary: INTEGRATING SIMULATIONS: A MODEL FOR BUSINESS POLICY SUCCESS Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 15 INTEGRATING SIMULATIONS: A MODEL FOR BUSINESS POLICY SUCCESS Alan L. Patz, University of Southern California ABSTRACT Management simulations have positive relationship with students attitudes toward the capstone business policy course in addition to, and independent of, the basic course content. elective designation means that the course would he independent of- CBK requirements but could be used to satisfy some departmental major or other area of Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 16 emphasis requirement. keywords: business; course; decision; emphasis; issues; management; policy; simulation; students cache: absel-1899.pdf plain text: absel-1899.txt item: #728 of 2743 id: absel-19 author: Abston, Kristie A.; Rhodes, M. Kathryn title: Experiential Learning in Accelerated Human Resource Management Courses date: 2013 words: 4959 flesch: 42 summary: Seeing other students also reacting nervously and making similar mistakes helps those who are less experienced to gain confidence. Despite the ongoing debate about the quality and rigor of such programs (i.e., Lee & Horsfall, 2010; Marques, 2012; Wlodkowski, 2003), numerous colleges and universities today offer students an alternative to traditional day classes for degree completion. keywords: assignment; business; course; delivery; education; exercises; formats; hrm; learning; management; students cache: absel-19.pdf plain text: absel-19.txt item: #729 of 2743 id: absel-1900 author: Jauch, Lawrence R.; Snodgrass, Coral R.; Szewczak, Edward J. title: CAPSTONE RENAISSANCE = SIMULATION + INTERACTION + DSS date: 1988 words: 3984 flesch: 39 summary: Thus, throughout the 19705 the number of business policy courses offered at American colleges and universities grew. Various kinds of general-purpose arid special-purpose business applications software are uses in business courses. keywords: business; capstone; computer; course; decision; dss; management; policy; simulation; students; systems cache: absel-1900.pdf plain text: absel-1900.txt item: #730 of 2743 id: absel-1901 author: Curran, Kent E.; Hornaday, Robert W. title: A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers date: 1988 words: 4474 flesch: 50 summary: Administrators need to carefully evaluate how to best utilize the resources available to them before rushing to abandon mainframe simulations. We would suggest this approach as the best which we have encountered over a number of years of experimentation and reel that the general idea of combining the best features of mainframe simulations with advantages of the microcomputer versions can be adapted to practically any situation. keywords: bml; business; decision; file; game; mainframe; microcomputer; program; simulation; system; time; version cache: absel-1901.pdf plain text: absel-1901.txt item: #731 of 2743 id: absel-1902 author: Bradley, Michael; Murtuza, Athar title: Providing an Experiential Dimension To Cost\Managerial Accounting Courses date: 1988 words: 4123 flesch: 36 summary: A journal like Management Accounting is virtually filled wits articles that deal with reports from the scene. The reading level of articles in practitioner-oriented journals like not only Management Accounting but. keywords: accounting; business; case; cost; courses; experience; learning; management; managerial; simulation; students; system cache: absel-1902.pdf plain text: absel-1902.txt item: #732 of 2743 id: absel-1903 author: Laufer, Doug; Watkins, Larry title: Utilization of Computerized Tax Research Services in the Tax Research Curriculum date: 1988 words: 3070 flesch: 34 summary: INTRODUCTION A course in tax research is differed at most institutions which offer a graduate degree in taxation 61. A recent survey indicates that the use computer assisted tax research by Big Eight CPA films are growing rapidly [8]. keywords: accounting; business; computer; course; ctrs; information; research; simulation; tax; tax research; use cache: absel-1903.pdf plain text: absel-1903.txt item: #733 of 2743 id: absel-1904 author: Dorr, Patrick B.; Eining, Martha M.; Groff, James E. title: Using an Expert Systems Based Decision Aid in Accounting Information Systems date: 1988 words: 4554 flesch: 48 summary: BASED DECISION AID IN ACCOUNTING INFORMATION SYSTEMS Patrick B Dorr, Oklahoma State University Martha M. Eining, University of Utah James E. Groff, Oklahoma State University ABSTRACT Accountants have shown considerable interest in adapting expert systems for use in accounting practice. Early attempts to develop expert systems involved identifying an expert in the field of the problem, soliciting from the expert information for the knowledge base and then writing a computer program for the inference engine. keywords: accounting; aid; decision; expert; factors; internal; simulation; students; systems cache: absel-1904.pdf plain text: absel-1904.txt item: #734 of 2743 id: absel-1905 author: Fuhs, F. Paul title: Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function date: 1988 words: 3744 flesch: 38 summary: This paper demonstrates the need for such a communication method for designers and users, It briefly introduces some of the concepts in E-R modeling and shows the similarity of model constricts between simulation models and database models as the basis for beginning with the E-R diagram, It then sets down the semantic constructs required to enhance E-R diagrams to fore Event-Extended Entity-relationship diagrams. One apparent difference between simulation models and database models is that the “event’ construct and the trigger” construct that sequences events are explicit in many simulation model, yet are not explicit in E-R diagrams. keywords: attributes; diagram; entities; entity; event; model; relationship; simulation cache: absel-1905.pdf plain text: absel-1905.txt item: #735 of 2743 id: absel-1906 author: Alston, Richard M.; Chi, Wan Fu title: Multiple Objectives in the Development of the Gordon Macro Game date: 1988 words: 4628 flesch: 48 summary: This paper shares our experiences as both users and developers of macroeconomic simulation models and discusses the objectives that guided the development of an interactive’ graphics simulation model designed to overcome the most common complaints surrounding “canned” software. MULTIPLE OBJECTIVES IN THE DEVELOPMENT OF THE GORDON MACRO GAME Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 46 MULTIPLE OBJECTIVES IN THE DEVELOPMENT OF THE GORDON MACRO GAME Richard M. Alston, Weber State College Wan Fu Chi, Weber State College ABSTRACT The GORDON MACRO GAME is an interactive graphics tutorial and simulation model for use in Intermediate Macroeconomics classes. keywords: business; computer; development; game; gordon; learning; macro; models; objectives; simulation; software; students; use cache: absel-1906.pdf plain text: absel-1906.txt item: #736 of 2743 id: absel-1907 author: House, William C.; Napier, Herman S. title: Comparative Study Of Strategic Performance Factors In Actual And Simulated Business Environments date: 1988 words: 4599 flesch: 36 summary: sales assets, and R&D expenses/sales revenues were significantly related to return on assets. Sales assets was significantly correlated with net income/assets, net income/equity, and market value/common equity in both years. keywords: assets; equity; income; market; net; return; sales; year cache: absel-1907.pdf plain text: absel-1907.txt item: #737 of 2743 id: absel-1908 author: Affisco, John F.; Chanin, Michael N. title: An Empirical Investigation Of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision Models date: 1988 words: 4459 flesch: 42 summary: AN EMPIRICAL INVESTIGATION OF INTEGRATED SPATIAL-PROXIMITY MCDM-BEHAVIORAL PROBLEM SOLVING TECHNOLOGY GROUP DECISION MODELS Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 56 AN EMPIRICAL INVESTIGATION OF INTEGRATED SPATIAL-PROXIMITY MCDM-BEHAVIORAL PROBLEM SOLVING TECHNOLOGY GROUP DECISION MODELS John F. Affisco, Hofstra University Michael N. Chanin, Baruch College, CUNY ABSTRACT This paper presents the results of an empirical test of two integrated spatial-proximity MCDM Behavioral Problem Solving technology models of group decision making. One school of thought is that conflict arises naturally during group decision making. keywords: adam; business; decision; group; ideal; making; models; problem; simulation; solving cache: absel-1908.pdf plain text: absel-1908.txt item: #738 of 2743 id: absel-1909 author: Bigelow, John D. title: Computer Simulation of Human Interaction date: 1988 words: 4267 flesch: 47 summary: COMPUTER SIMULATION OF HUMAN INTERACTION Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 61 COMPUTER SIMULATION OF HUMAN INTERACTION John D. Bigelow, Boise State University ABSTRACT A computer emulation of human interaction could be of great value in the process of learning interpersonal skills. A learning model needs to include all the choices students might plausibly make--even if those choices might not be considered effective--so as to allow them to learn from making those choices - Let us call the set of all possible interchanges the “4-D space” of the episode, so as to distinguish it from the “3-D” path that an actual episode takes Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 62 through this space. keywords: choices; computer; episode; interaction; interchanges; model; number; person; simulation cache: absel-1909.pdf plain text: absel-1909.txt item: #739 of 2743 id: absel-1910 author: Teach, Richard D.; Govahi, Gita title: The Role Of Experiential Learning And Simulation In Teaching Management Skills date: 1988 words: 4712 flesch: 47 summary: The analysis 01 the data (based upon 62 responses from 15 different university alumni) showed the following results: Experiential exercises were most effective in teaching skills of developing consensus, appraising performance and resolving conflict. The analysis of the data showed the following results; teaching methods employing experiential exercises best taught how to develop consensus, how to appraise performance and how to resolve conflict, while the use of simulations best taught how to measure objectives, how to solve problems systematically and how to forecast. keywords: analysis; business; management; methods; set; simulation; skills; teaching; variables cache: absel-1910.pdf plain text: absel-1910.txt item: #740 of 2743 id: absel-1911 author: Sondak, Norman E.; Briggs, Robert O. title: Expert Systems - The New Business Simulation Tool date: 1988 words: 3831 flesch: 44 summary: But few business educators have been exposed to the base concepts of expert systems or can appreciate the effect they will have on business. This presentation covers the fundamental principles of the design and development of expert systems in business. keywords: business; computer; development; expert; expert systems; knowledge; management; mycin; rule; simulation; systems; user cache: absel-1911.pdf plain text: absel-1911.txt item: #741 of 2743 id: absel-1912 author: Jackson, George C. title: Integrating Prolog into an Undergraduate Logistics Course date: 1988 words: 3233 flesch: 44 summary: 568-581. 80 Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 81 Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 82 Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 83 Table of Contents Volume 15, 1988 The Role of Experiential Knowledge and Human Information Processing in Decision Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? INTEGRATING PROLOG INTO AN UNDERGRADUATE LOGISTICS COURSE Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 INTEGRATING PROLOG INTO AN UNDERGRADUATE LOGISTICS COURSE George C. Jackson Wayne State University ABSTRACT Computer-based simulation games have been adopted in many classrooms with great success. keywords: cincinnati; eoq; logistics; prolog; simulation; units cache: absel-1912.pdf plain text: absel-1912.txt item: #742 of 2743 id: absel-1913 author: Kwong, K. Kern; Thavikulwat, Precha title: Simulating Material Requirements Planning on LOTUS 1-2-3 date: 1988 words: 1934 flesch: 23 summary: Table of Contents Volume 15, 1988 The Role of Experiential Knowledge and Human Information Processing in Decision Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? SIMULATING MATERIAL REQUIREMENTS PLANNING ON LOTUS 1-2-3 Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 84 SIMULATING MATERIAL REQUIREMENTS PLANNING ON LOTUS 1-2-3 K. Kern Kwong, California State University, Los Angeles Precha Thavikulwat, California State University, Los Angeles ABSTRACT This paper discusses the suitability of simulating material- requirements-planning (MRP) problems on Lotus 1-2-3. keywords: business; learning; management; mrp; simulation; students; system cache: absel-1913.pdf plain text: absel-1913.txt item: #743 of 2743 id: absel-1914 author: Biggs, William D.; Gulkus, Steven P. title: Innovation in Management Education: The Impact of the AACSB date: 1988 words: 4499 flesch: 38 summary: INNOVATION IN MANAGEMENT EDUCATION: THE IMPACT OF THE AACSB Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 87 INNOVATION IN MANAGEMENT EDUCATION: THE IMPACT OF THE AACSB William D. Biggs, Beaver College Steven P. Gulkus, Beaver College ABSTRACT This article reports on an attempt to assess whether the American Assembly of Collegiate Schools of Business (AACSB) encourages innovation in management education. [Business Higher Education Forum 1985:15] Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 88 In addition, of the seven standards it is noted that the one dealing with innovation is the last standard presented and that It is the shortest of the seven standards. keywords: aacsb; accreditation; business; co.; innovation; institutions; learning; management; new; number; packages; schools; simulation; york cache: absel-1914.pdf plain text: absel-1914.txt item: #744 of 2743 id: absel-1915 author: Bracker, Jeffrey- S.; Brenenstuhl, Daniel C.; Gwinner, Robert F. title: Experiential Learning in the International Environment date: 1988 words: 4118 flesch: 32 summary: With the help of graduate assistants, faculty numbers publicize the program by placing posters, developing student newspaper announcements and press releases, and by making presentations to classes and student groups. LEARNING EXPERIENCE For student participants, the International Business Seminar program presents a unique learning experience that is very difficult, if not impossible, to duplicate on the college or university campus. keywords: business; executives; faculty; group; host; learning; organizations; program; seminar; simulation; students cache: absel-1915.pdf plain text: absel-1915.txt item: #745 of 2743 id: absel-1916 author: Varble, Dale L.; Smiley, Bob E. title: Educational Testing with the Microcomputer date: 1988 words: 3799 flesch: 47 summary: MICROSTUDY accepts questions only from the study guide bank Random selection of test questions is typical of the instructional software. Instructional test software may, therefore, been part. keywords: business; computer; evaluation; exam; measurement; process; questions; simulation; software; student; test cache: absel-1916.pdf plain text: absel-1916.txt item: #746 of 2743 id: absel-1917 author: Ball, Steven title: A Simulation of Investment Analysis, Portfolio Management and Reporting Using LOTUS 1-2-3 John R. Wingender date: 1988 words: 3499 flesch: 43 summary: Table of Contents Volume 15, 1988 The Role of Experiential Knowledge and Human Information Processing in Decision Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? Applying Cognitive Educational Objectives to Business Management Cases Grading as a Teaching and Feedback Mechanism: Involving Students in the Grading Process Teaching Controversies: A New Approach to Computer-Assisted Instruction and Simulation Packages Simulating Demand in and Independent-Across-Firm Management Game Advertising Response in the Gold and Pray Algorithm: A Critical Assessment A Model for Pricing Decisions in First Period Marketing Simulation Games Jog Your Right Brain: An Exercise for the Classroom and for Research Six Thinking Hats: An Exercise to Combat Confusion and Develop Thinking Skills Communicating in Context: A Simulation for Learning Business Communication A Simulated Consulting Service for the Compete Marketing Simulation Game Action Exams in the Consumer Behavior Class Using Focus Groups to Teach Problem Definition in Basic Marketing Research The Use of Journals in Management Simulations: A Literature Review and an ABSEL Response An Initial Step Towards Developing and Using an Expert System with a Business Simulation Self-Managed Learning: An Experiential Course Design Using the QWL Paradigm A Review of Current Developments in Experiential Learning Bring the Real World into the Classroom Assessing Student Performance on a Business Simulation Experience Minimizing Startup Anxiety: Case Studies of Simulation Experiences A Tale of Two Shepards Or Using Simulation in a Class Without Walls Enhancing Business Simulations Through the Utilization of Experiential Activities Involving Local Community Executives Simulation with Integrated Spreadsheets: The Design and Development of a Conversational Marketing Concepts Decision Game Introducing INMART: An International Marketing Simulation Using a Computer-Based Business Plan Assistant in Conjunction with a Marketing Simulation Game Overview of the ABSEL Guide to Experiential Learning and Simulation Learning keywords: computer; data; decision; enter; idss; investment; learning; portfolio; simulation; student cache: absel-1917.pdf plain text: absel-1917.txt item: #747 of 2743 id: absel-1918 author: Sackson, Marian; Varanelli, Andrew title: The Use of an Expert System to Develop Strategic Scenarios date: 1988 words: 4613 flesch: 45 summary: A set of expert system decision rules based on testimony of expert users was developed The relationships among the variables that affect the decisions came from the testimony of faculty members in a university management department. It also contributes to the growing interest by the business community in applicability of expert systems to business decision making. keywords: business; company; decision; environment; expert; expert system; game; making; management; model; simulation cache: absel-1918.pdf plain text: absel-1918.txt item: #748 of 2743 id: absel-1919 author: Mills, Janet; McKnight, Melvin R. title: Two Exercises For Teaching about Motivation date: 1988 words: 2017 flesch: 31 summary: The Role of Experiential Knowledge and Human Information Processing in Decision Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? TWO EXERCISES FOR TEACHING ABOUT MOTIVATION Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 113 TWO EXERCISES FOR TEACHING ABOUT MOTIVATION Janet Mills, University of Oklahoma Melvin R. McKnight, Northern Arizona University ABSTRACT For undergraduate students in business, the study of motivation is often an exercise in abstraction and memorization. keywords: business; exercise; instructor; motivation; simulation; students cache: absel-1919.pdf plain text: absel-1919.txt item: #749 of 2743 id: absel-1920 author: Mills, Janet; Iwamoto, Kichiro K. title: Sex Roles and the Good Manager date: 1988 words: 2259 flesch: 36 summary: Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 120 Table of Contents Volume 15, 1988 The Role of Experiential Knowledge and Human Information Processing in Decision Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? SEX ROLES AND THE GOOD MANAGER Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 118 SEX ROLES AND THE GOOD MANAGER Janet Mills, University of Oklahoma Kichiro K. Iwamoto, University of Santa Clara ABSTRACT Descriptive research from the ‘70’s suggests that management has traditionally been a sex-typed masculine profession; that men collaborated to develop a management science based on the tenets of masculinity; and that by understanding men’s experience in military organizations and team sports, much of the mystique of masculine management may be understood.1 Empirical research from this same time period documents that effective managerial performance is associated with attributes of masculinity in the eyes of both women and men.2 keywords: bsri; business; characteristics; management; manager; sex; simulation; students cache: absel-1920.pdf plain text: absel-1920.txt item: #750 of 2743 id: absel-1921 author: Anderson, Philip H.; Lawton, Leigh title: A Form and Process for Nonconfidential Peer Evaluations date: 1988 words: 2235 flesch: 33 summary: Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 123 Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 124 Table of Contents Volume 15, 1988 The Role of Experiential Knowledge and Human Information Processing in Decision Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? A FORM AND PROCESS FOR NONCONFIDENTIAL PEER EVALUATIONS Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 121 A FORM AND PROCESS FOR NONCONFIDENTIAL PEER EVALUATIONS Philip H. Anderson and Leigh Lawton College of St. Thomas St. Paul, keywords: business; exercise; form; process; simulation; team cache: absel-1921.pdf plain text: absel-1921.txt item: #751 of 2743 id: absel-1922 author: Cruikshank, Alan title: Simulation and the Recalcitrant Student date: 1988 words: 3485 flesch: 39 summary: Four students, plus or minus one, were assigned at random to form each company Random assignment of company members was done on the basis it better equated to the real world and on the caveat that it was highly unlikely students would sally forth into the business world accompanied by their roommates. A member of company management was fired each semester. keywords: board; business; company; decision; management; members; simulation; student cache: absel-1922.pdf plain text: absel-1922.txt item: #752 of 2743 id: absel-1923 author: Stacey, James E. title: Employee Rights - Student Rights: A Classroom Exercise date: 1988 words: 2554 flesch: 39 summary: A CLASSROOM EXERCISE James E. Stacey, Ph.D. School of Business Ithaca College ABSTRACT An acted simulation is discussed involving a gradual violation of student rights in a classroom setting. The simulation involves an acted representation of the abuse of student rights in a controlled setting. keywords: business; employee; exercise; instructor; rights; simulation; student cache: absel-1923.pdf plain text: absel-1923.txt item: #753 of 2743 id: absel-1924 author: Masters, Lance A.; Schellenberger, Robert E. title: Computer Simulated Competition: an Option to Team Play in Management Simulation date: 1988 words: 1857 flesch: 19 summary: COMPUTER SIMULATED COMPETITION: AN OPTION TO TEAM PLAY IN MANAGEMENT SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 132 COMPUTER SIMULATED COMPETITION: AN OPTION TO TEAM PLAY IN MANAGEMENT SIMULATION The game may be provided to the student with other course materials such as text, played at home, work, Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 133 or in a remote classroom site, and the disk returned by courier or mail service fur evaluation by the Instructor. keywords: business; competition; computer; game; play; simulation; students cache: absel-1924.pdf plain text: absel-1924.txt item: #754 of 2743 id: absel-1925 author: Wheatley, Walter J.; Anthony, William P.; Maddox, E. Nick title: The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance date: 1988 words: 3585 flesch: 38 summary: Table of Contents Volume 15, 1988 The Role of Experiential Knowledge and Human Information Processing in Decision Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? THE RELATIONSHIP OF LOCUS OF CONTROL AND VIVIDNESS OF IMAGINATION MEASURES TO SIMULATION PERFORMANCE Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 134 THE RELATIONSHIP OF LOCUS OF CONTROL AND VIVIDNESS OF IMAGINATION MEASURES TO SIMULATION PERFORMANCE Walter J. Wheatley, The University of West Florida William P. Anthony, The Florida State University E. Nick Maddox, Stetson University ABSTRACT This research project investigated the relationship of locus of control and vividness of imagination measures on simulation performance criteria. keywords: business; control; firm; imagination; locus; management; performance; research; simulation; vividness cache: absel-1925.pdf plain text: absel-1925.txt item: #755 of 2743 id: absel-1926 author: Hornaday, Robert N.; Curran, Kent E. title: Formal Planning, Simulation Team Performance, and Satisfaction: A Replication date: 1988 words: 3442 flesch: 47 summary: A REPLICATION Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 138 FORMAL PLANNING, SIMULATION TEAM PERFORMANCE, AND SATISFACTION: There is no difference in the satisfaction of planners and nonplanners with regard Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 139 to their teammates. keywords: bml; business; management; performance; planning; satisfaction; simulation; study; teams cache: absel-1926.pdf plain text: absel-1926.txt item: #756 of 2743 id: absel-1927 author: Overby, John D.; Durden, Kay A. title: Experimental Analyses of Magnitude and Source of Students’ Inequitable Classroom Perceptions in Three Reward Conditions date: 1988 words: 3888 flesch: 29 summary: EXPERIMENTAL ANALYSES OF MAGNITUDE AND SOURCE OF STUDENTS’ INEQUITABLE CLASSROOM PERCEPTIONS IN THREE REWARD CONDITIONS Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 142 EXPERIMENTAL ANALYSES OF MAGNITUDE AND SOURCE OF STUDENTS’ INEQUITABLE CLASSROOM PERCEPTIONS IN THREE REWARD CONDITIONS John D. Overby and Kay A. Durden The University of Tennessee at Martin ABSTRACT This study indicates that students’ fairness perceptions of a classroom social exchange are affected when the students’ expectations of the classroom social exchange are violated by the instructor’s choice of the grade assignment basis. For this reason, the present researchers determined inequity research should be extended to include an analysis of student perceptions and changes in the grade assignment basis. keywords: classroom; concepts; fairness; grade; merit reward; reward condition; simulation; students; study cache: absel-1927.pdf plain text: absel-1927.txt item: #757 of 2743 id: absel-1928 author: Gosenpud, Jerry; Wolfe, Joseph title: Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study date: 1988 words: 4965 flesch: 42 summary: STRATEGY DESIGN, PROCESS AND IMPLEMENTATION IN A STABLE/COMPLEX ENVIRONMENT: AN EXPLORATORY STUDY Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 147 STRATEGY DESIGN, PROCESS AND IMPLEMENTATION IN A STABLE/COMPLEX ENVIRONMENT: AN EXPLORATORY STUDY Jerry Gosenpud, University of Wisconsin-Whitewater Joseph Wolfe, University of Tulsa ABSTRACT The purpose of this exploratory research was to study the decision making environment of the simulation, more specifically, strategies and organizational processes of simulation teams and the appropriateness of these strategies and processes to the simulation's environment. Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 148 The models that have been described suggest three propositions regarding the appropriateness of a student team's strategic decision making process as well as the elements within that process given the organization’s external environment. keywords: business; decision; environment; firm; game; making; management; simulation; strategy; structure; team; vol cache: absel-1928.pdf plain text: absel-1928.txt item: #758 of 2743 id: absel-1929 author: Golden, Peggy A. title: Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development date: 1988 words: 3326 flesch: 27 summary: “A Generalized Algorithm for resigning and Developing Business Simulation,” Developments in Business Simulation and Experiential Learning 8(1981) Hatten, K., Schendel, D. and Cooper, A. C. “A Strategic Model of the U.S. Brewing Industry: 1952-1971” MATCHING A STRATEGY SIMULATION TO THE BUSINESS POLICY LITERATURE: A BLACK BOX APPROACH TO SIMULATION DEVELOPMENT Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 153 MATCHING A STRATEGY SIMULATION TO THE BUSINESS POLICY LITERATURE: A BLACK BOX APPROACH TO SIMULATION DEVELOPMENT Peggy A. Golden, University of Louisville ABSTRACT Business policy and strategy classes that use a simulation experience select from one of several alternatives in experiential exercises designed to aid in the application of management, marketing, and economic theory. keywords: business; development; industry; literature; management; market; marketing; model; simulation; strategy cache: absel-1929.pdf plain text: absel-1929.txt item: #759 of 2743 id: absel-1930 author: Barton, Richard F. title: An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System date: 1988 words: 3510 flesch: 32 summary: Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 160 Table of Contents Volume 15, 1988 The Role of Experiential Knowledge and Human Information Processing in Decision Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? Applying Cognitive Educational Objectives to Business Management Cases Grading as a Teaching and Feedback Mechanism: Involving Students in the Grading Process Teaching Controversies: A New Approach to Computer-Assisted Instruction and Simulation Packages Simulating Demand in and Independent-Across-Firm Management Game Advertising Response in the Gold and Pray Algorithm: A Critical Assessment A Model for Pricing Decisions in First Period Marketing Simulation Games Jog Your Right Brain: An Exercise for the Classroom and for Research Six Thinking Hats: An Exercise to Combat Confusion and Develop Thinking Skills Communicating in Context: A Simulation for Learning Business Communication A Simulated Consulting Service for the Compete Marketing Simulation Game Action Exams in the Consumer Behavior Class Using Focus Groups to Teach Problem Definition in Basic Marketing Research The Use of Journals in Management Simulations: A Literature Review and an ABSEL Response An Initial Step Towards Developing and Using an Expert System with a Business Simulation Self-Managed Learning: An Experiential Course Design Using the QWL Paradigm A Review of Current Developments in Experiential Learning Bring the Real World into the Classroom Assessing Student Performance on a Business Simulation Experience Minimizing Startup Anxiety: Case Studies of Simulation Experiences A Tale of Two Shepards Or Using Simulation in a Class Without Walls Enhancing Business Simulations Through the Utilization of Experiential Activities Involving Local Community Executives Simulation with Integrated Spreadsheets: The Design and Development of a Conversational Marketing Concepts Decision Game Introducing INMART: An International Marketing Simulation Using a Computer-Based Business Plan Assistant in Conjunction with a Marketing Simulation Game Overview of the ABSEL Guide to Experiential Learning and Simulation Learning keywords: business; computer; course; data; model; morris; philip; planning; simulation; system cache: absel-1930.pdf plain text: absel-1930.txt item: #760 of 2743 id: absel-1931 author: Lavin, Michael T. title: Collective Bargaining in the City of Elson: A Public Sector Experience date: 1988 words: 3589 flesch: 39 summary: Table of Contents Volume 15, 1988 The Role of Experiential Knowledge and Human Information Processing in Decision Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? COLLECTIVE BARGAINING IN THE CITY OF ELSON: A PUBLIC SECTOR EXPERIENCE Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 161 COLLECTIVE BARGAINING IN THE CITY OF ELSON: A PUBLIC SECTOR EXPERIENCE Michael T. Lavin, Suffolk University, Boston, MA ABSTRACT The following materials provide the basis for a simulation of labor-management negotiations in a mid-size Massachusetts city. keywords: chief; city; elson; employee; management; pay; rate; service; simulation; table; year cache: absel-1931.pdf plain text: absel-1931.txt item: #761 of 2743 id: absel-1932 author: Axe, Barry S. title: Should Students Play Games in Labor Relations? date: 1988 words: 5087 flesch: 43 summary: However, student attitudes did seem to uniformly show that the game did result in improved attitudes when the game and simulated bargaining exercises were compared to lecture and discussion techniques between experimental and control groups. It was found that the mean average score for the entire group of thirty students was not significantly higher on the second test for the experimental group (80.5) administered at the conclusions of the arbitration cases and negotiations game than it was on the first test (70.0) based solely on lecture and discussion questions for both experimental and control groups. keywords: business; course; games; group; labor; lecture; management; negotiations; results; simulation; students; team; test cache: absel-1932.pdf plain text: absel-1932.txt item: #762 of 2743 id: absel-1933 author: Lewis, William F.; Yates, Rebecca M. J.; Gomolka, Eugene G. title: Applying Cognitive Educational Objectives to Business Management Cases date: 1988 words: 3695 flesch: 36 summary: APPLYING COGNITIVE EDUCATIONAL OBJECTIVES TO BUSINESS MANAGEMENT CASES Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 170 APPLYING COGNITIVE EDUCATIONAL OBJECTIVES TO BUSINESS MANAGEMENT CASES William F. Lewis, University of Dayton Rebecca M.J. Yates, University of Dayton Eugene G. Gomolka, University of Dayton ABSTRACT The value and advantages of using case analysis in management education are clear. The purpose of case analysis is to confront students with the problem of structuring those variables over which they have control into some meaningful configuration, so that they might take best advantage of those variables over which they have no control. keywords: analysis; business; cases; course; instructor; management; marketing; objectives; simulation cache: absel-1933.pdf plain text: absel-1933.txt item: #763 of 2743 id: absel-1934 author: Roderick, Roger D.; Wilterding, Jim A.; Bates, Donald L. title: Grading as a Teaching and Feedback Mechanism: Involving Students in the Grading Process date: 1988 words: 3634 flesch: 53 summary: GRADING AS A TEACHING AND FEEDBACK MECHANISM: INVOLVING STUDENTS IN THE GRADING PROCESS Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 175 GRADING AS A TEACHING AND FEEDBACK MECHANISM: INVOLVING STUDENTS IN THE GRADING PROCESS Roger D. Roderick California State University, Long Beach Jim A. Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 176 6. keywords: class; exam; feedback; grading; instructor; learning; process; simulation; students cache: absel-1934.pdf plain text: absel-1934.txt item: #764 of 2743 id: absel-1935 author: Papathanasis, Anastasios; Sanders, Patricia title: Teaching Controversies: A New Approach to Computer-Assisted Instruction and Simulation Packages date: 1988 words: 2891 flesch: 31 summary: Frazer, Ronald J., “Simulation, Indoctrination or Learning,” Developments in Business Simulation & Experiential Exercises 1986. Applying Cognitive Educational Objectives to Business Management Cases Grading as a Teaching and Feedback Mechanism: Involving Students in the Grading Process Teaching Controversies: A New Approach to Computer-Assisted Instruction and Simulation Packages Simulating Demand in and Independent-Across-Firm Management Game Advertising Response in the Gold and Pray Algorithm: A Critical Assessment A Model for Pricing Decisions in First Period Marketing Simulation Games Jog Your Right Brain: An Exercise for the Classroom and for Research Six Thinking Hats: An Exercise to Combat Confusion and Develop Thinking Skills Communicating in Context: A Simulation for Learning Business Communication A Simulated Consulting Service for the Compete Marketing Simulation Game Action Exams in the Consumer Behavior Class Using Focus Groups to Teach Problem Definition in Basic Marketing Research The Use of Journals in Management Simulations: A Literature Review and an ABSEL Response An Initial Step Towards Developing and Using an Expert System with a Business Simulation Self-Managed Learning: An Experiential Course Design Using the QWL Paradigm A Review of Current Developments in Experiential Learning Bring the Real World into the Classroom Assessing Student Performance on a Business Simulation Experience Minimizing Startup Anxiety: Case Studies of Simulation Experiences A Tale of Two Shepards Or Using Simulation in a Class Without Walls Enhancing Business Simulations Through the Utilization of Experiential Activities Involving Local Community Executives Simulation with Integrated Spreadsheets: The Design and Development of a Conversational Marketing Concepts Decision Game Introducing INMART: An International Marketing Simulation Using a Computer-Based Business Plan Assistant in Conjunction with a Marketing Simulation Game Overview of the ABSEL Guide to Experiential Learning and Simulation Learning keywords: business; cai; computer; controversies; developments; exercises; learning; simulation; students cache: absel-1935.pdf plain text: absel-1935.txt item: #765 of 2743 id: absel-1936 author: Thavikulwat, Precha title: Simulating Demand in an Independent-Across-Firms Management Game date: 1988 words: 3436 flesch: 29 summary: Table of Contents Volume 15, 1988 The Role of Experiential Knowledge and Human Information Processing in Decision Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? Applying Cognitive Educational Objectives to Business Management Cases Grading as a Teaching and Feedback Mechanism: Involving Students in the Grading Process Teaching Controversies: A New Approach to Computer-Assisted Instruction and Simulation Packages Simulating Demand in and Independent-Across-Firm Management Game Advertising Response in the Gold and Pray Algorithm: A Critical Assessment A Model for Pricing Decisions in First Period Marketing Simulation Games Jog Your Right Brain: An Exercise for the Classroom and for Research Six Thinking Hats: An Exercise to Combat Confusion and Develop Thinking Skills Communicating in Context: A Simulation for Learning Business Communication A Simulated Consulting Service for the Compete Marketing Simulation Game Action Exams in the Consumer Behavior Class Using Focus Groups to Teach Problem Definition in Basic Marketing Research The Use of Journals in Management Simulations: A Literature Review and an ABSEL Response An Initial Step Towards Developing and Using an Expert System with a Business Simulation Self-Managed Learning: An Experiential Course Design Using the QWL Paradigm A Review of Current Developments in Experiential Learning Bring the Real World into the Classroom Assessing Student Performance on a Business Simulation Experience Minimizing Startup Anxiety: Case Studies of Simulation Experiences A Tale of Two Shepards Or Using Simulation in a Class Without Walls Enhancing Business Simulations Through the Utilization of Experiential Activities Involving Local Community Executives Simulation with Integrated Spreadsheets: The Design and Development of a Conversational Marketing Concepts Decision Game Introducing INMART: An International Marketing Simulation Using a Computer-Based Business Plan Assistant in Conjunction with a Marketing Simulation Game Overview of the ABSEL Guide to Experiential Learning and Simulation Learning keywords: business; demand; developments; exercises; firms; game; price; simulation cache: absel-1936.pdf plain text: absel-1936.txt item: #766 of 2743 id: absel-1937 author: Lambert, Nancy E.; Lambert, David R. title: Advertising Response in the Gold and Pray Algorithm: A Critical Assessment date: 1988 words: 2469 flesch: 32 summary: FIGURE 1 Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 189 The first two functions listed, are very similar In that both view advertising response as characterized by diminishing returns at high levels of expenditure, followed by a plateau. However, generalizing Ebbinghaus’ work (on the memorization of nonsense syllables) to advertising response functions requires a stretch of the imagination. keywords: advertising; business; function; gold; pray; response; simulation; students cache: absel-1937.pdf plain text: absel-1937.txt item: #767 of 2743 id: absel-1938 author: Rashid, Amir; Cannon, Hugh M.; Morgan, Fred W. title: A Model For Pricing Decisions In "First Period" Marketing Simulation Games date: 1988 words: 3349 flesch: 42 summary: A MODEL FOR PRICING DECISIONS IN “FIRST PERIOD” MARKETING SIMULATION GAMES Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 192 A MODEL FOR PRICING DECISIONS IN “FIRST PERIOD” MARKETING SIMULATION GAMES Amir Rashid, Wayne State University Hugh M. Cannon, Wayne State University Fred W. Morgan, Wayne State University ABSTRACT In this paper an expert system model is proposed for making “first-period” pricing decisions in the context of a simulation game, Compete. In the first period, the only price-related information is the typical retail price in the Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 193 previous year. keywords: cost; decision; margin; marketing; model; price; pricing; simulation; table; volume cache: absel-1938.pdf plain text: absel-1938.txt item: #768 of 2743 id: absel-1939 author: Raynolds, Peter A.; Raynolds, Gennie H. title: Jog Your Right Brain: An Exercise for the Classroom and For Research date: 1988 words: 3551 flesch: 43 summary: Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? AN EXERCISE FOR THE CLASSROOM AND FOR RESEARCH Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 197 JOG YOUR RIGHT BRAIN: keywords: brain; differential; management; projective; raynolds; response; right; simulation; topics cache: absel-1939.pdf plain text: absel-1939.txt item: #769 of 2743 id: absel-1940 author: Mills, Janet title: Six Thinking Hats: An Exercise to Combat Confusion and Develop Thinking Skills date: 1988 words: 2204 flesch: 52 summary: 6. Challenge the students to use the handout as a tool the next rime they need to think through a problem or an issue, beginning with blue hat thinking to manage thinking systematically in each of the styles. SIX THINKING HATS: AN EXERCISE TO COMBAT CONFUSION AND DEVELOP THINKING SKILLS Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 201 SIX THINKING HATS: keywords: business; class; groups; hats; simulation; style; thinking cache: absel-1940.pdf plain text: absel-1940.txt item: #770 of 2743 id: absel-1941 author: Fimbel, Nancie title: Communicating In Context: A Simulation For Learning Business Communication date: 1988 words: 3918 flesch: 43 summary: Students are graded only on the work they do Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 207 individually; there is no group grade for the report produced. After (usually after) they have “finished” learning about writing, business students learn about oral communication in the form of interviews, meetings, and formal presentations. keywords: business; class; communication; company; learning; report; simulation; students; work cache: absel-1941.pdf plain text: absel-1941.txt item: #771 of 2743 id: absel-1942 author: Low, James T.; Cross, Andrew L.; Cannon, Hugh M. title: A Simulated Consulting Service for the "COMPETE" Marketing Simulation Game date: 1988 words: 4162 flesch: 43 summary: Cannon (1987) has developed an adaptation of this model for structuring student decisions in a series of classroom decision exercises. In the past, student teams which did not develop an effective analytical framework of their own, tended to rely on trial- and-error. keywords: advertising; business; decisions; game; information; marketing; process; service; simulation; students cache: absel-1942.pdf plain text: absel-1942.txt item: #772 of 2743 id: absel-1943 author: Scott, Stanley V. title: Action Exams in the Consumer Behavior Class date: 1988 words: 2511 flesch: 46 summary: Table of Contents Volume 15, 1988 The Role of Experiential Knowledge and Human Information Processing in Decision Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? ACTION EXAMS IN THE CONSUMER BEHAVIOR CLASS Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 215 ACTION EXAMS IN THE CONSUMER BEHAVIOR CLASS Stanley V. Scott, Boise State University ABSTRACT A class in Consumer Behavior or Buying Behavior should be more than a lecture-based presentation of research into the decision making process if one of the goals of the class is to produce more informed consumers. keywords: assignments; class; decision; model; process; simulation; student cache: absel-1943.pdf plain text: absel-1943.txt item: #773 of 2743 id: absel-1944 author: Fuller, Donald A. title: Using Focus Groups to Teach Problem Definition in Basic Marketing Research date: 1988 words: 2592 flesch: 30 summary: USING FOCUS GROUPS TO TEACH PROBLEM DEFINITION IN BASIC MARKETING RESEARCH Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 217 USING FOCUS GROUPS TO TEACH PROBLEM DEFINITION IN BASIC MARKETING RESEARCH Donald A. Fuller, University of Central Florida ABSTRACT The subject matter in the problem definition section of the basic marketing research course is difficult for students to grasp without hands-on experience. The participant must meet Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 218 certain criteria (which depend on the study) but usual restrictions include avoiding immediate family members, fellow students, and faculty members. keywords: focus; group; marketing; problem; research; session; simulation; students cache: absel-1944.pdf plain text: absel-1944.txt item: #774 of 2743 id: absel-1945 author: Krishnamoorthy, Ganesh; Markulis, Peter M.; Strang, Daniel R. title: The Use of Journals in Management Simulations: A Literature Review and an ABSEL Response date: 1988 words: 3547 flesch: 43 summary: On the other hand, as the survey pointed out, journal use is not with out its problems, the two principal ones being large class size and the difficulty in establishing a criteria by which to evaluate journal. Unfortunately, the survey did not distinguish between instructors who dropped journal use and those who have simply never used them. keywords: business; journals; learning; literature; management; notebooks; simulation; student; use cache: absel-1945.pdf plain text: absel-1945.txt item: #775 of 2743 id: absel-1946 author: Gautschi, Theodore F.; Prasad, Mohad title: An Initial Step towards Developing And Using an Expert-System with a Business Simulation date: 1988 words: 3412 flesch: 45 summary: Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 229 Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 230 Table of Contents Volume 15, 1988 The Role of Experiential Knowledge and Human Information Processing in Decision Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? AN INITIAL STEP TOWARDS DEVELOPING AND USING AN EXPERT-SYSTEM WITH A BUSINESS SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 225 AN INITIAL STEP TOWARDS DEVELOPING AND USING AN EXPERT-SYSTEM WITH A BUSINESS SIMULATION Theodore F. Gautschi, Bryant College Mohad Prasad, Bryant College ABSTRACT This paper describes an initial step that was taken to develop an expert-system to be used with a business simulation program. keywords: bml; business; decision; expert; management; shooter; simulation; student; system; trouble cache: absel-1946.pdf plain text: absel-1946.txt item: #776 of 2743 id: absel-1947 author: Mallinger, Mark title: Self-Managed Learning: An Experiential Course Design Using the QWL Paradigm date: 1988 words: 3615 flesch: 33 summary: The peer evaluation process associated with team learning also reinforces the likelihood of participation of groups members. High skill level of group members. keywords: business; course; group; instructor; learning; members; simulation; students; team; work cache: absel-1947.pdf plain text: absel-1947.txt item: #777 of 2743 id: absel-1948 author: Gomolka, Eugene G.; Ward, William A. title: A Review of Current Developments in Experiential Learning date: 1988 words: 3186 flesch: 35 summary: A REVIEW OF CURRENT DEVELOPMENTS IN EXPERIENTIAL LEARNING Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 235 A REVIEW OF CURRENT DEVELOPMENTS IN EXPERIENTIAL LEARNING Eugene G. Gomolka, University of Dayton William A. Ward, Susquehanna University ABSTRACT A review of the experiential learning method is undertaken to discuss where this field has been, and where it appears to be now. A complete list would now include the following options: Computer simulations Non-computer simulations Experiential exercises Small group application Role-playing exercises Skill-development Negotiation skills Communication skills Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 236 Work experience Internships Cooperative programs Consulting projects Small business cases Field exercises/experience Cases Case writing Case discussion Living case This expanded list indicates a continuing emphasis on experiential learning, and an attempt to move past exercises which simulate managerial events and situations to a hands- on application. keywords: applications; business; developments; exercises; field; learning; management; new; simulation cache: absel-1948.pdf plain text: absel-1948.txt item: #778 of 2743 id: absel-1949 author: Smiley, Bob E. title: Bring the Real World into the Classroom date: 1988 words: 2039 flesch: 39 summary: Applying Cognitive Educational Objectives to Business Management Cases Grading as a Teaching and Feedback Mechanism: Involving Students in the Grading Process Teaching Controversies: A New Approach to Computer-Assisted Instruction and Simulation Packages Simulating Demand in and Independent-Across-Firm Management Game Advertising Response in the Gold and Pray Algorithm: A Critical Assessment A Model for Pricing Decisions in First Period Marketing Simulation Games Jog Your Right Brain: An Exercise for the Classroom and for Research Six Thinking Hats: An Exercise to Combat Confusion and Develop Thinking Skills Communicating in Context: A Simulation for Learning Business Communication A Simulated Consulting Service for the Compete Marketing Simulation Game Action Exams in the Consumer Behavior Class Using Focus Groups to Teach Problem Definition in Basic Marketing Research The Use of Journals in Management Simulations: A Literature Review and an ABSEL Response An Initial Step Towards Developing and Using an Expert System with a Business Simulation Self-Managed Learning: An Experiential Course Design Using the QWL Paradigm A Review of Current Developments in Experiential Learning Bring the Real World into the Classroom Assessing Student Performance on a Business Simulation Experience Minimizing Startup Anxiety: Case Studies of Simulation Experiences A Tale of Two Shepards Or Using Simulation in a Class Without Walls Enhancing Business Simulations Through the Utilization of Experiential Activities Involving Local Community Executives Simulation with Integrated Spreadsheets: The Design and Development of a Conversational Marketing Concepts Decision Game Introducing INMART: An International Marketing Simulation Using a Computer-Based Business Plan Assistant in Conjunction with a Marketing Simulation Game Overview of the ABSEL Guide to Experiential Learning and Simulation Learning Table of Contents Volume 15, 1988 The Role of Experiential Knowledge and Human Information Processing in Decision Making A Semantic Differential Instrument to Evaluate Experiential Teaching Methods A Comparison of Two Approaches to Management Skill-Building in an Organizational Behavior Course: A Replication Integrating Simulations: A Model for Business Policy Success Capstone Renaissance = Simulation + Interaction + DSS A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers Providing an Experiential Dimension to Cost/Managerial Accounting Courses Utilization of Computerized Tax Research Services in the Tax Research Curriculum Using and Expert System Based Decision Aid in Accounting Information Systems Event-Extended Entity-Relationship Diagrams for Understanding Simulation Model Structure and Function Multiple Objectives in the Development of the Gordon Macro Game A Comparative Study of Strategic Performance Factors in Actual and Simulated Business Environments An Empirical Investigation of Integrated Spatial-Proximity MCDM-Behavioral Problem Solving Technology Group Decision models Computer Simulation of Human Interaction The Role of Experiential Learning and Simulation in Teaching Management Skills Expert Systems - The New Business Simulation Tool Integrating Prolog into and Undergraduate Logistics Course Simulating Material Requirements Planning on Lotus 1-2-3 Innovation in Management Education: The Impact of the AACSB Experiential Learning in the International Environment Educational Testing with the Microcomputer A Simulation of Investment Analysis, Portfolio Management and Reporting Using Lotus 1-2-3 The Use of an Expert System to Develop Strategic Scenarios Two Exercises for Teaching about Motivation Sex Roles and the Good Manager A Form and Process for Nonconfidential Peer Evaluations Simulation and the Recalcitrant Student Employee Rights-Student Rights: A Classroom Exercise Computer Simulated Competition: An Alternative to Team Play Management Simulation The Relationship of Locus of Control and Vividness of Imagination Measures to Simulation Performance Formal Planning, Simulation Team Performance, and Satisfaction: A Replication Experimental Analysis of Magnitude and Source of Students' Inequitable Classroom Perceptions in Three Reward Conditions Strategy Design, Process and Implementation in a Stable/Complex Environment: An Exploratory Study Matching a Strategy Simulation to the Business Policy Literature: A Black Box Approach to Simulation Development An Evolutionary Classroom Experiential and Computer Simulation Model of a Corporate Strategic Planning System Collective Bargaining in the City of Elson: A Public Sector Experience Should Students Play Games in Labor Relations? keywords: business; classroom; gallery; learning; management; simulation; students cache: absel-1949.pdf plain text: absel-1949.txt item: #779 of 2743 id: absel-1950 author: Anderson, Philip H.; Lawton, Leigh title: Assessing Student Performance On A Business Simulation Exercise date: 1988 words: 3846 flesch: 31 summary: ASSESSING STUDENT PERFORMANCE ON A BUSINESS SIMULATION EXERCISE Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 241 ASSESSING STUDENT PERFORMANCE ON A BUSINESS SIMULATION EXERCISE Philip H. Anderson and Leigh Lawton College of St. Thomas St. Paul, Minnesota ABSTRACT The problem of evaluating student performance on a business simulation exercise is discussed. Earlier research has focused on comparing learning in simulation exercises to other pedagogies. keywords: ability; business; exercise; learning; performance; simulation; student; team cache: absel-1950.pdf plain text: absel-1950.txt item: #780 of 2743 id: absel-1951 author: Smith, Jerald R. title: Minimizing Startup Anxiety: Case Studies of no Simulation Experiences date: 1988 words: 2136 flesch: 25 summary: The reduced error rate is not directly attributable to the content of the case-simulation experience but may reflect the calmer ambience being reported here, The case-simulation package appears to have some desirable attributes that assist in simulation startups by reducing the classroom anxiety level . Applying Cognitive Educational Objectives to Business Management Cases Grading as a Teaching and Feedback Mechanism: Involving Students in the Grading Process Teaching Controversies: A New Approach to Computer-Assisted Instruction and Simulation Packages Simulating Demand in and Independent-Across-Firm Management Game Advertising Response in the Gold and Pray Algorithm: A Critical Assessment A Model for Pricing Decisions in First Period Marketing Simulation Games Jog Your Right Brain: An Exercise for the Classroom and for Research Six Thinking Hats: An Exercise to Combat Confusion and Develop Thinking Skills Communicating in Context: A Simulation for Learning Business Communication A Simulated Consulting Service for the Compete Marketing Simulation Game Action Exams in the Consumer Behavior Class Using Focus Groups to Teach Problem Definition in Basic Marketing Research The Use of Journals in Management Simulations: A Literature Review and an ABSEL Response An Initial Step Towards Developing and Using an Expert System with a Business Simulation Self-Managed Learning: An Experiential Course Design Using the QWL Paradigm A Review of Current Developments in Experiential Learning Bring the Real World into the Classroom Assessing Student Performance on a Business Simulation Experience Minimizing Startup Anxiety: Case Studies of Simulation Experiences A Tale of Two Shepards Or Using Simulation in a Class Without Walls Enhancing Business Simulations Through the Utilization of Experiential Activities Involving Local Community Executives Simulation with Integrated Spreadsheets: The Design and Development of a Conversational Marketing Concepts Decision Game Introducing INMART: An International Marketing Simulation Using a Computer-Based Business Plan Assistant in Conjunction with a Marketing Simulation Game Overview of the ABSEL Guide to Experiential Learning and Simulation Learning keywords: anxiety; business; case; decision; management; simulation; startup; students cache: absel-1951.pdf plain text: absel-1951.txt item: #781 of 2743 id: absel-1952 author: Golden, Peggy A.; Smith, Jerald R.; Holland, Peter title: A Tale of Two Shepherds or Using Simulation in a Class without Walls date: 1988 words: 1829 flesch: 20 summary: A TALE OF TWO SHEPHERDS OR USING SIMULATION IN A CLASS WITHOUT WALLS Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 248 A TALE OF TWO SHEPHERDS OR USING SIMULATION IN A CLASS WITHOUT WALLS Peggy A. Golden, University of Louisville Jerald R. Smith, University of Louisville Peter Holland. Favorable student response Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 249 has resulted in increased enrollments, increased student performance (on exams) and increased student satisfaction as evidenced by retention. keywords: business; courses; education; management; simulation; students; university cache: absel-1952.pdf plain text: absel-1952.txt item: #782 of 2743 id: absel-1953 author: Einbecker, Richard C.; Roberts, Ralph N.; Wheatley, Walter J. title: Enhancing Business Simulations through the Utilization of Experiential Activities Involving Local Community Executives date: 1988 words: 2989 flesch: 32 summary: ENHANCING BUSINESS SIMULATIONS THROUGH THE UTILIZATION OF EXPERIENTIAL ACTIVITIES INVOLVING LOCAL COMMUNITY EXECUTIVES Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 250 ENHANCING BUSINESS SIMULATIONS THROUGH THE UTILIZATION OF EXPERIENTIAL ACTIVITIES INVOLVING LOCAL COMMUNITY EXECUTIVES Richard C. Einbecker, The University of West Florida Ralph N. Roberts, The University of West Florida Walter J. Wheatley, The University of West Florida ABSTRACT Business simulations provide an excellent form of pedagogy to integrate the basic business functions of accounting, marketing, management, finance, and economics. Finance Financial statements are maintained for every nation in which the firm chooses to do business These individual statements must then be consolidated for a holding company which acts as a parent company to the individual nation departments which serve as Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 251 subsidiaries. keywords: business; community; course; firm; management; marketing; semester; simulation; students cache: absel-1953.pdf plain text: absel-1953.txt item: #783 of 2743 id: absel-1954 author: Rubin, Ronald S. title: Simulation with Integrated Spreadsheets: The Design and Development of a Conversational Marketing Concepts Decision Game date: 1988 words: 3470 flesch: 41 summary: INTRODUCTION Many marketing faculty find computer simulations lively and effective. Applying Cognitive Educational Objectives to Business Management Cases Grading as a Teaching and Feedback Mechanism: Involving Students in the Grading Process Teaching Controversies: A New Approach to Computer-Assisted Instruction and Simulation Packages Simulating Demand in and Independent-Across-Firm Management Game Advertising Response in the Gold and Pray Algorithm: A Critical Assessment A Model for Pricing Decisions in First Period Marketing Simulation Games Jog Your Right Brain: An Exercise for the Classroom and for Research Six Thinking Hats: An Exercise to Combat Confusion and Develop Thinking Skills Communicating in Context: A Simulation for Learning Business Communication A Simulated Consulting Service for the Compete Marketing Simulation Game Action Exams in the Consumer Behavior Class Using Focus Groups to Teach Problem Definition in Basic Marketing Research The Use of Journals in Management Simulations: A Literature Review and an ABSEL Response An Initial Step Towards Developing and Using an Expert System with a Business Simulation Self-Managed Learning: An Experiential Course Design Using the QWL Paradigm A Review of Current Developments in Experiential Learning Bring the Real World into the Classroom Assessing Student Performance on a Business Simulation Experience Minimizing Startup Anxiety: Case Studies of Simulation Experiences A Tale of Two Shepards Or Using Simulation in a Class Without Walls Enhancing Business Simulations Through the Utilization of Experiential Activities Involving Local Community Executives Simulation with Integrated Spreadsheets: The Design and Development of a Conversational Marketing Concepts Decision Game Introducing INMART: An International Marketing Simulation Using a Computer-Based Business Plan Assistant in Conjunction with a Marketing Simulation Game Overview of the ABSEL Guide to Experiential Learning and Simulation Learning keywords: block; business; computer; data; decision; design; marketing; simulation; spreadsheet; worksheet cache: absel-1954.pdf plain text: absel-1954.txt item: #784 of 2743 id: absel-1955 author: Tansuhaj, Patriya S.; Gentry, James W. title: Introducing INMART: An International Marketing Simulation Game date: 1988 words: 2558 flesch: 34 summary: INTRODUCING INMART: AN INTERNATIONAL MARKETING SIMULATION GAME Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 259 INTRODUCING INMART: AN INTERNATIONAL MARKETING SIMULATION GAME Patriya S. Tansuhaj, Washington State University James W. Gentry, University of Nebraska ABSTRACT A new international marketing game, INMART, is described. Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 260 Relevant Factors and Decisions The four countries vary from quarter to quarter in terms of the level of trade restrictions (quota and tariff rate), governmental price controls, foreign exchange fluctuations, promotional efforts, product demand, and competitive situation. keywords: business; countries; decisions; game; inmart; marketing; simulation; students cache: absel-1955.pdf plain text: absel-1955.txt item: #785 of 2743 id: absel-1956 author: Cherukuri, Vijay; Cannon, Hugh M. title: Using a Computer-Based Business Plan Assistant in Conjunction with a Marketing Simulation Game date: 1988 words: 2698 flesch: 43 summary: It presents a sample business plan and leads the student through the various phases of business plan writing taking into consideration the characteristics of the proposed business, such as industry classification, start-up or otherwise, size of the business, and nature of the technology. USING A COMPUTER-BASED BUSINESS PLAN ASSISTANT IN CONJUNCTION WITH A MARKETING SIMULATION GAME Developments in Business Simulation & Experiential Exercises, Volume 15, 1988 262 USING A COMPUTER-BASED BUSINESS PLAN ASSISTANT IN CONJUNCTION WITH A MARKETING SIMULATION GAME Vijay Cherukuri, Wayne State University Hugh M. Cannon, Wayne State University ABSTRACT This paper discusses a computer assisted approach to help students develop a business plan in preparation for playing a marketing simulation game. keywords: business; business plan; game; plan; simulation; students; system cache: absel-1956.pdf plain text: absel-1956.txt item: #786 of 2743 id: absel-1957 author: Gentry, James W. title: Overview of the ABSEL Guide to Experiential Learning and Simulation Learning date: 1988 words: 7435 flesch: 39 summary: The chapter will provide background information on the growth of business games and on terminology related to business games. Particular emphasize will be placed on the ways business games are classified such as general management versus functional, competitive, interactive, industry or non-industry specific, individual or group focus, deterministic or stochastic, mainframe or micro-computer oriented, and game complexity. keywords: absel; business; business simulation; chapter; decision; exercises; experience; games; learning; research; simulation; student; studies; system; time; university; use; volume cache: absel-1957.pdf plain text: absel-1957.txt item: #787 of 2743 id: absel-1958 author: Affisco, John F.; Chanin, Michael N. title: Simulation Gaming As an Experimental Context for the Study Of Multicriteria Decision Making date: 1987 words: 3505 flesch: 34 summary: The major thrust of this paper is to show how simulation gaming may be utilized as an experimental context for the study of group decision making models. The ADAM- PST model considers group decision making processes in the development of a priori criterion weights. keywords: adam; business; decision; group; making; models; problem; simulation; solving cache: absel-1958.pdf plain text: absel-1958.txt item: #788 of 2743 id: absel-1959 author: Barton, Richard F. title: How to Multiply Your Management Game date: 1987 words: 3059 flesch: 36 summary: This special program is called Company IMAGINIT. Company IMAGINIT looks like Original IMAGINIT, but includes much more in its totals and its simulation of production and financial details. keywords: business; company; game; imaginit; management; product; run; simulation cache: absel-1959.pdf plain text: absel-1959.txt item: #789 of 2743 id: absel-1960 author: Bogumil, Walter A. title: Grading the Personnel in-Basket Exercise date: 1987 words: 2859 flesch: 40 summary: GRADING THE PERSONNEL IN-BASKET EXERCISE Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 10 GRADING THE PERSONNEL IN-BASKET EXERCISE Walter A. Bogumil, Jr., University of Central Florida ABSTRACT This paper suggests a methodology for converting the In- Basket Exercise component of an Assessment Center into a gradable event for classroom use. For classroom purposes three categories of priorities are quite effective in providing a gradable event and meaningful feedback to Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 11 the SSs. keywords: basket; business; exercise; ibe; item; management; priority; simulation; student cache: absel-1960.pdf plain text: absel-1960.txt item: #790 of 2743 id: absel-1961 author: Bornstem, Jacques; Heapy, Gary; Milam, Michelle; Teach, Richard D. title: Simulation: The Players Perspective date: 1987 words: 3863 flesch: 49 summary: The graphics capabilities were use-ful in explaining and defending decision rules that team members recommended to the group. As team members, we were challenged, educated and even entertained through our participation in the game. keywords: business; competition; country; decision; game; management; members; simulation; team; team members cache: absel-1961.pdf plain text: absel-1961.txt item: #791 of 2743 id: absel-1962 author: Burton, Gene E. title: The Acute Susceptibility of Nominal Grouping to Negativity date: 1987 words: 3932 flesch: 45 summary: THE ACUTE SUSCEPTIBILITY OF NOMINAL GROUPING TO NEGATIVITY Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 16 THE ACUTE SUSCEPTIBILITY OF NOMINAL GROUPING TO NEGATIVITY Gene E. Burton, California State University, Fresno ABSTRACT There is a growing body of literature regarding the relative advantages and disadvantages of group decision-making processes such as interacting groups, brainstorming groups, Delphi groups, and nominal groups. Nominal groups are found to be superior at fact-finding, idea-generation, establishing objectives and priorities, and the reduction of errors and estimation variability [5; 6; 11; 12; l3; l4; 15; 16; 24; 34; 25]. keywords: business; discussion; group; grouping; ideas; problem; process; simulation; step; vol; vote cache: absel-1962.pdf plain text: absel-1962.txt item: #792 of 2743 id: absel-1963 author: Burton, Gene E. title: A Survey of Behavioral Labs used by American Business Schools date: 1987 words: 4036 flesch: 41 summary: Behavioral labs are being encouraged as a learning tool which can be used by educators to meet this challenge. In order to perform these tests, schools must possess behavioral labs complete with observation facilities. keywords: aacsb; business; exercises; labs; learning; management; percent; schools; simulation; student; use cache: absel-1963.pdf plain text: absel-1963.txt item: #793 of 2743 id: absel-1964 author: Butler, John K. title: A Structured Framework For Applying Conceptual Models To Problem Analyses: Hardening Up date: 1987 words: 4528 flesch: 47 summary: Conceptual models (theories of OB). As in case analyses, students must use conceptual models to show why the background factors and the required system led to the emergent system. keywords: cohesiveness; emergent; group; models; problem; productivity; simulation; students; system; variables cache: absel-1964.pdf plain text: absel-1964.txt item: #794 of 2743 id: absel-1965 author: Cannon, Hugh M.; Morgan, Fred W. title: An Expert Systems Approach for Teaching Marketing Case Analysis date: 1987 words: 3027 flesch: 41 summary: These might include everything from expert-based tutorial programs to actual expert systems, the use of which provide students with guided experience in the decision-making process. In practice, the approach taken to expert systems varies with the primary objectives for which the system is being constituted. keywords: analysis; business; case; decision; expert; marketing; simulation; students; systems cache: absel-1965.pdf plain text: absel-1965.txt item: #795 of 2743 id: absel-1966 author: Cannon, Hugh M. title: From Theory to Practice: A Model for Teaching Beginning Advertising date: 1987 words: 4115 flesch: 50 summary: According to the model, advertising strategy has four elements: 1. While advertising strategy addresses the mental changes we propose to stimulate through advertising, creative strategy addresses the persuasive techniques the advertising uses. keywords: advertising; analysis; assignment; marketing; model; product; statement; strategy; students; theory cache: absel-1966.pdf plain text: absel-1966.txt item: #796 of 2743 id: absel-1967 author: Chiesl, Newell E. title: The Use of a Simple Forecasting Technique During an Interactive Computerized Business Game date: 1987 words: 2893 flesch: 53 summary: THE USE OF A SIMPLE FORECASTING TECHNIQUE DURING AN INTERACTIVE COMPUTERIZED BUSINESS GAME Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 39 THE USE OF A SIMPLE FORECASTING TECHNIQUE DURING AN INTERACTIVE COMPUTERIZED BUSINESS GAME Newell E. Chiesl, Indiana State University ABSTRACT This paper presents a planning and forecasting technique utilized by students playing a computerized business game in a New Product and Pricing class. The other products in the simulation, Beta, Gamma, Sigma and Omega represent distinct products with their own product life cycles, demand Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 40 curves, product quality responses, promotional functions and market research scenarios. keywords: business; demand; forecasting; game; planning; product; simulation; students; week cache: absel-1967.pdf plain text: absel-1967.txt item: #797 of 2743 id: absel-1968 author: Curran, Kent E.; Hornaday, Robert W. title: An Investigation of the Relationships between Formal Planning and Simulation Team Performance and Satisfaction date: 1987 words: 3881 flesch: 47 summary: Based on the touted value of formal long-range strategic planning presented in popular text books, it is logical to assume that simulation teams that engaged formal planning would exhibit better performance than those that did no formal planning. One member of each pair used formal planning and one did not. keywords: business; difference; management; nonplanners; performance; planners; planning; research; satisfaction; simulation cache: absel-1968.pdf plain text: absel-1968.txt item: #798 of 2743 id: absel-1969 author: Decker, Ronald; LaBarre, James; Adler, Thomas title: The Exponential Logarithm Function As An Algorithm For Business Simulation date: 1987 words: 2037 flesch: 31 summary: Developing Critical Thinking and Effective Communication Meaningful Notebooks and Enhanced Learning Using a Totally Menu-Driven Data base and Decision Support (DSS) Program Using a Computerized Menu-Driven Data Entry and fiWhat-Iffl Program as a Pedagogical Enhancement for Management Simulation Using a Joint Project Involving MBA Marketing Management and Undergraduate Marketing Research Students to Teach Marketing Research Testing the PAGE Technique: Results and Further Developments A Comparison of Student Perceptions with Accepted Expectations for Business Simulations Conflict Management in Action: Verbal Strategies, Nonverbal behaviors and Conflict Styles Dramatic Monologues as Surrogates for Experiential Learning Influencing One™s Superior: An Assessment and Exercise Personality Traits and Organizational Cultures: Two One-Hour Experiential Learning Exercises Computype: A Strategic Marketing Game Open System Simulations and Simulation Based Research Teaching Forecasting to the Masses: Little Decision Support Training, But a lot of Answers Goal Setting and Performance Evaluation with Different Starting Positions Œ THE EXPONENTIAL LOGARITHM FUNCTION AS AN ALGORITHM FOR BUSINESS SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 47 THE EXPONENTIAL LOGARITHM FUNCTION AS AN ALGORITHM FOR BUSINESS SIMULATION Ronald Decker, University of Wisconsin-Eau Claire James LaBarre, University of Wisconsin-Eau Claire Thomas Adler, University of Wisconsin-Eau Claire ABSTRACT Business simulation designers have taken two distinct approaches to defining the functional relationships necessary to make the simulation as realistic as possible. keywords: business; equation; function; sales; simulation; value cache: absel-1969.pdf plain text: absel-1969.txt item: #799 of 2743 id: absel-1970 author: Edwards, W. F. title: Learning Macroeconomic Theory and Policy Analysis via Microcomputer Simulation date: 1987 words: 1975 flesch: 29 summary: LEARNING MACROECONOMIC THEORY AND POLICY ANALYSIS VIA MICROCOMPUTER SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 50 LEARNING MACROECONOMIC THEORY AND POLICY ANALYSIS VIA MICROCOMPUTER SIMULATION W. F. Edwards, Murray State University ABSTRACT This paper presents a representative set of three macroeconomic models out of a larger set of models used to teach macroeconomic theory and policy analysis at the intermediate level. The first simulation demonstrates the classical conclusion that increasing the money supply merely influences the Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 51 price level--when the money supply is doubled, the price level doubles, and so on. keywords: business; computer; models; sector; simulation; students cache: absel-1970.pdf plain text: absel-1970.txt item: #800 of 2743 id: absel-1971 author: Faria, A. J.; Dickinson, John R. title: Laptop: A Principles of Marketing Simulation date: 1987 words: 3603 flesch: 39 summary: LAPTOP: A PRINCIPLES OF MARKETING SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 53 LAPTOP: A PRINCIPLES OF MARKETING SIMULATION Anthony J. Faria, University of Windsor John R. Dickinson, University of Windsor ABSTRACT LAPTOP is a microcomputer based simulation game designed for use in the principles of marketing course. It is also recommended to the students that they examine the advertising chapters of Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 54 their textbook for more detail. keywords: business; companies; company; decision; demand; exercises; game; laptop; marketing; sales; simulation; student cache: absel-1971.pdf plain text: absel-1971.txt item: #801 of 2743 id: absel-1972 author: Finn, David title: Teaching about Sampling in a Marketing Research Class date: 1987 words: 2477 flesch: 48 summary: TEACHING ABOUT SAMPLING IN A MARKETING RESEARCH CLASS Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 57 TEACHING ABOUT SAMPLING IN A MARKETING RESEARCH CLASS David Finn, Texas Christian University ABSTRACT In the spirit of sharing that is characteristic of ABSEL, this paper describes a classroom exercise that the author uses to convey the meaning of a sampling distribution. “How many average ages in your sample of size Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 58 Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 59 10 fall into the range 18 to 20 years old?” keywords: business; marketing; research; sample; simulation; size; students cache: absel-1972.pdf plain text: absel-1972.txt item: #802 of 2743 id: absel-1973 author: Fritzsche, David J.; Rodich, Grover W.; Cotter, Richard V. title: Integrating Decision Support Systems and Business Games date: 1987 words: 4250 flesch: 42 summary: REFERENCES Anderson, Philip A. and Leigh Lawton, “Integrating Personal Computers Into a Course as a Decision Support Tool,” Developments in business Simulation & Experiential Exercises, Vol. 13, Proceedings of the Thirteenth Annual Conference of the Association for Business Simulation and Experiential Learning, March 5- 7, 1986, pp. 212-215. Markulis, Peter M. and Daniel R. Strang, “The Use of Decision Support Systems (DSS) and Operations Research/Management Science (OR/MS) Techniques to Enhance the Learning Experience of Students Participating in Computerized Simulations,” Developments in business Simulation & Experiential Exercises, Vol. 12, Proceedings of the Twelfth Annual Conference of the Association for Business Simulation and Experiential Learning, February 27-March 1, 1985 pp. 30-34. keywords: business; data; decision; dss; management; packages; simulation; support; systems; use cache: absel-1973.pdf plain text: absel-1973.txt item: #803 of 2743 id: absel-1974 author: Golden, Peggy A. title: Demand Generation in a Service Industry Simulation: An Algorithmic Paradox date: 1987 words: 3210 flesch: 36 summary: 2. Available industry demand is generated by competitive behavior and student teams take away “sales” from each other. Possible losses of profits on the production side stem from excess or insufficient inventory to meet generated demand. keywords: business; capacity; costs; demand; game; industry; production; service; simulation cache: absel-1974.pdf plain text: absel-1974.txt item: #804 of 2743 id: absel-1975 author: Gosenpud, Jerry; Sanders, Patricia title: ABSEL - At A Crossroads? date: 1987 words: 3882 flesch: 39 summary: Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 71 ABSEL - AT A CROSSROADS? It is an organization seeking Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 72 more structure and the institutionalization of management practices to deal with expanding opportunities and sophistication. keywords: absel; analysis; business; exercises; future; learning; management; organization; research; simulation cache: absel-1975.pdf plain text: absel-1975.txt item: #805 of 2743 id: absel-1976 author: Gosenpud, Jerry title: Research on Predicting Performance in the Simulation date: 1987 words: 5208 flesch: 41 summary: [17] found positive significant relationships between end of game simulation performance and attendance at team meetings early in the game and expressed interest in playing the game a month before the game ended. RESEARCH ON PREDICTING PERFORMANCE IN THE SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 75 RESEARCH ON PREDICTING PERFORMANCE IN THE SIMULATION Jerry Gosenpud, University of Wisconsin-Whitewater ABSTRACT This paper reviews research on the degree to which simulation performance is predicted by academic ability, academic major, personality, motivation, team cohesion and organizational formality. keywords: business; cohesion; game; gosenpud; group; miessing; performance; relationship; research; simulation; studies; variables; vol cache: absel-1976.pdf plain text: absel-1976.txt item: #806 of 2743 id: absel-1977 author: Gum, Larry; McGregor, John title: An Expert System for Financial Planners date: 1987 words: 3483 flesch: 48 summary: First, characteristics of expert systems in general are discussed. Last, the pedagogical benefits of students’ development of expert systems are investigated. keywords: business; client; expert; program; rules; simulation; students; system cache: absel-1977.pdf plain text: absel-1977.txt item: #807 of 2743 id: absel-1978 author: Hall, Daniel R. title: Developing Various Student Learning Abilities via Writing, the Stock Market Game, and Modified Marketplace Game in Beginning Macroeconomics date: 1987 words: 3483 flesch: 42 summary: The Modeling Dilemma The Gamesmanship of Pricing: Building Pricing Strategy Skills Through Spreadsheet Modeling Teaching MPR Experientially Through the Use of Lotus 1-2-3 Business Simulation Through Activities of a Manufacturing Company Simulated Stock Broker Teaching Employee Counseling Skills to Management Students: A Simulation Airline: A Strategic Management Simulation Developing Simulations and Experiential Exercises on the Personal Computer: Some Critical Issues A Powerful Tool Œ DEVELOPING VARIOUS STUDENT LEARNING ABILITIES VIA WRITING, THE STOCK MARKET GAME, AND MODIFIED MARKETPLACE GAME IN BEGINNING MACROECONOMICS Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 84 DEVELOPING VARIOUS STUDENT LEARNING ABILITIES VIA WRITING, THE STOCK MARKET GAME, AND MODIFIED MARKETPLACE GAME IN BEGINNING MACROECONOMICS Daniel R. Hall, Trenton State College ABSTRACT Three instructional means besides lecturing and class discussions are used to enhance learning under the assumption that students vary greatly in the manner they perceive and process information. keywords: business; class; game; learning; marketplace; research; simulation; stock; students; team cache: absel-1978.pdf plain text: absel-1978.txt item: #808 of 2743 id: absel-1979 author: Hawes, Jon M.; Lewison, Dale M. title: Professional Activity Reports: Getting Back to the Basics -- a Preliminary Evaluation date: 1987 words: 3255 flesch: 32 summary: Marketing students are forced to compete with students from a variety of disciplines for the limited number of available “marketing” positions. While many marketing students do, in fact, goon to very successful business careers, many business organizations still do not consider a degree in marketing a necessary prerequisite for a successful career in marketing. keywords: activity; business; class; marketing; professional; reports; simulation; skills; students cache: absel-1979.pdf plain text: absel-1979.txt item: #809 of 2743 id: absel-1980 author: Hemasi, Masoud; Graf, Lee A.; Kellogg, Calvin E. title: A Comparison of Performance, Attitudes, and Behaviors of MBA and BBA Students In A Simulation Environment: A Preliminary Investigation date: 1987 words: 3297 flesch: 42 summary: Examination of the competitive strategies utilized by BBAS and MBAS (Table 3) indicated that MBA groups were significantly more likely to utilize a low cost producer strategy than were BBA groups. Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 93 As is evident from Table 4, while there was no difference among the two groups in environmental analysis (purchase of environmental information such as competitors’ prices and sales), MBA groups seem to have been more sophisticated and more systematic in their decision making. keywords: bba; business; degree; game; groups; mba; mbas; performance; simulation; students cache: absel-1980.pdf plain text: absel-1980.txt item: #810 of 2743 id: absel-1981 author: Hornaday, Robert W.; Curran, Kent E. title: Decision Styles and Student Simulation Performance: A Replication date: 1987 words: 3347 flesch: 42 summary: They found that students with Conceptual decision styles scored significantly higher on a management simulation than other decision styles and that decision style seemed to be closely related to locus of control. They found that students with Conceptual decision styles scored significantly higher on a management simulation than other decision styles and that decision style seemed to be closely related to locus of control. keywords: business; control; decision; management; performance; sample; simulation; students; styles cache: absel-1981.pdf plain text: absel-1981.txt item: #811 of 2743 id: absel-1982 author: Hunsaker, Philip; Hunsaker, Johanna title: Personal Power Strategies: An Experiential Exercises date: 1987 words: 1750 flesch: 45 summary: Developing Critical Thinking and Effective Communication Meaningful Notebooks and Enhanced Learning Using a Totally Menu-Driven Data base and Decision Support (DSS) Program Using a Computerized Menu-Driven Data Entry and fiWhat-Iffl Program as a Pedagogical Enhancement for Management Simulation Using a Joint Project Involving MBA Marketing Management and Undergraduate Marketing Research Students to Teach Marketing Research Testing the PAGE Technique: Results and Further Developments A Comparison of Student Perceptions with Accepted Expectations for Business Simulations Conflict Management in Action: Verbal Strategies, Nonverbal behaviors and Conflict Styles Dramatic Monologues as Surrogates for Experiential Learning Influencing One™s Superior: An Assessment and Exercise Personality Traits and Organizational Cultures: Two One-Hour Experiential Learning Exercises Computype: A Strategic Marketing Game Open System Simulations and Simulation Based Research Teaching Forecasting to the Masses: Little Decision Support Training, But a lot of Answers Goal Setting and Performance Evaluation with Different Starting Positions Œ AN EXPERIENTIAL EXERCISES Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 100 PERSONAL POWER STRATEGIES: AN EXPERIENTIAL EXERCISES Philip Hunsaker and Johanna Hunsaker University of San Diego OBJECTIVES keywords: business; exercise; group; power; simulation; task cache: absel-1982.pdf plain text: absel-1982.txt item: #812 of 2743 id: absel-1983 author: Jackson, George C.; McCleod, Thomas title: LTL I: A Trucking Simulation Game date: 1987 words: 2496 flesch: 51 summary: I: A Trucking Simulation Game Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 102 LTL Each team can choose two types of vehicles for its fleet: (1) a tractor and semi-trailer with 3,000 cubic feet of capacity costing $1.00 per mile to operate and $60.00 per day in fixed costs and (2) a straight truck with 1,500 cubic feet of capacity costing $0.75 per Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 103 mile to operate and $25.00 per day in fixed costs. keywords: business; company; day; demand; game; market; simulation cache: absel-1983.pdf plain text: absel-1983.txt item: #813 of 2743 id: absel-1984 author: Keys, J. Bernard title: Total Enterprise Business Games An Evaluation date: 1987 words: 4222 flesch: 45 summary: The price variable described in MNG (9) is typical for total enterprise games. Second, there is a general trend toward incorporating more of the “softer” functions of business in total enterprise games, facilitated largely by an improved simulation of employees in the work force and the corresponding decisions which such simulation elicits. keywords: business; decision; enterprise; games; management; market; new; product; production; simulation; support; total cache: absel-1984.pdf plain text: absel-1984.txt item: #814 of 2743 id: absel-1985 author: Knippen, Jay T. title: Can the Skill of Management be Taught? date: 1987 words: 4298 flesch: 48 summary: The Modeling Dilemma The Gamesmanship of Pricing: Building Pricing Strategy Skills Through Spreadsheet Modeling Teaching MPR Experientially Through the Use of Lotus 1-2-3 Business Simulation Through Activities of a Manufacturing Company Simulated Stock Broker Teaching Employee Counseling Skills to Management Students: A Simulation Airline: A Strategic Management Simulation Developing Simulations and Experiential Exercises on the Personal Computer: Some Critical Issues A Powerful Tool Œ An application of a model to management skills may be utilized. keywords: behavior; business; journal; learning; management; practice; simulation; skill; student; teaching; training; vol cache: absel-1985.pdf plain text: absel-1985.txt item: #815 of 2743 id: absel-1986 author: Knudsen, Kjell R.; Duff, Thomas B.; Hoffman, Eleanor M. title: Developing Critical Thinking and Effective Communication date: 1987 words: 3626 flesch: 37 summary: Further, business students are accused of only being able to work within narrow, technical areas such as operations and finance because they have little or no sense of a corporation as a whole or of the critical human side of themselves and the corporation. DEVELOPING CRITICAL THINKING AND EFFECTIVE COMMUNICATION Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 114 DEVELOPING CRITICAL THINKING AND EFFECTIVE COMMUNICATION Kjell R. Knudsen Thomas B. Duff School of Business and Economics University of Minnesota, Duluth Eleanor M. Hoffman College of Liberal Arts University of Minnesota, Duluth ABSTRACT This paper describes a pilot program which integrates Business Policy/Advanced Business Writing into a class designed to foster critical thinking through analyses of business cases and written and/or oral communication of recommendations to appropriate audiences. keywords: business; communication; education; management; policy; program; school; simulation; students; thinking cache: absel-1986.pdf plain text: absel-1986.txt item: #816 of 2743 id: absel-1987 author: Krishnamoorthy, Ganesh; Markulis, Peter M.; Strang, Daniel R. title: Meaningful Notebooks and Enhanced Learning Using a Totally Menu-Driven Data Base and Decision Support Systems (DSS) Program date: 1987 words: 2520 flesch: 40 summary: Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 122 CONCLUSION Notebooks are an important part of the learning process, if for no other reason than they force students to express and explain their decision criteria in written form. MEANINGFUL NOTEBOOKS AND ENHANCED LEARNING USING A TOTALLY MENU-DRIVEN DATA BASE AND DECISION SUPPORT SYSTEMS (DSS) PROGRAM Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 118 MEANINGFUL NOTEBOOKS AND ENHANCED LEARNING USING A TOTALLY MENU-DRIVEN DATA BASE AND DECISION SUPPORT SYSTEMS (DSS) PROGRAM Ganesh Krishnamoorthy, State University of New York at Geneseo Peter M. Markulis, State University of New York at Geneseo Daniel R. Strang, State University of New York at Geneseo ABSTRACT Journals, also called notebooks or log books, are frequently used in conjunction with computerized business simulations. keywords: analysis; business; decisions; notebooks; program; simulation; students cache: absel-1987.pdf plain text: absel-1987.txt item: #817 of 2743 id: absel-1988 author: Krishnamoorthy, Ganesh; Markulis, Peter M.; Strang, Daniel R. title: Using a Computerized Menu-Driven Data Entry and "What-If" Program as a Pedagogical Enhancement for Management Simulation date: 1987 words: 3805 flesch: 36 summary: USING A COMPUTERIZED MENU-DRIVEN DATA ENTRY AND “WHAT-IF” PROGRAM AS A PEDAGOGICAL ENHANCEMENT FOR MANAGEMENT SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 123 USING A COMPUTERIZED MENU-DRIVEN DATA ENTRY AND “WHAT-IF” PROGRAM AS A PEDAGOGICAL ENHANCEMENT FOR MANAGEMENT SIMULATION Ganesh Krishnamoorthy, State University of New York at Geneseo Peter M. Markulis, State University of New York at Geneseo Daniel R. Strang, State University of New York at Geneseo ABSTRACT Management simulations and games are extensively used in business curricula. Table 1 below Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 124 summarizes the major evolutionary steps in the history of data entry. keywords: business; data; developments; entry; exercises; program; simulation; students; use cache: absel-1988.pdf plain text: absel-1988.txt item: #818 of 2743 id: absel-1989 author: Lawton, Leigh title: Using A Joint Project Involving MBA Marketing Management and Undergraduate Marketing Research Students to Teach Marketing Research date: 1987 words: 3064 flesch: 41 summary: With research teams comprised of day students, many of whom work part-time, and MBA teams who are evening students working days, Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 132 finding meeting times when all can attend (or even just making phone contact with other team members) can be a trying task. The teams of research students (usually three) are formed and each team chooses the case it wants. keywords: business; marketing; marketing research; mba; project; research; students; team cache: absel-1989.pdf plain text: absel-1989.txt item: #819 of 2743 id: absel-1990 author: McAllister, Daniel W. title: Testing the Page Technique: Results and Further Developments date: 1987 words: 1925 flesch: 41 summary: TESTING THE PAGE TECHNIQUE: RESULTS AND FURTHER DEVELOPMENTS Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 133 TESTING THE PAGE TECHNIQUE: RESULTS AND FURTHER DEVELOPMENTS Daniel W. McAllister, University of Nevada, Las Vegas ABSTRACT Note that each of the four hypotheses was supported, indicating that the PAGE Technique is successful in generating greater commitment and investment in time and effort for the group task, and greater knowledge and satisfaction as payoffs to the group Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 134 Test 2 keywords: business; experience; group; page; simulation; technique cache: absel-1990.pdf plain text: absel-1990.txt item: #820 of 2743 id: absel-1991 author: McLaughlin, Frank S.; Bryant, Glenn M. title: A Comparison of Student Perceptions with Accepted Expectations for Business Simulations date: 1987 words: 3322 flesch: 47 summary: Typical comments were: “Business game simulates certain conditions under which managers often have to make a decision, that Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 137 is, with too little firm information in too little time [14, p. 18],” and “. A COMPARISON OF STUDENT PERCEPTIONS WITH ACCEPTED EXPECTATIONS FOR BUSINESS SIMULATIONS Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 135 A COMPARISON OF STUDENT PERCEPTIONS WITH ACCEPTED EXPECTATIONS FOR BUSINESS SIMULATIONS Frank S. McLaughlin, University of North Florida Glenn M. Bryant, University of North Florida ABSTRACT A question often asked about business games is, do participants in business simulations obtain the educational benefits they perceive they are receiving? keywords: business; decision; experience; games; literature; management; simulation; students cache: absel-1991.pdf plain text: absel-1991.txt item: #821 of 2743 id: absel-1992 author: Mills, Janet title: Conflict Management in Action: Verbal Strategies, Nonverbal Behaviors and Conflict Styles date: 1987 words: 2560 flesch: 36 summary: The overall goals of the exercise are: (1) to promote participants understanding of the five conflict styles by describing verbal strategies characteristic of each; (2) to highlight nonverbal behaviors characteristic of each conflict style; (3) to involve participants in enacting the nonverbal behaviors associated with each conflict style to deepen their understanding and promote empathy; and (4) to indicate strategies for engaging people in alternative conflict styles by addressing the belief systems and assumptions which underlie particular conflict styles. [1] and several instruments are available for assessing conflict styles [2], none offers behaviorally based descriptions of the conflict styles. keywords: behaviors; business; conflict; groups; management; simulation; styles cache: absel-1992.pdf plain text: absel-1992.txt item: #822 of 2743 id: absel-1993 author: Murtuza, Athar title: Dramatic Monologues as Surrogates for Experiential Learning date: 1987 words: 3562 flesch: 49 summary: DRAMATIC MONOLOGUES AS SURROGATES FOR EXPERIENTIAL LEARNING Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 144 DRAMATIC MONOLOGUES AS SURROGATES FOR EXPERIENTIAL LEARNING Athar Murtuza, Northern Arizona University ABSTRACT Games, business simulations, behavioral exercises in the classroom seek to bridge the gap between abstract lectures and experiential learning. The very existence of the Association for Business Simulation and Experiential Learning is proof of the efficacy of learning by doing. keywords: behavior; business; duchess; experience; learning; literature; poem; simulation; students; teaching cache: absel-1993.pdf plain text: absel-1993.txt item: #823 of 2743 id: absel-1994 author: Newstrom, John W. title: Influencing one's Superior: An Assessment & Exercise date: 1987 words: 3807 flesch: 35 summary: INFLUENCING ONE’S SUPERIOR: AN ASSESSMENT & EXERCISE Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 147 INFLUENCING ONE’S SUPERIOR: Aside from self- Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 148 assessments of self-esteem and time management, the only questionnaires discovered assessed superior-subordinate relationships (e.g., “Do you have a friendly relationship with your boss?”) or a set of scenarios tapping the openness with which a subordinate would respond to his/her boss on a variety of occasions. keywords: behavior; boss; business; exercise; influence; management; questionnaire; simulation; students cache: absel-1994.pdf plain text: absel-1994.txt item: #824 of 2743 id: absel-1995 author: Oliver, John E.; Roberts, Gary B. title: Personality Traits and Organizational Cultures: Two One-Hour Experiential Learning Exercises date: 1987 words: 3298 flesch: 40 summary: These relevant trait measurements should be used rather than the less reliable surrogate or group trait. PERSONALITY TRAITS AND ORGANIZATIONAL CULTURES: TWO ONE-HOUR EXPERIENTIAL LEARNING EXERCISES Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 152 PERSONALITY TRAITS AND ORGANIZATIONAL CULTURES: TWO ONE-HOUR EXPERIENTIAL LEARNING EXERCISES John E. Oliver, Valdosta State College Gary B. Roberts, Kennesaw College ABSTRACT Personality traits and organizational culture are two related concepts that are difficult to teach. keywords: behavior; culture; group; individual; organization; scores; simulation; traits cache: absel-1995.pdf plain text: absel-1995.txt item: #825 of 2743 id: absel-1996 author: Pasold, Peter W. title: COMPUTYPE: A Strategic Marketing Game date: 1987 words: 3857 flesch: 51 summary: COMPUTYPE: A STRATEGIC MARKETING GAME Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 155 COMPUTYPE: A STRATEGIC MARKETING GAME Peter W. Pasold, Concordia University ABSTRACT COMPUTYPE is a new computer simulation designed to teach marketing strategy to Commerce undergraduate or M.B.A. students. New models may also be Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 156 created. keywords: brand; business; computype; game; marketing; new; research; segment; simulation; students cache: absel-1996.pdf plain text: absel-1996.txt item: #826 of 2743 id: absel-1997 author: Patz, Alan L. title: Open System Simulations and Simulation Based Research date: 1987 words: 3503 flesch: 42 summary: 1. Are open system simulations comparable to artificial intelligence, expert systems, and decision support systems? No doubt, it would be comforting to draw from other research endeavors such as artificial intelligence (Al), expert systems (ES), and decision support systems (DSS) in order to get a fast start on open system simulations. keywords: business; decision; exercises; game; learning; making; research; simulation; students; system cache: absel-1997.pdf plain text: absel-1997.txt item: #827 of 2743 id: absel-1998 author: Pickett, Gregory M.; Stell, Roxanne title: Teaching Forecasting to the Masses: Little Decision Support Training, but a lot of Answers date: 1987 words: 3519 flesch: 35 summary: The authors argue that the successful outcome of an undergraduate forecasting class is gauged by the student’s ability to understand forecasting as an integral component of an organization’s decision support network rather than by the number of forecasting techniques presented to the student. This knowledge base may be best developed through a reorientation away from a casual introduction to numerous forecasting techniques via sophisticated computer- oriented software. keywords: business; decision; dss; forecasting; information; simulation; student; support; techniques cache: absel-1998.pdf plain text: absel-1998.txt item: #828 of 2743 id: absel-1999 author: Pray, Thomas F.; Gold, Steven C. title: Goal Setting and Performance Evaluation with Different Starting Positions - The Modeling Dilemma - date: 1987 words: 4684 flesch: 45 summary: There are additional difficult questions in evaluating and comparing performance among different firms in an industry. THE MODELING DILEMMA - Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 169 GOAL SETTING AND PERFORMANCE EVALUATION WITH DIFFERENT STARTING POSITIONS - THE MODELING DILEMMA - Thomas F. Pray, Rochester Institute of Technology Steven C. Gold, Rochester Institute of Technology ABSTRACT This paper focuses on design and modeling issues for computerized business simulations which are primarily used to teach strategic planning. keywords: business; difficulty; firm; goals; market; performance; set; share; simulation cache: absel-1999.pdf plain text: absel-1999.txt item: #829 of 2743 id: absel-20 author: Li, Qing title: Digital Game Building as Assessment: A Study of Secondary Students’ Experience date: 2013 words: 4428 flesch: 47 summary: ABSTRACT This paper explores the opportunities afforded to secondary students in their mathematics learning through game building as an assessment tool. This paper explores the opportunities afforded to secondary students in their mathematics learning through game building. keywords: building; data; design; game; game building; learning; mathematics; simulation; students; study; test cache: absel-20.pdf plain text: absel-20.txt item: #830 of 2743 id: absel-2000 author: Rubin, Ronald S. title: The Gamesmanship of Pricing: Building Pricing Strategy Skills through Spreadsheet Modeling date: 1987 words: 2774 flesch: 40 summary: THE GAMESMANSHIP OF PRICING: BUILDING PRICING STRATEGY SKILLS THROUGH SPREADSHEET MODELING Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 175 THE GAMESMANSHIP OF PRICING: BUILDING PRICING STRATEGY SKILLS THROUGH SPREADSHEET MODELING Ronald S. Rubin, University of Central Florida INTRODUCTION Good decision making within the context of pricing strategy, in large part, requires the consideration of fairly large amounts of data and the evaluation of a range of alternatives. Therefore, it is necessary that Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 176 students obtain an understanding of the various methodologies available, and under what circumstances they may be used in setting an appropriate price. keywords: business; costs; price; pricing; simulation; spreadsheet; student cache: absel-2000.pdf plain text: absel-2000.txt item: #831 of 2743 id: absel-2001 author: Schroeder, David L.; Gentry, James W. title: Teaching MRP Experientially Through the use of LOTUS 1-2-3 date: 1987 words: 2849 flesch: 35 summary: TEACHING MRP EXPERIENTIALLY THROUGH THE USE OF LOTUS 1-2-3 Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 179 TEACHING MRP EXPERIENTIALLY THROUGH THE USE OF LOTUS 1-2-3 David L. Schroeder, Oklahoma State University James W. Gentry, University of Wisconsin-Madison ABSTRACT While most students adapt to this process over a few periods of game play, the use of a spreadsheet approach early can help the student organize the process more systematically and more Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 180 simply, as well as providing immediate feedback on the result of various ordering decisions. keywords: absel; business; game; mrp; production; simulation; spreadsheet; student; use cache: absel-2001.pdf plain text: absel-2001.txt item: #832 of 2743 id: absel-2002 author: Selvidge,, Lewis R. title: Business Simulation through Activities of a Manufacturing Company date: 1987 words: 2435 flesch: 28 summary: Patent documents are prepared for company products. [1], which is used extensively throughout the course in guiding students through company activities. keywords: business; company; course; management; manufacturing; products; research; sales; simulation; students cache: absel-2002.pdf plain text: absel-2002.txt item: #833 of 2743 id: absel-2003 author: Seyedian, Mojtaba; Aghazadeh, Seyed-Nahmoud title: Simulated Stock Broker date: 1987 words: 2252 flesch: 47 summary: SIMULATED STOCK BROKER Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 186 SIMULATED STOCK BROKER Mojtaba Seyedian, State University of New York Seyed-Nahmoud Aghazadeh, State University of New York ABSTRACT Teaching an introductory course in investment could become more fun and stimulating if students were given an opportunity to practice what they learned in the classroom in real-world circumstances. Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 187 Table 1 presents a sample report on the status of a portfolio. keywords: business; course; game; investment; simulation; stock; students cache: absel-2003.pdf plain text: absel-2003.txt item: #834 of 2743 id: absel-2004 author: Sims, Ronald R. title: Teaching Employee Counseling Skills to Management Students: A Simulation date: 1987 words: 3796 flesch: 36 summary: This paper will present a simulation which has the goal of improving management student’s skills in employee counseling. Teach students employee counseling skills 2) Accustom students to looking objectively at their own behavior with other students 3) Accustom students to sharing their feelings and video- taped records of their behavior during simulated employee and manager (counselor) role play 4) keywords: communication; counseling; employee; employee counseling; management; manager; performance; simulation; skills; students cache: absel-2004.pdf plain text: absel-2004.txt item: #835 of 2743 id: absel-2005 author: Smith, Jerald R.; Golden, Peggy A. title: AIRLINE: A Strategic Management Simulation date: 1987 words: 1772 flesch: 36 summary: AIRLINE: A STRATEGIC MANAGEMENT SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 192 AIRLINE: A STRATEGIC MANAGEMENT SIMULATION Jerald R. Smith, University of Louisville Peggy A. Golden, University of Louisville The administrators disk contains all the necessary programs to input decisions, transfer decision files to and from student disks, process Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 193 the industry and print reports. keywords: airline; business; decision; game; management; simulation; student cache: absel-2005.pdf plain text: absel-2005.txt item: #836 of 2743 id: absel-2006 author: Smith, Jerald R. title: Developing Simulations and Experiential Exercises on the Personal Computer: Some Critical Issues date: 1987 words: 3049 flesch: 37 summary: The current act of critical issues: problems with hardware, software, users and their data needs to be addressed in the context of the university environment, instructors, and student user. DEVELOPING SIMULATIONS AND EXPERIENTIAL EXERCISES ON THE PERSONAL COMPUTER: SOME CRITICAL ISSUES Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 194 DEVELOPING SIMULATIONS AND EXPERIENTIAL EXERCISES ON THE PERSONAL COMPUTER: SOME CRITICAL ISSUES Jerald R. Smith, University of Louisville ABSTRACT Nov that faculty and students are performing more of their computing activities on personal computers, the responsibility for understanding the technology has been placed in the hands of the user. keywords: business; computer; developers; exercises; hardware; simulation; software; system; user cache: absel-2006.pdf plain text: absel-2006.txt item: #837 of 2743 id: absel-2007 author: Soukup, William R.; Whitney, Gary G. title: A Powerful Tool--For What? date: 1987 words: 2463 flesch: 34 summary: A POWERFUL TOOL--FOR WHAT? Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 197 A POWERFUL TOOL--FOR WHAT? Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 198 * Low complexity. keywords: business; learning; research; simulation; students; teaching; use cache: absel-2007.pdf plain text: absel-2007.txt item: #838 of 2743 id: absel-2008 author: Stapleton, Richard John title: An Integrative Systems Approach to Simulating Free Enterprise in a Small Business Course in a Business School date: 1987 words: 5085 flesch: 54 summary: Since there is not only one answer, or product, student small business people who make sales do not do so because of having a monopoly but because of convincing consumers (other students) their product is better than competing products. Real small business people need to be prepared to answer questions about services, products, etc. keywords: business; class; course; day; market; people; process; professor; simulation; students cache: absel-2008.pdf plain text: absel-2008.txt item: #839 of 2743 id: absel-2009 author: Teach, Richard D. title: Profits: The False Prophet date: 1987 words: 4296 flesch: 42 summary: Frequently, professors even point out which teams are “winning” based on short term cumulative profits as an incentive Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 206 for the student managers to do a better job and to “win this one for the Gipper”. Producing short term profits at the expense of appropriate long term commitments have ruined many a firm in the real world, therefore, why set student managers on this very course. keywords: business; decision; evaluation; firm; game; marketing; performance; profits; simulation; team; term cache: absel-2009.pdf plain text: absel-2009.txt item: #840 of 2743 id: absel-2010 author: Varanelli, Andrew; Sackson, Marion; Cronin, Denis; Dulberg, Carol Lazaro title: The Use of Expert Systems to Develop Strategic Scenarios: an Experiment Using A Simulated Market Environment date: 1987 words: 3753 flesch: 38 summary: The experiment will contribute to the growing interest by the business community in the applicability of expert systems to business decision making. The intent of the model under development is to provide an experimental environment to test the use of expert systems as a tool to help decision makers in evaluating policy and strategy circumstances facing the organization. keywords: business; decision; expert; expert system; game; making; management; model; research; system cache: absel-2010.pdf plain text: absel-2010.txt item: #841 of 2743 id: absel-2011 author: Vincze, Julian W.; Plane, Donald R. title: An Interdisciplinary Workshop: Spreadsheet Modeling and Case Analysis Techniques for Beginning Executive MBA Students date: 1987 words: 2540 flesch: 29 summary: The use of interesting, complex, and challenging cases insured the total involvement of experienced students for the final two days of the workshop. Informal feedback from experienced students after the workshop indicates that a favorable learning experience did occur. keywords: analysis; business; case; group; simulation; students; workshop cache: absel-2011.pdf plain text: absel-2011.txt item: #842 of 2743 id: absel-2012 author: Ward, William A.; Gomolka, Eugene G. title: An Innovative Approach to an Old Class - The Creative Interaction date: 1987 words: 3098 flesch: 34 summary: AN INNOVATIVE APPROACH TO AN OLD CLASS - THE CREATIVE INTERACTION Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 216 AN INNOVATIVE APPROACH TO AN OLD. Not all faculty members or trainers are suited Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 217 educationally, emotionally, or personally for use of the CI technique, and therefore, they must factor for the risk involved in CI use. keywords: business; class; group; learning; method; simulation; students; training cache: absel-2012.pdf plain text: absel-2012.txt item: #843 of 2743 id: absel-2013 author: Watkins, Larry E. title: The Application of Spreadsheet Software Technology to Complex Taxpayer Elections date: 1987 words: 3137 flesch: 39 summary: THE APPLICATION OF SPREADSHEET SOFTWARE TECHNOLOGY TO COMPLEX TAXPAYER ELECTIONS Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 219 THE APPLICATION OF SPREADSHEET SOFTWARE TECHNOLOGY TO COMPLEX TAXPAYER ELECTIONS Larry E. Watkins, Northern Arizona University ABSTRACT The expansion of personal computer availability combined with a desire to provide learning experiences with situational validity has stimulated the use of spreadsheet software in the accounting curriculum. Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 220 The taxpayer may elect to forego the long-term cap- ital gain treatment afforded the pre-1974 portion of the distribution and use the 10-year averaging approach for the entire taxable portion of the lump sum amount. keywords: application; business; decision; distribution; participant; simulation; spreadsheet; tax cache: absel-2013.pdf plain text: absel-2013.txt item: #844 of 2743 id: absel-2014 author: Weatherford,, Smiley W. title: Experiential Learning as the Cornerstone of an Introductory Management Course date: 1987 words: 3112 flesch: 31 summary: In order to insure meaningful jobs for this number of participants, it has been necessary to pursue projects of substantial complexity -- more so than typically appears to be the case in undergraduate course projects. The Modeling Dilemma The Gamesmanship of Pricing: Building Pricing Strategy Skills Through Spreadsheet Modeling Teaching MPR Experientially Through the Use of Lotus 1-2-3 Business Simulation Through Activities of a Manufacturing Company Simulated Stock Broker Teaching Employee Counseling Skills to Management Students: A Simulation Airline: A Strategic Management Simulation Developing Simulations and Experiential Exercises on the Personal Computer: Some Critical Issues A Powerful Tool Œ keywords: business; course; design; grade; learning; management; project; simulation; students cache: absel-2014.pdf plain text: absel-2014.txt item: #845 of 2743 id: absel-2015 author: Wheatley, Walter J.; Hornaday, Robert W.; Coe, Frances S. title: Identifying, Exercising and Enhancing Right Brain Skills in the Business Classroom date: 1987 words: 3113 flesch: 48 summary: First of all, can right brain skills be identified in the classroom? And, secondly, can right brain skills be developed, or at least exercised, in the classroom? keywords: brain; brain skills; business; decision; left; right; simulation; skills; students; styles cache: absel-2015.pdf plain text: absel-2015.txt item: #846 of 2743 id: absel-2016 author: Wheatley, Walter J.; Maddox, E. Nick; Anthony, William P. title: Utilizing Envisionary Technology in the Business Policy Course: An Experiential Pedagogy date: 1987 words: 3851 flesch: 51 summary: To be more effective, business policy students must be taught to generate more radical and searching scenarios of future events in the external environment. To help alleviate this dilemma, the selection and training of business policy students in imagination and creativity methods and frameworks keywords: business; course; future; imagery; management; policy; script; simulation; skills; students; training cache: absel-2016.pdf plain text: absel-2016.txt item: #847 of 2743 id: absel-2017 author: Williams,, Edgar L. title: Business Simulation in the Policy Course a Survey of American Assembly Of Collegiate Schools of Business date: 1987 words: 2388 flesch: 41 summary: A SURVEY OF AMERICAN ASSEMBLY OF COLLEGIATE SCHOOLS OF BUSINESS Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 235 BUSINESS SIMULATION IN THE POLICY COURSE A SURVEY OF AMERICAN ASSEMBLY OF COLLEGIATE SCHOOLS OF BUSINESS Edgar L. Williams, Jr. Norfolk State University ABSTRACT This paper attempts to provide information relative to the use of computer simulations in the Business Policy course and to assess its perceived relative merit as an approach to teaching the course. Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 236 Results for statements 2 through 7 are to be found in Table 2. Statement 2. keywords: business; course; group; policy; simulation; statement cache: absel-2017.pdf plain text: absel-2017.txt item: #848 of 2743 id: absel-2018 author: Winfield, Fairlee title: The Moving Van Vehicle to Success or Disaster for the Two-Gender Work Force date: 1987 words: 4783 flesch: 60 summary: The pressure group Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 239 THE MOVING VAN VEHICLE TO SUCCESS OR DISASTER FOR THE TWO-GENDER WORK FORCE Fairlee Winfield, Northern Arizona University ABSTRACT Whither thou goest, I will follow becomes a myth of the past as the number of employed women approaches the number of employed men. • The Couple Tracy B. Gogetter, Section Head, Engineering Department Terry M. Upcomin, Supervisor, Quality Control Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 240 (The couple’s sex ambiguous first names and different surnames are intentional. keywords: business; career; company; corporation; group; job; policy; relocation; role; simulation; spouse; work; years cache: absel-2018.pdf plain text: absel-2018.txt item: #849 of 2743 id: absel-2019 author: Wingender, John; Wurster, Jack title: Oil and Gas Well Investment Analysis Using the LOTUS 1-2-3 Decision Support System date: 1987 words: 3219 flesch: 46 summary: OIL AND GAS WELL INVESTMENT ANALYSIS USING THE LOTUS 1-2-3 DECISION SUPPORT SYSTEM Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 245 OIL AND GAS WELL INVESTMENT ANALYSIS USING THE LOTUS 1-2-3 DECISION SUPPORT SYSTEM John Wingender, Oklahoma State University Jack Wurster, Steve Silver Trading Company ABSTRACT This paper describes a decision support system using Lotus 1-2-3 designed to introduce the student to widely used measures of investment worth. Escalate: The escalate variable allows prices to change over time depending on perceived future economic Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 246 factors and conditions. keywords: analysis; business; gas; input; investment; oil; production; rate; simulation cache: absel-2019.pdf plain text: absel-2019.txt item: #850 of 2743 id: absel-2020 author: Wolfe, Joseph; Box, Thomas M. title: Team Cohesion Effects on Business Game Performance date: 1987 words: 5158 flesch: 42 summary: Although the process by which a team becomes cohesive was not examined in this study, it was hypothesized that the antecedents for team cohesion rested within the team’s members in the form of similar aptitudes and achievement levels. TEAM COHESION EFFECTS ON BUSINESS GAME PERFORMANCE Developments in Business Simulation & Experiential Exercises, Volume 14, 1987 250 TEAM COHESION EFFECTS ON BUSINESS GAME PERFORMANCE Joseph Wolfe, University of Tulsa Thomas M. Box, University of Tulsa ABSTRACT Numerous relationships between student team cohesion and its effects on simulated company performance were hypothesized and tested within a fairly complex business game. keywords: business; cohesion; course; decision; game; grade; group; performance; simulation; study; team; vol cache: absel-2020.pdf plain text: absel-2020.txt item: #851 of 2743 id: absel-2021 author: Burton, Gene E. title: The Relative Value of the National ABSEL Meeting: An Analysis of Perceptions by Faculty and Deans date: 1987 words: 2268 flesch: 24 summary: Recent Criticisms of Meetings In the process of evaluating professional meetings, one might do well to consider some of the recent complaints about some meetings: (1) too many meetings incur unreasonable costs by locating in the “high cost” cities, such as New York or San Francisco; (2) some meetings increase the travel cost by selecting peripheral sites, such as Miami or Hawaii, when cheaper travel would result from the selection of more central locations, such as Kansas City or Memphis; (3) other meetings are held in “tourist traps” in an effort to increase the number of registrants, with the end result that fewer people attend the professional sessions; (4) some meetings seem to offer the same workshops and the same paper presenters every year, with no concern for creativity or innovation; (5) other meetings are seen as “good ol’ buddy clubs,” administered every year by the same old clique, with no opportunity for newcomers to become meaningfully involved; (6) some administrators expect faculty attendees to perform recruiting duties and, thus, prefer meetings with good placement services and tend to discourage attendance at meetings held too early in the recruiting year (August) or too late in the recruiting year (March/April); (7) some administrators perceive meetings to be little more than attractive nuisances that lure faculty away from their more important campus obligations; (8) still other administrators don’t like the idea of their young stars going to meetings where they will be subjected to aggressive recruiting from other schools; and (9) too many meetings are criticized for the poor quality of the presentations, in spite of the “blind referee” process. The purpose of this study is to measure and compare the perceptions of business school faculty and business school deans with respect to the value of professional meeting, with special interest placed on the National ABSEL Meeting. keywords: absel; business; deans; faculty; management; meeting; research; simulation cache: absel-2021.pdf plain text: absel-2021.txt item: #852 of 2743 id: absel-2022 author: Taylor, John N. title: How to Use Microcomputers in Human Resource Management Courses date: 1986 words: 2734 flesch: 35 summary: Purpose and Outcomes of Paper This paper presents the results of an analysis of human resource management topics for opportunities to develop relevant microcomputer exercises for classroom use and proposes a list of exercises. This paper suggests criteria for selecting topics for microcomputer exercises in HRM, lists topics found suitable during an initial survey of ten texts and provides one example of a HRM microcomputer exercise. keywords: analysis; base; business; data; exercise; management; microcomputer; personnel; simulation cache: absel-2022.pdf plain text: absel-2022.txt item: #853 of 2743 id: absel-2023 author: Perrachione, John title: What's My Line? An Exercise in Job Analysis, Description, and Classification date: 1986 words: 5448 flesch: 42 summary: AN EXERCISE IN JOB ANALYSIS, DESCRIPTION, AND CLASSIFICATION John Perrachione, Kent State University ABSTRACT This paper describes an experiential exercise that introduces students to the very important practices--and equally important challenges--of job analysis and description (via the Sentence Analysis Technique) and job classification. It is probably not an overstatement to suggest that the importance of job analysis cannot be overstated. keywords: analysis; classification; code; description; dot; exercise; information; job; management; number; simulation; students; titles; worker cache: absel-2023.pdf plain text: absel-2023.txt item: #854 of 2743 id: absel-2024 author: Wolfe, Joseph; Box, Thomas M. title: Relationships between Team Cohesion Dimensions and Business Game Performance date: 1986 words: 5192 flesch: 41 summary: This paper reports an investigation into the role of team cohesiveness and its antecedents as they relate to the economic performance of student teams in a relatively complex business game. Dissension was inconsistently related to team performance with performance related to the team’s most talented member when determined by that member’s grade on a course-related case assignment. keywords: business; cohesion; course; decision; game; group; learning; management; performance; simulation; study; team; vol cache: absel-2024.pdf plain text: absel-2024.txt item: #855 of 2743 id: absel-2025 author: Hornaday, Robert W.; Wheatley, Walter J. title: Four Factors Affecting Group Performance In Business Policy Simulations date: 1986 words: 3705 flesch: 38 summary: Hypothesis 1: Student GPA has no relationship to team simulation performance. This paper does not attempt to provide a theoretical explanation as to why previous academic achievement (GPA) has no effect on team simulation performance or why gender does. keywords: business; ensim; gender; major; management; marginality; performance; policy; simulation; teams cache: absel-2025.pdf plain text: absel-2025.txt item: #856 of 2743 id: absel-2026 author: Wheatley, Walter J.; Hornaday, Robert W.; Hunt, Tammy G. title: Enhancing Strategic Management Goal- Setting Skills In The Business Policy Course date: 1986 words: 3807 flesch: 42 summary: ENHANCING STRATEGIC MANAGEMENT GOAL- SETTING SKILLS IN THE BUSINESS POLICY COURSE Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 22 ENHANCING STRATEGIC MANAGEMENT GOAL- SETTING SKILLS IN THE BUSINESS POLICY COURSE Walter J. Wheatley, University of West Florida Robert W. Hornaday, University of North Carolina at Charlotte Tammy G. Hunt, Baylor University ABSTRACT This research project employed a pretest-posttest control group design to investigate the efficacy of business simulations in the enhancement of the goal- setting skills of business policy students. No case analyses were Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 23 used in these four sections. keywords: business; control; gaming; goal; group; management; policy; research; simulation; students cache: absel-2026.pdf plain text: absel-2026.txt item: #857 of 2743 id: absel-2027 author: DiBattista, Ron A. title: Using a Business Simulation in the Principles of Management Course -- Learning Outcomes Lid Perceptions date: 1986 words: 4164 flesch: 43 summary: USING A BUSINESS SIMULATION IN THE PRINCIPLES OF MANAGEMENT COURSE -- LEARNING OUTCOMES LID PERCEPTIONS Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 28 USING A BUSINESS SIMULATION IN THE PRINCIPLES OF MANAGEMENT COURSE -- LEARNING OUTCOMES LID PERCEPTIONS Ron A. DiBattista, Bryant College ABSTRACT The purpose of this paper is to report on the use of a business simulation in a college freshman class entitled Principles of Management(MG 101). (5) Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 29 1. keywords: business; course; game; instructor; learning; management; method; simulation; students; use cache: absel-2027.pdf plain text: absel-2027.txt item: #858 of 2743 id: absel-2028 author: Koziara, Edward C.; Anderson, Rolph E.; Burton, Jonathon S. title: Personal Computers: Drexel's Experience date: 1986 words: 7140 flesch: 47 summary: But the computer science courses turn out to be quite different from any that the new students expected, says Lee Sproull, a researcher at Carnegie Mellon University who has surveyed CMU freshmen over the last three years to assess their attitudes toward computer courses there. Among other things, Sproull says that most College freshmen are surprised, confused, and frustrated during their first year of computer courses. keywords: business; computer; course; drexel; economics; faculty; freshmen; homework; percent; problems; simulation; software; students; university; use cache: absel-2028.pdf plain text: absel-2028.txt item: #859 of 2743 id: absel-2029 author: Brown, Alan R.; Chadwick, Gail S. title: Using Psychological Type to Enhance Negotiation Skills date: 1986 words: 3201 flesch: 41 summary: In Evaluating Classroom Innovations Personality Variables on Group Cohesion, Team Participation and Total Learning Justifications for and Problems in Developing and Using Computerized Experiential Activities Management Competency Models and the Life-Long Learning Project: What Role for ABSEL External Validity of Business Games Restructuring the University - An Experiential Exercise The Surrogate Class Exercise Images of Effectiveness: A Classroom Exercise The Algebran Industry: A Tutorial Framework Another Chance: A Multi-Leveled, Macro Business Game for Micro-Computers A Water Quality Management Simulation Game Acquisitions? USING PSYCHOLOGICAL TYPE TO ENHANCE NEGOTIATION SKILLS Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 39 USING PSYCHOLOGICAL TYPE TO ENHANCE NEGOTIATION SKILLS Alan R. Brown, Arizona State University Gail S. Chadwick, Arizona State University ABSTRACT The focus of this paper and the learning experience it describes is to teach skills necessary to engage in more effective negotiation using an alternative process to traditional positional bargaining. keywords: business; exercise; group; negotiation; people; simulation; type; use cache: absel-2029.pdf plain text: absel-2029.txt item: #860 of 2743 id: absel-2030 author: Beck, Diana C.; Catalanello, Ralph F. title: The Effects of Conflict Handling Styles on Negotiation Behavior: An Analysis of an Experiential Exercise date: 1986 words: 3342 flesch: 33 summary: Extensive research has been done in regard to conflict behavior. The “win-lose orientation” is hypothesized to be a major determinant of conflict behavior. keywords: behavior; conflict; exercise; handling; management; negotiation; simulation; students; style cache: absel-2030.pdf plain text: absel-2030.txt item: #861 of 2743 id: absel-2031 author: Butler, John K.; Crino, Michael D. title: An Experiential Test of Bargaining Decisions and Representation date: 1986 words: 956 flesch: -9 summary: AN EXPERIENTIAL TEST OF BARGAINING DECISIONS AND REPRESENTATION Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 46 AN EXPERIENTIAL TEST OF BARGAINING DECISIONS AND REPRESENTATION John K. Butler, Jr., Clemson University Michael D. Crino, Clemson University ABSTRACT Three models of political representation, relevant to business organizations, were compared in order to investigate the process through which elected representatives determine their political positions. Progress Report on a Conglomerate Game Enterprise: A Multi-Purpose Management Development Simulation Marketer: A Microcomputer Simulation in a High Tech Industry A Pedagogical Analysis of Alternative Tax Elections for Exploration Costs in the Mining Industry Using of Multiple Microcomputers Application Programs to Teach Fundamental Business Concepts and Practices Demonstrating the Role of Simulation in Strategic Operations Planning: A Case Study in Bank Check Processing Location Analysis The Subjective Side of the Decision Support System: A Pitfall for the Panacea A Group-Based Procedure for Revealing Judgmental Heuristics and Biases An Experiential Exercise in Bayesian Decision-Making Values for Selected Parameters in Physical Distribution Simulation and Games Computerized Business Management Simulations for Tyros The Management Decision Laboratory at New York University An Example: The Use of Management Games on Microcomputers by Computer Novices Enhancing Mainframe Simulation Via Microcomputers: Designing Decision Support Systems Integrating Personal Computers Into a Course as a Decision Support Tool A Decision Support System for Capital Funds Forecasting Performance and Attitudinal Affects of a Decision Support Package in a Business Game Using the Real World: Interviews with Woman Mangers The Cooperatively-Authored Student Handbook International Buying: An Experiential Exercise The Research/Teaching Interface: Turning a Pretest into an Experiential Exercise Building Microcomputer Business Simulations Simulation with Discrete and Continuous Mathematical Modeling An Interpolation Approach to Developing mathematical Functions for Business Simulations The Design of Simulation Models Using Thought Organizers The Assessment Center as a Teaching/Learning Device An Approach to Meeting the AACSB Guidelines for Introducing Skills and Personal Characteristics (SACs) Using an Interclass Simulating and Role-Playing Pedagogy Experiential Learning about the World of Work: A Program for Primary and Secondary School Educators Assessment of Relevant Personal Characteristics of Potential Entrepreneurs keywords: business; decisions; management; model; simulation cache: absel-2031.pdf plain text: absel-2031.txt item: #862 of 2743 id: absel-2032 author: Laufer, Douglas Mark title: Self-Grading of Examinations by Students a Viable Alternative to Traditional Procedures date: 1986 words: 3788 flesch: 44 summary: If forms are filed after the due date, but before the next class meeting, the penalty will be 5% of reported exam score. For filing one or two class meetings late, the penalty will be 10% of reported exam score. keywords: audit; exam; examination; grading; penalty; points; score; self; students cache: absel-2032.pdf plain text: absel-2032.txt item: #863 of 2743 id: absel-2033 author: Sanders, Patricia; Gosenpud, Jerry title: Perceived Instructor Enthusiasm and Student Achievement date: 1986 words: 2585 flesch: 33 summary: This research studied the relationship between instructor enthusiasm, as measured by an Enthusiasm Awareness Index, and student achievement. It is possible that instructor enthusiasm may have a more subtle, but significant impact on students in terms of appreciation for and attitudes toward subject matter that may be longer lasting than the effects of performance on exams. keywords: achievement; enthusiasm; management; scores; sections; simulation; student cache: absel-2033.pdf plain text: absel-2033.txt item: #864 of 2743 id: absel-2034 author: Vaught, Bobby C.; Pettit, John D. title: An Experiential Approach to Teaching Subordinate-Oriented Communication date: 1986 words: 3817 flesch: 34 summary: Based upon the author’s work to date five basic types of communication responses are presented. It is also believed that the simulation technique of role playing is the best approach to use for teaching this new model of interpersonal communication. keywords: business; communication; employee; new; participants; role; simulation; subordinate; supervisor; training cache: absel-2034.pdf plain text: absel-2034.txt item: #865 of 2743 id: absel-2035 author: Altieri, Paul L.; Papathanasis, A. title: Assessing the Effects of a Computerized Study Guide In Macroeconomic Principles: A Statistical Analysis date: 1986 words: 2723 flesch: 42 summary: The two instructors who taught the five classes used the same textbook, study guide, course outline, testing method and spent the same amount of time on each topic. The coefficient of CAl suggests that students who used the computerized study guide show a six percentage point improvement in mean scores compared to other students. keywords: education; guide; journal; simulation; students; study; vol cache: absel-2035.pdf plain text: absel-2035.txt item: #866 of 2743 id: absel-2036 author: Day, Ralph L. title: A Sales Management Simulation for the PC: An Integrative Tool for Sales Management Courses date: 1986 words: 3657 flesch: 38 summary: ABSTRACT A simulation game serves as a means for integrating the context of sales management courses. A good example in the sales context is the use of a variety of role-playing exercises in which sales trainees or students in sales management courses may play the roles of both sales reps and purchasing professionals, as a means of increasing one’s understanding of the buying and selling process. keywords: business; decision; game; learning; management; performance; sales; sales management; selling; simulation cache: absel-2036.pdf plain text: absel-2036.txt item: #867 of 2743 id: absel-2037 author: Gray, Gordon; Andersen, Arthur; Gentry, James W.; Manzer, L. Lee title: Teaching Reevaluation of Salespersons Through the Use of a Simulation Game date: 1986 words: 2796 flesch: 36 summary: [3] Day, Ralph L. and Douglas J. Dalrymple (1985), Sales Management Simulation, New York: John Wiley & Sons. Pickett [11] recently proposed and tested a model of sales performance with three dimensions: behaviors (effort), results, and profitability (expenses). keywords: business; evaluation; exercise; game; management; sales; salesperson; simulation; student cache: absel-2037.pdf plain text: absel-2037.txt item: #868 of 2743 id: absel-2038 author: Faria, A. J. title: A Test of Student Performance and Attitudes under Varying Game Conditions date: 1986 words: 4726 flesch: 43 summary: A TEST OF STUDENT PERFORMANCE AND ATTITUDES UNDER VARYING GAME CONDITIONS Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 70 A TEST OF STUDENT PERFORMANCE AND ATTITUDES UNDER VARYING GAME CONDITIONS A. J. Faria, University of Windsor ABSTRACT The performance of student teams in a simulation competition and student attitudes towards the simulation competition were examined under varying conditions. There was little difference in team performance or student attitudes between the course sections which were provided with thorough game explanations and those provided with no explanation. keywords: business; competition; game; grade; percent; performance; simulation; students; teams cache: absel-2038.pdf plain text: absel-2038.txt item: #869 of 2743 id: absel-2039 author: Fisk, Jamie T.; Fisk, Raymond P.; Zoeckler, Geoffrey title: Developing and Testing Airways: A Marketing Simulation date: 1986 words: 4129 flesch: 42 summary: DEVELOPMENT AND REVISIONS AIRWAYS simulation decisions are made by student teams weekly. A number of student teams never developed an appreciation for the value of market research. keywords: airways; business; decisions; game; industry; marketing; services; simulation; students; team cache: absel-2039.pdf plain text: absel-2039.txt item: #870 of 2743 id: absel-2040 author: Basuray, M. Tom; Shani, Abraham B. title: Experiential Learning Revisited: Some Thoughts on Designing More Adaptive Management Education Programs date: 1986 words: 5980 flesch: 38 summary: Belief in the efficiency of experiential learning process notwithstanding, fuzzy comprehension of the theoretical underpinnings of experiential learning lead to weak research designs and produce fuzzy results. However, in reviewing the burgeoning text material as well as growing number of papers presented at the annual meeting of associations such as the A.B.S.E.L., we have come to conclude that a majority of the perspectives advocated are not anchored to the framework of sound psychological theories that make up the foundation of experiential learning process. keywords: adaptation; business; career; development; education; environment; knowledge; learner; learning; management; managers; new; process; simulation cache: absel-2040.pdf plain text: absel-2040.txt item: #871 of 2743 id: absel-2041 author: Kline, Donald S. title: Developing the Competencies of "Creativity" and "Accurate Self-Assessment" date: 1986 words: 2224 flesch: 40 summary: DEVELOPING THE COMPETENCIES OF “CREATIVITY” AND “ACCURATE SELF-ASSESSMENT” Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 86 DEVELOPING THE COMPETENCIES OF “CREATIVITY” AND “ACCURATE SELF-ASSESSMENT” Donald S. Kline, Bloomsburg University ABSTRACT This paper presents an experiential exercise designed to permit students to: (1) individually experience a “warm-up’ process attempting to solve selected “brain- teasers” and puzzles; (2) become aware of eight conceptual “blocks” which serve to inhibit the creative problem-solving process by, as a group, solving a puzzle or problem; (3) become familiar with a number of techniques or “blockbusters” which serve to aid both the definition of the problem and the listening of alternative solutions; and (4) solve, as a group, a problem which is stated in nonsense language terms. Until very recently, little attention has been paid to the Issue of creativity in management and business cur- Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 87 ricula. keywords: business; creativity; exercise; group; management; problem; self; simulation cache: absel-2041.pdf plain text: absel-2041.txt item: #872 of 2743 id: absel-2042 author: Dutton, Richard E. title: Self-View and Norms; Some Longitudinal Laboratory Results date: 1986 words: 3246 flesch: 49 summary: SELF-VIEW AND NORMS; SOME LONGITUDINAL LABORATORY RESULTS Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 89 SELF-VIEW AND NORMS; SOME LONGITUDINAL LABORATORY RESULTS Richard E. Dutton, The University of South Florida ABSTRACT Responses of various samples responding to a 15-item survey about personal characteristics are remarkably stable over time. The data represents response by undergraduate students, largely male, with a median age of 23, taking Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 90 a senior-level Management course in the College of Business of a large Southern University. keywords: behavior; business; change; group; management; responses; self; simulation; statement cache: absel-2042.pdf plain text: absel-2042.txt item: #873 of 2743 id: absel-2043 author: Smith, Jerald R. title: Strategic Planning with an Experiential Case date: 1986 words: 1711 flesch: 41 summary: STRATEGIC PLANNING WITH AN EXPERIENTIAL CASE Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 94 STRATEGIC PLANNING WITH AN EXPERIENTIAL CASE Jerald R. Smith, University of Louisville ABSTRACT This paper describes a relatively simple hut powerful experiential exercise which can be used as an in- class activity at any level of college class, from freshman through graduate. What should the mission of the Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 95 firm be? keywords: business; exercise; group; management; paper; simulation cache: absel-2043.pdf plain text: absel-2043.txt item: #874 of 2743 id: absel-2044 author: Wolfe, Joseph title: The ABSEL Research Consortium: Preliminary Steps and Position Papers date: 1986 words: 982 flesch: -20 summary: THE ABSEL RESEARCH CONSORTIUM: PRELIMINARY STEPS AND POSITION PAPERS Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 96 THE ABSEL RESEARCH CONSORTIUM: PRELIMINARY STEPS AND POSITION PAPERS Joseph Wolfe University of Tulsa It has been observed that much of the research in the business gaming field has been limited, non-cumulative and counter-productive. Progress Report on a Conglomerate Game Enterprise: A Multi-Purpose Management Development Simulation Marketer: A Microcomputer Simulation in a High Tech Industry A Pedagogical Analysis of Alternative Tax Elections for Exploration Costs in the Mining Industry Using of Multiple Microcomputers Application Programs to Teach Fundamental Business Concepts and Practices Demonstrating the Role of Simulation in Strategic Operations Planning: A Case Study in Bank Check Processing Location Analysis The Subjective Side of the Decision Support System: A Pitfall for the Panacea A Group-Based Procedure for Revealing Judgmental Heuristics and Biases An Experiential Exercise in Bayesian Decision-Making Values for Selected Parameters in Physical Distribution Simulation and Games Computerized Business Management Simulations for Tyros The Management Decision Laboratory at New York University An Example: The Use of Management Games on Microcomputers by Computer Novices Enhancing Mainframe Simulation Via Microcomputers: Designing Decision Support Systems Integrating Personal Computers Into a Course as a Decision Support Tool A Decision Support System for Capital Funds Forecasting Performance and Attitudinal Affects of a Decision Support Package in a Business Game Using the Real World: Interviews with Woman Mangers The Cooperatively-Authored Student Handbook International Buying: An Experiential Exercise The Research/Teaching Interface: Turning a Pretest into an Experiential Exercise Building Microcomputer Business Simulations Simulation with Discrete and Continuous Mathematical Modeling An Interpolation Approach to Developing mathematical Functions for Business Simulations The Design of Simulation Models Using Thought Organizers The Assessment Center as a Teaching/Learning Device An Approach to Meeting the AACSB Guidelines for Introducing Skills and Personal Characteristics (SACs) Using an Interclass Simulating and Role-Playing Pedagogy Experiential Learning about the World of Work: A Program for Primary and Secondary School Educators Assessment of Relevant Personal Characteristics of Potential Entrepreneurs keywords: business; consortium; management; research; simulation cache: absel-2044.pdf plain text: absel-2044.txt item: #875 of 2743 id: absel-2045 author: Goosen, Kenneth R. title: An Analysis of ABSEL Conference Papers (1974-1985) date: 1986 words: 3051 flesch: 30 summary: If present trends remain unchecked, then experiential exercise papers will have disappeared in a few years and business simulation papers will vary in the nominal range of 15-25 papers a year. An overall analysis indicates no sustained growth in the number of business simulation and experiential exercise papers published. keywords: absel; analysis; business; category; exercise; papers; research; simulation cache: absel-2045.pdf plain text: absel-2045.txt item: #876 of 2743 id: absel-2046 author: Burns, Alvin C. title: The Creation and Operation of a Data-Base System for ABSEL Research date: 1986 words: 3196 flesch: 33 summary: -Each Data Provider must be a member of the ABSEL DBS Consortium -Each Data Provider must be identified with a unique code C. DATA ENTRY POLICIES -All data must conform to Consortium DBS specifications (to be determined at the Consortium) -Entry must be granted by the DES Manager -Entry will be to “TEMP” files only, never to the Master Data base -Data Providers can download data to TEMP files or request that the DBS Manager do so D. MISCELLANEOUS POLICIES -Data Providers must guarantee high quality of raw data (completeness, verification, etc.) -Reverse-scaled data must be recoded to be negative to positive The Ad Hoc Research Facet of the ABSEL DES will serve as its narrative alter ego. Hopefully, the outcome will be an agreed-upon mission for the DBS as well as sentiments for the method of DBS design. keywords: absel; base; business; consortium; data; dbs; design; management; research; simulation; system cache: absel-2046.pdf plain text: absel-2046.txt item: #877 of 2743 id: absel-2047 author: Fritzsche, David J. title: Funding for a Research Consortium on Simulation and Experiential Learning date: 1986 words: 1955 flesch: 36 summary: ABSTRACT This paper discusses strategies for developing budgets, locating funding sources and enhancing the success of future funding for research on simulation and experiential learning conducted by a consortium of universities. If the funding sources indicate that they cannot fund the project in its entirety and thus may not be able to participate, the low level budget may be disclosed or a consortium of funding sources may be proposed. keywords: consortium; funding; project; research; simulation; sources cache: absel-2047.pdf plain text: absel-2047.txt item: #878 of 2743 id: absel-2048 author: Frazer, J. Ronald title: Simulation - Indoctrination or Learning date: 1986 words: 1791 flesch: 16 summary: SIMULATION - INDOCTRINATION OR LEARNING Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 108 SIMULATION - INDOCTRINATION OR LEARNING J. Ronald Frazer Clarkson University EMPIRICAL DECISION MAKING For some time a phenomenon that we may call EMPIRICAL decision making has been of concern to decision scientists. The suggested research plan would call for the development of two relatively simple games for each variable to be tested in which the effect of other Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 109 variables would be minimized. keywords: business; decision; game; making; management; simulation cache: absel-2048.pdf plain text: absel-2048.txt item: #879 of 2743 id: absel-2049 author: Cooke, Ernest F. title: The Dilemma in Evaluating Classroom Innovations date: 1986 words: 4323 flesch: 50 summary: The reason for the questionable quality of various papers on educational innovations is the inherent difficulty associated with designing and conducting experiments for the purpose of measuring the learning effects of such innovations. Many introductions and discussions of educational innovations follow a case- study or antidotal format in which the innovation is described and its benefits lauded in abstract terms and/or with subjective comments and testimonials from students and faculty. keywords: business; class; difference; innovation; learning; scores; simulation; test cache: absel-2049.pdf plain text: absel-2049.txt item: #880 of 2743 id: absel-2050 author: Gosenpud, Jerry title: Personality Variables on Group Cohesion, Team Participation and Total Learning date: 1986 words: 3867 flesch: 37 summary: Yet in Gosenpud, Milton and Larson [14] performance predicted cohesion at least as well as cohesion predicted performance. [36] hypothesized that high cohesion leads to high performance when moderated by heterogeneous skills and positive attitudes as exhibited by high academic achievement. keywords: attitudes; business; cohesion; group; performance; productivity; relationship; simulation; studies; vol cache: absel-2050.pdf plain text: absel-2050.txt item: #881 of 2743 id: absel-2051 author: Graf, Lee A.; Kellogg, Calvin E. title: Justifications for and Problems in Developing and Using Computerized Experiential Activities date: 1986 words: 3175 flesch: 35 summary: In addition, the astute user of CEA’s will see methods for using records of student responses for research purposes. For example, a researcher could assimilate student responses to exercise issues to assess the difficulty of applying theory to practice. keywords: business; computer; data; exercise; experiential; personal; research; simulation; students cache: absel-2051.pdf plain text: absel-2051.txt item: #882 of 2743 id: absel-2052 author: Kline, Donald S. title: Management Competency Models and the Life-Long Learning Project: What Role For ABSEL? date: 1986 words: 2627 flesch: 34 summary: Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 125 [22] “Description of Competencies Including Behavior Indicators,” New York: American Management Associations, 1980, internal document. WHAT ROLE FOR ABSEL? Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 122 MANAGEMENT COMPETENCY MODELS AND THE LIFE-LONG LEARNING PROJECT: keywords: aacsb; absel; business; competencies; learning; management; model; research; simulation cache: absel-2052.pdf plain text: absel-2052.txt item: #883 of 2743 id: absel-2053 author: Norris, Dwight R. title: External Validity of Business Games date: 1986 words: 4430 flesch: 40 summary: Game success was measured primarily by ranking ending return on investment from I to 5 (1 represents low game performance). Game success was measured by earnings and return on investment and return on equity. keywords: business; career; game; gaming; management; performance; realism; research; simulation; success; validity cache: absel-2053.pdf plain text: absel-2053.txt item: #884 of 2743 id: absel-2054 author: Panitz, Eric title: Restructuring the University - An Experiential Exercise date: 1986 words: 3406 flesch: 29 summary: A specific example of this is the Principles of Management course required of Health Record Administration majors. RESTRUCTURING THE UNIVERSITY - AN EXPERIENTIAL EXERCISE Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 130 RESTRUCTURING THE UNIVERSITY - AN EXPERIENTIAL EXERCISE Eric Panitz, Grand Valley State College ABSTRACT The author presents and comments on an experiential exercise addressing organizational structure and goal attainment. keywords: administration; business; college; courses; department; exercise; health; management; program; simulation; students cache: absel-2054.pdf plain text: absel-2054.txt item: #885 of 2743 id: absel-2055 author: Ward, William A.; Gomolka, Eugene C.; Mackin, Joanne L. title: The Surrogate Class Exercise date: 1986 words: 2819 flesch: 32 summary: If the class is following a teaching plan which utilizes a group out-of-class activity in addition to in-class activities, the surrogate class allows the class groups to meet on their own to work on the out-of-class activity. 1 thought I told him what to do, but I had difficulty finding Out what went on in class after it was over.” keywords: class; communication; exercise; scex; student; surrogate; use cache: absel-2055.pdf plain text: absel-2055.txt item: #886 of 2743 id: absel-2056 author: Gomolka, Eugene C. title: Images of Effectiveness: A Classroom Exercise date: 1986 words: 2437 flesch: 24 summary: INTRODUCTION Purpose To demonstrate concepts of self and group evaluation, including the formulation of a working definition of what constitutes effectiveness. “Images of effectiveness” is defined as a pictorial or verbal description or representation of goods, services, individuals, and groups which convey an impression of ability, success, power, strength, and other traits associated with effectiveness. keywords: business; effectiveness; exercise; group; images; paper; simulation cache: absel-2056.pdf plain text: absel-2056.txt item: #887 of 2743 id: absel-2057 author: Butler, John C. title: The Algebran Industry: A Tutorial Framework date: 1986 words: 2062 flesch: 32 summary: THE ALGEBRAN INDUSTRY: A TUTORIAL FRAMEWORK Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 140 THE ALGEBRAN INDUSTRY: Manager: responsible for overall performance of unit, procures raw algebrans (problem numbers only) at beginning of session and delivers finished algebran at end, represents unit on management committee Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 141 2. keywords: algebran; business; company; management; performance; simulation; tutorial cache: absel-2057.pdf plain text: absel-2057.txt item: #888 of 2743 id: absel-2058 author: Thavikulwat, Precha title: Another Chance: A Multi-Leveled, Macro Business Game for Microcomputers date: 1986 words: 2576 flesch: 43 summary: The power of this language enabled the game to have the characteristics of speed, of controlled input, and of clean display especially desirable in microcomputer games of any kind, whether educational or frivolous. Perhaps other educators will also find C to be the language of choice for microcomputer games of this age. keywords: business; chance; display; game; language; microcomputers; simulation; student cache: absel-2058.pdf plain text: absel-2058.txt item: #889 of 2743 id: absel-2059 author: Sharda, Ramesh; Willett, Keith; Chiang, Shin An title: A Water Quality Management Simulation Game date: 1986 words: 3762 flesch: 46 summary: It may also be used to determine the effect of a tax system for water quality management decisions. This procedure allocates student decision datasets which are read by another program to prepare input for the QUAL-Il program. keywords: business; decision; game; plant; program; quality; simulation; treatment; waste; water cache: absel-2059.pdf plain text: absel-2059.txt item: #890 of 2743 id: absel-2060 author: Barton, Richard F. title: Acquisitions? Divestitures? Progress Report On A Conglomerate Game date: 1986 words: 3008 flesch: 35 summary: Yet a full simulation experience may not be had by players unless they manage their conglomerate and at least one industry firm in complete detail (while merely setting policies for other industry firms). Menu selections 5 and 6 allow conglomerate players to alter data items in the what if spreadsheets to represent trial decisions and/or hypothesized results, either for firms or for the accounts of corporate headquarters. keywords: conglomerate; data; firm; game; industry; official; simulation cache: absel-2060.pdf plain text: absel-2060.txt item: #891 of 2743 id: absel-2061 author: Golden, Peggy A. title: Enterprise: A Multi-Purpose Management Simulation date: 1986 words: 1896 flesch: 23 summary: ENTERPRISE: A MULTI-PURPOSE MANAGEMENT SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 155 ENTERPRISE: A MULTI-PURPOSE MANAGEMENT SIMULATION Peggy A. Golden, University of Louisville ABSTRACT Enterprise 111 is a personal computer-based management simulation that was developed for the Introduction to Business student. Decision Set and Reported Information The student decision set consists of sixteen variables that reflect a. Inventory b. Marketing strategies c. Staffing d. Marketing research e. Financial decisions f. Ethical and social responsibility considerations Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 156 keywords: business; decision; enterprise; game; management; simulation; student cache: absel-2061.pdf plain text: absel-2061.txt item: #892 of 2743 id: absel-2062 author: Smith, Jerald R. title: Marketer: A Microcomputer Simulation in a High Tech Industry date: 1986 words: 1675 flesch: 29 summary: MARKETER: A MICROCOMPUTER SIMULATION IN A HIGH TECH INDUSTRY Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 157 MARKETER: A MICROCOMPUTER SIMULATION IN A HIGH TECH INDUSTRY Jerald R. Smith, University of Louisville ABSTRACT MARKETER is a micro-computer simulation game that is targeted at the Principles of Marketing and Marketing Strategy segment of the business school market. Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 158 FIGURE 1 Example of One of the Incidents Today’s mail brought bad news! keywords: business; decision; game; management; marketing; research; simulation; student cache: absel-2062.pdf plain text: absel-2062.txt item: #893 of 2743 id: absel-2063 author: Kilpatrick, Bob G.; Watkins, Larry E. title: A Pedagogical Analysis of Alternative Tax Elections for Exploration Costs in the Mining Industry date: 1986 words: 1876 flesch: 25 summary: DECISION MODELING The first decision management must make concerning exploration cost tax elections is whether to capitalize or expense these costs. A PEDAGOGICAL ANALYSIS OF ALTERNATIVE TAX ELECTIONS FOR EXPLORATION COSTS IN THE MINING INDUSTRY Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 159 A PEDAGOGICAL ANALYSIS OF ALTERNATIVE TAX ELECTIONS FOR EXPLORATION COSTS IN THE MINING INDUSTRY Bob G. Kilpatrick, Texas A&M University Larry E. Watkins, Northern Arizona University ABSTRACT Students and faculty typically prefer to deal with situational problems that are easily related to real world settings. keywords: costs; decision; exploration; management; models; simulation; tax cache: absel-2063.pdf plain text: absel-2063.txt item: #894 of 2743 id: absel-2064 author: Millers, James J. title: Using Of Multiple, Microcomputer Application Programs to Teach Fundamental Business Concepts and Practices date: 1986 words: 3940 flesch: 45 summary: Fourth, simple programs require a minimum of storage space. Fifth, simple programs are less expensive yet often accomplish educational objectives better than more complex programs. keywords: business; concepts; cost; course; data; management; programs; quantity; simulation; students cache: absel-2064.pdf plain text: absel-2064.txt item: #895 of 2743 id: absel-2065 author: Davis, Samuel G.; Kochenberger, Gary A.; Reutzel, Edward T.; Tyworth, John E. title: Demonstrating the Role of Simulation in Strategic Operations Planning: A Case Study in Bank Check Processing Location Analysis date: 1986 words: 3111 flesch: 36 summary: Under these conditions, systems have been standardized thus enabling the strategic view of check processing. Study Approach A comprehensive check processing simulation model CHECKSIM(R) is utilized to provide the framework to view the entire check processing flow from receipt at the teller window until the completion of check processing operations in preparation for check clearance keywords: bank; branch; branches; business; check; encoding; processing; simulation; sites; travel; volume cache: absel-2065.pdf plain text: absel-2065.txt item: #896 of 2743 id: absel-2066 author: Grove, Stephen J.; Pickett, Gregory H.; Williams, Robert H. title: The Subjective Side of the Decision Support System a Pitfall for The Panacea date: 1986 words: 4410 flesch: 37 summary: THE SUBJECTIVE SIDE OF THE DECISION SUPPORT SYSTEM A PITFALL FOR THE PANACEA Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 170 THE SUBJECTIVE SIDE OF THE DECISION SUPPORT SYSTEM A PITFALL FOR THE PANACEA Stephen J. Grove, University of Mississippi Gregory H. Pickett, Northern Arizona University Robert H. Williams, Northern Arizona University ABSTRACT The expansion of computer technology and, in particular, the development of decision support systems have generally been perceived as contributing to improved decision making. Decision support systems, then, may have an impact upon decisions where there is enough structure for analytical aids to be of value, but where judgement is also involved. keywords: business; computer; decision; dss; information; management; oss; problems; simulation; support; systems cache: absel-2066.pdf plain text: absel-2066.txt item: #897 of 2743 id: absel-2067 author: Levi, Ariel S.; Mainstone, Larry E. title: A Group-Based Procedure for Revealing Judgmental Heuristics and Biases date: 1986 words: 3805 flesch: 42 summary: Similarly, Shaughnessy [16] raised the possibility that group judgments and decisions might be less subject to the probabilistic misconceptions that affect individual judgments. In providing feedback, it is most useful to begin by posting summary data for each problem, organized in three columns: mean or mode of individual judgments; mean or mode of group judgments; and the correct judgment. keywords: biases; confidence; decision; group; heuristics; individuals; judgments; participants; problem cache: absel-2067.pdf plain text: absel-2067.txt item: #898 of 2743 id: absel-2068 author: Dickinson, John R. title: An Experiential Exercise in Bayesian Decision-Making date: 1986 words: 3936 flesch: 41 summary: However, Bayesian decision theory has application in any number of marketing areas and the appropriateness of the exercise is not limited to a marketing research context. [4] Boyd, Harper W., Jr., Ralph Westfall, and Stanley F. Stasch, Marketing Research--Text and Cases, Sixth Edition (Homewood, IL: Richard D. Irwin, Inc., 1985). keywords: bayesian; business; decision; exercise; information; making; marketing; model; research; sample; simulation; vol cache: absel-2068.pdf plain text: absel-2068.txt item: #899 of 2743 id: absel-2069 author: Jackson, George C. title: Values for Selected Parameters in Physical Distribution Simulations and Games date: 1986 words: 2621 flesch: 36 summary: VALUES FOR SELECTED PARAMETERS IN PHYSICAL DISTRIBUTION SIMULATIONS AND GAMES Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 183 VALUES FOR SELECTED PARAMETERS IN PHYSICAL DISTRIBUTION SIMULATIONS AND GAMES George C. Jackson, Wayne State University ABSTRACT Specifying parameters for a model is often a problem confronted by the developer of a game or simulation. This paper reports the findings of a survey of the physical distribution systems of 53 firms and provides guidelines or benchmarks for a number of variables which can be used in setting up physical distribution simulations and games. keywords: business; distribution; firms; game; orders; shipments; simulation cache: absel-2069.pdf plain text: absel-2069.txt item: #900 of 2743 id: absel-2070 author: Biggs, William D. title: Computerized Business Management Simulations for Tyros date: 1986 words: 7455 flesch: 54 summary: Frazer, R., Business Decision Simulations: A Time Sharing Approach (Reston, VA: Reston, 1975). COMPUTERIZED BUSINESS MANAGEMENT SIMULATIONS FOR TYROS Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 187 COMPUTERIZED BUSINESS MANAGEMENT SIMULATIONS FOR TYROS William D. Biggs, Beaver College ABSTRACT The purpose of this paper is to provide general information about computerized business management simulations. keywords: business; business games; business simulation; computerized; decision; games; inc; learning; management; new; number; paper; simulation; students; team cache: absel-2070.pdf plain text: absel-2070.txt item: #901 of 2743 id: absel-2071 author: Kenner, Joseph; Uretsky, Mike title: The Management Decision Laboratory at New York University date: 1986 words: 4874 flesch: 35 summary: We use this format to illustrate our efforts at explaining-up front-a rather complex process that is very different from students’ classroom environment Introduction M.D.L. creates a simulated business environment in which you will be assisting company management teams competing against other firms in Then same industry. Company management will be presenting reports regarding company performance; plans for future operations; and recommended strategies and policies. keywords: activities; business; company; computer; decision; management; mdl; process; simulation; students; team; world cache: absel-2071.pdf plain text: absel-2071.txt item: #902 of 2743 id: absel-2072 author: Schellenberger, Robert E.; Masters, Lance A. title: An Example: The Use of Management Games on Microcomputers by Computer Novices date: 1986 words: 3407 flesch: 60 summary: Diskette configuration -- Three diskettes are provided. Diskettes must be double sided double density diskettes. keywords: diskette; file; game; program; quarter; run; team cache: absel-2072.pdf plain text: absel-2072.txt item: #903 of 2743 id: absel-2073 author: Sherrell, Daniel L.; Russ, Kenneth R.; Burns, Alvin C. title: Enhancing Mainframe Simulations via Microcomputers: Designing Decision Support Systems date: 1986 words: 4786 flesch: 37 summary: The package described in this paper offers the following departures from traditional simulation methods: a) a historical data base from past simulation periods is available for analysts, b) student teams are required to design their own DSS before they can begin making simulation decisions, c) unequal team starting positions provide the opportunity to use a wide range of marketing strategies and increase team motivation to analyze the history data base. DSS Design Requirements The availability of a simulation history data base also provides the opportunity to require teams to think about the type and amount of information required from the data base prior to making initial simulation decisions. keywords: analysis; base; business; data; decision; dss; information; mainframe; simulation; students; system; teams cache: absel-2073.pdf plain text: absel-2073.txt item: #904 of 2743 id: absel-2074 author: Anderson, Philip H.; Lawton, Leigh title: Integrating Personal Computers a into Course As A Decision Support Tool date: 1986 words: 2732 flesch: 35 summary: As one student stated, “1 think I’ve learned more about computers and computer models in this course than in my computer course -- but maybe that’s because I learn more about what they can do for me in this course.” Integrating computer based models as decision making aids into multiple courses throughout the curriculum may well accomplish educational goals that would be difficult if not impossible to achieve in other settings. keywords: computers; decision; model; simulation; spreadsheet; students; use cache: absel-2074.pdf plain text: absel-2074.txt item: #905 of 2743 id: absel-2075 author: Shane, Barry; Bailes, Jack title: A Decision Support System for Capital Funds Forecasting date: 1986 words: 3471 flesch: 44 summary: A DECISION SUPPORT SYSTEM FOR CAPITAL FUNDS FORECASTING Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 216 A DECISION SUPPORT SYSTEM FOR CAPITAL FUNDS FORECASTING Barry Shane, Oregon State University Jack Bailes, Oregon State University ABSTRACT A decision support system was constructed to guide and instruct business students in preparing a Capital Funds forecast. The DSS can also determine the sensitivity of capital funds to and the relationship of changes in major variables. keywords: business; capital; cash; debt; dss; equity; financing; funds; term cache: absel-2075.pdf plain text: absel-2075.txt item: #906 of 2743 id: absel-2076 author: Keys, J. Bernard; Burns, Max; Case, Tom; Wells, Bob title: Performance and Attitudinal Affects of a Decision Support Package in a Business Game date: 1986 words: 3032 flesch: 44 summary: PERFORMANCE AND ATTITUDINAL AFFECTS OF A DECISION SUPPORT PACKAGE IN A BUSINESS GAME Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 221 PERFORMANCE AND ATTITUDINAL AFFECTS OF A DECISION SUPPORT PACKAGE IN A BUSINESS GAME Bernard Keys, Georgia Southern College Max Burns, Georgia Southern College Tom Case, Georgia Southern College Bob Wells, Georgia Southern College ABSTRACT Traditional wisdom from the MIS/DATA Processing field suggests that Decision Support Systems (EWS) improve corporate decision making and planning. Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 222 HYPOTHESES TESTED The following hypotheses were formulated to test the affects of attitude development and performance effects of the use of decision support systems in a game-the EWS. keywords: business; decision; ews; game; sections; simulation; use cache: absel-2076.pdf plain text: absel-2076.txt item: #907 of 2743 id: absel-2077 author: Mills, Janet L. title: Using the Real World: Interviews with Women Managers date: 1986 words: 3289 flesch: 47 summary: Many students adopt a gaming approach or a problem solving approach to learning. Some students will probably identify women managers who are not managers at all, but are staff professionals. keywords: business; class; design; interviews; learning; managers; simulation; students; women cache: absel-2077.pdf plain text: absel-2077.txt item: #908 of 2743 id: absel-2078 author: Newstrom, John W. title: The Cooperatively-Authored Student Handbook date: 1986 words: 3181 flesch: 35 summary: The overall quality of student notes is generally poor. THE COOPERATIVELY-AUTHORED STUDENT HANDBOOK Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 230 THE COOPERATIVELY-AUTHORED STUDENT HANDBOOK John W. Newstrom, University of Minnesota-Duluth ABSTRACT This paper reports on an experiment using student written reports from periodicals and other sources that are then structured, integrated, and typed by the professor into a set of discussion notes for early dissemination back to the class. keywords: business; class; course; instructor; notes; professor; simulation; students cache: absel-2078.pdf plain text: absel-2078.txt item: #909 of 2743 id: absel-2079 author: Jolly, Laura D.; Fairhurst, Ann E. title: International Buying: An Experiential Exercise date: 1986 words: 1883 flesch: 26 summary: Student teams represented one of four retail firms and bought merchandise from other students posing as foreign manufacturers. INTERNATIONAL BUYING: AN EXPERIENTIAL EXERCISE Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 233 INTERNATIONAL BUYING: AN EXPERIENTIAL EXERCISE Laura D. Jolly, Oklahoma State University Ann E. Fairhurst, Indiana University ABSTRACT An experiential exercise designed to teach retailing students international buying skills is described. keywords: business; buying; exercise; management; manufacturing; simulation; students; team cache: absel-2079.pdf plain text: absel-2079.txt item: #910 of 2743 id: absel-2080 author: Tansuhaj, Patriya S.; Stell, Roxanne title: The Research/Teaching Interface: Turning a Pretest into an Experiential Exercise date: 1986 words: 3273 flesch: 40 summary: THE RESEARCH/TEACHING INTERFACE: TURNING A PRETEST INTO AN EXPERIENTIAL EXERCISE Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 235 THE RESEARCH/TEACHING INTERFACE: TURNING A PRETEST INTO AN EXPERIENTIAL EXERCISE Patriya S. Tansuhaj, Washington State University Roxanne Stell, Oklahoma State University ABSTRACT The benefits of student pretests as an experiential learning exercise are discussed with an illustration. SUMMARY This paper discussed the benefits of student pretests as an experiential learning exercise. keywords: approach; business; exercise; learning; pretesting; questionnaire; research; simulation; students cache: absel-2080.pdf plain text: absel-2080.txt item: #911 of 2743 id: absel-2081 author: Teach, Richard D. title: Building Microcomputer Business Simulations date: 1986 words: 3934 flesch: 47 summary: If distributed processing was built into a Business game, then student teams could Perform simulations within the game simulation. The fact that in a very short time period the microcomputer has become a commonplace office work station, one in which business students need to become accustomed. keywords: business; data; decision; game; learning; management; output; simulation; students; team cache: absel-2081.pdf plain text: absel-2081.txt item: #912 of 2743 id: absel-2082 author: Chiesl, Newell title: Simulation with Discrete and Continuous Mathematical Modeling date: 1986 words: 2591 flesch: 39 summary: They are continuous compressed time and continuous extended time simulation games. SIMULATION WITH DISCRETE AND CONTINUOUS MATHEMATICAL MODELING Developments in Business Simulation & Experiential Exercises, Volume 13, 1986 244 SIMULATION WITH DISCRETE AND CONTINUOUS MATHEMATICAL MODELING Newell Chiesl, Indiana State University ABSTRACT Technological advances in computer hardware have made the use of desk-top computing widespread and universal throughout the business world. keywords: business; computer; games; market; simulation; students; time cache: absel-2082.pdf plain text: absel-2082.txt item: #913 of 2743 id: absel-2083 author: Goosen, Kenneth R. title: An Interpolation Approach to Developing Mathematical Functions for Business Simulations date: 1986 words: 4162 flesch: 33 summary: 3. Prepare a schedule of interpolation values by measuring the coordinate values of the points where each linear line connects to another linear line. Functional equations are equations in which the independent variable (usually a decision value) is an input into a function which determines the value of the dependent variable. keywords: business; demand; gold; interpolation; model; pray; simulation; values cache: absel-2083.pdf plain text: absel-2083.txt item: #914 of 2743 id: absel-2084 author: Fuhs, F. Paul title: The Design of Simulation Models Using Thought Organizers date: 1986 words: 4626 flesch: 45 summary: The recognition of iteration is important to systems design in general and critical for simulation model design, as we will now discuss. Differences in Designing Actual Systems and Simulation Models There is a fundamental difference between the design of large-scale production type application systems and simulation model design. keywords: design; development; levels; model; process; scale; simulation; systems; text; thought; tools cache: absel-2084.pdf plain text: absel-2084.txt item: #915 of 2743 id: absel-2085 author: Havryluk, Alex title: The Assessment Center as a Teaching/Learning Device R. Bruce McAfee date: 1986 words: 4248 flesch: 43 summary: First, Assessment Center participants often work alone on one or more exercises, not just in groups. Many have experimented with new ways of conducting exercises/simulations in an attempt to maximize student learning. keywords: assessment; center; course; exercises; learning; observers; participants; skills; student cache: absel-2085.pdf plain text: absel-2085.txt item: #916 of 2743 id: absel-2086 author: Bellanca, Roseann M.; Markulis, Peter M.; Strang, Daniel R. title: An Approach to Meeting the AACSB Guidelines for Introducing Skills and Personal Characteristics (SAPCs) Using an Interclass Simulation and Role-Play Pedagogy date: 1986 words: 4351 flesch: 40 summary: The method involved-the use of two different courses, Course A (MSc 280), Small Business Management, and Course B (MSc 397), a course using a business simulation as the major opus operandi, were the courses chosen for the experiment. The other class involved in the experiential exercise was MSc 280 (Small Business Management). keywords: aacsb; business; cognitive; course; exercise; management; msc; sapcs; simulation; skills; students cache: absel-2086.pdf plain text: absel-2086.txt item: #917 of 2743 id: absel-2087 author: Giamartino, Gary A.; Van Aalst, Frank D. title: Experiential Learning about the World of Work: A Program for Primary and Secondary School Educators date: 1986 words: 3171 flesch: 34 summary: Thus, the academic component was a vehicle for reflecting on work experience, making sense of it, and encouraging experimentation with the new knowledge. Program participants are selected from voluntary applications to the program. keywords: business; education; educators; experience; learning; participants; program; simulation; work cache: absel-2087.pdf plain text: absel-2087.txt item: #918 of 2743 id: absel-2088 author: Johnson, Herb L.; Kilbourne, William title: Assessment of Relevant Personal Characteristics Of Potential Entrepreneurs date: 1986 words: 4366 flesch: 40 summary: The exercise originated in response to a need for determining prime causes of failure of small businesses identified in the literature. In particular, these new businesses typically add to the ranks of the number of small businesses that make up the vast majority of all enterprises. keywords: analysis; business; characteristics; entrepreneurs; exercise; instruments; management; personal; potential; simulation cache: absel-2088.pdf plain text: absel-2088.txt item: #919 of 2743 id: absel-2089 author: Wellington, William J.; Hutchinson, David; Faria, A. J. title: ABSEL Awareness Amongst Business School Faculty: A Ten Year Update Study date: 2014 words: 4862 flesch: 52 summary: The survey results suggest that ABSEL awareness has declined significantly in the last ten years while simulation usage itself has actually gone up. It was also felt that in the ten years since the last survey reporting on ABSEL awareness that ABSEL awareness should have increased given the widespread use of the internet by academics and the longer presence of the Bernie Keyes Library on the internet. keywords: absel; awareness; business; games; respondents; simulation; survey; users cache: absel-2089.pdf plain text: absel-2089.txt item: #920 of 2743 id: absel-2090 author: Chang, Jimmy; Moon, Karen Ka-Leung; Lau, Mei-Mei; Wong, Man-chong title: Students' View on the Use of Business Gaming In Hong Kong - An Update date: 2014 words: 3729 flesch: 55 summary: 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. keywords: business; gaming; learning; simulation; students; study; time; use cache: absel-2090.pdf plain text: absel-2090.txt item: #921 of 2743 id: absel-2091 author: Gold, Steven C.; Markulis, Peter M.; Strang, Daniel R. title: ABSEL Research -- A Perspective on the Quality of the Research Presented in the Proceedings date: 2014 words: 7572 flesch: 52 summary: The study looked at frequency counts of ABSEL Proceedings papers, classified by tier and track. Inferences are made about the likely value for the ABSEL Proceedings based on several key indicators of journal quality used in SCImago but not available for ABSEL Proceedings. keywords: absel; analysis; business; developments; journal; learning; papers; proceedings; references; research; simulation cache: absel-2091.pdf plain text: absel-2091.txt item: #922 of 2743 id: absel-2092 author: Dickinson, John R. title: Another Procedure for Determining Market Demand date: 2014 words: 4826 flesch: 51 summary: Generally, the normalizing of decision strategy values could especially facilitate multiplying decisions to incorporate such interaction effects. DERIVED EFFECTS ON DEMAND Not only company strategy decisions may affect demand. keywords: advertising; business; company; decision; demand; effect; price; values cache: absel-2092.pdf plain text: absel-2092.txt item: #923 of 2743 id: absel-2093 author: Cannon, Hugh M.; Cannon, James N.; Koksal, Ahmet; Johnson, Aaron title: Customer Transaction Costs and Marketing Simulations: Modeling A New Relationship Marketing Approach date: 2014 words: 7373 flesch: 39 summary: The cost of overcoming the resistance can be conceptualized as transaction costs. This paper discusses how a simulation can incorporate the theory of transaction costs into a cost function and can use the concepts of marketing, and particularly relationship marketing, to reduce them. keywords: asset; costs; customer; differentiation; marketer; marketing; product; relationship; simulation; strategy; transaction; uncertainty; value cache: absel-2093.pdf plain text: absel-2093.txt item: #924 of 2743 id: absel-2095 author: Washington, Michelle L.; Kurthakoti, Raghu; Halpin, Annette L.; Byrd, Steven title: Assessing Systemic Thinking in Undergraduates: An Exploratory Study Using a Total Enterprise Business Simulation date: 2014 words: 7323 flesch: 48 summary: Two authors, who were not the instructors of the course, performed Content Analysis of student reports. This indicates that this variable (systemic thinking on the first report) alone is responsible for explaining about 5% of the variance in student performance on the simulation. keywords: analysis; business; business simulation; decision; learning; level; management; performance; period; report; research; simulation; students; thinking cache: absel-2095.pdf plain text: absel-2095.txt item: #925 of 2743 id: absel-2096 author: Palia, Aspy P.; De Ryck, Jan title: Implementing Marketing Control with the Web-Based Profitability Analysis Package date: 2014 words: 13426 flesch: 52 summary: Price = (Reg1+Reg2+Reg3)/3 (F36+I36+L36)/3 Advertisinig $s - Company 1 C20 from ==> Ave Comp., Ad 11 Company 1 Advertising E14 Advertisinig $s - Company 2 D20 from ==> Ave Comp., Ad 11 Company 2 Advertising E15 Advertisinig $s - Company 3 E20 from ==> Ave Comp., Ad 11 Company 3 Advertising E16 Advertisinig $s - Company 4 F20 from ==> Ave Comp., Ad 11 Company 4 Advertising E17 Advertisinig $s - Company 5 G20 from ==> Ave Comp., Ad 11 Company 5 Advertising E18 Ad Awareness - TST - NAEM Indy. C25 from ==> Salesforce, Salaries 10 Salesforce # - Company 2 D25 from ==> Salesforce, Salaries 10 Salesforce # - Company 3 E25 from ==> Salesforce, Salaries 10 Salesforce # - Company 4 F25 from ==> Salesforce, Salaries 10 Salesforce # - Company 5 G25 from ==> Salesforce, Salaries 10 R&D ($'000s) - Industry Total H49 from ==> NAEM Bulletin 2 17 R&D ($'000s) - Company I49 from ==> USA Income Statement 2 Overall Measure of Profitability Earnings per Share - Company 1 C51 from ==> EPS, Mkt%, SF Activity 8 Earnings per Share - Company 2 D51 from ==> EPS, Mkt%, SF Activity 16 Earnings per Share - Company 3 E51 from ==> EPS, Mkt%, SF Activity 16 Earnings per Share - Company 4 F51 from ==> EPS, Mkt%, SF Activity 16 Page 73 - Developments in Business Simulation and Experiential Learning, volume 41, 2014 EXHIBIT 6 Data Extraction Table – TST Region 1 Profit Worksheet (Revenue Determinants) TST Region 1 Sales Prom. keywords: = =; analysis; business; business simulation; company; cost; developments; keys; learning; marketing; performance; price; profitability; quality; region; salesforce; simulation; tst; worksheet cache: absel-2096.pdf plain text: absel-2096.txt item: #926 of 2743 id: absel-2097 author: Hall, Jeremy J. S. B. title: Quality Assurance in Business Simulation Design date: 2014 words: 7512 flesch: 43 summary: SOFTWARE STRUCTURE Kernighan & Plauger (1978) when discussing program structure point out that most programs are too big to be comprehended as a single chunk and this applies equally to simulation models. A Comprehensive Study of Commonly Practiced Heavy and Light Weight Software Method- ologies UCSI International Journal of Computer Sci- ence, Volume 8, Issue 4, No 2 Kleijnen, Jack P.C (1995) Verification and validation of simulation models European Journal of Operational Research 82 keywords: business; business simulation; complexity; design; figure; hall; jeremy; learning; marketing; model; quality; sales; simulation; software; testing cache: absel-2097.pdf plain text: absel-2097.txt item: #927 of 2743 id: absel-2098 author: Prause, Martin; Gunther, Christina; Weigand, Jurgen title: A Business Simulation Game for Location-Based Strategies date: 2014 words: 6737 flesch: 43 summary: While these positive externalities reduce overall production cost, the degree of benefit depends on the spatial and technical distances between the product (product industry affinity) and the region and its industries (location industry affinity). 5. (Dis)similarity between product industry affinity and location industry affinity influences the benefit from agglomeration effects. keywords: affinity; business; cost; department; firm; industry; learning; location; product; simulation; strategy cache: absel-2098.pdf plain text: absel-2098.txt item: #928 of 2743 id: absel-2099 author: Scherpereel, Christopher M. title: It's Only a Game: Reliability Theory a Better Way to Explain Decision Making in Business Simulation Games date: 2014 words: 351 flesch: 36 summary: Applying reliability theory to business simulation decision making explains much of the behavior we see in student simulation team decision mak- ing behavior and sheds light on the frustration that we of- ten feel as users of educational simulation games. It has been suggested that when college students play simulation games they use intuition or heuristics ra- ther than analytical tools because they never really learned how to use such tools. keywords: simulation cache: absel-2099.pdf plain text: absel-2099.txt item: #929 of 2743 id: absel-21 author: Bernard, Ricardo R. S. title: Using an Investment Fund Simulation Integrated with a Business Game date: 2013 words: 5146 flesch: 47 summary: In investment fund simulation the students did experienced theoretic concepts in practice. Fund simulations were administrated to achieve a specific learning objective: Initiate students in the stock market. keywords: business; fund; game; information; investment; learning; managers; market; simulation; stock; students cache: absel-21.pdf plain text: absel-21.txt item: #930 of 2743 id: absel-2100 author: dos Santos, Jorge Alberto title: Modelling An Introductory Project Management Simulation In Undergraduate Courses date: 2014 words: 4586 flesch: 60 summary: Each phase consists of up to 25% of project activities which teams should plan, execute and control. On rainy days, certain project activities cannot be performed (this is indicated in table 1 with the symbol ). keywords: activities; activity; company; phase; project; simulation; teams cache: absel-2100.pdf plain text: absel-2100.txt item: #931 of 2743 id: absel-2101 author: Salazar, Alexander Baron; Eraso, Juan Carlos Castillo; Insuasti, Jesus title: Knot - A Pedagogical Proposal For Learning The Strategic Planning For Software Companies date: 2014 words: 4605 flesch: 36 summary: It is projected the following modules: simulated software company, processing module, administration, foundation module, game module and support. Knot - A Pedagogical Proposal For Learning The Strategic Planning For Software Companies Page 115 - Developments in Business Simulation and Experiential Learning, volume 41, 2014 KNOT - A PEDAGOGICAL PROPOSAL FOR LEARNING THE STRATEGIC PLANNING FOR SOFTWARE COMPANIES Alexander Barón Salazar University of Nariño abaron_98@udenar.edu.co Juan Carlos Castillo Eraso University of Nariño jcastillo@udenar.edu.co keywords: business; implementation; knot; learning; organization; planning; process; proposal; sbp; software; students cache: absel-2101.pdf plain text: absel-2101.txt item: #932 of 2743 id: absel-2102 author: Thavikulwat, Precha; Chang, Jimmy title: Can an International Business Game Where Players Start From Different Trade-Policy Positions be Fair? date: 2014 words: 4093 flesch: 52 summary: Our hypotheses therefore distinguish between real players and ghost players. The data is equivocal with respect to the cumulative performance scores of ghost players, so motivational fairness is partially supported. keywords: export; game; performance; players; promotion; semester; trade cache: absel-2102.pdf plain text: absel-2102.txt item: #933 of 2743 id: absel-2103 author: Karl, Christian K. title: Solving the Simulation Paradox – How Educational Games Can Support Research Efforts date: 2014 words: 4324 flesch: 43 summary: Apart from the term educational game itself, numerous other terms are in existence, e.g. action plan game, management game, business game, educational game, simulation game, planning game, simulation exercise (Steffens, 1972; Rohn, 1964; Bollermann , 1975; Scheitlin, 1975; Kaiser, 1976; John & Walter, 1981; Schmidt, 1988; Manthey, 1990; Anderson & Lawton, 2008). Salzmann (1976) expands these considerations in regard to educational game models. keywords: behavior; business; decisions; game; learning; model; modeling; paradox; reality; simulation cache: absel-2103.pdf plain text: absel-2103.txt item: #934 of 2743 id: absel-2104 author: Rojas, Miguel David; Londono, Laura Marcela; Valencia, Maria Elena title: Bavela's Game: A Virtual Application date: 2014 words: 2609 flesch: 44 summary: Alex Bavelas is one of the authors who first study how ways of communication influence the performance of teams as well as the efficiency in communication processes. Communication process could be a lineal process, that is, unidirectional, causal, privileged and restricted flow of information. keywords: communication; game; information; participants; process; structure cache: absel-2104.pdf plain text: absel-2104.txt item: #935 of 2743 id: absel-2105 author: Cannon, Sarah; Cannon, James N.; Cannon, Hugh M. title: Modeling Educational Entrepreneurship and Its Social Consequences: A ‘Skin-In-The-Game’ Approach to Exploring the Relationship between Free Enterprise and Social Policy date: 2014 words: 6425 flesch: 34 summary: The literature has expressed  * ,, tktk ECE      kJ j E ktkj SGSG 1 1,, Decision Variable: Description: School Type: E kSG Level of social grooming educational manager k’s curriculum is designed to educate TPS and NPS   k SG kjEC J 1j , Implementing Value-Added Measures of School Effectiveness: Equation 9 E ktj E ktj MIN ktj J j tk SGSGSGSG SGSG jJ t `~,, , 1 , ;     Student Enrollment function (9) Where MIN kSG = Lower limit of social grooming student admitted in educational manager k’s program (equal to zero for TPS) |… = Operator indicating contingent on … criteria are met ~k = All educational programs not managed by manager k Page 156 - Developments in Business Simulation and Experiential Learning, volume 41, 2014 Getting Incentives Right. keywords: educational; efficiency; grooming; individual; level; managers; resources; students; welfare cache: absel-2105.pdf plain text: absel-2105.txt item: #936 of 2743 id: absel-2106 author: Nugent, Michael title: Business Simulation Team Performance after Completing an Individual Practice Module date: 2014 words: 3602 flesch: 48 summary:  Null Hypothesis 1 (H0): the difference between the (PRACTICE GROUP) and (NO PRACTICE GROUP) team simulation scores is 0.  Hypothesis (4) the mean of each team’s course grade is a predictor of team simulation competition scores. keywords: business; practice; scores; simulation; students; team cache: absel-2106.pdf plain text: absel-2106.txt item: #937 of 2743 id: absel-2107 author: Kilburn, Brandon; Kilburn, Ashley title: Practice Makes Perfect: The Impact of Longitudinal Quizzing on Computer Simulation Group Performance date: 2014 words: 3152 flesch: 41 summary: This study examines the effect of longitudinal change across two sequential, related, yet non-identical group simulation-related quizzes on group simulation performance ranking. Findings suggest that change in quiz score is a significant predictor of group simulation performance (Correlation= - .285; sig.= .035; F-Statistic=4.695; t-value: -2.167) (See Table 1). keywords: business; change; group; learning; performance; quiz; simulation; student cache: absel-2107.pdf plain text: absel-2107.txt item: #938 of 2743 id: absel-2108 author: Rahn, David R. title: Moving Web-Based Simulations To Serious Games (Video Games) Is Unreal! date: 2014 words: 277 flesch: 62 summary: But how do we move our web-based form-based simulations to video game format to garner the advantages? Answering the question of whether the anticipated learning outcomes are found using games in the classroom, Dondlinger (2007) cites the Aguilera and Mendiz (2003) historical research study on video game design which maintains that a number of studies indicate these games are conducive to the development of specific skills important to working in a global, knowledge based economy. keywords: games cache: absel-2108.pdf plain text: absel-2108.txt item: #939 of 2743 id: absel-2109 author: Baptista, Marcia Lourenco; Martinho, Carlos Roque; Lima, Francisco; Santos, Pedro Alexandre; Prendinger, Helmut title: An Agent-Based Model of Consumer Behavior Based on the BDI Architecture and Neoclassical Theory date: 2014 words: 3006 flesch: 49 summary: Figure 1 BDI architecture of consumer agents. An Agent-Based Model of Consumer Behavior Based on the BDI Architecture and Neoclassical Theory Page 170 - Developments in Business Simulation and Experiential Learning, volume 41, 2014 AN AGENT-BASED MODEL OF CONSUMER BEHAVIOR BASED ON THE BDI ARCHITECTURE AND NEOCLASSICAL THEORY Márcia Lourenço Baptista Universidade de Lisboa, marcia.baptista@ist.utl.pt keywords: agent; architecture; behavior; consumer; goods; product cache: absel-2109.pdf plain text: absel-2109.txt item: #940 of 2743 id: absel-2111 author: Burch, Gerald F.; Bradley, Thomas; Burch, Jana title: Increasing Knowledge by Leaps and Bounds: Using Experiential Learning to Address Threshold Concepts date: 2014 words: 3888 flesch: 52 summary: CONCLUSION The primary purpose of this paper was to show how experiential learning addresses many of the needs associated with teaching students threshold concepts. In the design phase the instructor determines the learning objective, selects the activity, identifies the factors affecting student learning, and lays the theoretical base so that the participant views the activity through the desired lens (Gentry, 1990). keywords: concepts; knowledge; land; learning; student; threshold cache: absel-2111.pdf plain text: absel-2111.txt item: #941 of 2743 id: absel-2112 author: Harris, Bernard F. title: Mandatory Accreditation and The US Army Command and General Staff College date: 2014 words: 4221 flesch: 36 summary: Pam 350-70, accreditation standards 1, 10, 17, 18, 19, 22, 23, 24, 26 and 27 all address experiential learning through the Army Learning Concept (ALC) 2015. The college understands that satisfying the plethora of accreditation standards and criteria from its three distinct accrediting agencies will only help the college to maintain its objective of educating military leaders. keywords: accreditation; aeas; army; cgsc; education; institution; learning; standards; tradoc; training cache: absel-2112.pdf plain text: absel-2112.txt item: #942 of 2743 id: absel-2113 author: Hoover, Sheila title: Reputation management: Evaluating journals for publication and impact date: 2014 words: 3820 flesch: 50 summary: Hoover Texas Tech University sheila.hoover@ttu.edu ABSTRACT Reputation management is the practice of strategically placing academic journal articles in such a way as to get them noticed, read and cited. Tools for evaluating open access journals and publishers include the Directory of Open Access Journals (DOAJ) and Scholarly Open Access (http:// scholarlyoa.com/). keywords: access; article; authors; citation; journal; open; research; university; web cache: absel-2113.pdf plain text: absel-2113.txt item: #943 of 2743 id: absel-2114 author: Burch, Gerald F.; Heller, Nathan A.; Freed, Rusty title: Back to the basics: Developing a student engagement survey to evaluate the role of experiential learning on student engagement date: 2014 words: 6529 flesch: 59 summary: Using this article as a launching point we began a literature review for student engagement surveys that could be potentially used for experiential learning research. CRITERION-RELATED VALIDITY There has been no previous work containing the criterion-related validity of student engagement surveys. keywords: class; course; engagement; factor; learning; outcomes; student; student engagement; survey cache: absel-2114.pdf plain text: absel-2114.txt item: #944 of 2743 id: absel-2117 author: Washington, Michelle L. title: Dragons, Dungeons, Passions and Profits: The Tale of the Rainbow Book Den date: 2014 words: 4656 flesch: 63 summary: PASSION FOR CHILDREN AND COMMUNITY Gloria Davis, now 57 years old, had first left her hometown of Philadelphia in 1972 to attend college in Virginia. For as long as she could remember, she had a concern for children and a passion for literacy. keywords: bookstore; business; case; children; community; entrepreneurship; gloria; philadelphia; rainbow; social cache: absel-2117.pdf plain text: absel-2117.txt item: #945 of 2743 id: absel-2118 author: Elenkov, Detelin title: Experiential Exercise with Multinational Student Teams: Researching Together a Multinational Corporation and Developing Jointly a Strategic Marketing Plan for IT Using Blackboard date: 2014 words: 1154 flesch: 33 summary: INTRODUCTION Basic teaching methodologies in international marketing courses, where marketing strategy issues are typically covered, are still largely lecture and/or class discussion in format with students taking more passive roles (Clow and Wachter 1996). All of these considerations elevate the significance of experiential exercises in that they attempt to ease the difficulty of teaching marketing strategy through the use of concise, subject-specific, business situations. keywords: exercise; marketing; strategy; students cache: absel-2118.pdf plain text: absel-2118.txt item: #946 of 2743 id: absel-2119 author: Abston, Kristie A. title: Comparing Live and Traditional Case Studies in a Dual-level Compensation and Benefits Course date: 2014 words: 1278 flesch: 49 summary: However, there is a dearth of literature on the use of live cases in human resource management courses; see Gundars Kaupins’ work for some exceptions. Feedback from the clients, instructors, and students who participate in live cases is generally positive. keywords: business; case; course; students cache: absel-2119.pdf plain text: absel-2119.txt item: #947 of 2743 id: absel-2120 author: Lawlor, K. Blaine title: Are we addressing the real problem? A tile game experiential exercise. date: 2014 words: 2920 flesch: 62 summary: After this step, one can utilize the training from project management courses in relation to planning, control, im- plementation and review. The exercise I have introduced into the class is entitled “the tile game” and it relates to project management and on how well a team can prepare to obtain the desired results. keywords: learning; management; problem; project; words cache: absel-2120.pdf plain text: absel-2120.txt item: #948 of 2743 id: absel-2121 author: Maryott, Kiersten M. title: Building an EBL Culture in the Business School: Lessons from the Katz School @ Pitt date: 2014 words: 163 flesch: 43 summary: The author will discuss various strategies that have been used at the school to educate fellow faculty about how to incorporate EBL in their courses as well as programs that have been initiated to encourage and grow EBL use within the school. The author is lucky to be at a business program where experience based learning is one of the 5 strategic initiatives of the school and where EBL is given considerable support from the Dean’s Office. keywords: ebl cache: absel-2121.pdf plain text: absel-2121.txt item: #949 of 2743 id: absel-2122 author: Jaramillo, Carlos Mario Zapata; Alvarez, Maria Clara Gomez title: Incorporating Playful Activities in the Software Engineering Teaching date: 2014 words: 3374 flesch: 47 summary: None of the EXHIBIT 5 LEARNING LEVEL ACHIEVED BY PRACTICING PLAYFUL ACTIVITIES Page 254 - Developments in Business Simulation and Experiential Learning, volume 41, 2014 students consider excessive the amount of playful activities, leading to an implicit acceptance of the playful activities by the students, since they are well-designed and previously tested for avoiding improvisation. Incorporating Playful Activities in the Software Engineering Teaching Page 248 - Developments in Business Simulation and Experiential Learning, volume 41, 2014 INCORPORATING PLAYFUL ACTIVITIES IN THE SOFTWARE ENGINEERING TEACHING Carlos Mario Zapata Jaramillo Universidad Nacional de Colombia cmzapata@unal.edu.co María Clara Gómez Álvarez Universidad de Medellín mcgomez@udem.edu.co ABSTRACT Software engineering comprises the application of a systematic and disciplined approach to develop software products. keywords: activities; activity; engineering; information; learning; software; students; systems cache: absel-2122.pdf plain text: absel-2122.txt item: #950 of 2743 id: absel-2123 author: Jaramillo, Carlos Mario Zapata; Cardona, Paola Andrea Norena; Agudelo, Fabio Alberto Vargas title: The Event Interaction Game: Understanding Events in the Software Development Context date: 2014 words: 3520 flesch: 59 summary: Event interaction game is an easy and funny way to learn about event interaction. Do you believe this game eases the learning about events event interaction? keywords: event; exhibit; game; graph; interaction; learning; process; software; students cache: absel-2123.pdf plain text: absel-2123.txt item: #951 of 2743 id: absel-2124 author: Rahn, David R.; Rehg, Michael title: Getting Real With Experiential: Get Your Students Launched in the Very Next Entrepreneurship Course You Teach date: 2014 words: 238 flesch: 45 summary: YOU TEACH David R. Rahn California State University, Chico drahn@csuchico.edu Michael Rehg California State University, Chico mrehg@csuchico.edu ABSTRACT The focus of this paper is on the university incubator and classroom adoption of the “Lean” business start-up framework popularized by Silicon Valley serial entrepreneur Steve Blank. keywords: business cache: absel-2124.pdf plain text: absel-2124.txt item: #952 of 2743 id: absel-2125 author: Good, Deborah Cain title: Building a Strategic Human Resource Management System: An Experiential Approach date: 2014 words: 2046 flesch: 45 summary: A subsequent class is focused upon establishing the principles of strategic human resource management. Human resource strategies: A reconceptualization. keywords: firm; human; learning; management; project; resource cache: absel-2125.pdf plain text: absel-2125.txt item: #953 of 2743 id: absel-2126 author: Giambatista, Robert C.; Hoover, J. Duane title: An Exploration of Overconfidence in Experiential Learning of Behavioral Skills among MBA Students date: 2014 words: 8325 flesch: 49 summary: Overconfidence prior to receiving behavioral skills feedback will be higher than overconfidence after receiving behavioral skills feedback. Second, the finding that overconfidence might be more problematic in areas like leadership and teamwork suggests that more attention to these topics and developing strategies for countering such overconfidence would be efforts well spent. keywords: assessment; business; feedback; individuals; leadership; learning; overconfidence; performance; post; self; simulation; skills; students; test cache: absel-2126.pdf plain text: absel-2126.txt item: #954 of 2743 id: absel-2127 author: Burch, Gerald F.; Batchelor, John H.; Heller, Nathan A.; Shaw, Joanna; Kendall, Walter; Turner, Beverly title: Experiential Learning - What Do We Know? A Meta-Analysis of 40 Years of Research date: 2014 words: 2519 flesch: 44 summary: Our analysis computed the fixed and random effects of experiential learning outcomes using Comprehensive Meta Analysis (CMA).The results in Table 1 show a point estimate for the standard difference in means for experiential learning and the control group of .86 (p<.001) and .75 (p<.01) for the fixed and random effects models respectively. INTRODUCTION There is once again growing interest surrounding experiential learning. keywords: business; learning; simulation; student; studies cache: absel-2127.pdf plain text: absel-2127.txt item: #955 of 2743 id: absel-2128 author: Vicente, Paulo title: The Game of Energy: A Classroom Game of Cooperation and Competition Simulating the Global Energy Market date: 2014 words: 4406 flesch: 68 summary: Games and Decision. Decide many new oil production units (Gb) they will explore in each region. keywords: cards; game; oil; participants; phase; production; reserves; turn cache: absel-2128.pdf plain text: absel-2128.txt item: #956 of 2743 id: absel-2129 author: Hamada, Ryoju; Hiji, Masahiro; Kaneko, Tomomi title: Development of Software Engineering Business Board Game date: 2014 words: 3424 flesch: 60 summary: Programming skill remains important, but skills of project management have become extremely important. The CEO draws project cards. keywords: business; company; game; management; project; skg; software; students cache: absel-2129.pdf plain text: absel-2129.txt item: #957 of 2743 id: absel-2130 author: Sharbrough, William C. title: Back to the Future: Using an Historical Perspective to Demonstrate Teambuilding Initiatives in an MBA Class date: 2014 words: 167 flesch: 25 summary: The workshop involves students in a variety of exercises that illustrate pooled, sequential, and reciprocal interdependence among teams as well as implicit ways to develop trust and open communication among team members. Using an Historical Perspective to Demonstrate Teambuilding Initiatives in an MBA Class Page 300 - Developments in Business Simulation and Experiential Learning, volume 41, 2014 BACK TO THE FUTURE: USING AN HISTORICAL PERSPECTIVE TO DEMONSTRATE TEAMBUILDING INITIATIVES IN AN MBA CLASS William C. Sharbrough The Citadel sharbroughw@citadel.edu ABSTRACT As part of an MBA class in teambuilding and leading teams, the author has developed a unique, weekend-long teambuilding workshop that fits with the military tradition of the institution. keywords: teambuilding cache: absel-2130.pdf plain text: absel-2130.txt item: #958 of 2743 id: absel-2131 author: Chasteen, Larry title: Simulations for Strategy Courses: Comparing Online and on-Campus Courses date: 2014 words: 2885 flesch: 57 summary: FINDINGS The research questions were addressed based on the data gathered from the six class sections as follows: EXHIBIT 1 BSC COMPARISON FOR ON-CAMPUS AND ONLINE TEAMS On-campus teams Online teams Round 1 2 3 4 5 6 7 8 Recap Total Possible Pts 82 89 89 100 100 100 100 100 240 1000 Andrews 35 44 55 84 82 77 78 76 176 708 Baldwin 44 61 48 52 49 56 60 58 101 530 Chester 41 38 39 53 63 70 71 57 81 513 Digby 48 46 44 47 65 71 66 60 174 621 Erie 49 60 46 52 66 69 72 72 92 578 Ferris 47 52 53 58 63 67 70 71 108 589 Round 1 2 3 4 5 6 7 8 Recap Total Possible Pts 82 89 89 100 100 100 100 100 240 1000 Andrews 37 49 47 57 58 59 58 74 162 600 Baldwin 45 48 58 56 50 51 71 70 157 606 Chester 39 51 65 69 77 69 75 77 157 680 Digby 48 57 63 67 68 67 66 67 150 653 Erie 44 51 51 55 61 59 61 62 103 546 Ferris 49 56 58 68 69 72 70 73 151 667 Page 303 - Developments in Business Simulation and Experiential Learning, volume 41, 2014 1. Could online teams (virtual teams) perform as well as face-to-face teams? keywords: campus; course; online; simulation; strategy; students; teams cache: absel-2131.pdf plain text: absel-2131.txt item: #959 of 2743 id: absel-2132 author: Dickinson, John R. title: The Uniformity of Distractor Response Distributions in Multiple-Choice Questions date: 2014 words: 3507 flesch: 57 summary: The difficulty and discriminating ability of a consumer behavior multiple- choice question bank. Those frequencies comprise the distribution of distractor responses and the Intuit measure of qualitative dispersion was calculated for each of the sample questions. keywords: banks; choice; distractor; multiple; questions; responses cache: absel-2132.pdf plain text: absel-2132.txt item: #960 of 2743 id: absel-2133 author: Nation, Daniel; Reed, Lora L.; Swank, Alan title: Innovations and Future Directions for Experiential Learning for a Large Online Business Degree Program date: 2014 words: 6406 flesch: 34 summary: Growing and funding experiential learning programs: A recipe for success. The challenge is to find appropriate methods to bring experiential learning opportunities to the BAHRM program in the most cost effective and academically acceptable manner. keywords: business; education; experience; learners; learning; methodologies; online; opportunities; program; september; simulation; students; university cache: absel-2133.pdf plain text: absel-2133.txt item: #961 of 2743 id: absel-2134 author: Anderson, Philip H.; Lawton, Leigh title: ABSEL's Silver Tsunami date: 2014 words: 1102 flesch: 55 summary: ABSEL’s Silver Tsunami Page 321 - Developments in Business Simulation and Experiential Learning, volume 41, 2014 ABSEL’S SILVER TSUNAMI Philip H. Anderson University of St. Thomas phanderson@stthomas.edu Leigh Lawton University of St. Thomas l9lawton@ stthomas.edu ABSTRACT This study analyzes the number of papers presented at ABSEL conferences from 1990 through 2012. This paper analyzes the number of papers presented at ABSEL conference from 1990 through 2012. keywords: number; papers cache: absel-2134.pdf plain text: absel-2134.txt item: #962 of 2743 id: absel-2135 author: Hoover, J. Duane title: Experiential Learning in the 21st Century: Personal Reflections and Insights from Burning Man date: 2014 words: 5978 flesch: 44 summary: Positive reinforcement is accomplished in Burning Man gatherings often by the spontaneous snapping of fingers as opposed to staged applause or perfunctory praise. It should also be noted that radical self-expression manifests in Burning Man gatherings as an insistence, that whatever is being done, is also fun to do. keywords: actualization; burning; business; community; developments; experience; hoover; learning; man; person; self; simulation cache: absel-2135.pdf plain text: absel-2135.txt item: #963 of 2743 id: absel-2136 author: Reed, Lora L.; Swanson, Andree title: Servant Leadership: Innovative Leader Development in the Online Classroom and Beyond date: 2014 words: 3253 flesch: 44 summary: Other online learners may be so focused on their own self-interest (e.g., personal goals) that they may not easily consider the bigger picture that surrounds them beyond the online classroom and the immediate objectives of passing a course. Still other online learners may not even realize that temptations to take an easier path to knowledge than they might be wise to use is due to the phenomenon of diffusion of responsibility that occurs when others are not face-to-face with the learner to challenge an individual action. keywords: education; greenleaf; leadership; learning; online; servant; students cache: absel-2136.pdf plain text: absel-2136.txt item: #964 of 2743 id: absel-2137 author: Jakubowski, Michal title: Gamification in Business and Education – Project of Gamified Course For University Students date: 2014 words: 2149 flesch: 53 summary: Author would like to present his concept of immersive gamification course that he will start during 2013/2014 academic year. As for other game mechanics introduced in the course there are some popular ones like:  Badges, can be earned for completing missions – their function is to quickly recognize what skills or knowledge student acquired and to show off in front of the other course participants,  keywords: author; course; design; game; gamification; students cache: absel-2137.pdf plain text: absel-2137.txt item: #965 of 2743 id: absel-2138 author: Gentry, James W.; Kaulbach, Melissa; Smith, J. Alexander; Simon, Rob; Feinstein, Andrew Hale title: Distance Learning And ABSEL: Revisited For The Nth Plus 1 Time date: 2014 words: 7223 flesch: 51 summary: From our perspective many students in the current generation of traditional students would not have the self-discipline to be successful in the current versions of MOOCs. Ledman, Robert E. (2008), “Comparing Student Learning in Online and Classroom Formats of the Same Course,” Developments in Business Simulation and Experiential Learning, 35, 351-352. keywords: absel; author; business; business simulation; class; courses; developments; distance; education; learning; moocs; online; simulation; students cache: absel-2138.pdf plain text: absel-2138.txt item: #966 of 2743 id: absel-2139 author: Zelihic, Maja; Reed, Lora L. title: Teaching, Learning & Using Tech in the Online Classroom date: 2014 words: 7082 flesch: 41 summary: But, how does online learning technology impacts the educational process in general especially in reference to learning styles of individual learners? The Sloan Consortium found that the number of online students doubled in two years between 2002 and 2005, with 63% of higher educational institutions offering undergraduate courses online (Peltier, Schibrowsky & Drago, 2007). keywords: classroom; course; education; experience; learning; new; online; setting; students; styles; technology; use cache: absel-2139.pdf plain text: absel-2139.txt item: #967 of 2743 id: absel-2140 author: Phan, Vanthanh; Hoover, J. Duane title: The Distance MBA: A Need for Guiding Philosophy and Theories date: 2014 words: 7642 flesch: 46 summary: What learners acquire from their random interaction and exposure to their local environment could be used to support what they learn from formal instruction; it cannot act as a stand-alone source of learning for distance MBA learners. Research and work on distance MBA learning has been overshadowed by practical advice on how to design, develop, implement, and assessing distance MBA programs. keywords: courses; distance; distance education; distance mba; education; knowledge; learners; learning; mba; need; students; theories; theory cache: absel-2140.pdf plain text: absel-2140.txt item: #968 of 2743 id: absel-2141 author: Sato, Ryo title: On a Methodology for Service Innovation Strategy and its Gamification date: 2014 words: 156 flesch: 31 summary: Furthermore, we investigate how human gaming can be combined with this gamification in the case of service innovation. The methodology is called soft innovation architecture (soft IA, for short). keywords: innovation cache: absel-2141.pdf plain text: absel-2141.txt item: #969 of 2743 id: absel-2142 author: Cannon, Hugh M.; Geddes, Bryon C.; Feinstein, Andrew Hale title: Experiential Strategies for Building Individual Absorptive Capacity date: 2014 words: 7549 flesch: 40 summary: What, then, does the need to build student absorptive capacity tell us about pedagogy? Organizational absorptive capacity has received considerable attention in the management literature. keywords: box; business; capacity; exhibit; individual; knowledge; learning; loop; new; organization; problem; skills; students cache: absel-2142.pdf plain text: absel-2142.txt item: #970 of 2743 id: absel-2143 author: Thavikulwat, Precha title: GEO for Takeovers, Banking, and Finance date: 2014 words: 331 flesch: 52 summary: GEO for Takeovers, Banking, and Finance Page 390 - Developments in Business Simulation and Experiential Learning, volume 41, 2014 GEO FOR TAKEOVERS, BANKING, AND FINANCE PrechaThavikulwat Towson University pthavikulwat@towson.edu The game allows players to practice making these truly important decisions. keywords: game cache: absel-2143.pdf plain text: absel-2143.txt item: #971 of 2743 id: absel-2144 author: Hendrickson, Pat; Back, Diann title: TRANSITIONS: Managing Change Disruptions date: 2014 words: 560 flesch: 41 summary: Challenged to look for creative solutions, participants navigate through a series of ordered changes including budget cuts, accrediting issues, and the need for student accessibility to learning resources. pat.hendrickson@cpcc.edu Diann Back Central Piedmont Community College diann.back@cpcc.edu ABSTRACT Transitions is designed to help people understand that change is always disruptive, upsets the status quo, and frequently results in new and innovative approaches to problem solving. keywords: change; transitions cache: absel-2144.pdf plain text: absel-2144.txt item: #972 of 2743 id: absel-2145 author: Ichikawa, Arata title: A Tiny Production-to-Cost Game for Developing from Customers to Engineers date: 2014 words: 425 flesch: 49 summary: A TINY PRODUCTION-TO-COST GAME FOR DEVELOPING FROM CUSTOMERS TO ENGINEERS Arata Ichikawa Ryutsu Keizai University, Japan ichikawa@rku.ac.jp ABSTRACT You could play a 20-minute demonstration of this tiny paper-based (letter or A4 size sheets) business game for undergraduates to study engineering and technology related subjects as advancing to the following academic years. This game which is played by a single player would be one of the appropriate pre-games to, for example, “Beer Game” which is played by a group of players. keywords: game cache: absel-2145.pdf plain text: absel-2145.txt item: #973 of 2743 id: absel-2146 author: Ichikawa, Manabu; Aizawa, Kei; Ozaki, Tomoya; Xue, Jiao; Deguchi, Hiroshi title: Supporting Individual's Learning Towards Collective Benefits: A Car-Sharing Business Game date: 2014 words: 617 flesch: 52 summary: Proprietor players consider the strategies and give advices to manager player. Manager players make executable decision and the reward of proprietor players. keywords: business; game cache: absel-2146.pdf plain text: absel-2146.txt item: #974 of 2743 id: absel-2147 author: Markulis, Peter M.; Strang, Daniel R. title: The Organizational Behavior Simulation date: 2014 words: 198 flesch: 25 summary: The Organizational Behavior Simulation Page 395 - Developments in Business Simulation and Experiential Learning, volume 41, 2014 THE ORGANIZATIONAL BEHAVIOR SIMULATION Peter Markulis State University of New York at Geneseo markulis@geneseo.edu Daniel Strang State University of New York at Geneseo strang@geneseo.edu ABSTRACT OB SIMUMATION is a comprehensive and integrated simulation in the field of Organizational Behavior. The purpose of this simulation is to give the student a vicarious experience as a typical manager who must deal with the various issues associated with Organizational Behavior. keywords: simulation cache: absel-2147.pdf plain text: absel-2147.txt item: #975 of 2743 id: absel-2148 author: Rahn, David R. title: Managing Human Resources Simulation date: 2014 words: 497 flesch: 57 summary:  15 minutes for Introduction  15 minutes for team decisions  15 minutes for analysis  15 minutes for debriefing Minimum Number of Players  Increase understanding of the relationships among HRM practices and organizational outcomes. keywords: simulation cache: absel-2148.pdf plain text: absel-2148.txt item: #976 of 2743 id: absel-2149 author: Draper, Stuart title: Stukent Real Deal Simulation: An Internet Marketing Simulation date: 2014 words: 165 flesch: 26 summary: Many large public and private institutions still do not teach internet marketing; not even an entry level course. Stukent has developed an internet marketing simulation they refer to as the Real Deal simulation, along with a digital textbook that helps professors at traditional universities effectively teach internet marketing through experiential learning. keywords: simulation cache: absel-2149.pdf plain text: absel-2149.txt item: #977 of 2743 id: absel-2150 author: Rahn, David R. title: Managing Human Resources Simulation in Health Administration date: 2014 words: 551 flesch: 51 summary:  15 minutes for Introduction  15 minutes for team decisions  15 minutes for analysis  15 minutes for debriefing Minimum Number of Players Supplement knowledge of current issues in HRM in Health Administration environments. REQUIRMENTS The game can be played for 1 to 8 quarters. keywords: administration cache: absel-2150.pdf plain text: absel-2150.txt item: #978 of 2743 id: absel-2151 author: Masuda, Tomoaki; Nabeta, Takeyori; Fujino, Toshiki; Ichikawa, Manabu; Terano, Takao title: DISCOVER TOMORROW: You Are Applicant of the Games of the XXXII Olympiad- date: 2014 words: 413 flesch: 60 summary: YOU ARE APPLICANT OF THE GAMES OF THE XXXII OLYMPIAD- Tomoaki Masuda, Tokyo Institute of Technology Takeyori Nabeta, Tokyo Institute of Technology Toshiki Fujino, Tokyo Institute of Technology Manabu Ichikawa Tokyo Institute of Technology Takao Terano Tokyo Institute of Technology ABSTRACT Discover Tomorrow is the international slogan of 2020 Summer Olympics in Tokyo. The aspect of city appeal is point of this game. keywords: institute; technology cache: absel-2151.pdf plain text: absel-2151.txt item: #979 of 2743 id: absel-2152 author: Dyson, David A.; Edwards, Robert R. title: One Step beyond Naivete: Laboratory Simulation of Strategic Management date: 1985 words: 2789 flesch: 30 summary: ORGANIZATIONAL SUCCESS: THE ELUSIVE MEASUREMENT Social psychologists have wrestled with definitions of organizational success for some time. Organizational success correlated with managerial orientation at .47 with a significance level of .D8; organizational success correlated with strategy at .46, with a significance level of .09. keywords: business; management; orientation; research; roi; simulation; strategy; success cache: absel-2152.pdf plain text: absel-2152.txt item: #980 of 2743 id: absel-2153 author: Gosenpud, Jerry; Milton, Charles; Larson, Arthur title: Predicting Performance over the Course of the Simulation date: 1985 words: 3995 flesch: 48 summary: Is it easier to predict later game performance than earlier game performance? Previous Research Evidence from previous research identifies factors that predict simulation performance, and while the evidence is somewhat vague and contradictory, it is clear enough to draw some tentative conclusions. keywords: game; interest; performance; simulation; study; time; variables cache: absel-2153.pdf plain text: absel-2153.txt item: #981 of 2743 id: absel-2154 author: House, W. C.; Napier, H. S. title: Congruency of Critical Performance Factors In Simulated and Real World Environments: An Exploratory Study date: 1985 words: 3031 flesch: 30 summary: The investigation was made to determine if company performance in the form of return on investment could be predicted accurately one year in advance and to indicate which ties from among a selected group of performance factors Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 12 had the most significant influence on the criterion variable. it should be possible to identify performance variables most significantly affect overall company performance in actual business environments and to determine to what extent these factors may vary with the size of the company and nature of the industry. keywords: business; company; factors; performance; return; sales; variables cache: absel-2154.pdf plain text: absel-2154.txt item: #982 of 2743 id: absel-2155 author: Oppenheimer, Robert J. title: Stimulating Learning and Creating Course Involvement Through the use of Debates date: 1985 words: 1314 flesch: 36 summary: A Microcomputer Simulation of a Service Industry A Proposed Interactive Inventory Control Simulation Microcomputer Demonstration Exercises for a Course on Creativity and Problem Solving Processing Skills for Teachers, Trainers and Managers Developing the Competencies of Resistance to Stress and Accurate Self-Assessment Raising Elizabeth: Socializing Girls to Aspire to Careers as Managers, Secretaries or Corporate Wives Factors Influencing Perception: Gaining Understanding Through Experience Painless Computer Simulation The Effects of Differential Grade Weights on Business Game Learning levels An Investigation of the Validity of a Recommendation for Experiential Exercise Debriefing Simulation and Experiential Practices of Faculty: A Data-Based Workshop The Live Case Study: Filling the Gap Between the Case Study and the Experiential Exercise A Reactive Microcase Pedagogy Advantages of a Multigame Simulation Course Using the Logistic Function to Score Computer-Supported Games A Simulation Model to Calculate Session Time for Running Simulation Models in a Shared Resource Environment On the Core Size of Small Task Groups and the Cause for the Core Size to Emerge STIMULATING LEARNING AND CREATING COURSE INVOLVEMENT THROUGH THE USE OF DEBATES Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 14 STIMULATING LEARNING AND CREATING COURSE INVOLVEMENT THROUGH THE USE OF DEBATES Robert J. Oppenheimer, Concordia University A perennial concern of many who have faced students on an ongoing basis is to obtain their involvement, commitment, and enthusiasm. keywords: learning; simulation; team; use cache: absel-2155.pdf plain text: absel-2155.txt item: #983 of 2743 id: absel-2156 author: Fulmer, William E. title: A Novel Approach to Writing Texts date: 1985 words: 2397 flesch: 48 summary: Business students lean toward the practical. A NOVEL APPROACH TO WRITING TEXTS Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 15 A NOVEL APPROACH TO WRITING TEXTS William E. Fulmer, Clarion University of Pennsylvania ABSTRACT Traditional texts fall short of capturing student interest or enthusiasm for a subject. keywords: business; management; novel; reader; simulation; students; text cache: absel-2156.pdf plain text: absel-2156.txt item: #984 of 2743 id: absel-2157 author: Graham, Reginald A. title: ABSEL Revisited: In-Class Study Involvement Increases Learning date: 1985 words: 2636 flesch: 40 summary: First, it rapidly increases marketing students’ active vocabulary because they are forced into a conversational mode that uses marketing technology. Program Mean Score Lower 1/3 Middle 1/3 Upper 1/3 Accounting 46.39- 46.90-52.82 52.83+ Finance 46.22- 46.23-52.77 52.73+ Management of Hunan Resources 49.21- 49.22-54.40 54.41+ Marketing 48.53- 48.54-51.32 51.83+ Operations Management 43.52- 48.53-51.63 51.69+ Due to the shortened length of the subtests and the content differences between subtests, scaled scores are not appropriate for comparing individual students in any but the most general way. keywords: answer; class; college; group; marketing; sheet; simulation; state; students; university cache: absel-2157.pdf plain text: absel-2157.txt item: #985 of 2743 id: absel-2158 author: Decker, Ron; LaBarre, James title: BUS-SIM Micro: An Introductory Business Simulation Demonstration date: 1985 words: 1221 flesch: 29 summary: BUS-SIM MICRO AN INTRODUCTORY BUSINESS SIMULATION DEMONSTRATION Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 22 BUS-SIM MICRO AN INTRODUCTORY BUSINESS SIMULATION DEMONSTRATION Ron Decker, Southwest Missouri State University James LaBarre, University of Wisconsin-Eau Claire Bus-Sim is a business simulation/game developed for use on the IBM-PC microcomputer. The basic algorithm is still used but the number of decisions and products has been scaled down to meet the needs of introductory students. keywords: business; decisions; management; simulation; use cache: absel-2158.pdf plain text: absel-2158.txt item: #986 of 2743 id: absel-2159 author: McBride, Dorothy J.; Peterson, Tim O. title: Solutions Diversified: An Experiential Introduction to Management Information Systems date: 1985 words: 2885 flesch: 44 summary: A copy of the instruction sheet for each division (President, Inventory Control, Quality Control, SOLTECH, SOLGRAPHICS, and SOLART). Report forms for SOLTECH, Inventory Control, and Quality Control. keywords: business; control; information; inventory; problems; quality; solutions cache: absel-2159.pdf plain text: absel-2159.txt item: #987 of 2743 id: absel-2160 author: Barton, Richard F. title: Stimulating Rigorous Analysis in Simulation Gaming date: 1985 words: 3908 flesch: 42 summary: INTRODUCTION Over the years many attempts have been reported to Induce simulation game players to participate in the manner the game designer and game user had in mind. Others reported team strategies to get high index grades along with strategies for guiding their simulated companies. keywords: analysis; assignments; decision; game; indexes; model; players; simulation; teams cache: absel-2160.pdf plain text: absel-2160.txt item: #988 of 2743 id: absel-2161 author: Markulis, Peter M.; Strang, Daniel R. title: The Use of Decision Support Systems (DSS) and Operations Research/Management Science (OR/MS) Techniques to Enhance the Learning Experience of Students Participating in Computerized Simulations date: 1985 words: 4567 flesch: 46 summary: Hence DSS tools are particularly appropriate for business games since it is their explicit intention to serve as a set of supportive tools assisting managers in assessing the ramifications of parts or pieces of more complex or semistructured problems [Krober and Watson, 1983, 329]. The Use of Decision Support Systems (DSS) and Operations Research/Management Science (OR/MS) Techniques to Enhance the Learning Experience of Students Participating in Computerized Simulations Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 30 The Use of Decision Support Systems (DSS) and Operations Research/Management Science (OR/MS) Techniques to Enhance the Learning Experience of Students Participating in Computerized Simulations Peter M. Markulis, SUNY Geneseo Daniel R. Strang, SUNY Geneseo ABSTRACT Management games and simulations are now a commonly accepted pedagogy in most business schools. keywords: business; decide; decisions; dss; games; management; mtb; production; simulation; students; techniques; use cache: absel-2161.pdf plain text: absel-2161.txt item: #989 of 2743 id: absel-2162 author: Baillie, Allan S.; McIntire, Robert H. title: Problems Associated with the Administrative uses of Student Ratings date: 1985 words: 5352 flesch: 45 summary: PROBLEMS ASSOCIATED WITH THE ADMINISTRATIVE USES OF STUDENT RATINGS Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 35 PROBLEMS ASSOCIATED WITH THE ADMINISTRATIVE USES OF STUDENT RATINGS Allan S. Baillie, California Polytechnic State University Robert H. McIntire, California Polytechnic State University ABSTRACT It might be postulated that college administrators formulate policy with due regard given to educational research. However, based on a review of the literature covering the administrative uses of student ratings, it appears the opposite may be true. keywords: content; effect; eric; faculty; journal; lecture; ratings; research; student; student ratings; teaching; validity cache: absel-2162.pdf plain text: absel-2162.txt item: #990 of 2743 id: absel-2163 author: Sanders, Patricia title: Enthusiasm Awareness in the Experiential Classroom date: 1985 words: 3223 flesch: 42 summary: Limited research indicates that, all other things being equal, teacher enthusiasm correlates positively with student achievement on tests (3). Teacher enthusiasm may be a powerful motivating force in the traditional classroom where teaching and learning relationships are formalized and well specified. keywords: business; delivery; enthusiasm; learning; level; simulation; teacher; teaching cache: absel-2163.pdf plain text: absel-2163.txt item: #991 of 2743 id: absel-2164 author: Dutton, Richard E. title: Participation Expectations of Students in Experiential Settings date: 1985 words: 3820 flesch: 43 summary: The flow of topics in typical experiential courses follow some rather predictable patterns. Likewise, it would also appear to be realistic to visualize an increasingly smaller number of involved participants as we move from role recognition to acceptance, and from acceptance to enactment of behavior to match the role. keywords: business; course; experiential; items; learning; participants; role; simulation; students; study cache: absel-2164.pdf plain text: absel-2164.txt item: #992 of 2743 id: absel-2165 author: Kagel, Richard title: Using the Computer as a Planning Aid in an Applied Marketing Course date: 1985 words: 2788 flesch: 50 summary: An applied area that we teach is media planning and strategy. The computer, in media planning, has created a mini-Industry devoted to analyzing, restructuring and modeling the information provided by syndicated research companies. keywords: case; computer; course; marketing; media; planning; simulation; students; use cache: absel-2165.pdf plain text: absel-2165.txt item: #993 of 2743 id: absel-2166 author: Cosenza, Robert M.; Boone, Louis E.; Kurtz, David L. title: Integrating Microcomputers in the Marketing Curriculum through the use of Marketing CompuProbs date: 1985 words: 1532 flesch: 40 summary: The simply operating procedures and the user-friendly language of COMPUPROBS are designed to remove any student concerns and to focus their efforts on analyzing and solving marketing problems – not on learning how to program. Utilization of computers in marketing courses should encourage higher learning levels, more creativity, and exciting learning experiences for their students. keywords: business; compuprobs; computer; marketing; simulation; use cache: absel-2166.pdf plain text: absel-2166.txt item: #994 of 2743 id: absel-2167 author: Barney, Judith L.; Vik, Gretchen N. title: Giving Students Experience in Team Report Writing date: 1985 words: 4103 flesch: 61 summary: (If a short report seems seriously deficient to the coordinator, he/she should send the reporter back immediately to revise his/her work, since short reports that I receive after the due date will be considered late and graded accordingly.) INTRODUCTION In an effort to simulate conditions under which most businesses operate and, at the same time, cut down on the total number of analytical reports to be read by each teacher, we’ve developed “group report writing” at San Diego State University within the communication in business course. keywords: business; group; report; research; simulation; students; team; time; work cache: absel-2167.pdf plain text: absel-2167.txt item: #995 of 2743 id: absel-2168 author: Latona, Joseph C. title: Description and Results of an Experiential Approach in the Teaching of Business Policy date: 1985 words: 3495 flesch: 42 summary: Degree of interdependence of production facilities a. Interdependence among plants: --Degree of specialization among plants --Buffers: degree production is for order or inventory (i.e. warehouses) b. DESCRIPTION AND RESULTS OF AN EXPERIENTIAL APPROACH IN THE TEACHING OF BUSINESS POLICY Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 61 DESCRIPTION AND RESULTS OF AN EXPERIENTIAL APPROACH IN THE TEACHING OF BUSINESS POLICY Joseph C. Latona, The University of Akron ABSTRACT Senior policy students are required to conduct a team field study of an ongoing firm as part of the course requirements. keywords: analysis; business; course; degree; field; policy; production; students; study; team cache: absel-2168.pdf plain text: absel-2168.txt item: #996 of 2743 id: absel-2169 author: McAllister, Daniel W. title: Using Real World Experiences as an Experiential Activity: The Page Technique date: 1985 words: 2525 flesch: 40 summary: Within the context of these two general questions, the team should discuss specific areas of group experience. It assists the participants to learn from their experience, to gather greater insights and to thereby increase the probability of success on future group tasks. keywords: activity; discussion; experience; group; page; simulation; technique cache: absel-2169.pdf plain text: absel-2169.txt item: #997 of 2743 id: absel-2170 author: Fritzsche, David J.; Cotter, Richard V. title: A Guide to Writing Microcomputer Simulations date: 1985 words: 4240 flesch: 52 summary: Files and File Handling There is little choice for program files other than BASIC (assuming that the simulation program is written in BASIC) or binary if the program is compiled. The other disk, labeled program disk, contains the main simulation program and the files required to run the simulation as well as a series of Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 72 utility programs for various housekeeping chores. keywords: data; decision; disk; files; memory; program; run; simulation; system cache: absel-2170.pdf plain text: absel-2170.txt item: #998 of 2743 id: absel-2171 author: Teach, Richard D. title: The Development of a Microcomputer Distributed Processing Business Game date: 1985 words: 3068 flesch: 52 summary: When using mainframe simulations students some- times punch the entire set of decisions and the resulting output into an SPSS data base for analysis. THE DEVELOPMENT OF A MICROCOMPUTER DISTRIBUTED PROCESSING BUSINESS GAME Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 74 The Development of a Microcomputer Distributed Processing Business Game Richard D. Teach Georgia Tech University Several microcomputer versions of sophisticated business simulations are being redesigned for classroom use~ keywords: business; data; decisions; demand; processing; program; simulation; students cache: absel-2171.pdf plain text: absel-2171.txt item: #999 of 2743 id: absel-2172 author: Chiesl, Newell title: A Monte-Carlo Approach to Interactive Gaming date: 1985 words: 2799 flesch: 45 summary: A MONTE-CARLO APPROACH TO INTERACTIVE GAMING Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 78 A MONTE-CARLO APPROACH TO INTERACTIVE GAMING Newell Chiesl, Indiana State University ABSTRACT This paper presents an alternative simulation methodology for interactive business computer games. In conclusion, this paper’s ultimate purpose has been the offering of insights on an alternative simulation methodology to game designers and practitioners in the ever changing field of computer business games. keywords: approach; business; carlo; computer; game; monte; simulation; time cache: absel-2172.pdf plain text: absel-2172.txt item: #1000 of 2743 id: absel-2173 author: Burns, Alvin C.; Burns, Jeanne H. title: Single Case Experimental Design as an Alternative to the Conventional Approach date: 1985 words: 3236 flesch: 38 summary: What is relevant concerns the practical difficulties and more esoteric issues of conventional experimental design. SINGLE CASE EXPERIMENTAL DESIGN AS AN ALTERNATIVE TO THE CONVENTIONAL APPROACH Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 82 SINGLE CASE EXPERIMENTAL DESIGN AS AN ALTERNATIVE TO THE CONVENTIONAL APPROACH Alvin C. Burns, Louisiana State University Jeanne H. Burns, Louisiana State University ABSTRACT The authors note the relative infrequency of rigorous experimental design studies in our literature. keywords: approach; business; case; design; group; individual; learning; simulation cache: absel-2173.pdf plain text: absel-2173.txt item: #1001 of 2743 id: absel-2174 author: Butler, Richard J.; Markulis, Peter M.; Strang, Daniel R. title: Learning Theory and Research Design: How Has ABSEL Fared? date: 1985 words: 3818 flesch: 37 summary: Our first step was to examine eight years (1974-1977 and 1981-1984) of ABSEL research studies of learning and classify them into these categories. However, after years of ABSEL research, many of us perceive little in the way of definitive findings relative to understanding the relationship between experiential exercises and learning outcomes. keywords: absel; domain; learning; level; research; simulation; studies; taxonomy cache: absel-2174.pdf plain text: absel-2174.txt item: #1002 of 2743 id: absel-2175 author: Cold, Steven C.; Pray, Thomas F.; Clarridge, Suzanne L. title: Criticisms of the Use of Simulations in Economics: A Rebuttal date: 1985 words: 5104 flesch: 42 summary: This may be part of the reason for the lack of wide--spread acceptance of economic simulations. The paper concludes with suggestions for implementing economic simulations as well as designing computer- keywords: business; computer; decisions; economics; exercises; instructor; learning; simulation; students; study; use cache: absel-2175.pdf plain text: absel-2175.txt item: #1003 of 2743 id: absel-2176 author: Larson, Arthur title: Using the General Management Game in the Business Policy Course date: 1985 words: 3766 flesch: 40 summary: Table 4 shows the team sizes and the method of selecting team members reported by the respondents. Class time can he devoted to discussions of how team members should apply their collective skills and knowledge to making the quarterly decisions in the various functional areas. keywords: business; course; game; instructor; respondents; simulation; students; teams; tempomatic cache: absel-2176.pdf plain text: absel-2176.txt item: #1004 of 2743 id: absel-2177 author: Keeffe, Michael J.; Cozan, Carol J. title: General Management Policy Simulations: Which Games Are Popular, And Why Do Professors Stop Using Games? date: 1985 words: 3406 flesch: 40 summary: Another body of literature indicates a negative preference for simulations by players and administrators and questions the value of simulation games as a component of the policy class. Other studies have concentrated on player perceptions and general satisfaction with computer simulation games. keywords: business; course; games; management; policy; professors; simulations; strategy; use cache: absel-2177.pdf plain text: absel-2177.txt item: #1005 of 2743 id: absel-2178 author: Summers, Irvin; Parker, Stephen; Boyd, Charles W. title: Business Policy Content and Teaching Methods: Comparisons of the Hegarty and Summers and Boyd Findings date: 1985 words: 1724 flesch: 40 summary: BUSINESS POLICY CONTENT AND TEACHING METHODS: COMPARISONS OF THE HEGARTY AND SUMMERS AND BOYD FINDINGS Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 105 BUSINESS POLICY CONTENT AND TEACHING METHODS: COMPARISONS OF THE HEGARTY AND SUMMERS AND Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 106 Hegarty’s findings regarding course emphasis (Table 4) are clearly consistent with Summers’ and Boyd’s findings regarding Strategic Planning and Setting Goals/Objectives (Table 3). keywords: boyd; business; findings; hegarty; policy; summers cache: absel-2178.pdf plain text: absel-2178.txt item: #1006 of 2743 id: absel-2179 author: Kelley, Lane title: Let's Talk to the Experiential Authors date: 1985 words: 2668 flesch: 41 summary: We also recognized that a book devoted to developing management skills would have to adopt a radical view regarding what behavioral science courses should offer management students. You will experience being confronted with personnel management problems and responding to them. keywords: chapter; exercises; management; managers; simulation; students; text cache: absel-2179.pdf plain text: absel-2179.txt item: #1007 of 2743 id: absel-218 author: Deguchi, Hiroshi; Saito, Tomoya; Ichikawa, Manabu; Tanuma, Hideki title: Simulated Tabletop Exercise for Risk Management - Anti Bio-Terrorism scenario Simulated Tabletop Exercise date: 2014 words: 5488 flesch: 43 summary: Simulated Tabletop Exercise for Risk Management - Anti Bio-terrorism Scenario Simulated Tabletop Exercise Page 1 - Developments in Business Simulation and Experiential Learning, volume 38, Figure 2 shows the general SIMULATED TABLETOP EXERCISE FOR RISK MANAGEMENT - ANTI BIO-TERORISM MULTI SCENARIO SIMULATED TABLETOP EXERCISE Hiroshi Deguchi Tokyo Institute of Technology deguchi@dis.titech.ac.jp Tomoya Saito Keio University saitots@biopreparedness.jp Manabu Ichikawa Tokyo Institute of Technology ichikawa@dis.titech.ac.jp Hideki Tanuma Tokyo Institute of Technology tanuma@cabsss.titech.ac.jp mailto:deguchi@dis.titech.ac.jp mailto:saitots@biopreparedness.jp mailto:deguchi@dis.titech.ac.jp Page 2 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 framework of the model, and Figure 3 and 4 show the pathological transition models in the cases of smallpox and influenza, respectively. keywords: business; figure; filter; infection; learning; model; number; policy; scenario; simulation; tabletop; vaccination; volume cache: absel-218.pdf plain text: absel-218.txt item: #1008 of 2743 id: absel-2180 author: Jackson, George C.; Gentry, James W.; Morgan, Fred title: A Computerized Logistics Game for Micros date: 1985 words: 2831 flesch: 45 summary: In the area of channels of distribution, which has close ties to the logistics area, a number of computerized games have been developed which are appropriate for use on a micro-computer (Frazer 1977; Fritzsche 1983; Gentry and Pickett 1982). The various games are batch games and are usually played for the majority of the semester. keywords: business; computer; demand; game; logistics; simulation; students; use; warehouse cache: absel-2180.pdf plain text: absel-2180.txt item: #1009 of 2743 id: absel-2181 author: Butler, John K. title: Effects of Contextual Factors on Bargaining Decisions of Experiential Group Representatives date: 1985 words: 2378 flesch: 37 summary: H4: In the private context, congressional decisions will be more similar to representatives’ individual decisions (trustee model) than to primary group decisions (responsible parties’ model) and least similar to nonrepresentatives’ individual decisions (delegate model). Primary group decisions were more congruent with those of their nonrepresentatives than were- congressional decisions with those of their constituents (the nonrepresentatives). keywords: constituents; decisions; factors; groups; model; representatives; simulation cache: absel-2181.pdf plain text: absel-2181.txt item: #1010 of 2743 id: absel-2182 author: Pollard, Hinda Greyser title: The Linking of a Collective Bargaining Simulation and a Business Simulation Game – A Case Study date: 1985 words: 4719 flesch: 49 summary: The authors note that the simulation that they have developed overcomes certain common problems inherent in collective bargaining simulations. The authors recommend that simulations be designed that would cross disciplinary boundaries, thus providing more meaningful institutional background for collective bargaining simulations. keywords: bargaining; bsg; business; cbs; decisions; firm; linking; management; simulation; students cache: absel-2182.pdf plain text: absel-2182.txt item: #1011 of 2743 id: absel-2183 author: Bogumil, Walter A.; Franklin, LeRoy A. title: Students as Surrogates in Arbitration Studies date: 1985 words: 3375 flesch: 37 summary: The problem with analysis predicated on union type is compounded by the fact that local unions generally present arbitration cases with the assistance of (and the somewhat stabilizing effect of) an international representative from the national union offices. Groups one (N-13) and two (N=14) (which were later combined for purposes of improving the strength of the statistical measures) were composed of students who had some labor relations training including arbitration studies. keywords: arbitration; award; case; groups; labor; relations; simulation; student; study; training cache: absel-2183.pdf plain text: absel-2183.txt item: #1012 of 2743 id: absel-2184 author: Fisk, Jamie T.; Gentry, James W.; Fisk, Raymond P. title: AIRWAYS: A Microcomputer Simulation of a Service Industry date: 1985 words: 4299 flesch: 50 summary: Demand for airline service is not without some constraints. They will have to anticipate market decisions and attempt to remain competitive while also trying to successfully balance revenue with expenses. keywords: advertising; airline; business; decision; demand; game; market; price; route; simulation; students cache: absel-2184.pdf plain text: absel-2184.txt item: #1013 of 2743 id: absel-2185 author: Huminel, John W. title: A Proposed Interactive Inventory Control Simulation date: 1985 words: 3438 flesch: 41 summary: The proposed model is an interactive model which requires the individual student to make inventory control decisions during each “day” of a simulated period with the objective of achieving a specified revel of customer service at the minimum cost over the total time period simulated. The student is Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 132 responsible for inventory control decisions relating to a single product at the lower level of a two-level distribution system. keywords: control; cost; demand; inventory; level; simulation; student cache: absel-2185.pdf plain text: absel-2185.txt item: #1014 of 2743 id: absel-2186 author: Friend, Kenneth E. title: Microcomputer Demonstration Exercises for a Course on Creativity and Problem Solving date: 1985 words: 3612 flesch: 49 summary: MICROCOMPUTER DEMONSTRATION EXERCISES FOR A COURSE ON CREATIVITY AND PROBLEM SOLVING Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 135 MICROCOMPUTER DEMONSTRATION EXERCISES FOR A COURSE ON CREATIVITY AND PROBLEM SOLVING Kenneth E. Friend, Clarkson University ABSTRACT In the context of an applied psychology course on thinking” designed for management and engineering students, four programs for personal computers on campus nave been developed that (I) present various types of puzzles and problems discussed in the course, (2) display the changing elements of the problem 35 the student works on it, and (3) collect various types of behavioral data on the student’s problem solving activity, these puzzles and problems *11 involve convergent thinking (focused deduction or induction) and two 3 is to require creativity (or “divergent” thinking) in the sense of requiring flexibility of approach or method in order to achieve an efficient solution. Looking at the times off the earlier problems (by the criteria of time on problem 5 and of a person’s best time on problems 3 through 5), the bottom part of Table 2 shows that the flexible and inflexible problem solvers were virtually identical: flexible problem solvers were neither speedier on problems that did not permit flexibility nor were they slower and more reflective -- they were simply more open to a new pattern on problem 6. keywords: course; number; problem; simulation; solving; steps; students; time cache: absel-2186.pdf plain text: absel-2186.txt item: #1015 of 2743 id: absel-2187 author: Vogt, Judith F.; Page, Diana title: Processing Skills for Teachers, Trainers, and Managers date: 1985 words: 789 flesch: 10 summary: PROCESSING SKILLS FOR TEACHERS, TRAINERS, AND MANAGERS Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 140 PROCESSING SKILLS FOR TEACHERS, TRAINERS, AND MANAGERS Judith F. Vogt, The University of West Florida Diana Page, The University of West Florida ABSTRACT Processing skills are critical to ensuring optimal learning from experiential and simulation activities. A video tape case study which focuses on the use of processing skills in a management simulation will be utilized to facilitate learning. keywords: business; learning; processing; simulation cache: absel-2187.pdf plain text: absel-2187.txt item: #1016 of 2743 id: absel-2188 author: Kline, Donald S. title: Developing the Competencies of "Resistance to Stress" and "Accurate Self-Assessment" date: 1985 words: 3269 flesch: 53 summary: Using red felt pens, block in high stress area above line A on personal stress profile summary sheet. 11. A. Identify major high stress areas operating in the life of the individual. keywords: behavior; business; group; life; management; profile; simulation; stress; sub; time cache: absel-2188.pdf plain text: absel-2188.txt item: #1017 of 2743 id: absel-2189 author: Mills, Janet Lee title: Raising Elizabeth: Socializing Girls to Aspire to Careers as Managers, Secretaries or Corporate Wives date: 1985 words: 2459 flesch: 54 summary: Envelopes containing the instructions Raise Elizabeth to be a “(manager, secretary, corporate wife) should be prepared in sufficient quantity so that each small group receives one. SOCIALIZING GIRLS TO ASPIRE TO CAREERS AS MANAGERS, SECRETARIES OR CORPORATE WIVES Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 145 RAISING ELIZABETH: SOCIALIZING GIRLS TO ASPIRE TO CAREERS AS MANAGERS, SECRETARIES OR CORPORATE WIVES Janet Lee Mills, University of Oklahoma keywords: appendix; books; business; elizabeth; exercise; group; management; simulation; women cache: absel-2189.pdf plain text: absel-2189.txt item: #1018 of 2743 id: absel-219 author: Keys, J. Bernard; Keys, Ted title: From Business Games to Simulations - Simuworlds and Microworlds date: 2014 words: 5126 flesch: 45 summary: Management decision simulation: Simulations, games and experiential technique. From Business Games to Simulations - Simuworlds & Microworlds Page 22 - Developments in Business Simulation and Experiential Learning, Volume 38, 2011 keywords: business; company; decisions; game; gss; history; keys; learning; management; marketing; planning; simulation; strategy; team cache: absel-219.pdf plain text: absel-219.txt item: #1019 of 2743 id: absel-2190 author: Graf, Lee A.; Platen, A. Magid title: Factors Influencing Perception: Gaining Understanding through Experience date: 1985 words: 4896 flesch: 49 summary: However, since we all do not appear to possess or have a developed sixth sense, this and other exercises in this perceptual experience will concentrate on the five more commonly utilized senses. GAINING UNDERSTANDING THROUGH EXPERIENCE Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 150 FACTORS INFLUENCING PERCEPTION: keywords: business; class; examples; exercise; exhibit; instructor; participants; perceptions; perceptual; simulation cache: absel-2190.pdf plain text: absel-2190.txt item: #1020 of 2743 id: absel-2191 author: Dennis, Terry L. title: Painless Computer Simulation date: 1985 words: 1780 flesch: 33 summary: PAINLESS COMPUTER SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 157 PAINLESS COMPUTER SIMULATION Terry L. Dennis, Rochester Institute of Technology ABSTRACT Using a computer simulation in class does not have to be a painful experience. If the student enters the correct ID number, the program proceeds with prompts for the remaining decisions as shown in FIGURE 1. 2 Robert H. Dunikoski and Richard F. Barton, “Super Service for Computer Game Administrators, ABSEL News & Views, Vol. 2, No. 2, p. 6, 3 Steven C. Gold, Thomas F. Pray, and Terry L. Dennis, MICROSIM: A Microeconomic Simulation, Macmillan Publishing Company, c. 1983. Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 158 If the wrong ID is entered, the student is given another chance. keywords: computer; decisions; entry; program; simulation; student cache: absel-2191.pdf plain text: absel-2191.txt item: #1021 of 2743 id: absel-2192 author: Wolfe, Joseph; Roberts, C. Richard title: The Effects of Differential Grade Weights on Business Game Learning Levels date: 1985 words: 2403 flesch: 43 summary: Accordingly, game grade weights should be kept in balance with a course’s other teaching devices while distorted behaviors and learning outcomes arrive only at extreme levels not normally employed in most teaching applications. Art equity sense that dictates that grade weight should approximate work effort. keywords: business; game; grade; learning; simulation; study; teaching; weights cache: absel-2192.pdf plain text: absel-2192.txt item: #1022 of 2743 id: absel-2193 author: Lamb, Steven W.; Certo, Samuel C. title: An Investigation of the Validity of a Recommendation for Experiential Exercise Debriefing date: 1985 words: 2194 flesch: 29 summary: This study investigates one such principles of management exercise for the purpose of validating a recommendation for exercise administration made by the authors of the exercise. The newly elected chairperson is then given the task of classifying by management function (planning, organizing, influencing, and controlling) the issues which must be faced if he/ she is to be successful as chairperson (10). keywords: business; exercise; functions; items; management; simulation; study cache: absel-2193.pdf plain text: absel-2193.txt item: #1023 of 2743 id: absel-2194 author: Summers, Irvin; Parker, Steve; Boyd, Charles W. title: Simulation and Experimental Practices of Faculty: A Data-Based Workshop date: 1985 words: 1352 flesch: 33 summary: Use Computer Simulation in other Courses: Graduate, 10 Yes 24 No; Undergraduate, 12 Yes 25 No. 4. SIMULATION AND EXPERIMENTAL PRACTICES OF FACULTY: A DATA-BASED WORKSHOP Developments in Business Simulation & Experiential Exercises, Volume 12, 1985 SIMULATION AND EXPERIMENTAL PRACTICES OF FACULTY: A DATA-BASED WORKSHOP Irvin Summers, Indiana State University Steve Parker, Southwest Missouri State University Charles W. Boyd, Southwest Missouri State University ABSTRACT Most of the responding ABSEL members use computer- based simulations and/or experiential exercises. keywords: graduate; learning; simulation cache: absel-2194.pdf plain text: absel-2194.txt item: #1024 of 2743 id: absel-2195 author: Markulis, Peter M. title: The Live Case Study: Filling the Gap between the Case Study and the Experiential Exercise date: 1985 words: 3658 flesch: 44 summary: Despite the popular and long tradition of using case studies in business schools, critics remain skeptical-- if not of case studies per se--at least about the claims made as to some of the benefits derived from using the case study method. Some of the major concerns, issues and complaints regarding case studies and their use as teaching strategies in business schools as follows: --cases are impersonal and sterile (Davies, 1981; Leonard & Eurich, 1942) keywords: approach; business; case; company; method; policy; simulation; students; study cache: absel-2195.pdf plain text: absel-2195.txt item: #1025 of 2743 id: absel-2196 author: Lambert, Nancy E.; Lambert, David R. title: A Reactive MicroCase Pedagogy date: 1985 words: 3258 flesch: 44 summary: [4] Fritzsche, David J., Ronald L. Jensen and Corey O. Schow, “Experiential Opportunities with Microcomputers,” Proceedings of the Association for Business Simulation and Experiential Learning. [5] Fuhs, F. Paul, “Development of Student Generated Cases Using Computerized Text Editing and Database Technology,” Proceedings the Association for Business Simulation and Experiential Learning. keywords: analysis; business; case; decision; learning; microcase; price; reactive; simulation; use cache: absel-2196.pdf plain text: absel-2196.txt item: #1026 of 2743 id: absel-2197 author: Frazer, J. Ronald title: Advantages of a Multigame Simulation Course date: 1985 words: 3935 flesch: 48 summary: Student Games Another feature of the course is that students form five teams to develop student games to be played at the end of the term. We also have video display monitors to show computer output directly to the class and use these for games run in the classroom. keywords: business; course; decisions; games; management; simulation; students; teams cache: absel-2197.pdf plain text: absel-2197.txt item: #1027 of 2743 id: absel-2198 author: Thavikulwat, Precha title: Using the Logistic Function to Score Computer-Supported Games date: 1985 words: 1901 flesch: 39 summary: This creates a problem, because students playing business games expect their grades to follow a normal distribution, or even one skewed towards the low end of the distribution. Because of these characteristics, the logistic function is ideally suited to scoring business games on a periodic and cumulative basis. keywords: business; function; game; money; simulation cache: absel-2198.pdf plain text: absel-2198.txt item: #1028 of 2743 id: absel-2199 author: Fuhs, F. Paul title: A Simulation Model to Calculate Session Time for Running Simulation Models in a Shared Resource Environment date: 1985 words: 3700 flesch: 52 summary: The post-mortem analysis of such tragedies as mentioned above often points to an unexpected source of underestimation of session time; namely, the use of shared computer lab equipment by the participants. Accumulated wait time does increase session time when the participants hold (monopolize) other resources while waiting to use the common resource. keywords: cycle; session; session time; simulation; time; user; wait cache: absel-2199.pdf plain text: absel-2199.txt item: #1029 of 2743 id: absel-22 author: Wardaszko, Marcin title: The Game Within the Simulation Game the Research Method Concept and Project With Game Design Implementation date: 2013 words: 6058 flesch: 49 summary: Future investment games will be placed in the Internet so the labor-intensive excel calculations will be redundant. The results from the experimented game as compared to those of other games played by master’s level students were not much different regarding students` behavior. keywords: author; business; business simulation; data; game; investment; investment game; learning; results; simulation; simulation game; students cache: absel-22.pdf plain text: absel-22.txt item: #1030 of 2743 id: absel-220 author: Gold, Steven C.; Markulis, Peter M.; Strang, Daniel R. title: Demand Equation Redux: the Design and Functionality of the Gold/Pray Model in Computerized Business Simulations date: 2014 words: 5126 flesch: 54 summary: Edu mailto:strang@geneseo.edu Page 29 - Developments in Business Simulation and Experiential Learning, Volume 38, 2011 they indicate several of the alternative functional forms for demand models including a linear form, a non-linear form and a multiplicative form. To focus the discussion of demand functions in simu- lations, it might be useful to state which, of the full range of simulations that fall in the purview of ABSEL, must have an integrated demand function in their underlying software. keywords: business; demand; gold; goosen; marketing; model; pray; price; simulation cache: absel-220.pdf plain text: absel-220.txt item: #1031 of 2743 id: absel-2200 author: Hsu, Ti title: On The Core Size of Small Task Groups and Determinants of the Emergence of the Core Size date: 1985 words: 5028 flesch: 53 summary: One of such factors is the number of members in a group, i. e., group size. The trend of studying the interaction of the tyad and the trial was set by Simmel in 1902 [9;11;17] and was followed by students of small groups on group size for the next several decades. keywords: analysis; core; core group; factor; group; group size; members; study; team; variable cache: absel-2200.pdf plain text: absel-2200.txt item: #1032 of 2743 id: absel-2201 author: Gentry, James W.; Tice, Thomas F.; Robertson, Charles J.; Gentry, Martha J. title: Simulation Gaming as a Means of Researching Substantive Issues: Another Look date: 1984 words: 5512 flesch: 43 summary: This paper discusses the advantages and disadvantages of using simulation games to investigate substantive issues. ABSEL members (for example, the Remus 1963 article) have published articles using simulation games as the research paradigm in which non-teaching issues were investigated, but the substantive research articles are published normally in outlets other than the ABSEL Proceedings. keywords: business; decision; game; gaming; laboratory; management; problems; research; simulation; students; study; use; water cache: absel-2201.pdf plain text: absel-2201.txt item: #1033 of 2743 id: absel-2202 author: Hsu, Ti title: A Further Test of the Group Formation and Its Impacts in a Simulated Business Environment date: 1984 words: 3799 flesch: 43 summary: One of the uses of the discrimination analysis technique is to develop a linear function based upon 1 limited number of variables, so that group members may be classified. That is, members of self-selecting groups tended to have better communication among group members (COMM), and were more likely to believe that there was not sufficient time to reach sound and reasonable decisions (ENFIM). keywords: business; formation; game; group; members; simulation; students; study; team; variables cache: absel-2202.pdf plain text: absel-2202.txt item: #1034 of 2743 id: absel-2203 author: Sekely, William S. title: Impact of Economic Patterns on Student Performance in Computer Business Simulation Games date: 1984 words: 3540 flesch: 48 summary: In Lee Graf and David Currie, ed., Developments in Business Simulation & Experiential Exercises, Vol. 10, (Normal: Illinois State University, 1982), pp. 6-8. Table of Contents Volume 11, 1984 Simulation Gaming as a Means of Researching Substantive Issues: Another Look A Further Test of the Group Formation and its Impacts in a Simulated Business Environment Impact of Economic Patterns on Student Performance in Computer Business Simulation Games Majority Fallacy Game with Independent Student Simulation and a Case Introducing the Marketing Channel Laboratory A Comparative Evaluation of a Marketing Game A Study of Comparative Effectiveness of Problem-Solving Technologies The Impact of Hierarchical and Egalitarian Organization Structure on Group Decision Making and Attitudes Risk-Free Decision Making The EX-STRA Export Strategy Game Computer Education for Management Students Developing a Computer Game/Job Simulation to Teach Functional Literacy Skills Experiencing Socialization First Hand: An Experiential Exercise in Organizational Socialization Networking Distributive Versus Integrative Approaches to Negotiation: Experiential learning Through a Negotiation Simulation Managerial Education and the Real World: Foudations for Designing Educational Tools Diagnosing Group Climate to Improve Supervisory Effectiveness Student background as a Factor in Simulation Outcomes: Teams in industry B, because they had a Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 13 recession so close to the beginning of play, tended to be more conservative and profit oriented, even in the expansionary period. keywords: business; industries; level; performance; simulation; teams cache: absel-2203.pdf plain text: absel-2203.txt item: #1035 of 2743 id: absel-2204 author: McCain, Gary; Bowman, Clair N. title: Majority Fallacy Game with Independent Student Simulation and a Case date: 1984 words: 2451 flesch: 30 summary: Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 18 Table of Contents Volume 11, 1984 Simulation Gaming as a Means of Researching Substantive Issues: Another Look A Further Test of the Group Formation and its Impacts in a Simulated Business Environment Impact of Economic Patterns on Student Performance in Computer Business Simulation Games Majority Fallacy Game with Independent Student Simulation and a Case Introducing the Marketing Channel Laboratory A Comparative Evaluation of a Marketing Game A Study of Comparative Effectiveness of Problem-Solving Technologies The Impact of Hierarchical and Egalitarian Organization Structure on Group Decision Making and Attitudes Risk-Free Decision Making The EX-STRA Export Strategy Game Computer Education for Management Students Developing a Computer Game/Job Simulation to Teach Functional Literacy Skills Experiencing Socialization First Hand: An Experiential Exercise in Organizational Socialization Networking Distributive Versus Integrative Approaches to Negotiation: Experiential learning Through a Negotiation Simulation Managerial Education and the Real World: Foudations for Designing Educational Tools Diagnosing Group Climate to Improve Supervisory Effectiveness Student background as a Factor in Simulation Outcomes: Final decisions for teams that did not record a final decision by the deadline default to the last previously entered final decision. keywords: business; decision; fallacy; game; market; product; simulation; student cache: absel-2204.pdf plain text: absel-2204.txt item: #1036 of 2743 id: absel-2205 author: Fritzsche, David J. title: Introducing the Marketing Channel Laboratory date: 1984 words: 4028 flesch: 52 summary: This provides an advantage in that the students can directly see this competition and tend to think of the competition as being between themselves and other firms rather than between themselves and the computer. Once decisions are made, the firms must enter their decisions into the computer which for the most part consists of recording their agreements with other firms. keywords: business; channel; decision; firm; marketing; sales; simulation; volume cache: absel-2205.pdf plain text: absel-2205.txt item: #1037 of 2743 id: absel-2206 author: Neidell, Lester; Wolfe, Joseph title: A Comparative Evaluation of a Marketing Game date: 1984 words: 2272 flesch: 35 summary: A COMPARATIVE EVALUATION OF A MARKETING GAME Developments in Business Simulation & Experiential Learning, Volume 11, 1984 26 A COMPARATIVE EVALUATION OF A MARKETING GAME Lester Neidell, The University of Tulsa Joseph Wolfe, The University of Tulsa ABSTRACT A popular marketing game was evaluated within a controlled experimental design. An examination of extreme scores yielded the differences presented in Figure 1 DISCUSSION Developments in Business Simulation & Experiential Learning, Volume 11, 1984 27 This study has found that the marketing game studied increased knowledge levels but no more so than did the cases assigned to the comparative group. keywords: business; case; game; group; learning; marketing; simulation; test cache: absel-2206.pdf plain text: absel-2206.txt item: #1038 of 2743 id: absel-2207 author: Chanin, Michael N.; Wulwick, Vicki J.; Shapiro, Harris J. title: A Study of Comparative Effectiveness of Problem-Solving Technologies date: 1984 words: 4798 flesch: 43 summary: Recently Chanin (6) found a strong and statistically significant difference between DPST technology groups and groups utilizing NGT technology. The effectiveness of nominal, Delphi, and interacting group decision making processes. keywords: business; conflict; decision; delphi; dpst; ngt; performance; problem; simulation; solving; teams; technologies cache: absel-2207.pdf plain text: absel-2207.txt item: #1039 of 2743 id: absel-2208 author: Edge, Alfred G.; Remus, William title: The Impact of Hierarchical and Egalitarian Organization Structure on Group Decision Making and Attitudes date: 1984 words: 3843 flesch: 45 summary: This variable, however, interacted with industry structure (p=.003); egalitarian groups performed better in homogeneous industries and hierarchical groups performed better in heterogeneous industries. The amount of time and effort expended was not correlated with rank for hierarchical groups but was correlated for egalitarian groups (r=.1717, p=.053). keywords: business; decision; egalitarian; groups; hierarchical; performance; remus; simulation; structure cache: absel-2208.pdf plain text: absel-2208.txt item: #1040 of 2743 id: absel-2209 author: Lobuts, Jr., John F.; Pennewill, Carol L. title: Risk-Free Decision Making date: 1984 words: 5780 flesch: 43 summary: RISK-FREE DECISION MAKING Developments in Business Simulation & Experiential Learning, Volume 11, 1984 40 RISK-FREE DECISION MAKING John F. Lobuts, Jr., The George Washington University Carol L. Pennewill, The George Washington University ABSTRACT The purpose of this paper is to examine the detrimental effects of destructive competition which re9ult in a phenomenon we have termed “risk-free decision-making.” Developments in Business Simulation & Experiential Learning, Volume 11, 1984 41 keywords: behavior; business; decision; example; learning; life; making; management; new; people; phenomenon; risk; simulation; society cache: absel-2209.pdf plain text: absel-2209.txt item: #1041 of 2743 id: absel-221 author: Gilbert, Robert J. title: Managing Client-Based Learning: Insights from Successful Teaching Project Courses in Marketing date: 2014 words: 7990 flesch: 40 summary: EBL approaches can range from basic techniques such as case studies and field trips, to more complex techniques such as simulations or class projects. The Projects in Marketing class has been an over- whelming success as judged by students, employers and clients. keywords: agency; business; campaign; class; client; course; education; experience; instructor; learning; marketing; objectives; project; simulation; students; teaching; volume cache: absel-221.pdf plain text: absel-221.txt item: #1042 of 2743 id: absel-2210 author: Bissada, Y. F.; King, Gundar J. title: The EX-STRA Export Strategy Game date: 1984 words: 1198 flesch: 22 summary: THE EX-STRA EXPORT STRATEGY GAME Developments in Business Simulation & Experiential Learning, Volume 11, 1984 45 THE EX-STRA EXPORT STRATEGY GAME Y. F. Bissada, INSEAD, European Institute of Business Administration Gundar J. King, Pacific Lutheran University ABSTRACT EX-STRA is a business simulation game especially designed for teaching international strategy development and management of multi-national operations. The Collective bargaining Example The Use of Pre-Plays in Management Education Experiencing the Process Debrief: A Workshop ABSEL Megatrend Roots MEGATRENDS for Business Simulation and Experiential Learning The Effects and Consequences of the Megatrends on Simulation Gaming: keywords: business; decision; game; simulation; strategy cache: absel-2210.pdf plain text: absel-2210.txt item: #1043 of 2743 id: absel-2211 author: Merkley, C. Lawrence title: Computer Education for Management Students date: 1984 words: 3564 flesch: 39 summary: Until 1983, all entering Management students were required to complete a course titled Computing Science 1600, which essentially offers an introduction to computer programming using BASIC. ABSTRACT The School of Management at The University of Lethbridge has successfully implemented an innovative program to provide computing literacy to undergraduate management students. keywords: business; computer; computing; course; lab; management; school; simulation; students; use cache: absel-2211.pdf plain text: absel-2211.txt item: #1044 of 2743 id: absel-2212 author: Vik, Gretchen N. title: Developing a Computer Game/Job Simulation to Teach Functional Literacy Skills date: 1984 words: 2944 flesch: 39 summary: The earlier projects had based lessons on material in the soldiers’ common task manual and job-related technical manuals, but the students were supposed to be learning how to read and use the manuals (basic skill education) rather than how to apply first aid, throw a grenade, or repair a vehicle (training). In the 1981-82 project, the original plans called for three separate simulations, one using functional literacy lessons, and two using MOS-related functional literacy skills. keywords: business; computer; learning; lessons; project; simulation; skills; students; use cache: absel-2212.pdf plain text: absel-2212.txt item: #1045 of 2743 id: absel-2213 author: Peterson, Tim O. title: Experiencing Socialization First Hand: An Experiential Exercise in Organizational Socialization date: 1984 words: 3548 flesch: 55 summary: EXPERIENCING SOCIALIZATION FIRST HAND: AN EXPERIENTIAL EXERCISE IN ORGANIZATIONAL SOCIALIZATION Developments in Business Simulation & Experiential Learning, Volume 11, 1984 53 EXPERIENCING SOCIALIZATION FIRST HAND: AN EXPERIENTIAL EXERCISE IN ORGANIZATIONAL SOCIALIZATION Tim O. Peterson, United States Air Force Academy ABSTRACT This exercise demonstrates the socialization process that takes place in all organizations when a person joins it. I Developments in Business Simulation & Experiential Learning, Volume 11, 1984 54 find that giving the strangers the other room number or having, them report ten minutes later works well for maintaining this separation. keywords: exercise; group; operators; planners; planning; socialization; team cache: absel-2213.pdf plain text: absel-2213.txt item: #1046 of 2743 id: absel-2214 author: Oppenheimer, Robert J.; Dainow, Robert D. title: Networking date: 1984 words: 6869 flesch: 58 summary: A description of your position (e.g., a Business Owner) and an explanation of your concerns are attached. You feel that your strength lies in helping small businesses meet their needs, and that you have in stock statistical programs capable of analyzing and summarizing complex business problems. keywords: business; coffee; company; conference; exercise; gothem; learning; meeting; owner; participants; people; simulation; store; time cache: absel-2214.pdf plain text: absel-2214.txt item: #1047 of 2743 id: absel-2215 author: Bigoness, William J. title: Distributive versus Integrative Approaches to Negotiation: Experiential Learning through a Negotiation Simulation date: 1984 words: 4075 flesch: 38 summary: Therefore, it is desirable that negotiation simulations be available to introduce persons to the art of negotiation, and expose them to alternative approaches to negotiation. Integrative negotiations, on the other hand, involves a joint effort directed at finding a solution that will be perceived as beneficial to both parties. keywords: integrative; issue; negotiation; parties; phase; settlement; simulation cache: absel-2215.pdf plain text: absel-2215.txt item: #1048 of 2743 id: absel-2216 author: Pavett, Cynthia M.; Lau, Alan W. title: Managerial Education and the Real World: Foundations for Designing Educational Tools date: 1984 words: 3746 flesch: 36 summary: [11], to compare the perceptions of MBA students and managers as to the importance of managerial activities (roles) and managerial skills, knowledge, and abilities. Managerial Skills-Using the work of Katz [6] and Mintzberg [II] 43 items were developed to measure the perceived importance of managerial skills for successful job performance. keywords: business; management; managerial; managers; mintzberg; roles; skills; students; work cache: absel-2216.pdf plain text: absel-2216.txt item: #1049 of 2743 id: absel-2217 author: Couch, Peter D.; Graf, Lee A. title: Diagnosing Group Climate to Improve Supervisory Effectiveness date: 1984 words: 3386 flesch: 35 summary: This report seeks to (1) relate findings of the initial joint study on the impact of the feedback treatment on lab climate, (2) indicate the climate factors which correlated with measures of LSM effectiveness, and (3) outline ways in which group climate data are being used to help undergraduate students learn about supervising. During one semester, course faculty and Counseling Center staff members conducted an experiment to see if feedback to the lab managers about student perceptions of lab climates would lead to changes in behavior and thus to changes in climate perceptions. keywords: business; climate; group; lab; labs; leader; managers; simulation; students cache: absel-2217.pdf plain text: absel-2217.txt item: #1050 of 2743 id: absel-2218 author: Roderick, Roger D. title: Student Background as a Factor in Simulation Outcomes: The Collective Bargaining Example date: 1984 words: 3187 flesch: 42 summary: Essentially, three kinds of groups were observed: (1) those with homogeneous memberships of traditional, non-experienced, full- time, day students; (2) those with mostly less experienced, part-time, night students; and (3) those with part-time, night students assigned to groups in such a way as to assure that intergroup mixtures of experience were relatively similar. Students were older and more work experienced, including a fairly wide variety of experiences, both in nature and in extent. keywords: bargaining; business; clauses; exercises; group; simulation; students; time cache: absel-2218.pdf plain text: absel-2218.txt item: #1051 of 2743 id: absel-2219 author: Powers, Edward A. title: The Use of Pre-Plays in Management Education date: 1984 words: 1340 flesch: 18 summary: The Collective bargaining Example The Use of Pre-Plays in Management Education Experiencing the Process Debrief: A Workshop ABSEL Megatrend Roots MEGATRENDS for Business Simulation and Experiential Learning The Effects and Consequences of the Megatrends on Simulation Gaming: THE USE OF PRE-PLAYS IN MANAGEMENT EDUCATION Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 79 THE USE OF PRE-PLAYS IN MANAGEMENT EDUCATION Edward A. Powers, American Management Associations ABSTRACT The American Management Associations is in the fourth year of management education programs based upon a competency model. keywords: business; management; pre; simulation; use cache: absel-2219.pdf plain text: absel-2219.txt item: #1052 of 2743 id: absel-222 author: Palia, Aspy P. title: Tracking Forecast Error Type, Frequency and Magnitude with the Forecast Error Package date: 2014 words: 11243 flesch: 53 summary: Tracking Forecast Error Type, Frequency and Magnitude with the Forecast Error Package Page 45 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 In addition, DSSs enhance TRACKING FORECAST ERROR TYPE, FREQUENCY AND MAGNITUDE WITH THE FORECAST ERROR PACKAGE Aspy P. Palia University of Hawaii at Manoa aspy@hawaii.edu mailto:aspy@hawaii.edu Page 46 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 understanding of complex business relationships and pro- vide additional value over time (Halpin, 2006). keywords: bernie keys; business simulation; decision; developments; error; forecast; inventory; j.a; keys; keys library; learning; marketing; overtime; production; sales; shipments; simulation; smith cache: absel-222.pdf plain text: absel-222.txt item: #1053 of 2743 id: absel-2220 author: Ward, Sid; Govahi, Gita title: Experiencing the Process Debrief “A Workshop” date: 1984 words: 922 flesch: 3 summary: The Collective bargaining Example The Use of Pre-Plays in Management Education Experiencing the Process Debrief: A Workshop ABSEL Megatrend Roots MEGATRENDS for Business Simulation and Experiential Learning The Effects and Consequences of the Megatrends on Simulation Gaming: EXPERIENCING THE PROCESS DEBRIEF “A WORKSHOP” Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 80 EXPERIENCING THE PROCESS DEBRIEF “A WORKSHOP” Sid Ward and Gita Govahi Goals: 1) To provide the trainers/instructors with an opportunity to participate in an experiential activity. 2) To familiarize participants with an effective method of introducing, conducting, and debriefing experiential activities. 3) To provide participants with an opportunity to discuss different methods/styles of conducting experiential activities and process debriefs. keywords: business; exercise; participants; simulation cache: absel-2220.pdf plain text: absel-2220.txt item: #1054 of 2743 id: absel-2221 author: Vance, Stanley C. title: ABSEL Megatrend Roots date: 1984 words: 2023 flesch: 35 summary: The Collective bargaining Example The Use of Pre-Plays in Management Education Experiencing the Process Debrief: A Workshop ABSEL Megatrend Roots MEGATRENDS for Business Simulation and Experiential Learning The Effects and Consequences of the Megatrends on Simulation Gaming: ABSEL MEGATREND ROOTS Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 81 ABSEL MEGATREND ROOTS Stanley C. Vance, University of Tennessee ABSTRACT keywords: absel; business; computer; game; learning; management; megatrend; simulation cache: absel-2221.pdf plain text: absel-2221.txt item: #1055 of 2743 id: absel-2222 author: Schreier, James W. title: Megatrends for Business Simulation and Experiential Learning date: 1984 words: 5393 flesch: 38 summary: MEGATRENDS FOR BUSINESS SIMULATION AND EXPERIENTIAL LEARNING Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 83 MEGATRENDS FOR BUSINESS SIMULATION AND EXPERIENTIAL LEARNING James W. Schreier, Marquette University ABSTRACT Awareness of trends affecting the Association for Business Simulation and Experiential Learning has always been a key activity of the organization. [1] Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 84 MEGATRENDS Naisbitt’s trend analysis is based on newspaper content analysis of the daily newspapers of cities In the United States with populations greater than 100)000, plus papers covering all state capitals. keywords: absel; analysis; business; decision; exercises; learning; megatrends; need; organization; simulation; volume cache: absel-2222.pdf plain text: absel-2222.txt item: #1056 of 2743 id: absel-2223 author: Gentry, James W.; Burns, Alvin C. title: The Effects and Consequences of Team Megatrends on Simulation Gaming: One View date: 1984 words: 4578 flesch: 44 summary: Clearly, the trend toward the increased use of microcomputers with computer simulations in the classroom is evident in the ABSEL membership, as evidenced by the papers of members such as Biggs, Burns and Fritzsche. ONE VIEW Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 97 THE EFFECTS AND CONSEQUENCES OF TEAM MEGATRENDS ON SIMULATION GAMING: keywords: business; computer; education; games; gaming; hardware; simulation; students; teaching; technology; time; use cache: absel-2223.pdf plain text: absel-2223.txt item: #1057 of 2743 id: absel-2224 author: Whatley, Arthur A.; Hoffman, Wilma R. title: Opportunities for the Future: ABSEL's Role date: 1984 words: 5008 flesch: 39 summary: OPPORTUNITIES FOR THE FUTURE: ABSEL’S ROLE Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 101 OPPORTUNITIES FOR THE FUTURE: [5. pp. 137-141] have all criticized ABSEL Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 102 research as lacking in external validity, and generally violating experimental design concepts. keywords: ability; absel; business; education; future; learning; management; managers; new; research; schools; simulation; teaching cache: absel-2224.pdf plain text: absel-2224.txt item: #1058 of 2743 id: absel-2225 author: Specht, Pamela Hammers; Fusilier, Marcelline R.; Ganster, Daniel C. title: Experiential Learning-Based Discussion vs. Lecture-Based Discussion: A Comparative Analysis in a Classroom Setting date: 1984 words: 3640 flesch: 41 summary: A COMPARATIVE ANALYSIS IN A CLASSROOM SETTING Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 107 EXPERIENTIAL LEARNING-BASED DISCUSSION VS. For example, with the card symbol experiment, the Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 108 centralized network was quicker because only minimal communication between subjects was required. keywords: communication; discussion; exercise; group; learning; simulation; student; study; treatment cache: absel-2225.pdf plain text: absel-2225.txt item: #1059 of 2743 id: absel-2226 author: Fusilier, Marcelline R.; Specht, Pamela Hammers; Ganster, Daniel C.; Jackson, Conrad title: An Evaluation of the Minitab Package in Teaching Business Statistics Concepts date: 1984 words: 4385 flesch: 39 summary: The two topics, Central Limit Theorem and Type I and Type II error were chosen because all the statistics instructors at the institution at which these studies were conducted reported that on the basis of past teaching experience, these two concepts were among the most difficult for business students to grasp. Two evaluations of the CAI math program in California took place, each in a different year and involving different students. keywords: business; cai; computer; exercise; group; learning; minitab; students; study; type cache: absel-2226.pdf plain text: absel-2226.txt item: #1060 of 2743 id: absel-2227 author: Burns, Alvin C.; Sherrell, Dan L. title: A Path Analytic Study of the Effects of Alternative Pedagogies date: 1984 words: 4132 flesch: 35 summary: A PATH ANALYTIC STUDY OF THE EFFECTS OF ALTERNATIVE PEDAGOGIES Developments in Business Simulation & Experiential Learning, Volume 11, 1984 115 A PATH ANALYTIC STUDY OF THE EFFECTS OF ALTERNATIVE PEDAGOGIES Alvin C. Burns, Louisiana State University Dan L. Sherrell, Louisiana State University ABSTRACT An experiment comparing the use of: written answers to discussion questions; group case analysis, experiential exercise; and microcomputer simulation is conducted. Developments in Business Simulation & Experiential Learning, Volume 11, 1984 116 keywords: analysis; business; decision; effects; learning; method; path; simulation; student; study; teaching cache: absel-2227.pdf plain text: absel-2227.txt item: #1061 of 2743 id: absel-2228 author: Dawson, Donald B.; King, Albert S.; Catalanello, Ralph F. title: Developing and Using Weighted Application Blanks: An Experiential Exercise date: 1984 words: 3867 flesch: 43 summary: AN EXPERIENTIAL EXERCISE Developments in Business Simulation & Experiential Learning, Volume 11, 1984 120 DEVELOPING AND USING WEIGHTED APPLICATION BLANKS: Developments in Business Simulation & Experiential Learning, Volume 11, 1984 120 A DILEMMA A company that employs a large number of people is faced with a problem that has cost thousands of dollars over the past few years. keywords: application; criterion; employees; items; tenure; use; wab cache: absel-2228.pdf plain text: absel-2228.txt item: #1062 of 2743 id: absel-2229 author: Clement, Steven L. title: Building Airplanes date: 1984 words: 2372 flesch: 50 summary: BUILDING AIRPLANES Developments in Business Simulation & Experiential Learning, Volume 11, 1984 125 BUILDING AIRPLANES Steven L. Clement, United States Air Force Academy ABSTRACT This exercise has worked well in microeconomics courses to illustrate many of the basic concepts involved in the study of marginal supply curves for firms and industries. Developments in Business Simulation & Experiential Learning, Volume 11, 1984 126 5. keywords: airplanes; business; exercise; learning; simulation; student; workers cache: absel-2229.pdf plain text: absel-2229.txt item: #1063 of 2743 id: absel-223 author: Oppenheimer, Robert J. title: Responding to Facilitate Collaboration date: 2014 words: 2270 flesch: 45 summary: Responding to Facilitate Collaboration Page 59 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 RESPONDING TO FACILITATE COLLABORATION Robert J. Oppenheimer Concordia University roberto@jmsb.concordia.ca Reflect Probe Reflect/Probe mailto:roberto@jmsb.concordia.ca Page 60 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 State Interests (not positions) Problem Solve - Collaboratively RELATIONSHIP BETWEEN THE MODEL, RATIONAL PROBLEM SOLVING AND COLLABORATION Prior to presenting the “responding to facilitate col- laboration” model, the rational problem solving process, shown below is presented. keywords: exercise; model; person; problem; responder; simulation cache: absel-223.pdf plain text: absel-223.txt item: #1064 of 2743 id: absel-2230 author: Gomolka, Eugene G.; Mackin, Joanne L. title: Individual vs. Group Grade: An Exercise in Decision Making date: 1984 words: 3410 flesch: 50 summary: Related topics: Perception, self-evaluation, self- confidence, group decision making. Do I have sufficient info to make high quality decision? keywords: business; decision; exercise; grade; group; problem; simulation cache: absel-2230.pdf plain text: absel-2230.txt item: #1065 of 2743 id: absel-2231 author: Nordstrom, Richard D.; Sherwood, Charles S. title: A Marketing Plan Exercise: Development of Inter-Team Cooperation Using A Coordinated Experiential Approach date: 1984 words: 5078 flesch: 57 summary: Students had to read between the lines and make inferences to determine these goals.(2) Committee Goals During the next class period, students were given class time to get committees organized and set committee goals. THIS FORM OF CLASS PROJECT IS DESIGNED IN SUCH A WAY AS TO SIMULATE A REAL WORLD ORGANIZATION. keywords: business; class; committee; e s; marketing; plan; project; r e; students cache: absel-2231.pdf plain text: absel-2231.txt item: #1066 of 2743 id: absel-2232 author: Glisan, George B.; Hawes, Jon title: Using Student Experiences as the Basis for a Consumer Behavior Learning Exercise date: 1984 words: 2427 flesch: 39 summary: USING STUDENT EXPERIENCES AS THE BASIS FOR A CONSUMER BEHAVIOR LEARNING EXERCISE Developments in Business Simulation & Experiential Learning, Volume 11, 1984 139 USING STUDENT EXPERIENCES AS THE BASIS FOR A CONSUMER BEHAVIOR LEARNING EXERCISE George B. Glisan, Illinois State University Jon Hawes, University of Akron ABSTRACT Unlike some courses taught in the business curriculum, students enter the consumer behavior course with an inherent head start on the subject matter. Developments in Business Simulation & Experiential Learning, Volume 11, 1984 140 Figure 2 CONSUMER BEHAVIOR EXERCISES #1 - #3 (Examples of Depth Questions) Exercise #1 - Social/Interpersonal Influences 1. keywords: behavior; consumer; exercise; learning; purchase; students cache: absel-2232.pdf plain text: absel-2232.txt item: #1067 of 2743 id: absel-2233 author: Catalanello, Ralph F.; Eagle, Bruce W. title: Student Evaluations of Instructors: What do Students Believe? date: 1984 words: 4498 flesch: 43 summary: However, one area which needs and deserves further attention is in the understanding of student beliefs about student evaluations. Student responses to a twenty-two item questionnaire concerning student evaluations found students agreeing that evaluations are useful and that they as students are qualified to assess instructors. keywords: beliefs; business; evaluations; faculty; instructors; item; simulation; student; teaching cache: absel-2233.pdf plain text: absel-2233.txt item: #1068 of 2743 id: absel-2234 author: Kagel, Richard I. title: A Description of the SoftCAT Computer Assisted Teaching System date: 1984 words: 929 flesch: -36 summary: A DESCRIPTION OF THE SOFTCAT COMPUTER ASSISTED TEACHING SYSTEM Developments in Business Simulation & Experiential Learning, Volume 11, 1984 147 A DESCRIPTION OF THE SOFTCAT COMPUTER ASSISTED TEACHING SYSTEM Richard I. Kagel Brigham Young University The CATS system is a set of computer programs that are used by instructors to create effective lessons without the need for programming skills or a computer background. The Collective bargaining Example The Use of Pre-Plays in Management Education Experiencing the Process Debrief: A Workshop ABSEL Megatrend Roots MEGATRENDS for Business Simulation and Experiential Learning The Effects and Consequences of the Megatrends on Simulation Gaming: keywords: business; computer; simulation; student; system cache: absel-2234.pdf plain text: absel-2234.txt item: #1069 of 2743 id: absel-2235 author: Summers, Irvin; Boyd, Charles title: Comparisons of Practitioners' and Professors' Perceptions of Business Policy Content and Learning Methods date: 1984 words: 3981 flesch: 34 summary: In a nutshell, it seems reasonable for those developing and assessing simulation and experiential learning techniques that are targeted for use in Business Policy courses to concentrate on those content factors ranked among the top four. Business Policy professors use a variety of methods to transfer knowledge to their students. keywords: business; content; course; learning; management; policy; professors; ratings; simulation cache: absel-2235.pdf plain text: absel-2235.txt item: #1070 of 2743 id: absel-2236 author: Anderson, Philip H.; Woodhouse, Robert H. title: The Perceived Relationship between Pedagogies and Attaining Objectives in the Business Policy Course date: 1984 words: 4753 flesch: 44 summary: THE PERCEIVED RELATIONSHIP BETWEEN PEDAGOGIES AND ATTAINING OBJECTIVES IN THE BUSINESS POLICY COURSE Developments in Business Simulation & Experiential Learning, Volume 11, 1984 152 THE PERCEIVED RELATIONSHIP BETWEEN PEDAGOGIES AND ATTAINING OBJECTIVES IN THE BUSINESS POLICY COURSE Philip H. Anderson, College of St. Thomas Robert H. Woodhouse, College of St. Thomas ABSTRACT Along with the growth and development of the Business Policy and Planning area, there has been a growing discussion on how to best teach the “capstone” course. The case study portion of the course was conducted with the instructor serving as a facilitator of class discussion Developments in Business Simulation & Experiential Learning, Volume 11, 1984 153 and as a questioner of points made by the students. keywords: business; case; knowledge; lecture; objectives; simulation cache: absel-2236.pdf plain text: absel-2236.txt item: #1071 of 2743 id: absel-2237 author: Cahill, Thomas E. title: The Use Of Simulation In The Teaching Of Business Policy date: 1984 words: 3588 flesch: 35 summary: Developments in Business Simulation & Experiential Learning, Volume 11, 1984 160 [14] Joseph Wolfe “A Response to Snow’s Comments on Business Policy Teaching Research,” Academy of Management Review Vol. 1, No. 4, Oct. 1976, 136-137. Table of Contents Volume 11, 1984 Simulation Gaming as a Means of Researching Substantive Issues: Another Look A Further Test of the Group Formation and its Impacts in a Simulated Business Environment Impact of Economic Patterns on Student Performance in Computer Business Simulation Games Majority Fallacy Game with Independent Student Simulation and Business Policy should be a course that would provide students with an ability to identify the functional orientation(s) of a wide range of business problems and to apply the appropriate knowledge from one or more business functions to solve problems and make decisions that consider both internal and external implications in an environment that is as close to the real world as possible. keywords: business; business policy; case; course; learning; management; policy; simulation cache: absel-2237.pdf plain text: absel-2237.txt item: #1072 of 2743 id: absel-2238 author: Gosenpud, Jerry; Miessing, Paul; Milton, Charles J. title: A Research Study on Strategic Decisions in a Business Simulation date: 1984 words: 4407 flesch: 40 summary: A RESEARCH STUDY ON STRATEGIC DECISIONS IN A BUSINESS SIMULATION Developments in Business Simulation & Experiential Learning, Volume 11, 1984 161 A RESEARCH STUDY ON STRATEGIC DECISIONS IN A BUSINESS SIMULATION Jerry Gosenpud, University of Wisconsin-Whitewater Paul Miessing, State University of New York at Albany Charles J. Milton, University of Wisconsin-Whitewater ABSTRACT This studyt8 purposes were to explore strategic decision making in a computerized simulation and to generate a model reflecting that process. Organizational Goals Organization goal setting has long been regarded as a major and valuable aspect of strategic decision making. keywords: business; decision; game; goals; making; performance; planning; simulation; strategies; study; variables cache: absel-2238.pdf plain text: absel-2238.txt item: #1073 of 2743 id: absel-2239 author: Thurman, James B.; Ward, William A. title: Strategic Management Decision Making Researched via Simulation Gaming date: 1984 words: 2569 flesch: 36 summary: Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 169 Table of Contents Volume 11, 1984 Simulation Gaming as a Means of Researching Substantive Issues: Another Look A Further Test of the Group Formation and its Impacts in a Simulated Business Environment Impact of Economic Patterns on Student Performance in Computer Business Simulation Games Majority Fallacy Game with Independent Student Simulation and a Case Introducing the Marketing Channel Laboratory A Comparative Evaluation of a Marketing Game A Study of Comparative Effectiveness of Problem-Solving Technologies The Impact of Hierarchical and Egalitarian Organization Structure on Group Decision Making and Attitudes Risk-Free Decision Making The EX-STRA Export Strategy Game Computer Education for Management Students Developing a Computer Game/Job Simulation to Teach Functional Literacy Skills Experiencing Socialization First Hand: An Experiential Exercise in Organizational Socialization Networking Distributive Versus Integrative Approaches to Negotiation: Experiential learning Through a Negotiation Simulation Managerial Education and the Real World: Foudations for Designing Educational Tools Diagnosing Group Climate to Improve Supervisory Effectiveness Student background as a Factor in Simulation Outcomes: STRATEGIC MANAGEMENT DECISION MAKING RESEARCHED VIA SIMULATION GAMING Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 166 STRATEGIC MANAGEMENT DECISION MAKING RESEARCHED VIA SIMULATION GAMING James B. Thurman, The George Washington University William A. Ward, Northern Virginia Graduate Center ABSTRACT The authors conducted a two-year exploratory study using STRATSIM, a corporate strategy simulation game, in an attempt to generate hypotheses and develop insights about the nature of the strategic management decision-making process. keywords: business; decision; management; mba; msi; simulation; teams cache: absel-2239.pdf plain text: absel-2239.txt item: #1074 of 2743 id: absel-224 author: Hergeth, Helmut H. title: Simulating Sudden Change and the Value of Timely Information date: 2014 words: 2732 flesch: 29 summary: Business simulations often focus on a particular func- tional aspect of business, e.g., operational or logistic sce- narios, marketing, pricing, or negotiation simulations (functional simulations). Business simulations can teach how to analyze such changes, what kind of information may help in pre- dicting technological changes, and what strategies can be utilized to react to sudden change. keywords: business; change; information; learning; management; participants; simulation cache: absel-224.pdf plain text: absel-224.txt item: #1075 of 2743 id: absel-2240 author: Rodich, Grover Wm. title: Using Simulation to Investigate Factors in Competitive Bidding date: 1984 words: 4241 flesch: 41 summary: As the number of bidding competitors increases, the “optimum” bid level decreases at a faster rate when applying Tactic I. Contrary to many authors it was found that, when considered alone over the average levels of all the other experimental variables, an increase in the number of bidding competitors does not necessarily adversely affect accumulated profits. When n firm has either made the decision to pursue a more rational procedure in the formulation of its future bids or it has recently changed its objectives necessitating a change in bidding strategy, it still needs the answers to the following questions: a) keywords: bidding; business; competitors; levels; number; research; simulation; tactic; variables cache: absel-2240.pdf plain text: absel-2240.txt item: #1076 of 2743 id: absel-2241 author: Tallent, Dwaine R. title: Combining Experiential Learning and Management Assistance date: 1984 words: 2982 flesch: 28 summary: COMBINING EXPERIENTIAL LEARNING AND MANAGEMENT ASSISTANCE Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 175 COMBINING EXPERIENTIAL LEARNING AND MANAGEMENT ASSISTANCE Dwaine R. Tallent, St. Cloud State University ABSTRACT The purpose of this paper is to describe the Small Business Institute (SBI) program and offer suggestions as to how this concept can be utilized as an experiential learning opportunity for business students. Inform senior business students of the availability of the new course. keywords: analysis; business; course; management; program; simulation; small; students cache: absel-2241.pdf plain text: absel-2241.txt item: #1077 of 2743 id: absel-2242 author: Cameron, Kim S.; Whetten, David A. title: A Model for Teaching Management Skills date: 1984 words: 5278 flesch: 42 summary: We do not claim our approach to be the only appropriate way to teach management skills, but we are convinced that it provides a useful alternative to traditional management and organizational behavior classroom approaches. Our discussion begins with a brief treatment of what we mean by management skills and a description of a set of skills found in our investigations to be particularly relevant for effective managers. keywords: activities; behavior; business; learning; management; model; performance; simulation; skill; students; teaching; training cache: absel-2242.pdf plain text: absel-2242.txt item: #1078 of 2743 id: absel-2243 author: Calas, Marta B. title: Putting Experience Back Into Experiential Learning: A Demonstration date: 1984 words: 2490 flesch: 26 summary: The Collective bargaining Example The Use of Pre-Plays in Management Education Experiencing the Process Debrief: A Workshop ABSEL Megatrend Roots MEGATRENDS for Business Simulation and Experiential Learning The Effects and Consequences of the Megatrends on Simulation Gaming: A DEMONSTRATION Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 184 PUTTING EXPERIENCE BACK INTO EXPERIENTIAL LEARNING: keywords: business; exercise; learning; management; reality; simulation; world cache: absel-2243.pdf plain text: absel-2243.txt item: #1079 of 2743 id: absel-2244 author: Kline, Donald S.; Warrick, Donald title: The Teaching and Behavioral Measurement of Managerial/Organizational Competencies: Developing Experiential Exercises and Simulations date: 1984 words: 1641 flesch: 15 summary: The Collective bargaining Example The Use of Pre-Plays in Management Education Experiencing the Process Debrief: A Workshop ABSEL Megatrend Roots MEGATRENDS for Business Simulation and Experiential Learning The Effects and Consequences of the Megatrends on Simulation Gaming: THE TEACHING AND BEHAVIORAL MEASUREMENT OF MANAGERIAL/ORGANIZATIONAL COMPETENCIES: DEVELOPING EXPERIENTIAL EXERCISES AND SIMULATIONS Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 187 THE TEACHING AND BEHAVIORAL MEASUREMENT OF MANAGERIAL/ORGANIZATIONAL COMPETENCIES: DEVELOPING EXPERIENTIAL EXERCISES AND SIMULATIONS Donald S. Kline, Bloomsburg University of Pennsylvania Donald Warrick, University of Colorado-Colorado Springs keywords: business; competencies; learning; management; simulation; teaching cache: absel-2244.pdf plain text: absel-2244.txt item: #1080 of 2743 id: absel-2245 author: Barton, Richard F. title: A Simulation Model for Conglomerates date: 1984 words: 3581 flesch: 40 summary: Generic strategies for dealing with business units in each of the BCG cells are commonly mentioned. If three or four players manage corporate headquarters and similar- sized teams manage each operating business unit, then a conglomerate can use four plus the number of business units times four players. keywords: business; conglomerate; game; headquarters; industries; industry; model; portfolio; simulation cache: absel-2245.pdf plain text: absel-2245.txt item: #1081 of 2743 id: absel-2246 author: Frazer, J. Ronald title: QC LAB A Microcomputer Laboratory in Quality Control date: 1984 words: 2751 flesch: 44 summary: The Collective bargaining Example The Use of Pre-Plays in Management Education Experiencing the Process Debrief: A Workshop ABSEL Megatrend Roots MEGATRENDS for Business Simulation and Experiential Learning The Effects and Consequences of the Megatrends on Simulation Gaming: QC LAB A MICROCOMPUTER LABORATORY IN QUALITY CONTROL Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 194 QC LAB A MICROCOMPUTER LABORATORY IN QUALITY CONTROL J. Ronald Frazer, Clarkson College ABSTRACT A laboratory exercise is described that provides a student with an opportunity to apply the concepts of mean and sigma or range charts to a simulated production process. keywords: computer; control; cost; process; sample; simulation cache: absel-2246.pdf plain text: absel-2246.txt item: #1082 of 2743 id: absel-2247 author: Sharda, Ramesh; Bolaki, Chandru C. title: CTSS: A Commodity Trading Simulation System date: 1984 words: 2812 flesch: 45 summary: CTSS: A COMMODITY TRADING SIMULATION SYSTEM Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 198 CTSS: A COMMODITY TRADING SIMULATION SYSTEM Ramesh Sharda, Oklahoma State University Chandru C. Bolaki, Iowa State University ABSTRACT A computer program to simulate commodity trading has been developed. A number of commodity trading decision rules using technical analysis and fundamental analysis have been proposed by commodity traders. keywords: business; commodity; market; price; rules; simulation; system; trading cache: absel-2247.pdf plain text: absel-2247.txt item: #1083 of 2743 id: absel-2248 author: Gomolka, Eugene G.; Mackin, Joanne L. title: Problem Solving: An Exercise on Learning, Coaching, and Operant Conditioning date: 1984 words: 2318 flesch: 45 summary: After each meeting with problem solver, reflect upon the kinds of problems and difficulties that you encountered in this role. AN EXERCISE ON LEARNING, COACHING, AND OPERANT CONDITIONING Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 202 PROBLEM SOLVING: AN EXERCISE ON LEARNING, COACHING, AND OPERANT CONDITIONING Eugene G. Gomolka, Virginia Polytechnic Institute & S.U. Joanne L. Mackin, Consultant ABSTRACT This paper presents an experiential exercise designed to put into practice individual and small group behavioral aspects of learning, coaching, and operant conditioning. keywords: coaching; exercise; problem; yes cache: absel-2248.pdf plain text: absel-2248.txt item: #1084 of 2743 id: absel-2249 author: Newmiller, Clyde E. title: A Demonstration of the Effects of Feedback as a Category of Reinforcement date: 1984 words: 2830 flesch: 45 summary: The facilitator will fill the role of group supervisor. RESULTS Due to the limited number of management groups who have participated in the present ‘version of the exercise, it is not possible to confidently project what will be the results of the exercise. keywords: business; exercise; feedback; group; reinforcement; simulation; task cache: absel-2249.pdf plain text: absel-2249.txt item: #1085 of 2743 id: absel-225 author: Rahn, David title: Managing Human Resources Simulation date: 2014 words: 993 flesch: 33 summary: Managing Human Resources Simulation Page 65 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 Modeling Corporate Social Responsibility In A Food Service Menu-Management Simulation Use of a Simulation in a Large Class Environment for a Marketing Principles Class: A Qualitative Analysis of Whether Learning Objectives were Met A Team Based Information Literacy Exercise ABSEL Marketing Communications Plan An Interdisciplinary Study of the Impact of Playing a Marketing Simulation Game on Student Knowledge of Management Accounting/Finance Principles Analyzing Construction Planning of Interiro Finish Work of Apartment Building by Simulation Doing Murder One Again The Simple Business Game and Simulation Transfering the Knowledge of Middle Management to Novices Infectious Disease Simulation Model for Estimation of Spreading Understanding the Relative Influence of Several Factors in ERP Simulation Performance: An Exploration of Ecological Validity Tragedy of the Commons: An Exercise Using Clickers to Illustrate and Teach a Key Concept in Negotiations The Meaning of Firm Demand in Business Simulations If the Games Work, Why Aren't More Faculty Willing to Play? keywords: game; learning; management; simulation cache: absel-225.pdf plain text: absel-225.txt item: #1086 of 2743 id: absel-2250 author: Rubenfeld, Stephen R.; Newstrom, John W. title: The Assessment of Feedback and Disclosure in Interpersonal Relations: An Experiential Exercise date: 1984 words: 3114 flesch: 32 summary: Developments in Business Simulation and Experiential Exercises, Volume 9: Proceedings of the 1982: Annual Meeting of the Association for Business Simulation and Experiential Learning (1982): 146-147. Developments in Business Simulation and Experiential Exercises Volume 10: Proceedings of the 1983 Annual Meeting of the Association for Business Simulation and Experiential Learning (1983J: 117-120. keywords: business; disclosure; feedback; johari; relationships; self; simulation; window cache: absel-2250.pdf plain text: absel-2250.txt item: #1087 of 2743 id: absel-2251 author: Warberg, William B. title: A Study to Determine Whether the Teaching of Basic Grammar Skills in Business Communication Classes Improves Students Business Letter Writing date: 1984 words: 2423 flesch: 41 summary: Determine students basic grammar skills at the beginning and at the end of the semester when they study basic grammar and when they do not study basic grammar. [1] indicated that the areas in which beginning employees who were college graduates and undergraduate business students had most difficulty were: conciseness, making meaning clear, making message accomplish purpose, spelling, sentence construction, organization, and paragraph construction. keywords: business; classes; communication; grammar; students; study cache: absel-2251.pdf plain text: absel-2251.txt item: #1088 of 2743 id: absel-2252 author: Yanouzas, John N.; Sanders, Patricia B.; Veiga, John F. title: Corporate Maladies through the Eyes of the Memo Writer: A Seldom Used Experiential Tool date: 1984 words: 1579 flesch: 24 summary: CORPORATE MALADIES THROUGH THE EYES OF THE MEMO WRITER: A SELDOM USED EXPERIENTIAL TOOL Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 216 CORPORATE MALADIES THROUGH THE EYES OF THE MEMO WRITER: A SELDOM USED EXPERIENTIAL TOOL John N. Yanouzas, University of Connecticut Patricia B. Sanders, Central Connecticut State University John F. Veiga, University of’ Connecticut ABSTRACT One of’ the most underrated and often ignored sources of conflict and misunderstanding in organizations is the memo. The Collective bargaining Example The Use of Pre-Plays in Management Education Experiencing the Process Debrief: A Workshop ABSEL Megatrend Roots MEGATRENDS for Business Simulation and Experiential Learning The Effects and Consequences of the Megatrends on Simulation Gaming: keywords: business; consulting; department; management; memo; simulation cache: absel-2252.pdf plain text: absel-2252.txt item: #1089 of 2743 id: absel-2253 author: Veiga, John F.; Yanouzas, John N. title: Executive Bailout at Shake & Spear, Inc. Patricia B. Sanders date: 1984 words: 2090 flesch: 37 summary: Your task is to: a. write a memo to the Chairman as to how he should respond to Bill Spear and b. write a memo on golden parachute compensation policy recommendation to be present at the monthly Board of Directors meeting. Shake & Spear went public in 1939, but the majority of its stock is still held by family members and Bill Spear, Jr. still sits on the Board of Directors. keywords: bill; business; compensation; inc; management; shake; simulation; spear cache: absel-2253.pdf plain text: absel-2253.txt item: #1090 of 2743 id: absel-2254 author: Veiga, John F.; Yanouzas, John N.; Sanders, Patricia B. title: The H.E. / L&P Merger date: 1984 words: 2758 flesch: 43 summary: Given that Hayes is the major employer in your small town and Pop Hayes’ philosophy to pay his people quite well, you have never been unionized -- in fact, you are almost like one very large family. Mr. Hayes, the president, and only grandchild of “Pop Hayes” the founder, has been offered a position as special consultant. keywords: business; changes; hayes; lorrilard; management; simulation; team cache: absel-2254.pdf plain text: absel-2254.txt item: #1091 of 2743 id: absel-2255 author: Govahi, Gita; Ward, Sid title: Intercultural Nonverbal Communications an Experiential Exercise date: 1984 words: 2300 flesch: 43 summary: INTERCULTURAL NONVERBAL COMMUNICATIONS AN EXPERIENTIAL EXERCISE Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 221 INTERCULTURAL NONVERBAL COMMUNICATIONS AN EXPERIENTIAL EXERCISE Gita Govahi & Sid Ward ABSTRACT This paper describes an experiential exercise that is used in Business courses to teach and emphasize the importance of intercultural nonverbal communication cues in today’s international business environment. Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 222 -What other nonverbal cues from other cultures do you know of or have you experienced? keywords: business; communication; cues; exercise; participants; role; simulation cache: absel-2255.pdf plain text: absel-2255.txt item: #1092 of 2743 id: absel-2256 author: Baillie, Allan S.; Mclntire, Robert; Newell, William; Pierson, Chad; Thavikulwat, Precha title: The Evolving Business Policies Course--Is Management Gaming the Logical Pedagogy? date: 1984 words: 4218 flesch: 38 summary: The panel reviewed their experience in the use of management games in teaching business policies with the following pedagogy: a course which divides the emphasis between case study and half game participation (Bob Mclntire), the use of management games over multiple sections with emphasis on intercollegiate competition (Chad Pierson), a case study course designed to emphasize experiential learning with the interaction game, Boss, as the primary vehicle (Precha Thavikulwat), and the use of a complex game (Topexec) for the total business policies course (Bill Newell). The results of the study tend to favor the use of management games for policies courses. keywords: business; case; course; game; harvard; management; policies; simulation; students; study; use cache: absel-2256.pdf plain text: absel-2256.txt item: #1093 of 2743 id: absel-2257 author: Faria, A. J.; Schumacher, Marc title: The Use of Decision Simulations in Management Training Programs: Current Perspectives date: 1984 words: 4067 flesch: 43 summary: THE USE OF DECISION SIMULATIONS IN MANAGEMENT TRAINING PROGRAMS: CURRENT PERSPECTIVES Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 228 THE USE OF DECISION SIMULATIONS IN MANAGEMENT TRAINING PROGRAMS: CURRENT PERSPECTIVES A. J. Faria, University of Windsor Marc Schumacher, University of Windsor ABSTRACT While the use of business simulation games in university business courses has been increasing over the past twenty-five years, their use in management training programs has been declining. The use of business simulation games in industry for management training was very popular in the mid-1960’s. keywords: business; decision; game; industry; making; management; managers; marketing; programs; simulation; training; use cache: absel-2257.pdf plain text: absel-2257.txt item: #1094 of 2743 id: absel-2258 author: Northup, Diana E. title: Humanizing the Business of Medicine: The Use of Simulated Patients to Train Medical Students date: 1984 words: 2696 flesch: 27 summary: One method used to foster this ability in medical students, is the simulated patient. The use of simulated patients, trained using standard instructional materials, provides for a more consistent training of medical students in these skills than is usually obtained in a traditional medical curriculum. keywords: business; evaluation; patients; simulation; skills; students; use cache: absel-2258.pdf plain text: absel-2258.txt item: #1095 of 2743 id: absel-2259 author: Windsor, Duane title: Systematic Integration of Simulation Methods in a Graduate Management Curriculum date: 1984 words: 4920 flesch: 32 summary: SYSTEMATIC INTEGRATION OF SIMULATION METHODS IN A GRADUATE MANAGEMENT CURRICULUM Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 235 SYSTEMATIC INTEGRATION OF SIMULATION METHODS IN A GRADUATE MANAGEMENT CURRICULUM Duane Windsor, Rice University ABSTRACT This paper is a preliminary report on the manner in which simulation and experiential learning materials could be more systematically integrated with traditional case and analytical materials in a graduate management curriculum. This paper argues that the analytical approach to management education is theory based and oriented to teaching foundation skills with wide application (including the func- Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 236 tional areas of management practice). keywords: business; case; curriculum; exercise; game; graduate; management; marketing; materials; simulation; students; teaching; use cache: absel-2259.pdf plain text: absel-2259.txt item: #1096 of 2743 id: absel-226 author: Morita, Mitsuru; Iwai, Chiaki; Horiuchi, Masahiro; Oshima, Masatsugu; Zhuchao, Yu; Xu, Bo title: A Study on Collectivism and Group Decision-Making: An International Comparison of Japan, China, and Russia Using a Gaming Simulation date: 2014 words: 10704 flesch: 50 summary: Each sub- ject’s higher satisfaction means higher effectiveness of group decision making. Group decision experiments using business game – Problem solving with conflict, Developments in Business Simulation & Experiential Exercises, 36, 165-170. keywords: analysis; china; decision; game; group; group decision; hofstede; japan; making; research; results; russia; simulation; students; subjects cache: absel-226.pdf plain text: absel-226.txt item: #1097 of 2743 id: absel-2260 author: Gold, Steven C.; Pray, Thomas F. title: Modeling Non-Price Factors in the Demand Functions of Computerized Business Simulations date: 1984 words: 2967 flesch: 34 summary: Integrated Simulation 1968 8 1 9 Executive Game 1972 8 1 9 Multinational Game 1980 18 2 9 DECIDE 1981 13 1 9 MICROSIM 1983 8 1 99 REVIEW OF SIMULATION DEMAND FUNCTIONS The selected simulations use a variety of different independent variables and functional forms. MODELING NON-PRICE FACTORS IN THE DEMAND FUNCTIONS OF COMPUTERIZED BUSINESS SIMULATIONS Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 240 MODELING NON-PRICE FACTORS IN THE DEMAND FUNCTIONS OF COMPUTERIZED BUSINESS SIMULATIONS Steven C. Gold, Rochester Institute of Technology Thomas F. Pray, Rochester Institute of Technology ABSTRACT This paper evaluates the way in which non-price factors of demand are modeled in computerized business simulations. keywords: business; demand; functions; marketing; point; price; simulations cache: absel-2260.pdf plain text: absel-2260.txt item: #1098 of 2743 id: absel-2261 author: Teach, Richard D. title: Using Spatial Relationships to Estimate Demand in Business Simulations date: 1984 words: 2348 flesch: 38 summary: To determine the actual demand for each firm, the results of the market share as derived by product attributes are averaged in a weighted fashion with the market shares as derived by the Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 245 firm demand equation described by Gold and Pray (1983). This differentiation usually takes the form of differences in physical, characteristics, product attributes, packaging, brand names, etc. keywords: business; demand; market; marketing; product; segment; simulation cache: absel-2261.pdf plain text: absel-2261.txt item: #1099 of 2743 id: absel-2262 author: Pray, Thomas F.; Gold, Steven C. title: Two Algorithms for Redistribution of Stockouts in Computerized Business Simulations date: 1984 words: 4762 flesch: 46 summary: The simulations addressed the issue of excessive demand in a number of different manners. The reported demand to each firm could be 50 each to the three firms and excessive demand to the outlier firm. keywords: average; business; demand; firm; industry; market; price; share; simulation; stockouts cache: absel-2262.pdf plain text: absel-2262.txt item: #1100 of 2743 id: absel-2263 author: Moschella, E. Paul title: Leadership and Strategic Behavior date: 1984 words: 3574 flesch: 25 summary: Availability of computer speed, memory capacity and advanced programming packages has now made possible an additional, promising approach to the study of strategy leadership linkages. LEADERSHIP AND STRATEGIC BEHAVIOR Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 253 LEADERSHIP AND STRATEGIC BEHAVIOR E. Paul Moschella, University of Hartford ABSTRACT Considerable research has been directed at clarifying the linkages between leadership styles and strategy formulations. keywords: business; consideration; experiment; formulation; groups; leadership; management; research; set; simulation; strategy cache: absel-2263.pdf plain text: absel-2263.txt item: #1101 of 2743 id: absel-2264 author: Whitney, Gary title: A Comparison of Two Business Strategy Simulations for Microcomputers date: 1984 words: 3062 flesch: 40 summary: INTRODUCTION The advantages of running business strategy simulations on microcomputers is increasing with the improvements in hardware and with a wider availability of quality software. For the past two years I have used two different, commercially available, simulations in my Business Policy classes. keywords: business; cartels; companies; cutthroats; enterprise; production; simulation; students; use cache: absel-2264.pdf plain text: absel-2264.txt item: #1102 of 2743 id: absel-2265 author: Muhs, William F.; Callen, Richard W. title: Incorporating Decision Support Systems into Management Simulation Games: A Model and Methodology date: 1984 words: 2820 flesch: 34 summary: The first illustration is an example of a new set of student decisions and the resulting pro-forma income statement. A MODEL AND METHODOLOGY Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 261 INCORPORATING DECISION SUPPORT SYSTEMS INTO MANAGEMENT SIMULATION GAMES: keywords: business; decision; game; ifps; management; simulation; student; system cache: absel-2265.pdf plain text: absel-2265.txt item: #1103 of 2743 id: absel-2266 author: Collins, Robert H.; Shane, Barry title: Using Micro-Computers to Support the Analysis of Complex Cases: It's as Easy As 1-2-3 date: 1984 words: 2786 flesch: 39 summary: Texas Instruments Professional Computer is a trademark of Texas Instruments, Inc. HP 150 is a trademark of Hewlett-Packard, Inc. Table of Contents Volume 11, 1984 Simulation Gaming as a Means of Researching Substantive Issues: Another Look A Further Test of the Group Formation and its Impacts in a Simulated Business Environment Impact of Economic Patterns on Student Performance in Computer Business Simulation Games Majority Fallacy Game with Independent Student Simulation and a Case Introducing the Marketing Channel Laboratory A Comparative Evaluation of a Marketing Game A Study of Comparative Effectiveness of Problem-Solving Technologies The Impact of Hierarchical and Egalitarian Organization Structure on Group Decision Making and Attitudes Risk-Free Decision Making The EX-STRA Export Strategy Game Computer Education for Management Students Developing a Computer Game/Job Simulation to Teach Functional Literacy Skills Experiencing Socialization First Hand: An Experiential Exercise in Organizational Socialization Networking Distributive Versus Integrative Approaches to Negotiation: Experiential learning Through a Negotiation Simulation Managerial Education and the Real World: Foudations for Designing Educational Tools Diagnosing Group Climate to Improve Supervisory Effectiveness Student background as a Factor in Simulation Outcomes: USING MICRO-COMPUTERS TO SUPPORT THE ANALYSIS OF COMPLEX CASES: IT’S AS EASY AS l-2-3TM Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 267 USING MICRO-COMPUTERS TO SUPPORT THE ANALYSIS OF COMPLEX CASES: IT’S AS EASY AS l-2-3TM Robert H. Collins, Oregon State University Barry Shane, Oregon State University ABSTRACT Many instructors find it frustrating to not be able to take full advantage of the rich data sets available in many senior and MBA-level cases. keywords: analysis; business; computer; management; micro; problems; simulation; software; use cache: absel-2266.pdf plain text: absel-2266.txt item: #1104 of 2743 id: absel-2267 author: Shane, Barry; Collins, Robert H. title: Strategic Formulation Consistent With PIMs: A Micro-Computer Application date: 1984 words: 1966 flesch: 31 summary: A MICRO-COMPUTER APPLICATION Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 270 STRATEGIC FORMULATION CONSISTENT WITH PIMS: The program politely requests a proper response or will not Developments in Business Simulation & Experiential Exercises, Volume 11, 1984 271 continue. keywords: business; policy; program; simulation; students; user cache: absel-2267.pdf plain text: absel-2267.txt item: #1105 of 2743 id: absel-2268 author: Markulis, Peter M. title: Is the Computerized Business Simulation Relevant? Business Professionals Play a Student Game date: 1983 words: 3197 flesch: 34 summary: Pre-registration materials might include shortened versions of the simulation's theory and mechanics. 4 Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 TABLE 2 FACTORS AFFECTING CONFIDENCE LEVEL FOR BUSINESS PROFESSIONALS & STUDENT GROUPS STUDENTS MEAN BUSINESS PROFESSIONALS MEAN ability to work with team members team discussions team performance (ranking) worksheets trial periods course content other than simulation relationship with other courses workbook 3.81 3.71 3.59 3.56 3.20 2.93 2.81 2.51 employment experience ability to work with other team members team discussions team performance (ranking) trail periods academic background faculty advisor DECIDE mantel introductory comments by faculty 3.87 3.60 3.51 3.44 3.03 2.99 2.98 3.74 2.51 *1 no confidence; 5 extremely confident TABLE 3 FACTORS AFFECTING FRUSTRATION LEVEL FOR BUSINESS PROFESSIONALS & STUDENT GROUPS STUDENTS MEAN BUSINESS PROFESSIONALS MEAN understanding reasons for team performance understanding decisional relationships tees performance (ranking) worksheets team discussions workbooks economic skills required accounting skills required 3.24 3.22 3.05 2.54 2.72 2.56 2.45 2.19 not enough time team discussions team disorganised faculty advisor ability to understand reasons for team performance understanding decisional relationships team taken over one person economic skills required 3.26 2.98 2.63 2.46 2.39 2.31 2.27 2.23 = in frustration; 5 = very frustrated Future studies of business simulations used for professional business people should include more rigorous measures, by using pre-post test designs and should direct more attention to investigating the ‘factors’ that influence the business practitioner’s learning and behavior. BUSINESS PROFESSIONALS PLAY A STUDENT GAME Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 IS THE COMPUTERIZED BUSINESS SIMULATION RELEVANT? keywords: business; confidence; frustration; game; professionals; simulation; students; team cache: absel-2268.pdf plain text: absel-2268.txt item: #1106 of 2743 id: absel-2269 author: Schellenberger, Robert E.; Keyt, John C. title: A Methodology for Assessing the Internal Validity of Business Simulations date: 1983 words: 2897 flesch: 38 summary: Business Professionals Play a Student Game A Methodology For Assessing the Internal Validity of Business Simulations A Longitudinal Study of the External Validity of a Business Management Game Policy Analysis and Decision: A corporate Relocation Simulation Exercise Effective Listening: An Exercise in Managerial Communication The Symbol Exercise: An Initial Group Activity Concept Based Simulations Institutional Users of Experiential Learning Packages: A Preliminary View from Publishers' Adoption Lists How to Use Business Games in the Business Policy Course: The Students' Perspective Professors' Ratings of Business Policy Learning Methods Moot Trial: An Exercise in Trial Procedure and Evidence The Advertising Agency Game: An Experiential learning Exercise The Use of Videotaped Cases in Teaching Information Acquisition and Decision-Making Skills Experiencing Information Processing Strategies as a Means to Explore Decision Making Importance Ratings and Operations Data as Predictors of Business Game Performance Determinants of Performance in Computer Simulations Predicting Business Game Performance form Perceptions of Manager Information and actions Business Consulting: A Practicum for Undergraduate Internship as a Contingency Based Experiential Learning Program for More Effective Organizational Socialization: A Conceptual Framework MANSYM III Decision Support System Demonstration Learning the Concept of market Value Through Simulation Conflict Management for Economic Developers Development of Data Analysis Units Designed to Enhance Reasoning and Knowledge Transfer in the College Level Course BOSS: A Behavioral-Quantitative, Computer-Supported Game Entrepreneurial Potential: An Experiential Exercise in Self Analysis and Group Assessment Development of Strategists: Simulated Cases BANKRUPT: A Deceptively Simple Business Strategy Game Simulating Market and Firm Level Demand - A Robust Demand System COMPSIM A Computer Center Management Simulation Hiving Model: A METHODOLOGY FOR ASSESSING THE INTERNAL VALIDITY OF BUSINESS SIMULATIONS Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 keywords: assessment; business; game; job; management; program; simulation; training; variables cache: absel-2269.pdf plain text: absel-2269.txt item: #1107 of 2743 id: absel-227 author: Dieguez-Barreiro, Jose Henrique; Gonzalez-Benito, Javier; Galende, Jesus; Kondo, Edson Kenji title: The Use of Management Games in the Management Research Agenda date: 2014 words: 6977 flesch: 46 summary: This study hypothesizes that management games can be used as a means to carry out laboratory experiments in the field of management. As mentioned above, the equipment we refer to is management games. keywords: business; experiment; field; games; laboratory; learning; management; management games; players; research; simulation; validity; variables cache: absel-227.pdf plain text: absel-227.txt item: #1108 of 2743 id: absel-2270 author: Wolfe, Joseph; Roberts, C. Richard title: A Longitudinal Study of the External Validity of a Business Management Game date: 1983 words: 2836 flesch: 45 summary: This paper presents an investigation into the long-term relationship between student game performance and four alternative measures of business career success. A LONGITUDINAL STUDY OF THE EXTERNAL VALIDITY OF A BUSINESS MANAGEMENT GAME Developments in Business Simulation & Experiential Learning, Volume 10, 1983 9 A LONGITUDINAL STUDY OF THE EXTERNAL VALIDITY OF A BUSINESS MANAGEMENT GAME Joseph Wolfe, University of Tulsa C. Richard Roberts, University of Tulsa ABSTRACT A five-year follow-up study investigated relationships between student performance in a top-management game and various measures of business career success. keywords: business; career; game; learning; management; performance; salary; simulation; student; success cache: absel-2270.pdf plain text: absel-2270.txt item: #1109 of 2743 id: absel-2271 author: King, Albert S.; Lauer, Deborah A. title: Policy Analysis and Decision: A Corporate Relocation Simulation Exercise date: 1983 words: 3338 flesch: 29 summary: Overview We have learned from the previous exercise that organizational decision making can be viewed systematically as a hierarchical framework of independent goals, subgoals, functional policy areas and alternatives; that a programmatic approach may be employed for a more systematic evaluation. Alternatively, it may be used as an introductory exercise in group decision. keywords: analysis; business; decision; exercise; making; model; policy; simulation cache: absel-2271.pdf plain text: absel-2271.txt item: #1110 of 2743 id: absel-2272 author: Graf, Lee A.; Perrachione, J. R. title: Effective Listening: An Exercise in Managerial Communication date: 1983 words: 2334 flesch: 53 summary: EFFECTIVE LISTENING: AN EXERCISE IN MANAGERIAL COMMUNICATION Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 17 EFFECTIVE LISTENING: AN EXERCISE IN MANAGERIAL COMMUNICATION Lee A. Graf, Illinois State University J. R. Perrachione, Illinois State University ABSTRACT This paper describes an experiential exercise that has been successfully used in principles of management courses to teach and emphasize the importance of effective listening skills In management. Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 18 15. keywords: business; communication; exercise; listening; students cache: absel-2272.pdf plain text: absel-2272.txt item: #1111 of 2743 id: absel-2273 author: Oyster, Carol K.; Faltot, James C. title: The Symbol Exercise: An Initial Group Activity date: 1983 words: 1704 flesch: 43 summary: Groups are assigned the task of constructing a ‘group symbol” to represent their group incorporating the group number which will be judged against the symbols constructed by other groups on the basis of creativity of idea, quality of construction, and “efficiency.” Instructions are deliberately nonspecific to force group decisions. keywords: business; construction; exercise; group; project; symbol cache: absel-2273.pdf plain text: absel-2273.txt item: #1112 of 2743 id: absel-2274 author: Leach, Hugh; Jolly, Laura; Frazer, J. Ronald title: Concept Based Simulations date: 1983 words: 872 flesch: 12 summary: Business Professionals Play a Student Game A Methodology For Assessing the Internal Validity of Business Simulations A Longitudinal Study of the External Validity of a Business Management Game Policy Analysis and Decision: A corporate Relocation Simulation Exercise Effective Listening: An Exercise in Managerial Communication The Symbol Exercise: An Initial Group Activity Concept Based Simulations Institutional Users of Experiential Learning Packages: A Preliminary View from Publishers' Adoption Lists How to Use Business Games in the Business Policy Course: The Students' Perspective Professors' Ratings of Business Policy Learning Methods Moot Trial: An Exercise in Trial Procedure and Evidence The Advertising Agency Game: An Experiential learning Exercise The Use of Videotaped Cases in Teaching Information Acquisition and Decision-Making Skills Experiencing Information Processing Strategies as a Means to Explore Decision Making Importance Ratings and Operations Data as Predictors of Business Game Performance Determinants of Performance in Computer Simulations Predicting Business Game Performance form Perceptions of Manager Information and actions Business Consulting: A Practicum for Undergraduate Internship as a Contingency Based Experiential Learning Program for More Effective Organizational Socialization: A Conceptual Framework MANSYM III Decision Support System Demonstration Learning the Concept of market Value Through Simulation Conflict Management for Economic Developers Development of Data Analysis Units Designed to Enhance Reasoning and Knowledge Transfer in the College Level Course BOSS: A Behavioral-Quantitative, Computer-Supported Game Entrepreneurial Potential: An Experiential Exercise in Self Analysis and Group Assessment Development of Strategists: Simulated Cases BANKRUPT: A Deceptively Simple Business Strategy Game Simulating Market and Firm Level Demand - A Robust Demand System COMPSIM A Computer Center Management Simulation Hiving Model: CONCEPT BASED SIMULATIONS Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 23 CONCEPT BASED SIMULATIONS Hugh Leach, Washburn University Laura Jolly, Oklahoma State University J. Ronald Frazer, Clarkson College INTRODUCTION Members of the panel will discuss the development of simulations which are designed to focus student attention on various subject matter concepts. keywords: business; concept; game; learning; simulation cache: absel-2274.pdf plain text: absel-2274.txt item: #1113 of 2743 id: absel-2275 author: Biggs, William D.; Gulkus, Steven P.; Morgandale, Linda S. title: Institutional Users of Experiential Learning Packages: A Preliminary View from Publishers' Adoption Lists date: 1983 words: 2864 flesch: 36 summary: Such interest is readily apparent by the activities and proceedings of groups such as the Association for Business Simulation and Experiential Learning (ABSEL), the Organizational Behavior Teaching Society (OBTS), and the North American Simulation and GAMING Association (NASAGA). Proceedings of the Eighth Annual Conference of the Association for Business Simulation and Experiential Learning, 1981, pp. 137-141. keywords: behavior; business; co.; institutions; learning; management; new; packages; simulation; year cache: absel-2275.pdf plain text: absel-2275.txt item: #1114 of 2743 id: absel-2276 author: Sugges, Jr., Peter R. title: How to use Business Games in the Business Policy Course: The Students’ Perspective date: 1983 words: 3067 flesch: 56 summary: Almost 68Z thought Business Policy students should be required to play the game. How should student teams be formed and how big should they be? keywords: business; game; performance; policy; students; team; use cache: absel-2276.pdf plain text: absel-2276.txt item: #1115 of 2743 id: absel-2277 author: Summers, B. Irvin; Boyd, Charles title: Professors' Ratings of Business Policy Learning Methods date: 1983 words: 2207 flesch: 37 summary: PROFESSORS’ RATINGS OF BUSINESS POLICY LEARNING METHODS questionnaire item was presented as follows: Other experiential exercises Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 32 PROFESSORS’ RATINGS OF BUSINESS POLICY LEARNING METHODS B. Irvin Summers, Southwest Missouri State University Charles Boyd, Southwest Missouri State University ABSTRACT Preferences for four Business Policy learning methods are rated by Business Policy professors. The data here reported provides Business Policy professors’ ratings of Business Policy learning methods. keywords: business; experience; learning; methods; policy; simulation cache: absel-2277.pdf plain text: absel-2277.txt item: #1116 of 2743 id: absel-2278 author: Carr, Nancy M. title: Moot Trial: An Exercise in Trial Procedure and Evidence date: 1983 words: 3331 flesch: 81 summary: In the testimony that follows, you will hear how all the anguish Mrs. Brown endured was caused by the negligence of Mr. Maurice and his agents. The testimony has shown, through clear and convincing evidence, that Mrs. Brown had the bald spot for some twenty plus years before even meeting Mr. Maurice. keywords: atty; hair; maurice; mrs; spot cache: absel-2278.pdf plain text: absel-2278.txt item: #1117 of 2743 id: absel-2279 author: Romaguera, Jose M. title: The Advertising Agency Game an Experiential Learning Exercise date: 1983 words: 2539 flesch: 48 summary: It has been the instructor’s experience that ad agencies end up learning more than their written project suggests because a lot of learning takes place after the project is handed in, the oral presentation is put together and the presentations are made. The following describes the roles of the “Ad Agency’ and the client, and summarizes the procedures for the week-end session for oral presentations. keywords: agency; client; game; presentations; students cache: absel-2279.pdf plain text: absel-2279.txt item: #1118 of 2743 id: absel-228 author: Smith, Daniel title: Gaming On-Line: A Simulation Application date: 2014 words: 5517 flesch: 50 summary: A SIMULATION APPLICATION Daniel Smith Nevada State College daniel.smith@nsc.edu mailto:daniel.smith@nsc.edu Page 92 - Developments in Business Simulation and Experiential Learning, Volume 38, 2011 show that students tend to postpone their assignments and sometimes, they can go through an entire course without learning and completing their assignment only toward the end. Gaming On-Line: Asimulation Application Page 91 - Developments in Business Simulation and Experiential Learning, Volume 38, 2011 ABSTRACT This study develops a theory about the process through which communities form in computer-mediated classes. keywords: business; distance; experience; face; game; learning; management; method; simulation; students; teaching; vol cache: absel-228.pdf plain text: absel-228.txt item: #1119 of 2743 id: absel-2280 author: Madden, Charles S.; Robertson, Dan H.; Brenenstuhl, Daniel C. title: The use of Videotaped Cases in Teaching Information Acquisition and Decision-Making Skills date: 1983 words: 2465 flesch: 50 summary: Conclusions The use of video taped cases offers a number of very promising directions for business education. A series of experiments were performed to determine: (1) whether written assignments based on taped cages were as good as those based on traditional written cases; (2) whether students found taped cases as challenging and as satisfying as traditional written cases; (3) whether companies would be willing to cooperate in the production of video taped interviews on which cages could be based. keywords: analysis; business; cases; simulation; students; tape; use; video cache: absel-2280.pdf plain text: absel-2280.txt item: #1120 of 2743 id: absel-2281 author: Lambert, David R.; Uhring, Nancy E. title: Experiencing Information Processing Strategies as a to Decision Making date: 1983 words: 3031 flesch: 49 summary: EXPERIENCING INFORMATION PROCESSING STRATEGIES AS A TO DECISION MAKING Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 45 EXPERIENCING INFORMATION PROCESSING STRATEGIES AS A TO DECISION MAKING David R. Lambert, Case Western Reserve University Nancy E. Uhring, The University of Akron ABSTRACT This paper presents an experiential exercise designed to permit students to explore their own decision-making styles within the context of the current stream of findings concerning information handling and simplification strategies for decision-making. After reading the list of apartment attributes which follow, indicate in the space provided, the appropriate minimum or maximum level of the attribute you deem acceptable. keywords: apartment; attribute; decision; information; number; processing; step cache: absel-2281.pdf plain text: absel-2281.txt item: #1121 of 2743 id: absel-2282 author: House, W. C.; Napier, H. S. title: Importance Ratings and Operations Data as Predictors of Business Game Performance date: 1983 words: 3680 flesch: 44 summary: The average forecasting error for performance measure values is 3.25, considerably less than the average forecasting error of 13.99 for the values based on importance ratings. Y1 = 153.89 – 20.78 (3.33) – 9.70 (4.33) = 153.89 – 69.20 – 42.00 = 42.69 Y2 = 153.89 – 20.78 (4.00) – 9.70 (2.50) = 153.89 – 83.12 – 24.25 = 46.50 Y3 = 153.89 – 20.78 (2.67) – 9.70 (3.67) = 153.89 – 55.48 – 35.60 = 62.80 Y4 = 153.89 – 20.78 (3.00) – 9.70 (3.50) = 153.89 – 63.34 – 33.95 = 57.60 Y5 = 153.89 – 20.78 (3.50) – 9.70 (3.25) = 153.89 – 72.73 – 31.53 = 49.63 6 = 153.89 – 20.78 (4.33) – 9.70 (3.67) = 153.89 – 89.98 – 35.60 = 28.30 Y TABLE VII VALUES OF ACTUAL PERIOD I PERFORMANCE MEASURES TO BE CORRELATED WITH PERIOD II MEASURES X3 X4 X5 X6 X7 X8 Team Net Income/ Sales Return on Assets – 1 Stock Price -1 Sales/ R&D Outlays Return on Assets II Stock Price II 1 11.76 7.51 61.32 12.07 -6.34 38.47 2 0.02 0.99 44.48 18.08 2.99 50.44 3 5.56 5.81 62.77 8.23 14.81 93.69 4 -14.56 -16.51 32.43 N/A -8.12 23.66 5 9.47 1.68 43.44 11.17 5.20 45.83 6 6.72 5.99 68.71 14.14 -10.84 35.52 Multiple Regression Equation SPII = 178.09 – 5.43 X3 - 7.26 X6 + .81 X4 RMUL = .98 Calculation of estimated return on assets: SP1 = 178.09 – 5.43 (11.76) – 7.26 (12.07) + .81 (8.51) = 33.49 SP2 = 178.09 – 5.43 ( 0.02) – 7.26 (18.08) + .81 (0.99) = 47.52 SP3 = 178.09 – 5.43 ( 5.56) – 7.26 ( 8.23) + .81 (5.81) = 92.86 SP4 = cannot be calculated SP5 = 178.09 – 5.43 ( 9.47) – 7.26 (11.17) + .81 (1.68) = 46.94 SP6 = 178.09 – 5.43 ( 6.72) – 7.26 (14.14) + .81 (5.99) = 41.91 ratings and actual performance measures with actual stock prices. keywords: assets; measures; performance; price; sales; stock cache: absel-2282.pdf plain text: absel-2282.txt item: #1122 of 2743 id: absel-2283 author: Gosenpud, Jerry; Meising, Paul title: Determinants of Performance in Computer Simulations date: 1983 words: 3665 flesch: 42 summary: Its design entailed analyzing the relationship of 28 individual predictor variables to game performance. The belief by many that success in business games is due almost entirely to luck provides a fourth reason for this study, Research should investigate this notion--research designed to explore and cut through the capriciousness associated with business games and separate the factors systematically related to game performance from those which are random. keywords: business; desire; game; performance; simulation; students; study; variables cache: absel-2283.pdf plain text: absel-2283.txt item: #1123 of 2743 id: absel-2284 author: House, W. C.; Napier, H. S. title: Predicting Business Game Performance from Perceptions of Manager Information and Actions date: 1983 words: 2887 flesch: 32 summary: Nevertheless, the initial study results are sufficiently promising to suggest consideration of correlations which may exist between selected information items or management actions and other marketing, production, profitability or financial position performance measure. Priorities assigned to individual information items and management actions apparently give an indication of how effectively specific teams will respond to environmental and industry changes that have an important impact on present and future decision outcomes. keywords: business; information; items; management; performance; return cache: absel-2284.pdf plain text: absel-2284.txt item: #1124 of 2743 id: absel-2285 author: Lebrenz, Gene title: Business Consulting: A Practicum for Undergraduates date: 1983 words: 3515 flesch: 38 summary: Thus, the concept of an “internship” experience is less valuable to todays’ business students than it may have been in past years. Given the objectives of the course outlined earlier in this discussion, student evaluations helped to confirm the value of the course as an excellent opportunity for “hands on policy making”. keywords: business; client; consulting; course; learning; management; practicum; professor; simulation; students; university cache: absel-2285.pdf plain text: absel-2285.txt item: #1125 of 2743 id: absel-2286 author: Basuray, M. Tom title: Internship as a Contingency Based Experiential Learning Program for More Effective Organizational Socialization: A Conceptual Framework date: 1983 words: 3122 flesch: 28 summary: Such ideas have led to the proliferation of a wide assortment of business internship programs at the nation’s universities and colleges. In a recent survey of the College of Business’ internship practices (Zigli, 1982), sixty- eight percent of the respondents acknowledged the existence of internship programs for business students. keywords: business; internship; learning; organization; process; program; simulation; socialization cache: absel-2286.pdf plain text: absel-2286.txt item: #1126 of 2743 id: absel-2287 author: Schellenberger, Robert E. title: MANSYM III Decision Support System Demonstration date: 1983 words: 3202 flesch: 50 summary: DESCRIPTION OF DECISION SUPPORT SYSTEM Before proceeding, it is appropriate to clarify what is meant by decision support system (DSS). Decision support systems tend to be interactive and real time based. keywords: decision; demand; firm; game; mansym; option; performance; system cache: absel-2287.pdf plain text: absel-2287.txt item: #1127 of 2743 id: absel-2288 author: Clow, Theresa L. title: Learning the Concept of Market Value through Simulation date: 1983 words: 2873 flesch: 54 summary: It also allows students to determine the extent of increase or decrease in stock values. Students also begin to identify the relationship between current news and stock market prices. keywords: business; game; learning; market; simulation; stock; students; teams cache: absel-2288.pdf plain text: absel-2288.txt item: #1128 of 2743 id: absel-2289 author: Mills, Janet Lee title: Conflict Management for Economic Developers date: 1983 words: 3758 flesch: 42 summary: The exercise promotes an understanding and appreciation of a range of conflict styles (competition, accommodation, avoidance, compromise and collaboration) and stresses the strengths, weaknesses and situational appropriateness of each style in the context of economic development work. Use the chalkboard or easel to diagram the matrix of basic dimensions of behavior and conflict styles. keywords: business; conflict; development; economic; goals; group; management; people; style cache: absel-2289.pdf plain text: absel-2289.txt item: #1129 of 2743 id: absel-229 author: Smith, Daniel; Grey, Paul title: Positioning and Performance in Simulated Networks date: 2014 words: 5630 flesch: 48 summary: Protocols like TCP that are designed for wired networks do not work well in wireless networks. On wireless networks most packets losses are due to poor link quality and intermittent connectivity. keywords: conference; data; end; information; location; management; mobile; mtso; network; packet; performance; simulation; systems; wireless cache: absel-229.pdf plain text: absel-229.txt item: #1130 of 2743 id: absel-2290 author: Hodgin, Robert F.; Weed, Norman L.; McClintock, Robert E. title: Development of Data Analysis Units Designed to Enhance Reasoning and Knowledge Transfer in the College Level Course date: 1983 words: 2691 flesch: 40 summary: INTRODUCTION This paper will present a theoretical basis for and a preliminary application of data analysis units designed for knowledge enhancement of economic concepts in the college course. For the CVP framework, the data generating program serves well in deriving stochastic data for the cost and revenue functions. keywords: analysis; approach; business; cost; data; model; simulation cache: absel-2290.pdf plain text: absel-2290.txt item: #1131 of 2743 id: absel-2291 author: Thavikulwat, Precha title: BOSS: A Behavioral-Quantitative, Computer-Supported Game date: 1983 words: 2823 flesch: 49 summary: Whenever a trader acts, whether to elapses, and whenever a period elap credited on the cash balances of game has its own clock, keyed dire of activity, and adjusting automa interruptions occasioned by we breakdowns. BOSS: A BEHAVIORAL-QUANTITATIVE, COMPUTER-SUPPORTED GAME Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 BOSS: A BEHAVIORAL-QUANTITATIVE, COMPUTER-SUPPORTED GAME Precha Thavikulwat, University of North Dakota ABSTRACT Boss is not a simulation, but a genotypical game enabling students to learn how to be bosses by making them bosses. keywords: business; computer; game; players; points; simulation; students cache: absel-2291.pdf plain text: absel-2291.txt item: #1132 of 2743 id: absel-2292 author: Lichter, Steve J.; King, Albert S.; Catalanello, Ralph F. title: Entrepreneurial Potential: An Experiential Exercise in Self Analysis and Group Assessment date: 1983 words: 2686 flesch: 42 summary: Much of the effort in entrepreneurial research has been devoted to identifying and understanding traits and behaviors of successful entrepreneurs. Nevertheless, the literature does suggest various traits to be consistently found in successful entrepreneurs. keywords: attitude; business; entrepreneur; exercise; individual; potential cache: absel-2292.pdf plain text: absel-2292.txt item: #1133 of 2743 id: absel-2293 author: Moschella, E. Paul title: Development of Strategists: Simulated Cases date: 1983 words: 4503 flesch: 44 summary: However, another major source of the case material is made available only “by asking questions” that are derived from strategy formulation theory and conceptualizations (Moschella, 1981). (Note: throughout this paper strategy and strategy formulation are intended to embrace both strategy formulation and implementation.) keywords: business; discipline; formulation; goals; management; pedagogy; research; simulation; strategy; teaching; theory cache: absel-2293.pdf plain text: absel-2293.txt item: #1134 of 2743 id: absel-2294 author: Frazer, J. Ronald title: BANKRUPT A Deceptively Simple Business Strategy Game date: 1983 words: 2631 flesch: 56 summary: A DECEPTIVELY SIMPLE BUSINESS STRATEGY GAME Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 98 BANKRUPT A DECEPTIVELY SIMPLE BUSINESS STRATEGY GAME J. Ronald Frazer, Clarkson College ABSTRACT This paper describes a game that combines pricing analysis with decision making under uncertainty. The size of each change will be a random value from a rectangular distribution with mean equal to 2000 (limits 0 to 4000) when demand is increasing and with Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 99 mean equal to 1500 (limits 0 to 3000) when demand is decreasing, The demand factor will be initialized at 10,000. keywords: business; cost; demand; factor; game cache: absel-2294.pdf plain text: absel-2294.txt item: #1135 of 2743 id: absel-2295 author: Gold, Steven C.; Pray, Thomas F. title: Simulating Market and Firm Level Demand - A Robust Demand System date: 1983 words: 4120 flesch: 30 summary: The paper reviews same of the pitfalls of Functions have been used by simulation designers to model both the industry and firm level demand in an-going computerized business simulations, A robust and ideal demand function (system) is presented, consisting of a series of mathematical equations which embody the following concepts and points: multiplicative industry and firm demand functions with variable elasticities, exponential smoothing on demand variables, a current period stack-out reallocation algorithm, a system of checks an faulty decision inputs, and other marketing and economic concepts such as diminishing returns and market share considerations. This indicates, that after some point ($210,000) increases in marketing will actually hurt market demand because of oversaturation. keywords: business; demand; firm; level; market; price; simulation; system; variables cache: absel-2295.pdf plain text: absel-2295.txt item: #1136 of 2743 id: absel-2296 author: Burlingame, Donald; Pray, Thomas F. title: COMPSIM A Computer Center Management Simulation date: 1983 words: 3598 flesch: 47 summary: Like-wise, increases in average quality ratings by computer center cause the market demand to increase. These decisions include factors such as acquiring new equipment, selling or releasing unused equipment, hiring, promoting and/or releasing computer programmers, advertising their services, and pricing their services, computer and programming time. keywords: cash; center; compsim; computer; decisions; equipment; hours; period; simulation cache: absel-2296.pdf plain text: absel-2296.txt item: #1137 of 2743 id: absel-2297 author: Henderson, Dee W. title: Hiving Model: Assessing Management Skill Awareness date: 1983 words: 3282 flesch: 33 summary: Less emphasis has been placed on using the system for personal ski]l awareness and skill development. Although the graduate school assessment program has been successful in directing participants’ attention to management skills, identifying skill strengths and weaknesses, creating community support, and providing a foundation for participant development, there are critical problems encountered that are singularly unique to an assessment committed to skill development. keywords: assessment; business; development; hive; management; model; scales; simulation; skills cache: absel-2297.pdf plain text: absel-2297.txt item: #1138 of 2743 id: absel-2298 author: Newstrom, John W.; Rubenfeld, Stephen A. title: The Johari Window: A Reconceptualization date: 1983 words: 3079 flesch: 40 summary: Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 119 At this point, the original Johari Window has been adapted in two ways. There have also been a number of studies reporting applications of the Johari Window to evaluate learning experiences (Holloman, 1973; Esposito, 1978; Crino and Rubenfeld, l982) or comparing the effectiveness of alternative methodologies or pedagogies (Conyne, 1974). keywords: business; disclosure; feedback; individual; johari; self; window cache: absel-2298.pdf plain text: absel-2298.txt item: #1139 of 2743 id: absel-2299 author: Faltot, James C.; Ogilvie, John R. title: Role-Playing Based On Video-Tape Scenarios; An Application Of Modelling To Building Supervisory Skills date: 1983 words: 2035 flesch: 41 summary: ROLE-PLAYING BASED ON VIDEO-TAPE SCENARIOS; AN APPLICATION OF MODELLING TO BUILDING SUPERVISORY SKILLS Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 121 ROLE-PLAYING BASED ON VIDEO-TAPE SCENARIOS; AN APPLICATION OF MODELLING TO BUILDING SUPERVISORY SKILLS James C. Faltot, University of Delaware John R. Ogilvie, University of Delaware ABSTRACT Waggener [51 has presented an argument for creating cases based on “live” scenarios. Issues include Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 122 group dynamics, authority, discipline and conflict resolution. keywords: business; learning; participants; role; scenarios; simulation cache: absel-2299.pdf plain text: absel-2299.txt item: #1140 of 2743 id: absel-23 author: Biggs, William D. title: Creating Simulation Conditions Based On Real World Data date: 2013 words: 2933 flesch: 43 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) Creating Simulation Conditions Based On Real World Data Page 86 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 keywords: business; data; game; gdp; quarter; rates; sales; simulation cache: absel-23.pdf plain text: absel-23.txt item: #1141 of 2743 id: absel-230 author: Ma, Ting; Po, Chong title: Supply Chain Management: A Simulation Application date: 2014 words: 5672 flesch: 47 summary: Sharda et al. (1988) explore decision support systems in various areas. Kirk et al. (2005) assess the rate of medication errors in predominantly ambulatory pediatric patients and the effect of decision support systems on medication error rates of two commonly prescribed drugs. keywords: business; decision; drug; errors; information; learning; management; physician; prescription; simulation; support; systems; use; vol cache: absel-230.pdf plain text: absel-230.txt item: #1142 of 2743 id: absel-2300 author: Brenenstuhl, Daniel C.; Badgett, Tom F.; Fulmer, William E.; Gazda, Gregory N.; Johnson, Bruce H.; Wynn, George W. title: How to Internationalize Your Curriculum date: 1983 words: 1845 flesch: 32 summary: First, the American Assembly of Collegiate Schools of Business (AACSB) has mandated that international business be given increased emphasis by colleges of business that wish to be accredited by this body, and second, modern commerce and international competition dictate that colleges increase their emphasis on world business in an effort to educate their students for the future. Adding a basic course on international business into the required core that all business majors must take. 2. keywords: business; core; course; curriculum; faculty; world cache: absel-2300.pdf plain text: absel-2300.txt item: #1143 of 2743 id: absel-2301 author: Estes, James E. title: A Computerized Model of Human Behavior in A Total-Firm Management Simulation date: 1983 words: 4030 flesch: 42 summary: A COMPUTERIZED MODEL OF HUMAN BEHAVIOR IN A TOTAL-FIRM MANAGEMENT SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 125 A COMPUTERIZED MODEL OF HUMAN BEHAVIOR IN A TOTAL-FIRM MANAGEMENT SIMULATION James E. Estes, University of South Carolina ABSTRACT This paper presents a model of human behavior for a computerized total-firm simulation. Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 126 keywords: behavior; business; company; decision; management; model; simulation; workers cache: absel-2301.pdf plain text: absel-2301.txt item: #1144 of 2743 id: absel-2302 author: LaTour, Michael S.; McCain, Gary title: The Worksheet Approach for Simulation Game Strategy Analysis date: 1983 words: 2476 flesch: 40 summary: THE WORKSHEET APPROACH FOR SIMULATION GAME STRATEGY ANALYSIS Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 130 THE WORKSHEET APPROACH FOR SIMULATION GAME STRATEGY ANALYSIS Michael S. LaTour, University of Mississippi Gary McCain, Boise State University ABSTRACT An approach for student simulation analysis is presented to provide a stronger focus on analytical direction, performance criteria, and examination of thought processes. Business Professionals Play a Student Game A Methodology For Assessing the Internal Validity of Business Simulations A Longitudinal Study of the External Validity of a Business Management Game Policy Analysis and Decision: A corporate Relocation Simulation Exercise Effective Listening: An Exercise in Managerial Communication The Symbol Exercise: An Initial Group Activity Concept Based Simulations Institutional Users of Experiential Learning Packages: A Preliminary View from Publishers' Adoption Lists How to Use Business Games in the Business Policy Course: The Students' Perspective Professors' Ratings of Business Policy Learning Methods Moot Trial: An Exercise in Trial Procedure and Evidence The Advertising Agency Game: An Experiential learning Exercise The Use of Videotaped Cases in Teaching Information Acquisition and Decision-Making Skills Experiencing Information Processing Strategies as a Means to Explore Decision Making Importance Ratings and Operations Data as Predictors of Business Game Performance Determinants of Performance in Computer Simulations Predicting Business Game Performance form Perceptions of Manager Information and actions Business Consulting: A Practicum for Undergraduate Internship as a Contingency Based Experiential Learning Program for More Effective Organizational Socialization: A Conceptual Framework MANSYM III Decision Support System Demonstration Learning the Concept of market Value Through Simulation Conflict Management for Economic Developers Development of Data Analysis Units Designed to Enhance Reasoning and Knowledge Transfer in the College Level Course BOSS: A Behavioral-Quantitative, Computer-Supported Game Entrepreneurial Potential: An Experiential Exercise in Self Analysis and Group Assessment Development of Strategists: Simulated Cases BANKRUPT: A Deceptively Simple Business Strategy Game Simulating Market and Firm Level Demand - A Robust Demand System COMPSIM A Computer Center Management Simulation Hiving Model: keywords: analysis; approach; business; game; marketing; simulation; strategy; worksheet cache: absel-2302.pdf plain text: absel-2302.txt item: #1145 of 2743 id: absel-2303 author: Sharda, Ramesh; Gentry, James W. title: Teaching Competitive Bidding Using a DSS Generator date: 1983 words: 3606 flesch: 48 summary: A comprehensive bibliography [13] lists almost 500 articles written on bidding models and their application. For instance, the cost estimate may be different or the pattern of historical bid to cost ratio may be different. keywords: bid; bidding; business; competitors; cost; distribution; model; probability; simulation cache: absel-2303.pdf plain text: absel-2303.txt item: #1146 of 2743 id: absel-2304 author: Gentry, James W.; Burns, Alvin C. title: Do We Learn from Experience? date: 1983 words: 3801 flesch: 47 summary: Without the search for disconfirming evidence, the development of decision processes will be based on the more visible and more memorable successes. To be sure, examples of good decision processes should be presented and stressed in experiential exercise de briefings, simulation game summaries, and case discussions. keywords: business; decision; experience; feedback; game; information; learning; outcomes; process; simulation cache: absel-2304.pdf plain text: absel-2304.txt item: #1147 of 2743 id: absel-2305 author: Taylor, John N. title: The Use of Theory Power For Increased Research Momentum In Business Simulation And Experiential Exercises Research date: 1983 words: 2804 flesch: 39 summary: Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 146 [5] Wolfe, Joseph, “Research on the Learning Effectiveness of Business Simulation Games -A Review of the State of Science,” in Biggs, William D. and David J. Fritzsche (editors), Developments in Business Simulation and Experiential Exercises, ABSEL Proceedings, Vol. 8, 1981, p. 72. THE USE OF THEORY POWER FOR INCREASED RESEARCH MOMENTUM IN BUSINESS SIMULATION AND EXPERIENTIAL EXERCISES RESEARCH Developments in Business Simulation & Experiential Exercises, Volume 10, 1983 143 THE USE OF THEORY POWER FOR INCREASED RESEARCH MOMENTUM IN BUSINESS SIMULATION AND EXPERIENTIAL EXERCISES RESEARCH John N. Taylor, University of Alaska ABSTRACT The increased use of well developed theories to deduce greater numbers of ideas and more complete and consistent sets of variables for game and simulation research will more rapidly advance ABSEL members’ research. keywords: business; learning; research; simulation; student; theory cache: absel-2305.pdf plain text: absel-2305.txt item: #1148 of 2743 id: absel-2306 author: Burns, Alvin C.; Golen, Steven P.; Gentry, James W. title: Report on Programmatic Research on Perceived Learning Barriers with Simulation and Experiential Learning date: 1983 words: 3506 flesch: 40 summary: Students Lack of Understanding of Technical Language 3.81 13. Students Lack of Knowledge and understanding 7.2 7.8 .0001 10. keywords: barriers; business; communication; differences; instructor; lack; learning; research; students cache: absel-2306.pdf plain text: absel-2306.txt item: #1149 of 2743 id: absel-2307 author: Chanin, Michael N.; Baruch, Bernard N. title: An Empirical Examination of Conflict- and Non-Conflict-Oriented Problem-Solving Technologies date: 1983 words: 4133 flesch: 41 summary: This study shows the existence of a strong and statistically significant difference between DPST technology groups and groups utilizing NGT technology. A total of 12 points (one point per decision) were assigned to stimulate and reward the application of specific problem- solving technologies. keywords: business; conflict; decision; dpst; groups; ngt; performance; problem; solving; technologies; technology cache: absel-2307.pdf plain text: absel-2307.txt item: #1150 of 2743 id: absel-2308 author: Kelley, Lane; Hutchinson, Gail title: Management Curriculum 1982 date: 1983 words: 1916 flesch: 31 summary: Apparently management departments shun active involvement in instruction of systems management. Reflecting this discovery, business schools developed “organizational behavior” which synthesizes elements of psychology, sociology, and industrial relations. keywords: business; department; labs; management; schools; skills cache: absel-2308.pdf plain text: absel-2308.txt item: #1151 of 2743 id: absel-2309 author: Barton, Richard F. title: Humor as a Management Tool: Use in Formal Game Presentations date: 1983 words: 4431 flesch: 53 summary: During end-of-game formal presentations of strategies and results, game teams entertain as well as analyze by means of jokes and overhead projector cartoons. A TAXONOMY OF HUMOR USES From a collection of several years of the overheads used by teams for final games presentation, a taxonomy of purposes for which humor was used was developed. keywords: barton; business; company; game; humor; management; motors; names; play; presentations; simulation; team; use cache: absel-2309.pdf plain text: absel-2309.txt item: #1152 of 2743 id: absel-231 author: Cuadrado, Maria Romero; Garcia, Marta Solorzano; Fernandez, Milagros Gutierrez title: Simulation as a Teaching Method in Strategic Management Distance Studies date: 2014 words: 9288 flesch: 45 summary: We emphasize the ones presented below, as we consider they are the ones that best promote the development of cer- tain skills required for student learning, e.g., teamwork, use of logical, rational arguments to persuade others, informa- tion sharing to achieve goals, knowing how to plan, being participative, knowing how to apply knowledge to practical tasks, motivation, developing creativity, and analyzing and synthesizing data (Gross & Adrián, 2004). For this purpose, the article presents the results of a survey in which the students are asked to judge whether different teaching methods develop the skills that, according to Rodriguez Carrasco (1975), a person prepar- ing for a management post should have. keywords: analysis; business; business simulation; course; decision; developments; game; information; knowledge; learning; macbeth; management; method; results; simulation; skills; students; teaching; use cache: absel-231.pdf plain text: absel-231.txt item: #1153 of 2743 id: absel-2310 author: Kettlewell, Ursula I.; Winn, Joan title: Student Behavioral Change through Teacher Behavioral Change date: 1983 words: 2962 flesch: 44 summary: This includes questions asked by the student and student responses to questions posed by the professor. In addition to collecting base line data on a number of responses, the observers also noted the professor’s teaching techniques and general demeanor and the overall classroom atmosphere as a basis for evaluating antecedents and consequences of student responses. keywords: behavior; business; change; class; participation; professor; questions; responses; student cache: absel-2310.pdf plain text: absel-2310.txt item: #1154 of 2743 id: absel-2311 author: Greenhalgh, Leonard; Neslin, Scott A. title: The Value of Conjoint Analysis in Enhancing Experiential Learning date: 1982 words: 3349 flesch: 37 summary: Simulation participants were randomly assigned to take a management or union role in contract negotiations. Table of Contents Volume 9, 1982 The Value of Conjoint Analysis in Enhancing Experiential Learning The Effect of Participation in a Collective Bargaining Simulation on the Expectations and Attitudes of Union and Management Representatives Conflict Resolution in Experiential Learning The Use of Simulation to Test Theories of Bargaining in a Business Context The Nominal Group Technique: A Vehicle for Improving Case Method Courses A Framework for Developing a Business Policy Case Produce Your Own Video Cases for Classroom Use: A Demonstration An Experiential Effect from Charismatic Encounters Nine Topic Oriented Mini Simulations: Descriptions, Purposes, and Observations A Hospital Simulator (HOSPSIM) keywords: analysis; bargaining; conjoint; learning; management; outcomes; participants; simulation; union cache: absel-2311.pdf plain text: absel-2311.txt item: #1155 of 2743 id: absel-2312 author: Sandver, Marcus H. title: The Effect of Participation in a Collective Bargaining Simulation on the Expectations and Attitudes of Union and Management Representatives date: 1982 words: 3520 flesch: 19 summary: Indeed, Walton and McKersie identify the process of attitude change or “attitudinal restructuring” as the major stimuli to compromising behaviors in bargaining.1 In the Walton and McKersie model, the participants’ attitudes and beliefs towards each other determine the entire spirit of the collective bargaining relationship; a relationship that in many cases transcends the bargaining table and extends right down to the shop floor.2 While the importance of attitudes and beliefs in the bargaining process has been identified and discussed in past research, the process of attitude change during the bargaining experience and its resultant effect on outcomes has not been nearly as well documented. keywords: anti; attitudes; bargaining; employer; labor; management; representatives; scale; simulation; union cache: absel-2312.pdf plain text: absel-2312.txt item: #1156 of 2743 id: absel-2313 author: Uhring, Nancy E.; Lambert, David R. title: Conflict Resolution in Experiential Learning date: 1982 words: 2875 flesch: 29 summary: The factors which group members perceived as producing conflict within their groups were evaluated via a constant-sum scale, in which subjects were asked to allocate 100 points across four statements, such that their allocations reflected the relative importance of each factor in producing group conflict. Persuasion In the case of persuasion as a response to intra- group conflict, subgoals among group members differ. keywords: business; conflict; decision; group; learning; mode; performance; resolution; simulation cache: absel-2313.pdf plain text: absel-2313.txt item: #1157 of 2743 id: absel-2314 author: Neslin, Scott A.; Greenhalgh, Leonard title: The Use of Simulation to Test Theories of Bargaining in a Business Context date: 1982 words: 3559 flesch: 35 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: THE USE OF SIMULATION TO TEST THEORIES OF BARGAININC IN A BUSINESS CONTEXT Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 12 THE USE OF SIMULATION TO TEST THEORIES OF BARGAININC IN A BUSINESS CONTEXT Scott A. Neslin, Amos Tuck School, Dartmouth Leonard Greenhalgh, Amos Tuck School, Dartmouth ABSTRACT The purpose of this research is to demonstrate how simulation can be used to empirically test theories of bargaining in a business context. keywords: bargaining; business; cbs; learning; nash; negotiator; research; settlement; simulation; test cache: absel-2314.pdf plain text: absel-2314.txt item: #1158 of 2743 id: absel-2315 author: Neeley, Sue E.; Pringle, Charles D. title: The Nominal Group Technique: A Vehicle for Improving Case Method Courses date: 1982 words: 2733 flesch: 35 summary: The typical interacting group process, in whatever form, has a number of weaknesses: interacting groups may be dominated by one individual; group decisions may reflect considerable social pressure to conform; too much time and effort are directed toward maintaining social-emotional relationships at the expense of the task; negative prejudgment of new ideas may occur; group members may pursue only a single train of thought since the initial stages of the discussion may focus thoughts in one particular direction; and not all members contribute to the extent of their abilities. MAKING GROUP DECISION MAKING MORE EFFECTIVE: THE ROLE OF THE NOMINAL GROUP TECHNIQUE The nominal group technique (hereafter, NGT) has been suggested as a means of overcoming the weaknesses of interacting groups and, hence, improving the effectiveness of group decision making [7]. keywords: alternative; decision; group; learning; making; management; process; simulation cache: absel-2315.pdf plain text: absel-2315.txt item: #1159 of 2743 id: absel-2316 author: Scott, William C.; Hayes, Robert A. title: A Framework for Developing a Business Policy Case date: 1982 words: 3813 flesch: 39 summary: WRITING REQUIREMENTS FOR STRATEGY CASES As indicated above, a case written for a business policy course should incorporate strategy material. A FRAMEWORK FOR DEVELOPING A BUSINESS POLICY CASE Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 19 A FRAMEWORK FOR DEVELOPING A BUSINESS POLICY CASE William C. Scott, Indiana State University Robert A. Hayes, General Housewares Corp. ABSTRACT The increasing use of business policy cases and the emerging importance of strategy oriented cases points to the need to improve their availability. keywords: business; case; company; course; learning; management; policy; section; simulation; strategy; writing cache: absel-2316.pdf plain text: absel-2316.txt item: #1160 of 2743 id: absel-2317 author: Waggener, H. A.; Von der Embse, Thomas J. title: Produce Your Own Video Cases for Classroom Use: A Demonstration date: 1982 words: 2243 flesch: 39 summary: Table of Contents Volume 9, 1982 The Value of Conjoint Analysis in Enhancing Experiential Learning The Effect of Participation in a Collective Bargaining Simulation on the Expectations and Attitudes of Union and Management Representatives Conflict Resolution in Experiential Learning The Use of Simulation to Test Theories of Bargaining in a Business Context The Nominal Group Technique: A Vehicle for Improving Case Method Courses A Framework for Developing a Business Policy Case Produce Your Own Video Cases for Classroom Use: A Demonstration An Experiential Effect from Charismatic Encounters Nine Topic Oriented Mini Simulations: Descriptions, Purposes, and Observations A Hospital Simulator (HOSPSIM) An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: keywords: business; cases; discussion; learning; simulation; students; video cache: absel-2317.pdf plain text: absel-2317.txt item: #1161 of 2743 id: absel-2318 author: Cotlar, Morton title: An Experiential Effect from Charismatic Encounters date: 1982 words: 3284 flesch: 28 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: Cotlar, M., “Giants of Management: A Videodocumentary Hall of Fame” in 1980 Proceedings; Southwest Academy of Management Table of Contents Volume 9, 1982 The Value of Conjoint Analysis in Enhancing Experiential Learning The Effect of Participation in a Collective Bargaining Simulation on the Expectations and Attitudes of Union and Management Representatives Conflict Resolution in Experiential Learning The Use of Simulation to Test Theories of Bargaining in a Business Context The Nominal Group Technique: A Vehicle for Improving Case Method Courses A Framework for Developing a Business Policy Case Produce Your Own Video Cases for Classroom Use: A Demonstration An Experiential Effect from Charismatic Encounters Nine Topic Oriented Mini Simulations: Descriptions, Purposes, and Observations A Hospital Simulator (HOSPSIM) keywords: business; discussion; issues; learning; management; simulation; students; videodocumentary; viewing cache: absel-2318.pdf plain text: absel-2318.txt item: #1162 of 2743 id: absel-2319 author: Dennis, Terry; Pray, Thomas F. title: Nine Topic Oriented Mini Simulations: Descriptions, Purposes, and Observations date: 1982 words: 3296 flesch: 23 summary: Some of the benefits of this simulation include: • The introduction of students to computer simulations • Students learn to graphically represent the cost functions • Students learn trial and error decision methods are time consuming • The effectiveness of the deterministic model is demons t rated • Students can easily see the advantage of standard operating procedures, e.g. fixed order point • Independent data may be generated for each student or each problem STOCHASTIC INVENTORY CONTROL This Monte Carlo simulation is an extension of the deterministic model. The functional form employed is a multiplicative demand function: Three Different Models that have been commonly used are presented in Figure X. Some of the benefit derived from this empirical demand exercise include: .Different exercises for each student or groups of students •Minimizes student frustration by ensuring proper signs of coefficients and statistical significance •Ease in grading--the functional forms are known to the instruct or •Blends both economic theory and statistics with the managerial decision and policy making •Allows for a diversity of products such as normal, inferior, superior price sensitive or elastic advertising elastic or inelastic, etc. keywords: analysis; benefits; business; data; inventory; learning; management; model; simulation; students cache: absel-2319.pdf plain text: absel-2319.txt item: #1163 of 2743 id: absel-232 author: Teach, Richard; Murff, Elizabeth title: Entrepreneurship: A Game Of Risk and Reward Phase II: The Start-Up date: 2014 words: 9433 flesch: 64 summary: The game will not allow an ALPHA test until a specific amount of product development time has elapsed. For each actual hour of effort, the CEO accomplished about ½ hour of simulated product development time. keywords: business; development; firm; game; hours; month; phase; player; product; product development; simulation; start; time; xxx cache: absel-232.pdf plain text: absel-232.txt item: #1164 of 2743 id: absel-2320 author: Knotts, Jr., Ulysses S.; Parrish, Jr., Leo C.; Harrison, Jared F. title: A Hospital Simulator (HOSPSIM) A Report of the Model and Results Expected from Field Testing date: 1982 words: 3558 flesch: 29 summary: Area demand for acute hospital care is basically a function of the service area population. In this game, participants are organized into management teams, each team represents a hospital and competes with other hospitals for a share of patient demand in the common service area. keywords: area; business; care; hospital; learning; management; model; service; simulation; team cache: absel-2320.pdf plain text: absel-2320.txt item: #1165 of 2743 id: absel-2321 author: Sugges, Jr., Peter R. title: An Evaluation of SLIM (A System Laboratory for Information Management) date: 1982 words: 2590 flesch: 38 summary: The need for students to develop a capacity to create files of SLIM commands is perhaps the biggest weakness of the SLIM package for Business Policy students. Peter R. Sugges, Jr., Arizona State University ABSTRACT This user’s experience with the new SLIM/BML package suggests that the current version of the DSS SLIM is not well suited for Business Policy courses because it requires more competence in programming than is possessed by most students. keywords: business; course; data; management; policy; simulation; slim; students cache: absel-2321.pdf plain text: absel-2321.txt item: #1166 of 2743 id: absel-2322 author: Gentry, James W.; Manzer, L. Lee title: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons date: 1982 words: 3200 flesch: 36 summary: Three students role played in each scenario, taking the positions of sales manager, sales rep, and buyer. The debriefing session emphasizes those causes of sales ambiguity not related to the sales transaction itself is well as those observable in the role playing exercises. keywords: ambiguity; exercise; learning; role; sales; sales manager; sales rep; students cache: absel-2322.pdf plain text: absel-2322.txt item: #1167 of 2743 id: absel-2323 author: Beltramini, Richard F. title: The Advertising Research Project as an Innovative Experiential Learning Technique date: 1982 words: 2738 flesch: 23 summary: The instructor screening permits students to be assigned to research client teams early in the semester, further ensuring the timely completion of a quality project. More specific to advertising, David Berger [2] recently noted the diversity of advertising research techniques commonly employed in major advertising agencies. keywords: advertising; business; course; data; learning; project; research; simulation; students cache: absel-2323.pdf plain text: absel-2323.txt item: #1168 of 2743 id: absel-2324 author: Niffenegger, Phil title: The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students date: 1982 words: 2277 flesch: 21 summary: Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 51 Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 52 Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 53 Table of Contents Volume 9, 1982 The Value of Conjoint Analysis in Enhancing Experiential Learning The Effect of Participation in a Collective Bargaining Simulation on the Expectations and Attitudes of Union and Management Representatives Conflict Resolution in Experiential Learning The Use of Simulation to Test Theories of Bargaining in a Business Context The Nominal Group Technique: A Vehicle for Improving Case Method Courses A Framework for Developing a Business Policy Case Produce Your Own Video Cases for Classroom Use: A Demonstration An Experiential Effect from Charismatic Encounters Nine Topic Oriented Mini Simulations: Descriptions, Purposes, and Observations A Hospital Simulator (HOSPSIM) An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: keywords: approach; business; class; learning; projects; research; simulation; students cache: absel-2324.pdf plain text: absel-2324.txt item: #1169 of 2743 id: absel-2325 author: Calas, Marta B.; Colon de Toro, Marta; Romaguera, Jose H. title: The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students date: 1982 words: 4326 flesch: 27 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: [12] Fritzsche, David J., “On the Relationship of Learning Style, Perceived Learning, and Performance in an Experiential Learning Environment’, in Computer Simulation and Experiential Learning Theory, (Austin, Texas: The University of Texas at Austin, 1977). keywords: business; data; elements; exercises; group; learning; preference; scores; simulation; students; style; university cache: absel-2325.pdf plain text: absel-2325.txt item: #1170 of 2743 id: absel-2326 author: Basuray, N. Tom title: The Learning Style Inventory Debate Revisited; an Empirical Assessment of the Construct Validity Issue Related to Experiential Learning Theory date: 1982 words: 4739 flesch: 32 summary: The Teacher's Obligation An Experiment in Teaching Principles Courses: The Mini Debate Formula Developing Creative Thinking Through Experiential Learning Heuristic and Systematic Evaluation of Policy: Exercise in Decision Making A Case Study Approach for the Litigation Decision: Employing Decision Analysis to Determine When a Business Should Settle or Go to Court Learning Negotiation Skills Through Simulation Union vs. Management: A Simulation of Collective Bargaining in Action Inside the Black Box: An Analysis of Underlying Demand Functions in Contemporary Business Simulations A Review of Channel Exercises and the Description of a New Alternative SIMCON I: A computer Based Simulation Model for Evaluating Physical Distribution Strategies Involving Order Consolidation Toward Competency-Based Management Education: The Interpersonal/Communications cluster The Value of Pre-Teaching in Role Playing Some Effects of Positive Personal Reinforcement upon Socializing Students in an Experiential Learning Course Who Gains and Who Does Not from Experiential learning Toward the Ultimate Experiential Exercise, the Student View Simulating Professional Writing Experiences in the Classroom The Johari Window as a Measure of Personal Development Windows Into Management: A Participative Aid to Learning Get Your Faculty Involved A Pedagogical Approach to Business Gaming for the Commuter Student Super Service for Computer Game Administrators Expand the Role of Simulation with Creative Scenarios The Delivery, Administration, and Evaluation of an Executive Development Program Using a Total Enterprise Business Game An Application of Experiential Learning in International Trade and Foreign Direct Investment International Management: Building Bridges Analysis of a Business Simulation Exercise: Organizational Survival and Success The FALRIS Organizational Scavenger Hunt Trainee V. Trainee Subordinates' Evaluation of Experiential Learning Longitudinal Analysis of an Innovative Teaching Intervention Student Perceptions of Effective Teacher Behaviors Revisited Realism and Learning: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: keywords: business; correlation; development; dimensions; kolb; learning; lsi; management; process; simulation; theory cache: absel-2326.pdf plain text: absel-2326.txt item: #1171 of 2743 id: absel-2327 author: Gosenpud, Jerry J. title: Conducting a Classroom to Facilitate Career Goal Attainment date: 1982 words: 3886 flesch: 31 summary: The intention is to verify the earlier finding that the experiential and simulation methods are relatively ineffective in students’ eyes in helping them with their career goals.1 The second is- to discover why students feel simulation and experiential courses are not helpful for attaining career goals. In this study, experiential courses were perceived as mere valuable than courses net experiential. keywords: career; courses; lecture; method; results; simulation; students; study cache: absel-2327.pdf plain text: absel-2327.txt item: #1172 of 2743 id: absel-2328 author: Summers, B. Irvin; Boyd, Charles title: Corporation Executives' Ratings of Policy Learning Techniques date: 1982 words: 2379 flesch: 26 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: CORPORATION EXECUTIVES’ RATINGS OF POLICY LEARNING TECHNIQUES Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 69 CORPORATION EXECUTIVES’ RATINGS OF POLICY LEARNING TECHNIQUES B. Irvin Summers, Southwest Missouri State University Charles Boyd, Southwest Missouri State University ABSTRACT The value of Policy learning techniques is rated by 72 business executives. keywords: business; learning; management; method; policy; simulation; table cache: absel-2328.pdf plain text: absel-2328.txt item: #1173 of 2743 id: absel-2329 author: Gomolka, Eugene G.; Ward, William A.; Parrot, Mary Ann title: The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games date: 1982 words: 2234 flesch: 24 summary: Ease of reading and/or reference Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 75 Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 76 Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 77 Table of Contents Volume 9, 1982 The Value of Conjoint Analysis in Enhancing Experiential Learning The Effect of Participation in a Collective Bargaining Simulation on the Expectations and Attitudes of Union and Management Representatives Conflict Resolution in Experiential Learning The Use of Simulation to Test Theories of Bargaining in a Business Context The Nominal Group Technique: A Vehicle for Improving Case Method Courses A Framework for Developing a Business Policy Case Produce Your Own Video Cases for Classroom Use: A Demonstration An Experiential Effect from Charismatic Encounters Nine Topic Oriented Mini Simulations: Descriptions, Purposes, and Observations A Hospital Simulator (HOSPSIM) An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: keywords: business; criteria; decision; evaluation; game; learning; management; mpss; simulation cache: absel-2329.pdf plain text: absel-2329.txt item: #1174 of 2743 id: absel-233 author: Brozik, Dallas; Brozik, Doris title: Return to the Paradise Islands: From Confrontation to Cooperation date: 2014 words: 4230 flesch: 46 summary: Return to the Paradise Islands: From Confrontation to Cooperation Page 141 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 ABSTRACT Simulations and games are designed to provide specific experiences to the participants. mailto:brozik@marshall.edu mailto:brozik@juno.com Page 142 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 2009). keywords: business; development; exercise; group; information; islands; learning; paradise; participants; simulation cache: absel-233.pdf plain text: absel-233.txt item: #1175 of 2743 id: absel-2330 author: Fritzsche, David J.; Jensen, Ronald L.; Schou, Corey O. title: Panel Experiential Opportunities with Microcomputers date: 1982 words: 1501 flesch: 5 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: The Evolution of a Management Game A Merger and Acquisition Simulation A Stock Market Investor Simulation Experiential Learning in Consumer Behavior: Perceptual and Attitude Change Exercises The Recycling Industry Problems of Women in Management: A Role Playing Exercise for a Course in Contemporary Organizational Problems Experimental Three Weekend Course: Empirical Results A Process for the Analysis and Development of Course Content and Instructional Methodology for Large Class Sections Problems Associated with the Assessment of Experiential learning Using the Multiple Choice Test Combining Lecture and Simulation Teaching Methodologies Qualitative Determinants of Team Performance in a Simulation Game The Effects of Different Team Sizes on Business Game Performance Comparison of Problem-Solving Technologies: A Free Simulation Approach Consistency in Business Games A computer Simulation of Personnel Selection Decisions Giving Praise Exercise Job Enrichment A Look at the Spoken and Written Word in Organizations A Pattern of Group Communication A New Generation in Business Simulation Adapting Mainframe Business Simulations to Min Computers File Access is the Essential Prerequisite to Time-Flexible and Interactive Computer Simulation A Microcomputer Simulation for Teaching Retail Location Strategy Blocks & Chips: A computer-Assisted, Geno-Typical Entrepreneurial Game Development of a Self-Paced Course in Business Statistics The Involvement of Student Bodies in the Teaching of Advanced Technical Concepts Systems Learning Sequence: An Experiential Course Module for Management Information Systems An Experiential Approach to Developing Managerial Competencies Communication Research, Inc. keywords: business; development; learning; management; microcomputers; simulation cache: absel-2330.pdf plain text: absel-2330.txt item: #1176 of 2743 id: absel-2331 author: Malone, III, Paul B. title: Leading Students to Learning; The Teacher's Obligation date: 1982 words: 5313 flesch: 47 summary: However, for many teachers, the use of physical persuasion has been replaced by the more subtle but equally threatening application of threats of failure. Bayley made the sad observation that “many teachers are certainly not models of intellectual skills in action but merely of perambulatory memories that have had the leisure to find out things others haven’t. keywords: business; classroom; faculty; learning; management; process; research; simulation; students; subject; teacher; teaching cache: absel-2331.pdf plain text: absel-2331.txt item: #1177 of 2743 id: absel-2332 author: Vo, Han X. title: An Experiment in Teaching Principles Courses: The Mini Debate Formula date: 1982 words: 3973 flesch: 41 summary: Basically, brainstorming and competition are accomplished by discussion and debate. During the group discussions and debates, they have a chance to appreciate the value of abstract theories in explaining real world phenomena. keywords: business; class; debate; formula; group; learning; simulation; students; team cache: absel-2332.pdf plain text: absel-2332.txt item: #1178 of 2743 id: absel-2333 author: Meyers, Bruce G. title: Developing Creative Thinking through Experiential Learning date: 1982 words: 5004 flesch: 52 summary: The terms creative thinking and creative problem solving are so similar that they may be used interchangeably. The experience of many teachers indicates that creative thinking or creative problem solving can be taught and can be learned by students. keywords: business; course; learning; list; new; problem; simulation; skills; solving; students; thinking cache: absel-2333.pdf plain text: absel-2333.txt item: #1179 of 2743 id: absel-2334 author: King, Albert S. title: Heuristic and Systematic Evaluation of Policy: Experiential Exercise in Decision Making date: 1982 words: 3966 flesch: 35 summary: Overview There is no simple method for determining what policy decisions are optimal. Perhaps, in the intuitive decision, the general manager is willing to relinquish some of this importance by showing a balanced impartiality for the promotion and production managers; hence, the compromise choice. keywords: actions; business; decision; goals; manager; new; policy; production; run; simulation cache: absel-2334.pdf plain text: absel-2334.txt item: #1180 of 2743 id: absel-2335 author: Jennings, Marianne M. title: A Case Study Approach for the Litigation Decision: Employing Decision Analysis to Determine When a Business Should Settle or Go to Court date: 1982 words: 3663 flesch: 46 summary: Further, the documentary evidence in such cases is substantial and there will be significant business time cost in producing such evidence. Although some of these cases may have minor legal issues, business students are not exposed to the case study in which the major problem facing a business is a lawsuit against it or one to be initiated by it. keywords: analysis; business; case; cost; decision; decree; factor; learning; litigation; simulation cache: absel-2335.pdf plain text: absel-2335.txt item: #1181 of 2743 id: absel-2336 author: Hunsaker, Johanna S.; Hunsaker, Phillip L. title: Learning Negotiation Skills through Simulation date: 1982 words: 2396 flesch: 33 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: LEARNING NEGOTIATION SKILLS THROUGH SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 LEARNING NEGOTIATION SKILLS THROUGH SIMULATION Johanna S. Hunsaker, University of San Diego Phillip L. Hunsaker, University of San Diego ABSTRACT This paper describes a simulation exercise that enables participants to assess and improve their negotiation skills. keywords: business; company; learning; negotiation; occasion; simulation; years cache: absel-2336.pdf plain text: absel-2336.txt item: #1182 of 2743 id: absel-2337 author: Stevens, George E.; Bohlander, George W. title: Union vs. Management: A Simulation of Collective Bargaining in Action date: 1982 words: 5042 flesch: 36 summary: In order to explain this tripartite association, labor relations courses typically include a number of critical areas. Management team members include the corporate director of industrial relations, director of financial operations, director of operations management, the managers of organization development, and the compensation manager. keywords: bargaining; business; contract; exercise; issues; labor; learning; management; personnel; relations; simulation; students; team; union cache: absel-2337.pdf plain text: absel-2337.txt item: #1183 of 2743 id: absel-2338 author: Pray, Thomas F.; Gold, Steven C. title: Inside the Black Box: An Analysis of Underlying Demand Functions in Contemporary Business Simulations date: 1982 words: 4899 flesch: 34 summary: PRICE ELASTICITY OF DEMAND This section examines: (1) the range of price elasticities in the selected simulations, and (2) ascertains whether or not the price elasticities are reasonable and consistent with economic theory. keywords: business; demand; elasticity; firm; functions; level; management; market; price; simulation; variables cache: absel-2338.pdf plain text: absel-2338.txt item: #1184 of 2743 id: absel-2339 author: Gentry, James W.; Pickett, Gregory M. title: A Review of Channels Exercises and the Description of a New Alternative date: 1982 words: 2898 flesch: 35 summary: While examples of cooperation (more aptly referred to as conclusion) are found in more traditional simulation games, the competitive nature of simulation games has posed no similar problem for students. To some extent, the channels games are experiential exercises as well as simulation games. keywords: business; channel; exercises; games; learning; lewison; management; simulation; students cache: absel-2339.pdf plain text: absel-2339.txt item: #1185 of 2743 id: absel-234 author: Thavikulwat, Precha; Chang, Jimmy title: Effect on Market Performance of Displaying Supply and Demand Curves in a Business Simulation date: 2014 words: 5228 flesch: 51 summary: INTRODUCTION Studies of markets constitute one of the most substan- tive areas of research in business simulations. Integrating visualization into the modeling of business simulations. keywords: business; companies; company; curves; figure; gaming; learning; market; participants; price; simulation cache: absel-234.pdf plain text: absel-234.txt item: #1186 of 2743 id: absel-2340 author: Jackson, George C. title: SIMCON I: A Computer Based Simulation Model for Evaluating Physical Distribution Strategies Involving Order Consolidation date: 1982 words: 3370 flesch: 42 summary: Order consolidation compared to LTL direct has certain advantages and disadvantages. The primary advantage is that order consolidation can result in lower transportation costs than shipping LTL direct. keywords: consolidation; model; order; point; pool; simcon; simulation; system; time cache: absel-2340.pdf plain text: absel-2340.txt item: #1187 of 2743 id: absel-2341 author: Kline, Donald S. title: Panel toward Competency-Based Management Education: The Interpersonal/Communications Cluster date: 1982 words: 2809 flesch: 30 summary: The challenge is thus clear to those of us in ABSEL who have an interest in developing new simulations and experiential methods which would aid in the development and delivery of competency based undergraduate business and MBA programs. THE INTERPERSONAL/COMMUNICATIONS CLUSTER Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 124 PANEL TOWARD COMPETENCY-BASED MANAGEMENT EDUCATION: THE INTERPERSONAL/COMMUNICATIONS CLUSTER Donald S. Kline, Assumption College ABSTRACT keywords: business; competencies; competency; development; education; learning; management; research; simulation cache: absel-2341.pdf plain text: absel-2341.txt item: #1188 of 2743 id: absel-2342 author: Mendleson, Jack L. title: The Value of Pre-Teaching in Role Playing date: 1982 words: 2189 flesch: 35 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: THE VALUE OF PRE-TEACHING IN ROLE PLAYING Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 128 THE VALUE OF PRE-TEACHING IN ROLE PLAYING Jack L. Mendleson, Arizona State University ABSTRACT Pre-teaching or brief classroom instruction can be very valuable. keywords: learning; pre; role; simulation; students; teaching; termination cache: absel-2342.pdf plain text: absel-2342.txt item: #1189 of 2743 id: absel-2343 author: Mendleson, Jack L. title: The Value of Pre-Teaching in Role Playing date: 1982 words: 3908 flesch: 32 summary: Experiential learning is based on the premise that learning is facilitated when preceded by a concrete experience and that meaning is derived from the experience most effectively through “processing” [9]. The Teacher's Obligation An Experiment in Teaching Principles Courses: The Mini Debate Formula Developing Creative Thinking Through Experiential Learning Heuristic and Systematic Evaluation of Policy: Exercise in Decision Making A Case Study Approach for the Litigation Decision: Employing Decision Analysis to Determine When a Business Should Settle or Go to Court Learning Negotiation Skills Through Simulation Union vs. Management: A Simulation of Collective Bargaining in Action Inside the Black Box: An Analysis of Underlying Demand Functions in Contemporary Business Simulations A Review of Channel Exercises and the Description of a New Alternative SIMCON I: A computer Based Simulation Model for Evaluating Physical Distribution Strategies Involving Order Consolidation Toward Competency-Based Management Education: The Interpersonal/Communications cluster The Value of Pre-Teaching in Role Playing Some Effects of Positive Personal Reinforcement upon Socializing Students in an Experiential Learning Course Who Gains and Who Does Not from Experiential learning Toward the Ultimate Experiential Exercise, the Student View Simulating Professional Writing Experiences in the Classroom The Johari Window as a Measure of Personal Development Windows Into Management: A Participative Aid to Learning Get Your Faculty Involved A Pedagogical Approach to Business Gaming for the Commuter Student Super Service for Computer Game Administrators Expand the Role of Simulation with Creative Scenarios The Delivery, Administration, and Evaluation of an Executive Development Program Using a Total Enterprise Business Game An Application of Experiential Learning in International Trade and Foreign Direct Investment International Management: Building Bridges Analysis of a Business Simulation Exercise: Organizational Survival and Success The FALRIS Organizational Scavenger Hunt Trainee V. Trainee Subordinates' Evaluation of Experiential Learning Longitudinal Analysis of an Innovative Teaching Intervention Student Perceptions of Effective Teacher Behaviors Revisited Realism and Learning: keywords: business; exercises; group; instructor; learning; norms; simulation; socialization; students; treatment cache: absel-2343.pdf plain text: absel-2343.txt item: #1190 of 2743 id: absel-2344 author: Gosenpud, Jerry J. title: Who Gains and Who does not from Experiential Learning date: 1982 words: 4974 flesch: 42 summary: In experiential and simulation sections, “convergers” tested higher than other students; while in discussion sections, “accommodators,” “assimilators” and “divergers” tended to accomplish more than con- vergers. Table 1 shows that neither Intolerance of Ambiguity Gain (IOAG) scores nor Semantic Differential Factor Gain (SDFG) scores varied with student major. keywords: course; experience; gain; groups; jobs; learning; result; students; study cache: absel-2344.pdf plain text: absel-2344.txt item: #1191 of 2743 id: absel-2345 author: Smiley, Bob E. title: Toward the Ultimate Experiential Exercise, the Student View date: 1982 words: 2075 flesch: 23 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: [1] Smiley, Bob E. “Toward the Ultimate Experiential Exercise,” Experiential Learning Enters the 80’s, The Proceedings of the Seventh Annual Conference of the Association for Business Simulation and Experiential Learning, 1980. keywords: business; exercise; learning; management; simulation; station; students cache: absel-2345.pdf plain text: absel-2345.txt item: #1192 of 2743 id: absel-2346 author: Vik, Gretchen N. title: Simulating Professional Writing Experiences in the Classroom date: 1982 words: 2894 flesch: 20 summary: Designing Experiential and Practical Pre-professional Writing Assignments The variety of students and teachers in a typical upper division writing course gives an excellent opportunity for creating a whole different type of writing assignment unbound by predictable writing class assignments. Junior Level Writing Students Depending on the school, upper division writing classes may contain virtually all junior level students (the University of Maryland, where only students with an A in Freshman English are exempted), or only junior and above students in certain majors (accounting, information systems, history, English, linguistics, political science, anthropology, and chemistry at San Diego State University, where other majors must pass an essay examination to meet the requirement). keywords: audience; business; classes; course; junior; learning; majors; simulation; students; writing cache: absel-2346.pdf plain text: absel-2346.txt item: #1193 of 2743 id: absel-2347 author: Crino, Michael D.; Rubenfeld, Steven A. title: The Johari Window as a Measure of Personal Development date: 1982 words: 1347 flesch: 12 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: The Evolution of a Management Game A Merger and Acquisition Simulation A Stock Market Investor Simulation Experiential Learning in Consumer Behavior: Perceptual and Attitude Change Exercises The Recycling Industry Problems of Women in Management: A Role Playing Exercise for a Course in Contemporary Organizational Problems Experimental Three Weekend Course: Empirical Results A Process for the Analysis and Development of Course Content and Instructional Methodology for Large Class Sections Problems Associated with the Assessment of Experiential learning Using the Multiple Choice Test Combining Lecture and Simulation Teaching Methodologies Qualitative Determinants of Team Performance in a Simulation Game The Effects of Different Team Sizes on Business Game Performance Comparison of Problem-Solving Technologies: A Free Simulation Approach Consistency in Business Games A computer Simulation of Personnel Selection Decisions Giving Praise Exercise Job Enrichment A Look at the Spoken and Written Word in Organizations A Pattern of Group Communication A New Generation in Business Simulation Adapting Mainframe Business Simulations to Min Computers File Access is the Essential Prerequisite to Time-Flexible and Interactive Computer Simulation A Microcomputer Simulation for Teaching Retail Location Strategy Blocks & Chips: A computer-Assisted, Geno-Typical Entrepreneurial Game Development of a Self-Paced Course in Business Statistics The Involvement of Student Bodies in the Teaching of Advanced Technical Concepts Systems Learning Sequence: An Experiential Course Module for Management Information Systems An Experiential Approach to Developing Managerial Competencies Communication Research, Inc. keywords: business; johari; learning; measure; simulation; window cache: absel-2347.pdf plain text: absel-2347.txt item: #1194 of 2743 id: absel-2348 author: Newstrom, John W. title: Windows into Management: A Participative Aid to Learning date: 1982 words: 1820 flesch: 15 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: WINDOWS INTO MANAGEMENT: A PARTICIPATIVE AID TO LEARNING Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 148 WINDOWS INTO MANAGEMENT: keywords: business; figure; learning; management; model; simulation cache: absel-2348.pdf plain text: absel-2348.txt item: #1195 of 2743 id: absel-2349 author: Decker, Ronald L. title: Get Your Faculty Involved date: 1982 words: 1876 flesch: 21 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: The Value of Conjoint Analysis in Enhancing Experiential Learning The Effect of Participation in a Collective Bargaining Simulation on the Expectations and Attitudes of Union and Management Representatives Conflict Resolution in Experiential Learning The Use of Simulation to Test Theories of Bargaining in a Business Context The Nominal Group Technique: A Vehicle for Improving Case Method Courses A Framework for Developing a Business Policy Case Produce Your Own Video Cases for Classroom Use: A Demonstration An Experiential Effect from Charismatic Encounters Nine Topic Oriented Mini Simulations: Descriptions, Purposes, and Observations A Hospital Simulator (HOSPSIM) keywords: business; companies; directors; faculty; learning; simulation cache: absel-2349.pdf plain text: absel-2349.txt item: #1196 of 2743 id: absel-235 author: Long, Ken title: Appreciating Complexity: The Chief of Staff of the Army Game date: 2014 words: 6209 flesch: 50 summary: The department has shared the game with other partner schools in the Army Education System and with high level operational field commands who are concerned with raising the proficiency of their staffs in appreciating the complex- ity of Army force management. They consid- ered the constraints and conditions of time, money, politics, uncertainty, full spectrum operations, the global informa- tion environment, and multiple thinking, adaptive enemies competing with Army forces in the operational environ- ment. keywords: army; business; complexity; design; faculty; force; future; game; learning; management; mission; officers; operations; simulation; staff; students cache: absel-235.pdf plain text: absel-235.txt item: #1197 of 2743 id: absel-2350 author: Huston, C. Richard; d'Ouville, Edmond L.; Willis, T. Hillman title: A Pedagogical Approach to Business Gaming for the Commuter Student date: 1982 words: 3479 flesch: 33 summary: The principal problems which we propose to discuss in this paper are those associated with the selection of student teams and the evaluation of student performance. In order to eliminate these types of problems, we have developed an evaluation system that goes a long way toward minimizing the effect of luck upon the evaluation of team performance. keywords: analysis; business; course; game; learning; performance; simulation; student; team cache: absel-2350.pdf plain text: absel-2350.txt item: #1198 of 2743 id: absel-2351 author: Dunikoski, Robert H.; Barton, Richard F. title: Super Service for Computer Game Administrators date: 1982 words: 3165 flesch: 35 summary: Lost card decks c. Data mixed up Horror stories abound, not only by game administrators who are not regular computer users but also by “computer experts’ and even the game developers themselves. What would be ideal computer service for game administrators? keywords: administrator; computer; data; decision; game; learning; players; simulation; system cache: absel-2351.pdf plain text: absel-2351.txt item: #1199 of 2743 id: absel-2352 author: Waggener, H. A. title: Expand the Role of Your Simulation with Creative Scenarios date: 1982 words: 2228 flesch: 33 summary: Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 161 Table of Contents Volume 9, 1982 The Value of Conjoint Analysis in Enhancing Experiential Learning The Effect of Participation in a Collective Bargaining Simulation on the Expectations and Attitudes of Union and Management Representatives Conflict Resolution in Experiential Learning The Use of Simulation to Test Theories of Bargaining in a Business Context The Nominal Group Technique: A Vehicle for Improving Case Method Courses A Framework for Developing a Business Policy Case Produce Your Own Video Cases for Classroom Use: A Demonstration An Experiential Effect from Charismatic Encounters Nine Topic Oriented Mini Simulations: Descriptions, Purposes, and Observations A Hospital Simulator (HOSPSIM) An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: keywords: business; course; instructor; learning; management; simulation; students cache: absel-2352.pdf plain text: absel-2352.txt item: #1200 of 2743 id: absel-2353 author: Keys, J. Bernard title: Panel - The Delivery, Administration, and Evaluation of an Executive Development Program Using a Total Enterprise Business Game date: 1982 words: 1697 flesch: 15 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: The Evolution of a Management Game A Merger and Acquisition Simulation A Stock Market Investor Simulation Experiential Learning in Consumer Behavior: Perceptual and Attitude Change Exercises The Recycling Industry Problems of Women in Management: A Role Playing Exercise for a Course in Contemporary Organizational Problems Experimental Three Weekend Course: Empirical Results A Process for the Analysis and Development of Course Content and Instructional Methodology for Large Class Sections Problems Associated with the Assessment of Experiential learning Using the Multiple Choice Test Combining Lecture and Simulation Teaching Methodologies Qualitative Determinants of Team Performance in a Simulation Game The Effects of Different Team Sizes on Business Game Performance Comparison of Problem-Solving Technologies: A Free Simulation Approach Consistency in Business Games A computer Simulation of Personnel Selection Decisions Giving Praise Exercise Job Enrichment A Look at the Spoken and Written Word in Organizations A Pattern of Group Communication A New Generation in Business Simulation Adapting Mainframe Business Simulations to Min Computers File Access is the Essential Prerequisite to Time-Flexible and Interactive Computer Simulation A Microcomputer Simulation for Teaching Retail Location Strategy Blocks & Chips: A computer-Assisted, Geno-Typical Entrepreneurial Game Development of a Self-Paced Course in Business Statistics The Involvement of Student Bodies in the Teaching of Advanced Technical Concepts Systems Learning Sequence: An Experiential Course Module for Management Information Systems An Experiential Approach to Developing Managerial Competencies Communication Research, Inc. keywords: business; decision; game; learning; management; simulation; teams cache: absel-2353.pdf plain text: absel-2353.txt item: #1201 of 2743 id: absel-2354 author: Ehrman, Chaim M. title: An Application of Experiential Learning in International Trade and Foreign Direct Investment date: 1982 words: 3177 flesch: 26 summary: The Teacher's Obligation An Experiment in Teaching Principles Courses: The Mini Debate Formula Developing Creative Thinking Through Experiential Learning Heuristic and Systematic Evaluation of Policy: Exercise in Decision Making A Case Study Approach for the Litigation Decision: Employing Decision Analysis to Determine When a Business Should Settle or Go to Court Learning Negotiation Skills Through Simulation Union vs. Management: A Simulation of Collective Bargaining in Action Inside the Black Box: An Analysis of Underlying Demand Functions in Contemporary Business Simulations A Review of Channel Exercises and the Description of a New Alternative SIMCON I: A computer Based Simulation Model for Evaluating Physical Distribution Strategies Involving Order Consolidation Toward Competency-Based Management Education: The Interpersonal/Communications cluster The Value of Pre-Teaching in Role Playing Some Effects of Positive Personal Reinforcement upon Socializing Students in an Experiential Learning Course Who Gains and Who Does Not from Experiential learning Toward the Ultimate Experiential Exercise, the Student View Simulating Professional Writing Experiences in the Classroom The Johari Window as a Measure of Personal Development Windows Into Management: A Participative Aid to Learning Get Your Faculty Involved A Pedagogical Approach to Business Gaming for the Commuter Student Super Service for Computer Game Administrators Expand the Role of Simulation with Creative Scenarios The Delivery, Administration, and Evaluation of an Executive Development Program Using a Total Enterprise Business Game An Application of Experiential Learning in International Trade and Foreign Direct Investment International Management: Building Bridges Analysis of a Business Simulation Exercise: Organizational Survival and Success The FALRIS Organizational Scavenger Hunt Trainee V. Trainee Subordinates' Evaluation of Experiential Learning Longitudinal Analysis of an Innovative Teaching Intervention Student Perceptions of Effective Teacher Behaviors Revisited Realism and Learning: The Evolution of a Management Game A Merger and Acquisition Simulation A Stock Market Investor Simulation Experiential Learning in Consumer Behavior: Perceptual and Attitude Change Exercises The Recycling Industry Problems of Women in Management: A Role Playing Exercise for a Course in Contemporary Organizational Problems Experimental Three Weekend Course: Empirical Results A Process for the Analysis and Development of Course Content and Instructional Methodology for Large Class Sections Problems Associated with the Assessment of Experiential learning Using the Multiple Choice Test Combining Lecture and Simulation Teaching Methodologies Qualitative Determinants of Team Performance in a Simulation Game The Effects of Different Team Sizes on Business Game Performance Comparison of Problem-Solving Technologies: A Free Simulation Approach Consistency in Business Games A computer Simulation of Personnel Selection Decisions Giving Praise Exercise Job Enrichment A Look at the Spoken and Written Word in Organizations A Pattern of Group Communication A New Generation in Business Simulation Adapting Mainframe Business Simulations to Min Computers File Access is the Essential Prerequisite to Time-Flexible and Interactive Computer Simulation A Microcomputer Simulation for Teaching Retail Location Strategy Blocks & Chips: A computer-Assisted, Geno-Typical Entrepreneurial Game Development of a Self-Paced Course in Business Statistics The Involvement of Student Bodies in the Teaching of Advanced Technical Concepts Systems Learning Sequence: An Experiential Course Module for Management Information Systems An Experiential Approach to Developing Managerial Competencies Communication Research, Inc. keywords: activity; business; experience; export; firm; investment; learning; management; simulation cache: absel-2354.pdf plain text: absel-2354.txt item: #1202 of 2743 id: absel-2355 author: Snyder, James F.; Jursa, Paul E. title: International Management: Building Bridges date: 1982 words: 2250 flesch: 26 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: INTERNATIONAL MANAGEMENT: BUILDING BRIDGES Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 167 INTERNATIONAL MANAGEMENT: BUILDING BRIDGES James F. Snyder, College of Charleston Paul E. Jursa, College of Charleston ABSTRACT International management can be an exciting, stimulating area of study. keywords: business; carolina; charleston; course; learning; management; simulation; south; students; u.s cache: absel-2355.pdf plain text: absel-2355.txt item: #1203 of 2743 id: absel-2356 author: Simonetti, Jack L.; Doll, William J.; Nykodym, Nick title: Analysis of a Business Simulation Exercise: Organizational Survival and Success date: 1982 words: 3971 flesch: 49 summary: The success factor most explained by demographic factors is personal appearance (20.6%), followed by willingness to compromise (17.9%), and technical skills and ability (17.3%). Females, aspire to positions that would since many have husbands’ jobs still the rare exception where considered the factor other demographic factor the importance assigned by and large, do not require relocation, to consider and it is a wife accepts a transfer and the husband goes along and finds another job when he gets there. keywords: employees; factor; females; importance; level; people; success cache: absel-2356.pdf plain text: absel-2356.txt item: #1204 of 2743 id: absel-2357 author: Faltot, James C.; Risser, Daniel T. title: The Falris Organizational Scavenger Hunt date: 1982 words: 3398 flesch: 52 summary: The goal of the exercise, however, is to force students to experience and hopefully reflect on group relationships and effective ways to use groups to accomplish tasks. Immediately upon being formed into groups, instruction booklets (see appendix) are distributed to the groups. keywords: business; course; exercise; group; item; learning; simulation; students; task; time cache: absel-2357.pdf plain text: absel-2357.txt item: #1205 of 2743 id: absel-2358 author: Kelley, Lane title: Trainee v. Trainee Subordinates Evaluation of Experiential Learning date: 1982 words: 2660 flesch: 24 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: Table of Contents Volume 9, 1982 The Value of Conjoint Analysis in Enhancing Experiential Learning The Effect of Participation in a Collective Bargaining Simulation on the Expectations and Attitudes of Union and Management Representatives Conflict Resolution in Experiential Learning The Use of Simulation to Test Theories of Bargaining in a Business Context The Nominal Group Technique: A Vehicle for Improving Case Method Courses A Framework for Developing a Business Policy Case Produce Your Own Video Cases for Classroom Use: A Demonstration An Experiential Effect from Charismatic Encounters Nine Topic Oriented Mini Simulations: Descriptions, Purposes, and Observations A Hospital Simulator (HOSPSIM) keywords: change; genuineness; group; learning; simulation; trainees; training cache: absel-2358.pdf plain text: absel-2358.txt item: #1206 of 2743 id: absel-2359 author: Catalanello, Ralph F.; Brenenstuhl, Daniel C.; King, Albert S. title: Longitudinal Analysis of an Innovative Teaching Intervention date: 1982 words: 2514 flesch: 14 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: The Teacher's Obligation An Experiment in Teaching Principles Courses: The Mini Debate Formula Developing Creative Thinking Through Experiential Learning Heuristic and Systematic Evaluation of Policy: Exercise in Decision Making A Case Study Approach for the Litigation Decision: Employing Decision Analysis to Determine When a Business Should Settle or Go to Court Learning Negotiation Skills Through Simulation Union vs. Management: A Simulation of Collective Bargaining in Action Inside the Black Box: An Analysis of Underlying Demand Functions in Contemporary Business Simulations A Review of Channel Exercises and the Description of a New Alternative SIMCON I: A computer Based Simulation Model for Evaluating Physical Distribution Strategies Involving Order Consolidation Toward Competency-Based Management Education: The Interpersonal/Communications cluster The Value of Pre-Teaching in Role Playing Some Effects of Positive Personal Reinforcement upon Socializing Students in an Experiential Learning Course Who Gains and Who Does Not from Experiential learning Toward the Ultimate Experiential Exercise, the Student View Simulating Professional Writing Experiences in the Classroom The Johari Window as a Measure of Personal Development Windows Into Management: A Participative Aid to Learning Get Your Faculty Involved A Pedagogical Approach to Business Gaming for the Commuter Student Super Service for Computer Game Administrators Expand the Role of Simulation with Creative Scenarios The Delivery, Administration, and Evaluation of an Executive Development Program Using a Total Enterprise Business Game An Application of Experiential Learning in International Trade and Foreign Direct Investment International Management: Building Bridges Analysis of a Business Simulation Exercise: Organizational Survival and Success The FALRIS Organizational Scavenger Hunt Trainee V. Trainee Subordinates' Evaluation of Experiential Learning Longitudinal Analysis of an Innovative Teaching Intervention Student Perceptions of Effective Teacher Behaviors Revisited Realism and Learning: keywords: business; course; group; learning; management; simulation; students; teaching cache: absel-2359.pdf plain text: absel-2359.txt item: #1207 of 2743 id: absel-236 author: Noble, Scott A.; Murrell, Kenneth L. title: Managing Organizations: Experiential MBA Course Teaches Alternatives To The Machine Model date: 2014 words: 1336 flesch: 27 summary: There are scheduled class meetings like traditional courses, but otherwise the course design, specific material learned, and outcome is deter- mined by the students (course concepts relate to manage- ment and organizational issues). Managing Organizations: Experiential MBA Course Teaches Alternatives to the Machine Model Page 169 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 keywords: course; learning; model; simulation; students cache: absel-236.pdf plain text: absel-236.txt item: #1208 of 2743 id: absel-2360 author: Stevens, George E.; Adams, Sheila A. title: Student Perceptions of Effective Teaching Behaviors Revisited date: 1982 words: 4176 flesch: 48 summary: As the use of student evaluations of teacher performance has increased, so has the amount of literature reporting the uses and abuses of these devices [see, for example, Miller, 1978; and Miller, Brokaw & Shaaban, 1977]. It is evident that there are both proponents and opponents of the use of student evaluations of teachers as input into personnel decisions. keywords: business; grades; importance; learning; simulation; stevens; students; study; teacher; traits cache: absel-2360.pdf plain text: absel-2360.txt item: #1209 of 2743 id: absel-2361 author: Frazer, J. Ronald title: Realism and Learning: The Evolution of a Management Game date: 1982 words: 3308 flesch: 44 summary: Similarly, if the dividends and true value are low, selling will take place and the price will fall until no investor feels the stock should be sold. Table of Contents Volume 9, 1982 The Value of Conjoint Analysis in Enhancing Experiential Learning The Effect of Participation in a Collective Bargaining Simulation on the Expectations and Attitudes of Union and Management Representatives Conflict Resolution in Experiential Learning The Use of Simulation to Test Theories of Bargaining in a Business Context The Nominal Group Technique: A Vehicle for Improving Case Method Courses A Framework for Developing a Business Policy Case Produce Your Own Video Cases for Classroom Use: A Demonstration An Experiential Effect from Charismatic Encounters Nine Topic Oriented Mini Simulations: Descriptions, Purposes, and Observations A Hospital Simulator (HOSPSIM) keywords: game; learning; market; quarter; simulation; stock; value cache: absel-2361.pdf plain text: absel-2361.txt item: #1210 of 2743 id: absel-2362 author: Sord, Burnard H. title: A Merger and Acquisition Simulation date: 1982 words: 4299 flesch: 42 summary: The merger, acquisition computer model has been designed to aid the company in a program of planned growth from the time the acquisition candidates are selected to the time the companies are actually acquired. Projections of the future financial and marketing performance of prospects for acquisition are based on historical performance and on estimates of future trends and performance. keywords: acquisition; company; exchange; model; output; parent company; simulation; terms; user cache: absel-2362.pdf plain text: absel-2362.txt item: #1211 of 2743 id: absel-2363 author: Lebrenz, Gene title: A Stock Market Investor Simulation date: 1982 words: 2423 flesch: 36 summary: Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 3 Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 4 Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 5 Table of Contents Volume 9, 1982 The Value of Conjoint Analysis in Enhancing Experiential Learning The Effect of Participation in a Collective Bargaining Simulation on the Expectations and Attitudes of Union and Management Representatives Conflict Resolution in Experiential Learning The Use of Simulation to Test Theories of Bargaining in a Business Context The Nominal Group Technique: A Vehicle for Improving Case Method Courses A Framework for Developing a Business Policy Case Produce Your Own Video Cases for Classroom Use: A Demonstration An Experiential Effect from Charismatic Encounters Nine Topic Oriented Mini Simulations: Descriptions, Purposes, and Observations A Hospital Simulator (HOSPSIM) An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: keywords: business; cash; investment; learning; management; securities; simulation; students cache: absel-2363.pdf plain text: absel-2363.txt item: #1212 of 2743 id: absel-2364 author: Gazda, Gregory H.; Molenaar, Mary J.; Kunysz, Jr., John M. title: Experiential Learning in Consumer Behavior: Perceptual and Attitude Change Exercises date: 1982 words: 3676 flesch: 49 summary: The second exercise is one in which students attempt to change the attitudes of other students through an in- class role playing situation. Other students act as subjects and try to accurately portray a role which is given to them. keywords: attitude; business; change; learning; perception; perceptual; simulation; students; walk cache: absel-2364.pdf plain text: absel-2364.txt item: #1213 of 2743 id: absel-2365 author: Whitney, Gary G. title: The Recycling Industry date: 1982 words: 2801 flesch: 45 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: THE RECYCLING INDUSTRY Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 204 THE RECYCLING INDUSTRY1 Gary G. Whitney, The University of San Diego ABSTRACT The Recycling Industry is designed to integrate many of the topics raised in experiential organization behavior classes into one exercise to be used near the end of the course. keywords: business; company; industry; learning; president; production; simulation; workday cache: absel-2365.pdf plain text: absel-2365.txt item: #1214 of 2743 id: absel-2366 author: Trinkaus, John W.; Booke, Alvin L. title: Problems of Women in Management: A Role Playing Exercise for a Course in “Contemporary Organizational Problems” date: 1982 words: 6678 flesch: 61 summary: If there are other women present, they too are cited by name. To most industry personnel observers, New Wick Electronics was making good progress in this affirmative action area, an opinion also shared by Ms. Wick. keywords: business; company; exercise; good; job; learning; management; meeting; role; simulation; wick; women cache: absel-2366.pdf plain text: absel-2366.txt item: #1215 of 2743 id: absel-2367 author: Rosensaft, Melvin title: EXPERIMENTAL THREE WEEKEND COURSE: EMPIRICAL RESULTS date: 1982 words: 6566 flesch: 50 summary: I look forward to other courses structured in this fashion. Our class worked out fine because the subject matter allowed for the concentrated number of hours; whereas, other courses would not work with this structure. keywords: business; class; course; experience; labor; learning; management; professor; relations; rosensaft; simulation; students; time cache: absel-2367.pdf plain text: absel-2367.txt item: #1216 of 2743 id: absel-2368 author: Anderson, Carol H.; Brown, Dale title: A Process for the Analysis and Development of Course Content and Instructional Methodology for Large Class Sections date: 1982 words: 3081 flesch: 17 summary: This information was obtained by student majors to provide more insight into important content areas. In addition, test items were reviewed and developed for the assessment of student learning, with emphasis on application of knowledge gained from selected units. keywords: areas; business; class; consumer; content; course; learning; students cache: absel-2368.pdf plain text: absel-2368.txt item: #1217 of 2743 id: absel-2369 author: Klein, Ronald O. title: Problems Associated with the Assessment of Experiential Learning Using the Multiple Choice Test date: 1982 words: 2930 flesch: 35 summary: Initially, each question was subjected to a one-way ANOVA to examine its ability to discriminate between test groups on the pre-and post-tests. This paper examines this premise by subjecting a set of MC test results to rigorous analysis. keywords: analysis; business; game; group; learning; post; questions; simulation; test cache: absel-2369.pdf plain text: absel-2369.txt item: #1218 of 2743 id: absel-237 author: Kasuga, Yusho; Ichikawa, Manabu; Deguchi, Hiroshi; Kanatani, Yasuhiro title: A Simulation Model For Analyzing the Night-Time Emergency Health Care System in Japan date: 2014 words: 5133 flesch: 34 summary: Each function level is defined as follow: a. Primary-level emergency medical institute: That can treat emergency patient who doesn’t need inpatient hospital care. b. Secondary-level emergency medical institute: That can treat sever emergency patient who need inpatient hospital care. keywords: care; disease; emergency; health; institute; level; medical; patient; simulation; time; transportation cache: absel-237.pdf plain text: absel-237.txt item: #1219 of 2743 id: absel-2370 author: Montanari, John R. title: Combining Lecture and Simulation Teaching Methodologies date: 1982 words: 4034 flesch: 34 summary: Thus, students learn the concepts associated with strategic management and a senior executive’s perspective of the firm not covered in other courses in the business curriculum. Finally, the use of a management simulation exercise permits students to derive maximum experiential exposure to strategic management by requiring that they make strategic and operating decisions for their own simulated enterprise. keywords: business; dollars; exercise; learning; management; method; planning; policy; simulation; stage; students cache: absel-2370.pdf plain text: absel-2370.txt item: #1220 of 2743 id: absel-2371 author: Miesing, Paul title: Qualitative Determinants of Team Performance in a Simulation Game date: 1982 words: 3528 flesch: 31 summary: There will be those occasions, however, where team members will prefer greater formal structure and firmer direction in order to be successful. Hence, instances of neither participation nor direction stem from or prevent the development of openness among team members, making it extremely difficult to perform well. keywords: business; game; group; learning; management; members; performance; results; simulation; team cache: absel-2371.pdf plain text: absel-2371.txt item: #1221 of 2743 id: absel-2372 author: Wolfe, Joseph; Chacko, Thomas I. title: The Effects of Different Team Sizes on Business Game Performance date: 1982 words: 3468 flesch: 34 summary: THE EFFECTS OF DIFFERENT TEAM SIZES ON BUSINESS GAME PERFORMANCE Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 232 THE EFFECTS OF DIFFERENT TEAM SIZES ON BUSINESS GAME PERFORMANCE Joseph Wolfe, University of Tulsa Thomas I. Chacko, Iowa State University ABSTRACT The effects of four different team sizes in a complex business game were studied. H4: An Inverse relationship exists between firm size Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 233 Individual learning levels: keywords: business; course; effects; firms; game; group; learning; member; simulation; size; team cache: absel-2372.pdf plain text: absel-2372.txt item: #1222 of 2743 id: absel-2373 author: Chanin, Michael N.; Shapiro, Harris J. title: Comparison of Problem-Solving Technologies: A Free Simulation Approach date: 1982 words: 4442 flesch: 36 summary: COMPARISON OF PROBLEM-SOLVING TECHNOLOGIES: A FREE SIMULATION APPROACH Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 236 COMPARISON OF PROBLEM-SOLVING TECHNOLOGIES: A FREE SIMULATION APPROACH Michael N. Chanin, Baruch College Harris J. Shapiro, Baruch College ABSTRACT The purpose of this paper is to present results of a comparison of three problem-solving technologies utilized in the context of a business game. The examination of the above mentioned studies shows Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 237 not only the existence of methodological problems attributed to the limitations of the theoretical foundation of DIPST-the Hegelian dialectical methods but also the misconceptions about and misinterpretation of dialectical concepts. keywords: business; control; decision; dpst; game; groups; learning; problem; simulation; solving; structure; technologies cache: absel-2373.pdf plain text: absel-2373.txt item: #1223 of 2743 id: absel-2374 author: Remus, William title: Consistency in Business Games date: 1982 words: 2429 flesch: 32 summary: Thus, it would not be unreasonable for the arbitrary-consistent rules to perform better in industries with high erratic decision making than in industries with low levels of erratic decision making. In high levels of erratic decision making, consistency is not as necessary but it yields greater economic returns. keywords: business; consistency; decision; learning; making; rules; simulation cache: absel-2374.pdf plain text: absel-2374.txt item: #1224 of 2743 id: absel-2375 author: DeFee, Dallas T. title: A Computer Simulation of Personnel Selection Decisions date: 1982 words: 3151 flesch: 32 summary: The need for decision makers to confront risky and difficult tradeoffs may well be met only by overconfidence in fallible judgements (Einhorn and Hogarth, 1978). BENEFITS OF SIMULATION Individual differences among decision makers in such variables a statistical knowledge (Schoemaker, 1979), general aptitude/skill, tolerance for stress/ambiguity, motivation level, and familiarity with the area in which choices are made (Meister, 1976) will all affect patterns of choice. keywords: behavior; business; choice; decision; information; judgement; learning; model; simulation; theory cache: absel-2375.pdf plain text: absel-2375.txt item: #1225 of 2743 id: absel-2376 author: McAfee, R. Bruce title: Giving Praise Exercise date: 1982 words: 2350 flesch: 43 summary: Each group will now have praise statements written by members of another group. DEBRIEFING THE EXERCISE Participants differ considerably in terms of the ease with which they write praise statements. keywords: business; exercise; learning; participants; praise; simulation; statements cache: absel-2376.pdf plain text: absel-2376.txt item: #1226 of 2743 id: absel-2377 author: Gulezian, Allen K. title: Job Enrichment date: 1982 words: 1693 flesch: 31 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: JOB ENRICHMENT Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 JOB ENRICHMENT1 Allen K. Gulezian, Central Washington University 1 Adapted from an exercise entitled “Motivation to Work,” whose authorship is unknown to this writer. keywords: business; exercise; job; learning; management; simulation; work cache: absel-2377.pdf plain text: absel-2377.txt item: #1227 of 2743 id: absel-2378 author: Carroll, Lawrence B. title: A Look at the Spoken and Written Word in Organizations' a Pattern of Group Communication date: 1982 words: 2849 flesch: 45 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: How did other group members hinder the group? keywords: appendix; communication; exercise; facilitator; group; members; participants; simulation cache: absel-2378.pdf plain text: absel-2378.txt item: #1228 of 2743 id: absel-2379 author: Dickson, Elmer G.; Kinney, Paul T. title: A New Generation in Business Simulation date: 1982 words: 3680 flesch: 40 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: For each firm the decision file remains active and awaits further modification in the course of making new decisions. keywords: bml; business; data; decision; firm; learning; management; processing; simulation; system cache: absel-2379.pdf plain text: absel-2379.txt item: #1229 of 2743 id: absel-238 author: Hornyak, Martin J.; Lawlor, K. Blaine; Snyder, Stephen J. title: The Continuing Evolution of Assessing Project Management as an Academic Learning Outcome (ALO) date: 2014 words: 4341 flesch: 46 summary: This paper examines a year’s worth of pro- gress toward an accurate measurement of the Project Man- agement ALO using team members, not faculty, to rate each team member on PM activity performance. Who can evaluate what team members did for the project? keywords: business; learning; management; member; performance; project; rubric; simulation; skills; team cache: absel-238.pdf plain text: absel-238.txt item: #1230 of 2743 id: absel-2380 author: Biggs, William D.; Smith, Theodore J. title: Adapting Mainframe Business Simulations to Mini Computers date: 1982 words: 3545 flesch: 38 summary: Since the IBM 360 and 370 computers are among the most common mainframes on which business simulations were written, we will use them throughout as an example of a mainframe. ADAPTING MAINFRAME BUSINESS SIMULATIONS TO MINI COMPUTERS Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 260 ADAPTING MAINFRAME BUSINESS SIMULATIONS TO MINI COMPUTERS William D. Biggs, Beaver College Theodore J. Smith, Beaver College, Student ABSTRACT This paper deals with our experiences in adapting business simulations which were originally developed on and designed for larger mainframe computers to the much smaller mini computers. keywords: business; computer; learning; mainframe; management; manual; memory; mini; simulation cache: absel-2380.pdf plain text: absel-2380.txt item: #1231 of 2743 id: absel-2381 author: Chiesl, Newell E. title: File Access is the Essential Prerequisite to Time-Flexible and Interactive Computer Simulation date: 1982 words: 3640 flesch: 42 summary: The output, in time period M, is then routed to the I/O terminal, from which participant #1 views the output of simulated time A-M. Participant #2, in Figure I, starts the interactive game in a different, but more analytic manner. In fixed time period format games the participant’s decisions remain in effect for the same amount of simulation time for each computer run. keywords: business; computer; file; game; learning; participant; program; simulation; time cache: absel-2381.pdf plain text: absel-2381.txt item: #1232 of 2743 id: absel-2382 author: Burns, Alvin C.; Sherrell, Dan L. title: A MicroComputer Simulation for Teaching Retail Location Strategy date: 1982 words: 3478 flesch: 26 summary: (3) Jensen, Ronald U, “Simulation in Micro Processor,” Developments in Business Simulation and Experiential Exercises, Association for Business Simulation and Experiential Learning, 1981, p. 86. The objective was to illustrate the various parameters of a location decision (i.e., customer travel effort, distance, alternative site location, competitors’ store location; competitors’ marketing efforts, the firms’ marketing efforts), as well as the outcome of team decisions for three different industry environments. keywords: business; decision; learning; location; microcomputer; microsimulation; retail; simulation; store; students; teams cache: absel-2382.pdf plain text: absel-2382.txt item: #1233 of 2743 id: absel-2383 author: Thavikulwat, Precha title: Blocks & Chips: A Computer-Assisted, Genotypical Entrepreneurial Game date: 1982 words: 2531 flesch: 37 summary: An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: BLOCKS & CHIPS: A COMPUTER-ASSISTED, GENOTYPICAL ENTREPRENEURIAL GAME Developments in Business Simulation & Experiential Exercises, Volume 9, 1982 273 BLOCKS & CHIPS: A COMPUTER-ASSISTED, GENOTYPICAL ENTREPRENEURIAL GAME Precha Thavikulwat, University of North Dakota ABSTRACT This paper demonstrates the possibility of developing genotypical games that are fun to play, that are easy to run, that enable students to practice skills, and that are suitable for use as a medium of research. keywords: blocks; chips; computer; firms; game; learning; simulation; students cache: absel-2383.pdf plain text: absel-2383.txt item: #1234 of 2743 id: absel-2384 author: Rivers, Elizabeth A. title: Development of a Self-Paced Course in Business Statistics date: 1982 words: 5049 flesch: 31 summary: Assumptions and Limitations Assumptions in this project were: the pilot group and control and experimental groups were representative of the masters program student population; participants would comply with instructions regarding use of the modules; and in the absence of sufficient undergraduate enrollment, graduate students in the first month of the course would be a satisfactory substitute, given constraints of the nontraditional format. Student attitude toward the subjects of math and statistics is an influencing factor that Instructors must consider. keywords: attitude; business; course; learning; level; modules; program; self; simulation; statistics; students; teaching; use cache: absel-2384.pdf plain text: absel-2384.txt item: #1235 of 2743 id: absel-2385 author: O'Leary, Timothy J.; Hakim, Ramzi S. title: The Involvement of Student Bodies in the Teaching of Advanced Technical Concepts date: 1982 words: 2927 flesch: 31 summary: al., “A Modular Approach to Experiential Learning: Classroom and Consulting Applications,” Proceedings of the Association for Business Simulation and Experiential Learning, Seventh Annual Conference, April 1980. An Experiential Exercise Introducing Students to the Role Ambiguity Faced by Salespersons The Advertising Research Project as an Innovative Experiential Learning Technique The Small Group Research Project: An Experiential Learning Approach for Undergraduate Marketing Research Students The Relationship of Cognitive Style Maps to the Preference for Experiential Learning of Undergraduate Students The Learning Style Inventory Debate Revisited: An Empirical Assessment fo the Construct Validity Issue Related to Experiential Learning Theory Conducting a Classroom to Facilitate Career Goal Attainment Corporation Executives' Ratings of Policy Learning Techniques The Generation and Application of Evaluation Criteria for Management Policy and Strategy Simulation Games Experiential Opportunities with Microcomputers Leading Students to Learning: keywords: business; clock; computer; learning; pageant; processor; simulation; students; teaching cache: absel-2385.pdf plain text: absel-2385.txt item: #1236 of 2743 id: absel-2386 author: Heer, Philipp R.; Sampson, Nancy; Wright, Haviland title: Systems Learning Sequence: An Experiential Course Module for Management Information Systems date: 1982 words: 3172 flesch: 26 summary: Acting as audit teams students gain experience in identifying systems problems, sources of systems problems, and possible means of problem correction. The SLS reflects the fact that while few business school graduates become programmers or computer operators, many will be users and evaluators of information systems. keywords: data; information; learning; program; sequence; simulation; sls; students; systems cache: absel-2386.pdf plain text: absel-2386.txt item: #1237 of 2743 id: absel-2387 author: Daloisio, Tony C.; Firestone, Marsha L. title: Panel - An Experiential Approach to Developing Managerial Competencies date: 1982 words: 3266 flesch: 29 summary: THE ISSUE OF COMPETENCY In a 1979 report on competency, George O. Klemp, Jr. wrote, “Competence of a person is judged by his or her performance~ The focus of this demonstration will be how competencies may be developed using experiential techniques. keywords: competencies; competency; job; learning; management; participants; performance; research; simulation cache: absel-2387.pdf plain text: absel-2387.txt item: #1238 of 2743 id: absel-2388 author: Krivonos, Paul D.; Moore, Roger B. title: COMMUNICATION RESEARCH, INC. - An Experiential Learning Activity Developed as a Practicum for a Course in Organizational Communication date: 1982 words: 3786 flesch: 30 summary: Yet, at present communication courses as taught in universities give students little opportunity to practice communication skills. Northridge ABSTRACT This paper describes an experiential learning activity that was designed to provide a practicum for students enrolled in a course in organizational communication. keywords: activity; business; communication; course; cri; education; learning; management; research; simulation; students cache: absel-2388.pdf plain text: absel-2388.txt item: #1239 of 2743 id: absel-2389 author: Bentz, Janet Mills title: The Promotion Human Sexuality in Organizations date: 1981 words: 3354 flesch: 34 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: bob; business; carol; exercise; learning; management; organizations; sexuality; simulation cache: absel-2389.pdf plain text: absel-2389.txt item: #1240 of 2743 id: absel-239 author: Markulis, Peter M.; Murff, Elizabeth; Strang, Daniel R. title: Should College Instructors Change Their Teaching Styles to Meet the Millenial Student? date: 2014 words: 6735 flesch: 52 summary: Current college students expect professors to be more lenient in terms of grading than previous cohorts of college students. Current college students expect professors to be less demanding than previous cohorts of college students. keywords: business; college; college students; exercises; instructors; learning; median; millennials; simulations; students; styles; survey; teaching; use cache: absel-239.pdf plain text: absel-239.txt item: #1241 of 2743 id: absel-2390 author: Malone, III, Paul B. title: The Simulation of Chaos date: 1981 words: 4286 flesch: 35 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? THE SIMULATION OF CHAOS Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 4 THE SIMULATION OF CHAOS Paul B. Malone III, George Washington University ABSTRACT This paper expresses a concern that, in our efforts to use simulation as a technique to develop logical, objective and analytical decisionmakers, we may be disregarding a vital component of every significant decision--the human element. keywords: business; combat; course; development; learning; management; simulation; student; techniques; training; use; war cache: absel-2390.pdf plain text: absel-2390.txt item: #1242 of 2743 id: absel-2391 author: Moschella, E. Paul title: Leadership Development in a Simulated Urban/Suburban (U/S) Environment date: 1981 words: 2345 flesch: 17 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; decision; development; exercises; learning; management; model; simulation cache: absel-2391.pdf plain text: absel-2391.txt item: #1243 of 2743 id: absel-2392 author: Chiesl, Newell E. title: TOMED: A Computer Game Emphasizing Social Responsibility/Or/Why the Pop-Top Can? date: 1981 words: 3243 flesch: 35 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; computer; game; learning; pop; product; research; simulation; social; students; tomed cache: absel-2392.pdf plain text: absel-2392.txt item: #1244 of 2743 id: absel-2393 author: Kline, Donald S. title: Integrated Brain Activity and The Managers Job: Utilizing The "Troika" Model date: 1981 words: 1864 flesch: 10 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students keywords: activity; brain; business; cognitive; learning; management; simulation cache: absel-2393.pdf plain text: absel-2393.txt item: #1245 of 2743 id: absel-2394 author: Thistlethwaite, Paul C.; Shaffer, Peter B. title: What Does R2 Have to do with a Product Management Course? date: 1981 words: 3143 flesch: 47 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: analysis; approach; business; course; data; learning; management; simulation; students cache: absel-2394.pdf plain text: absel-2394.txt item: #1246 of 2743 id: absel-2395 author: Anderson, Carol H.; Anderson, Donald T. title: An Analysis Of The Effects Of Jungian Problem-Solving Style Dimensions On Marketing Decisions date: 1981 words: 4461 flesch: 29 summary: The research question addressed in this part of the study was whether there were significant differences in the Indicators of performance in the course between students with different problem- solving style dimensions. AN ANALYSIS OF THE EFFECTS OF JUNGIAN PROBLEM-SOLVING STYLE DIMENSIONS ON MARKETING DECISIONS Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 27 AN ANALYSIS OF THE EFFECTS OF JUNGIAN PROBLEM-SOLVING STYLE DIMENSIONS ON MARKETING DECISIONS Carol H. Anderson. keywords: business; companies; dimensions; individual; learning; problem; research; simulation; solving; study; styles cache: absel-2395.pdf plain text: absel-2395.txt item: #1247 of 2743 id: absel-2396 author: Woodside, Arch C. title: Bargaining Behavior in Personal Selling and Buying Exchanges date: 1981 words: 5304 flesch: 56 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: bargaining; business; buyer; car; dealer; game; learning; marketing; negotiation; price; research; seller; simulation cache: absel-2396.pdf plain text: absel-2396.txt item: #1248 of 2743 id: absel-2397 author: Faria, A. J.; Nulsen, R. O. title: Extending the Simulation Product Life Cycle date: 1981 words: 3759 flesch: 45 summary: Business Simulation games “work because they get the total involvement of the participant,’ claimed John Cogswell, Director of Management Training Programs at AT&T Other companies and organizations extensively using business simulation games at this tine included Grubb & Ellis (the second largest real estate firm in the U.S.); Joseph Magnin Co. (chain of over 50 retail outlets); Walden Book Company; May Department Stores; the Sun Oil Company; the American Institute of Bankers; and the United Auto Workers keywords: business; games; growth; industry; learning; management; marketing; new; product; simulation; training; use cache: absel-2397.pdf plain text: absel-2397.txt item: #1249 of 2743 id: absel-2398 author: Goosen, Kenneth R. title: A Generalized Algorithm for Designing and Developing Business Simulations date: 1981 words: 4691 flesch: 31 summary: A number of papers at ABSEL conferences have been presented which touch upon aspects of simulation design [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16); however, taken collectively, these papers do not provide enough information to help the novice designer develop business simulations in en efficient manner. Among ABSEL members less than 30 are authors of simulations, and many of these members are no longer active in business simulation design. keywords: algorithm; business; decisions; design; development; equations; learning; program; sales; simulation; statement; university; values cache: absel-2398.pdf plain text: absel-2398.txt item: #1250 of 2743 id: absel-2399 author: Gentry, James W.; Burns, Alvin C. title: Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises date: 1981 words: 2862 flesch: 22 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; exercises; games; learning; simulation; student; teaching; use; variables cache: absel-2399.pdf plain text: absel-2399.txt item: #1251 of 2743 id: absel-24 author: Bielecki, Witold T. title: Simulation Games in Training New Management Methods date: 2013 words: 2820 flesch: 38 summary: So, the participants that “lost” actually won and quite often it Page 93 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 occurs that the increase of experiences and knowledge for the one’s that “lost” greater than from the “winners”.so w In the case of training managers based on management simulation games it is important to be able to verify oneself in the “war” with the completion. Simulation games are used for creating an imitation of the real environment, which allows its participants to study and at the same time observe behavior in various kinds of situations. keywords: business; game; learning; management; simulation; training cache: absel-24.pdf plain text: absel-24.txt item: #1252 of 2743 id: absel-240 author: Hall, Derek Gabriel title: The Mouse Game and its Effects on Team Interdependence date: 2014 words: 5197 flesch: 56 summary: Team interdependence is defined as the way in which the members of the team are linked to one another (Colquitt, Lepine & Wesson, 2009, p. 379). The Mouse Game helps colleagues and peers understand the different types of task interdependence as well as the importance of team interdependence. keywords: doodle; game; interdependence; member; mouse; simulation; task; team; work cache: absel-240.pdf plain text: absel-240.txt item: #1253 of 2743 id: absel-2400 author: King, Albert S. title: Pygmalion and Perception: An Experiential Exercise date: 1981 words: 4062 flesch: 43 summary: “Do high expectancy supervisors perceive and respond to employees and their work performance in any unusual ways?” High expectancy supervisors must have the ego strength to tolerate ambiguity and not force experience with employee performance into a preconceived mold. keywords: business; expectancy; expectations; experience; group; learning; performance; simulation; supervisors cache: absel-2400.pdf plain text: absel-2400.txt item: #1254 of 2743 id: absel-2401 author: Kustin, Richard title: Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting an Operant Conditioning Approach date: 1981 words: 3455 flesch: 32 summary: BEHAVIORAL CONSEQUENCES OF REWARD REGARDING EMPLOYEE ABSENTEEISM IN AN INDUSTRIAL SETTING AN OPERANT CONDITIONING APPROACH Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 58 BEHAVIORAL CONSEQUENCES OF REWARD REGARDING EMPLOYEE ABSENTEEISM IN AN INDUSTRIAL SETTING AN OPERANT CONDITIONING APPROACH Richard Kustin, Nova University ABSTRACT An attempt was made to alter the behavioral responses of twenty-one hourly industrial employees regarding their work attendance. Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 59 Absenteeism Criteria Figure 1 illustrates the results of this experiment. keywords: absenteeism; behavior; business; employees; learning; management; period; simulation; study cache: absel-2401.pdf plain text: absel-2401.txt item: #1255 of 2743 id: absel-2402 author: Knudsen, Kjell R.; Li, Einar; Aamodt, Johan G. title: The SIMLAB Program the Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations date: 1981 words: 5352 flesch: 45 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? THE SIMLAB PROGRAM THE USE OF EXPERIMENTAL SIMULATION AND PROCESS ANALYSIS FOR THE DEVELOPMENT OF MANAGEMENT AND ORGANIZATIONS Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 62 THE SIMLAB PROGRAM THE USE OF EXPERIMENTAL SIMULATION AND PROCESS ANALYSIS FOR THE DEVELOPMENT OF MANAGEMENT AND ORGANIZATIONS1 Kjell R. Knudsen, University of Minnesota. keywords: analysis; behavior; learning; problems; process; program; simlab; simulation; team; work cache: absel-2402.pdf plain text: absel-2402.txt item: #1256 of 2743 id: absel-2403 author: Sugges, Jr., Peter R. title: Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises date: 1981 words: 1737 flesch: 12 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; exercises; learning; management; research; simulation cache: absel-2403.pdf plain text: absel-2403.txt item: #1257 of 2743 id: absel-2404 author: Currie, David N. title: The Role of Students in "The Case Method" date: 1981 words: 1628 flesch: 10 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; case; learning; method; simulation; students cache: absel-2404.pdf plain text: absel-2404.txt item: #1258 of 2743 id: absel-2405 author: Kelley, Lane title: Weaknesses in Research Design date: 1981 words: 1002 flesch: -73 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; game; learning; management; simulation cache: absel-2405.pdf plain text: absel-2405.txt item: #1259 of 2743 id: absel-2406 author: Schellenberger, Robert E. title: Critical Variables in Research on the Educational Value of Management Games date: 1981 words: 1711 flesch: 19 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; game; learning; management; research; simulation; variables cache: absel-2406.pdf plain text: absel-2406.txt item: #1260 of 2743 id: absel-2407 author: Schreier, James W. title: Research Questions for Cases date: 1981 words: 1650 flesch: 11 summary: An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? keywords: business; cases; learning; management; research; simulation cache: absel-2407.pdf plain text: absel-2407.txt item: #1261 of 2743 id: absel-2408 author: Wolfe, Joseph title: Research on the Learning Effectiveness of Business Simulation Games-- a Review of the State of the Science date: 1981 words: 1292 flesch: -27 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; game; learning; management; research; simulation cache: absel-2408.pdf plain text: absel-2408.txt item: #1262 of 2743 id: absel-2409 author: Ferguson, Jr., Carl E.; Foust, Nan title: The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise date: 1981 words: 3351 flesch: 35 summary: A SIMULATION EXERCISE Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 73 THE EFFECTS OF VALUATION TECHNIQUES ON HOLDING COST DURING INFLATIONARY PERIODS: Inventory costs can be divided into three groups: order, carrying, and stockout cost. keywords: business; cost; holding; inventory; learning; management; order; simulation; study; valuation cache: absel-2409.pdf plain text: absel-2409.txt item: #1263 of 2743 id: absel-241 author: O'Shaughnessy, Brittany; Joseph, Alyssa; Lodestro, Colin; Metcalf, Chris title: Learning From the Gulf Oil Spill to Prepare for a Brighter Future: A New Game Engaging Stake Holders in Triple Bottom Line Accounting and Strategic Planning date: 2014 words: 5103 flesch: 48 summary: Identify Slick Oil Company‟s stakeholders Implicit Costs Category Stakeholder Destruction of marine environment Environmental Environmentalists Pollution Social & Environmental Local Industry, General Public, Environmentalists, etc. In this activity you will:  Identify Slick Oil Company‟s stakeholders  keywords: business; company; learning; line; management; oil; plan; response; simulation; spill; stakeholders cache: absel-241.pdf plain text: absel-241.txt item: #1264 of 2743 id: absel-2410 author: Burnham, John M.; Keys, J. Bernard title: The Operations Simulation--A Study in Game Development date: 1981 words: 3845 flesch: 30 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? THE OPERATIONS SIMULATION--A STUDY IN GAME DEVELOPMENT Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 77 THE OPERATIONS SIMULATION--A STUDY IN GAME DEVELOPMENT John M. Burnham, Tennessee Technological University J. Bernard Keys, Tennessee Technological University ABSTRACT The following summarizes the development process for the game, OPSYM, including concepts, techniques, and user materials; also includes a digest of the game and an overview of its unique features for learning management and a report of classroom experience using the game. keywords: business; decision; game; instructor; learning; level; management; production; simulation; student; team; time cache: absel-2410.pdf plain text: absel-2410.txt item: #1265 of 2743 id: absel-2411 author: Wilson, Harold K.; White, Gregory P.; Coscarelli, William C. title: Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation date: 1981 words: 3019 flesch: 34 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? APPLYING GUIDED DESIGN TO THE PRODUCTION/OPERATIONS MANAGEMENT COURSE: A PROGRESS REPORT AND EVALUATION Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 82 APPLYING GUIDED DESIGN TO THE PRODUCTION/OPERATIONS MANAGEMENT COURSE: A PROGRESS REPORT AND EVALUATION Harold K. Wilson, Southern Illinois University at Carbondale Gregory P. White, Southern Illinois University at Carbondale William C. Coscarelli, Southern Illinois University at Carbondale ABSTRACT keywords: course; design; learning; management; operations; production; simulation; students cache: absel-2411.pdf plain text: absel-2411.txt item: #1266 of 2743 id: absel-2412 author: Fritzsche, David J. title: Terminal Data Entry and Retrieval Systems date: 1981 words: 1769 flesch: 27 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; data; file; learning; simulation; team cache: absel-2412.pdf plain text: absel-2412.txt item: #1267 of 2743 id: absel-2413 author: Jensen, Ronald L. title: Simulations and Microprocessors date: 1981 words: 1785 flesch: 24 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: basic; business; learning; management; program; simulation; systems cache: absel-2413.pdf plain text: absel-2413.txt item: #1268 of 2743 id: absel-2414 author: Frazer, J. Ronald title: Micro-Computers and Related Technology for Simulation Gaming date: 1981 words: 1978 flesch: 15 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; computer; games; gaming; learning; management; simulation cache: absel-2414.pdf plain text: absel-2414.txt item: #1269 of 2743 id: absel-2415 author: Goosen, Kenneth R. title: For Innovations in Business Simulation date: 1981 words: 1710 flesch: 15 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; development; game; learning; management; microcomputers; simulation cache: absel-2415.pdf plain text: absel-2415.txt item: #1270 of 2743 id: absel-2416 author: Schou, Corey D. title: Microprocessor Controlled Interactive Video Simulation date: 1981 words: 1546 flesch: 14 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; computer; learning; simulation; system; video cache: absel-2416.pdf plain text: absel-2416.txt item: #1271 of 2743 id: absel-2417 author: Smith, Jerald R. title: Business Game Design: From Theory to Practice date: 1981 words: 4633 flesch: 42 summary: An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- Exploring Experiential Learning: Simulations and Experiential Exercises. keywords: business; design; game; learning; management; new; organization; personnel; program; simulation; student cache: absel-2417.pdf plain text: absel-2417.txt item: #1272 of 2743 id: absel-2418 author: Gold, Steven C.; Strang, Daniel R. title: The Success of a Computerized Simulation in Microeconomic Pedagogy date: 1981 words: 3952 flesch: 36 summary: If firms in a competitive system are able to earn excess profits, other firms will enter the industry and by increased competition, tend to erode away the relatively high profits, Under monopoly, the possibility of entry into the market by other firms is assumed away by definition. Firms were permitted to make price decisions, however, the existence of intense competition between sellers was expected to limit any firm from exercising autonomous control over price. keywords: behavior; business; competition; firms; learning; market; microeconomics; price; simulation; student cache: absel-2418.pdf plain text: absel-2418.txt item: #1273 of 2743 id: absel-2419 author: McAfee, R. Bruce title: The Test Preview Game: Applying the Game Show Format date: 1981 words: 3580 flesch: 43 summary: Students typically perceive game shows as an enjoyable but nonetheless frivolous, or even down right silly, activity. Shows such as “The Dating Game,” “Truth or Consequences,” or “Let’s Make a Deal” create the impression that game shows are not intended to be educational. keywords: class; format; game; learning; question; simulation; students; test cache: absel-2419.pdf plain text: absel-2419.txt item: #1274 of 2743 id: absel-242 author: Lawlor, K. Blaine; Hornyak, Martin J. title: Video Killed the Biblio Star: The Impact of Digital Media on Student Learning Outcomes date: 2014 words: 3139 flesch: 44 summary: Page 219 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 APPENDIX A Student Learning Outcomes Student Learning Objectives: Students who complete this course will be able to:  Recognize the nature of management activity and practice, as well as the systems and contingency ap- proaches to management. Video Killed the Biblio Star: The Impact of Digital Media on Student Learning Outcomes Page 217 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 keywords: business; information; learning; management; organization; project; simulation; students cache: absel-242.pdf plain text: absel-242.txt item: #1275 of 2743 id: absel-2420 author: Stevens, George E.; Burton, Eileen K. title: Providing a Real World View of the Personnel Function: A Simulation date: 1981 words: 3587 flesch: 35 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? PROVIDING A REAL WORLD VIEW OF THE PERSONNEL FUNCTION: A SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 102 PROVIDING A REAL WORLD VIEW OF THE PERSONNEL FUNCTION: keywords: approach; business; course; exercise; group; learning; management; personnel; project; simulation; students cache: absel-2420.pdf plain text: absel-2420.txt item: #1276 of 2743 id: absel-2421 author: Mitton, Daryl G.; Lilligren-Mitton, Betty title: Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared date: 1981 words: 3464 flesch: 40 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: action; approach; business; class; exercises; learning; management; simulation; teaching; test cache: absel-2421.pdf plain text: absel-2421.txt item: #1277 of 2743 id: absel-2422 author: Carroll, Lawrence B. title: A Management Development Program Based on the Experiential Learning Model date: 1981 words: 3628 flesch: 26 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; development; development program; learning; management; management development; organization; participants; program; simulation cache: absel-2422.pdf plain text: absel-2422.txt item: #1278 of 2743 id: absel-2423 author: Trinkaus, John W. title: Participant Type Differences in Response to Experiential Methods: An Informal Look date: 1981 words: 3600 flesch: 29 summary: Further, the study suggests the potential need for companion sets of contingency operating instructions to accompany experiential exercises. While the major instructional techniques employed were traditional lecture and discussion methods, experiential exercises were used throughout the course. keywords: business; development; exercises; group; learning; management; simulation; student; techniques cache: absel-2423.pdf plain text: absel-2423.txt item: #1279 of 2743 id: absel-2424 author: Amason, Robert D.; Finn, David title: Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach date: 1981 words: 5232 flesch: 53 summary: This paper is an example of an Organizational Development method using the techniques of Transactional Analysis to train members of student groups to better understand and cope with problems of group communications and task achievement. Successful group performance requires leadership, cooperation, communication, emotional stability and self confidence on the part of group members. keywords: analysis; appendix; approach; behavior; business; exercises; feelings; group; learning; members; simulation; students cache: absel-2424.pdf plain text: absel-2424.txt item: #1280 of 2743 id: absel-2425 author: Lamb, Steven W.; Certo, Samuel C. title: An Instrument for the Assessment of Learning Dimensions: A Progress Report on the Learning Dimension Scale (LDS) date: 1981 words: 3357 flesch: 29 summary: An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- Wesley, 1977). (2) Belasco, J.A., A.M. Glassman and J.A. Alutto, “Experiential Learning: Some Classroom Results’ Academy of Management Proceedings 1973, pp. 235- 246. (3) Brenenstuhl, Daniel C. and Ralph F. Catalanello, ‘The Impact of Three Pedagogue Techniques on Learning” Journal of Experiential Learning and Simulation, Vol. 1, No. 3, 1979, pp. 211-225. (4) Butler, J.L. and B.L. Keys, ‘A Comparative Study of Simulation and Traditional Methods of Supervisory Training in Human Resource Development” Academy of Management Proceedings 1973, pp. keywords: business; correlation; development; dimensions; instrument; items; learning; lsi; management; simulation cache: absel-2425.pdf plain text: absel-2425.txt item: #1281 of 2743 id: absel-2426 author: Hunsaker, Johanna S. title: An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability date: 1981 words: 2790 flesch: 38 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: ability; business; correlation; learning; memory; simulation; style; test cache: absel-2426.pdf plain text: absel-2426.txt item: #1282 of 2743 id: absel-2427 author: Schreier, James W.; Basuray, Thomas title: Teaching Styles in Simulation Experiential Learning versus “Traditional” Teaching Styles date: 1981 words: 3573 flesch: 32 summary: (9) LEARNING STYLES Learning styles, exemplified by a variety of AESEL research projects using David Kolb’s concept of learning styles, play a key role in the analysis of teaching styles because, as Johnson and Stratton (10) state: These authors lay down a critical framework for any research study into teaching styles. keywords: business; instructor; learning; model; research; simulation; study; styles; teaching; use cache: absel-2427.pdf plain text: absel-2427.txt item: #1283 of 2743 id: absel-2428 author: Stevens, George E.; Adams, Sheila A.; Stevens, Faith W. title: Student Perceptions of Effective Teaching Behaviors date: 1981 words: 3795 flesch: 46 summary: Furthermore, when colleague and supervisor ratings of teacher effectiveness were also obtained, low correlations were found between colleague or supervisor ratings and student ratings, other researchers (e.g., Rodin & Rodin, 1972) conclude that students are not able to judge teaching effectiveness. In the present study differences do exist in student ratings of selected teacher traits (when examined on the basis of sex of student); however, these differences appear to be of little practical significance. keywords: business; evaluation; females; learning; simulation; student; study; teacher; teaching; traits cache: absel-2428.pdf plain text: absel-2428.txt item: #1284 of 2743 id: absel-2429 author: Kelley, Lane; Easton, Jeffrey title: Problems in Evaluation of Experiential Learning in Management Education date: 1981 words: 4654 flesch: 39 summary: Personality variables were also measured in this study to discover if certain personality types preferred and/or did well on this type of experiential course. INTRODUCTION A number of journals, especially the Academy of Management Journal and Journal of Experiential Learning, have published articles describing the effectiveness of experiential learning (4, 6, 8, 9, 11, 16, 21, 24). keywords: business; course; learning; management; method; research; simulation; student; study; teacher; teaching cache: absel-2429.pdf plain text: absel-2429.txt item: #1285 of 2743 id: absel-243 author: Bernard, Ricardo R. S.; Cannon, Hugh M. title: Exploring Motivation: Using Emoticons to Map Student Motivation in a Business Game Exercise date: 2014 words: 6293 flesch: 43 summary: ―Performance in the capstone business course – What is the effect of pedagogy learning styles and student motivation. But these miss the essence of the more intuitive, holistic experience (intrinsic motivation) that makes experiential learning so powerful (Holbrook, Chestnut, Oliva, and Greenleaf 1984). keywords: activities; business; class; classes; day; developments; end; game; learning; motivation; performance; period; simulation; students cache: absel-243.pdf plain text: absel-243.txt item: #1286 of 2743 id: absel-2430 author: Waggener, H. A. title: Students' Perceptions of Learning by Simulation date: 1981 words: 2990 flesch: 44 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? STUDENTS' PERCEPTIONS OF LEARNING BY SIMULATION Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 142 STUDENTS' PERCEPTIONS OF LEARNING BY SIMULATION H. A. Waggener, Wright State University ABSTRACT This panel presents and summarizes comments by college seniors and MBA students who nave participated in simulation the business policy courses at Wright State University over the past eight years. keywords: business; comments; experience; game; learning; management; simulation; students cache: absel-2430.pdf plain text: absel-2430.txt item: #1287 of 2743 id: absel-2431 author: Blythe, Stephen E.; Gosenpud, Jerry J. title: A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students date: 1981 words: 3750 flesch: 30 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? [5} Catalanello, Ralph F. and Daniel C. Brenenstuhl, ‘An Assessment of the Effect of Experiential Simulation and Discussion Section of an Introductory Management Course, 1977 ABSEL Proceedings, Wichita, KS, Carl C. Nielson (Ed). keywords: business; courses; learning; lecture; management; method; simulation; students; study; teaching cache: absel-2431.pdf plain text: absel-2431.txt item: #1288 of 2743 id: absel-2432 author: Summers, Irvin title: Overview of Computer Based Business Games in Business Policy Classes date: 1981 words: 1716 flesch: 11 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; learning; management; policy; simulation; student cache: absel-2432.pdf plain text: absel-2432.txt item: #1289 of 2743 id: absel-2433 author: DeFee, Dallas T. title: Behavioral Decision Theory and Business Policy date: 1981 words: 1589 flesch: 6 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; decision; learning; management; policy; simulation; theory cache: absel-2433.pdf plain text: absel-2433.txt item: #1290 of 2743 id: absel-2434 author: Vik, Gretchen N. title: Giving Accounting Students Writing Experience as Job Preparation date: 1981 words: 2150 flesch: 19 summary: GIVING ACCOUNTING STUDENTS WRITING EXPERIENCE AS JOB PREPARATION Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 151 GIVING ACCOUNTING STUDENTS WRITING EXPERIENCE AS JOB PREPARATION Speakers can bring specific information on firm practice, as the following range of examples shows: --A partner spends only 10% or his/her time auditing, and 90% on the phone, giving oral presentations, administering, etc. Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 152 --A firm spent considerable time discussing with client employees whether to use the words not recorded” of “not recognized” in a written audit finding report to management. keywords: accounting; business; course; learning; simulation; students; writing cache: absel-2434.pdf plain text: absel-2434.txt item: #1291 of 2743 id: absel-2435 author: Douglas, Max E. title: Getting to First Base with an Exercise for Writing and Evaluating Objectives date: 1981 words: 4058 flesch: 42 summary: MODEL FOR WRITING OBJECTIVES: For example, did students have most difficulty with proper construction; or did Students have more difficulty with writing objectives which seemed congruent with the marketing research department. keywords: business; exercise; goal; management; mbo; objectives; process; setting; simulation; students cache: absel-2435.pdf plain text: absel-2435.txt item: #1292 of 2743 id: absel-2436 author: Larnbert, David R.; Uhring, Nancy E. title: Dimensions of Conflict in Experiential Learning date: 1981 words: 3169 flesch: 31 summary: This research reports on a study of group conflict and its impact upon performance in a simulation. The present research, therefore, sheds no light upon the issue of whether simulation administrator should seek to enhance or diminish group conflict. keywords: business; conflict; dimensions; group; learning; level; members; performance; research; simulation cache: absel-2436.pdf plain text: absel-2436.txt item: #1293 of 2743 id: absel-2437 author: Decker, Ronald L.; Lavenka, Noel M. title: Consumer Alienation and Perceived Relevance of the Business Simulation date: 1981 words: 2451 flesch: 20 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? (Association for Business Simulation and Experiential Learning, 1979). keywords: alienation; business; consumer; learning; management; simulation; students; study cache: absel-2437.pdf plain text: absel-2437.txt item: #1294 of 2743 id: absel-2438 author: Murray, L. William title: Using the Self-Reference Criterion to Simulate Culture in "Internationalized" Business Courses date: 1981 words: 2758 flesch: 36 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; cultural; culture; learning; management; sic; simulation; student cache: absel-2438.pdf plain text: absel-2438.txt item: #1295 of 2743 id: absel-2439 author: Basuray, Tom; Blythe, Stephen E. title: Experiential Learning in A Cross Cultural Setting - The Practice of Simulation Approach to Business Education in Japanese Universities date: 1981 words: 3384 flesch: 23 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? EXPERIENTIAL LEARNING IN A CROSS CULTURAL SETTING - THE PRACTICE OF SIMULATION APPROACH TO BUSINESS EDUCATION IN JAPANESE UNIVERSITIES Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 165 EXPERIENTIAL LEARNING IN A CROSS CULTURAL SETTING - THE PRACTICE OF SIMULATION APPROACH TO BUSINESS EDUCATION IN JAPANESE UNIVERSITIES Tom Basuray, University of North Dakota Stephen E. Blythe. keywords: business; courses; learning; management; percent; respondents; simulation; teaching; use cache: absel-2439.pdf plain text: absel-2439.txt item: #1296 of 2743 id: absel-244 author: Fritzsche, David J.; McQuaid, Robert title: An Alternative to PC and Internet Based Simulations: The Internet Integrated Mode date: 2014 words: 2404 flesch: 48 summary: This manuscript describes a hybrid approach which blends PC based simulations with Internet based simulations to benefit from some of the strengths of each. An Alternative to PC and Internet Based Simulations: The Internet Integrated Mode Page 241 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 ABSTRACT Business educational simulations have passed through a series of generations of development beginning with hand scored games, progressing through mainframe simulations, PC based simulations and then Internet based simulations. keywords: administrator; business; files; internet; player; simulation cache: absel-244.pdf plain text: absel-244.txt item: #1297 of 2743 id: absel-2440 author: Stokes, Robert L.; Stoner, Charles R. title: Students' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems date: 1981 words: 2893 flesch: 33 summary: STUDENTS’ PERCEPTIONS OF THE USE OF A COMPUTERIZED SIMULATION IN TEACHING MANAGEMENT INFORMATION SYSTEMS Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 168 STUDENTS’ PERCEPTIONS OF THE USE OF A COMPUTERIZED SIMULATION IN TEACHING MANAGEMENT INFORMATION SYSTEMS Robert L. Stokes, University of Southwestern Louisiana Charles R. Stoner, Bradley University ABSTRACT Student perceptions of the management information system course, taught with a computer simulation, are examined. Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 169 METHOD All students were surveyed on the final day of classes. keywords: business; course; information; management; simulation; students; systems; teaching cache: absel-2440.pdf plain text: absel-2440.txt item: #1298 of 2743 id: absel-2441 author: Haueisen, William D. title: Using the Case Study Approach to Develop a Microcomputer Based, Fully Integrated, Data Base Driven, Management Information System date: 1981 words: 3123 flesch: 32 summary: USING THE CASE STUDY APPROACH TO DEVELOP A MICROCOMPUTER BASED, FULLY INTEGRATED, DATA BASE DRIVEN, MANAGEMENT INFORMATION SYSTEM Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 172 USING THE CASE STUDY APPROACH TO DEVELOP A MICROCOMPUTER BASED, FULLY INTEGRATED, DATA BASE DRIVEN, MANAGEMENT INFORMATION SYSTEM William D. Haueisen, Management Horizons, Inc. ABSTRACT The project objective was to develop a microcomputer based, fully integrated data base driven, management information system for a small wholesale business. The automation after market serial number cross indexing was the sine qua non requirement Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 173 but it did not exist in hardware. keywords: approach; business; case; information; learning; management; model; simulation; study; system cache: absel-2441.pdf plain text: absel-2441.txt item: #1299 of 2743 id: absel-2442 author: Quinn, Robert E. title: The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems date: 1981 words: 3876 flesch: 37 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; change; information; learning; management; model; organization; process; simulation; systems cache: absel-2442.pdf plain text: absel-2442.txt item: #1300 of 2743 id: absel-2443 author: Ramsey, V. Jean; Woodhouse, Robert H. title: Toward a Theory of Teaching Business Policy date: 1981 words: 4626 flesch: 40 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? TOWARD A THEORY OF TEACHING BUSINESS POLICY Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 179 TOWARD A THEORY OF TEACHING BUSINESS POLICY V. Jean Ramsey, Western Michigan University Robert H. Woodhouse, Western Michigan University ABSTRACT A model is developed for thinking about and researching the relative effectiveness of various pedagogies for teaching business policy. keywords: business; course; learning; management; objectives; pedagogy; policy; purpose; research; simulation; teaching cache: absel-2443.pdf plain text: absel-2443.txt item: #1301 of 2743 id: absel-2444 author: Varanelli, Jr., Andrew; Fazio, Susan M. title: A Case Study in the Use of Experiential Learning (A Management Game Simulation) To Enhance Student Understanding Of Strategy Evaluation and Policy Formulation date: 1981 words: 3775 flesch: 42 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; firm; game; learning; market; policy; regression; simulation; strategy cache: absel-2444.pdf plain text: absel-2444.txt item: #1302 of 2743 id: absel-2445 author: Kuehn, Ralph R.; Stair, Jr., Ralph M. title: Suggestions for Integration of Business Administration Core date: 1981 words: 3703 flesch: 41 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? SUGGESTIONS FOR INTEGRATION OF BUSINESS ADMINISTRATION CORE Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 195 SUGGESTIONS FOR INTEGRATION OF BUSINESS ADMINISTRATION CORE Ralph R. Kuehn, Florida State University Ralph M. Stair, Jr. Florida State University ABSTRACT This paper presents the need for integrating business core courses. keywords: business; core; course; learning; management; organization; simulation; students; teaching; team cache: absel-2445.pdf plain text: absel-2445.txt item: #1303 of 2743 id: absel-2446 author: Raveed, Sion; Renforth, William title: Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials date: 1981 words: 1120 flesch: -27 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; game; learning; management; materials; simulation cache: absel-2446.pdf plain text: absel-2446.txt item: #1304 of 2743 id: absel-2447 author: Ward, III, Sidney J. title: How Do We Apply Experiential Learning? date: 1981 words: 1109 flesch: -13 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; learning; management; simulation; use cache: absel-2447.pdf plain text: absel-2447.txt item: #1305 of 2743 id: absel-2448 author: Stone, Jr., B. Douglas; Urban, Thomas F. title: Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation date: 1981 words: 2460 flesch: 27 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; case; competition; faculty; judges; learning; simulation; students cache: absel-2448.pdf plain text: absel-2448.txt item: #1306 of 2743 id: absel-2449 author: Gulezian, Allen K. title: Teaching Business Policy and Strategy Using the Incident Process date: 1981 words: 2732 flesch: 30 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: analysis; business; case; incident; instructor; policy; process; simulation; strategy cache: absel-2449.pdf plain text: absel-2449.txt item: #1307 of 2743 id: absel-245 author: Brozik, Dallas; Cassidy, Christopher M. title: Middlestate University -- A Crisis in Education date: 2014 words: 8616 flesch: 54 summary: Faculty members will be judged on their performance in four areas, traditional classroom teaching, teaching via electronic means, research, and ser- vice. Faculty members who exhibit exemplary performance in all four areas of appraisal will receive the cost of living in- crease plus 3%. keywords: administration; business; changes; education; faculty; faculty members; government; learning; meeting; members; middlestate; middlestate university; simulation; student; university cache: absel-245.pdf plain text: absel-245.txt item: #1308 of 2743 id: absel-2450 author: Balke, Walter Morley title: The Learning Co-Op Approach to the Core Policy Course date: 1981 words: 4000 flesch: 33 summary: These positions enable Learning Co-op members to do consciously what managers at meetings do intuitively. Every activity is part of a consistent embodiment of Learning Co-op objectives and ideals. keywords: approach; business; concepts; learning; management; members; policy; simulation; students cache: absel-2450.pdf plain text: absel-2450.txt item: #1309 of 2743 id: absel-2451 author: White, George H. title: Meeting the Managerial Skill Shortage - Is Academia Up to it? date: 1981 words: 3744 flesch: 36 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? MEETING THE MANAGERIAL SKILL SHORTAGE - IS ACADEMIA UP TO IT? Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 210 MEETING THE MANAGERIAL SKILL SHORTAGE - IS ACADEMIA UP TO IT? keywords: business; game; learning; management; simulation; skills; student; use cache: absel-2451.pdf plain text: absel-2451.txt item: #1310 of 2743 id: absel-2452 author: LaVan, Helen; Carley, Cameron title: An Empirical Analysis of Experiential Learning for Learning Reinforcement date: 1981 words: 2970 flesch: 33 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; confidence; course; exercises; knowledge; learning; management; simulation; students; study cache: absel-2452.pdf plain text: absel-2452.txt item: #1311 of 2743 id: absel-2453 author: Brenenstuhl, Daniel C. title: International Experiential Learning: Experience Is the Best Teacher date: 1981 words: 1657 flesch: 19 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; course; learning; management; seminar; simulation cache: absel-2453.pdf plain text: absel-2453.txt item: #1312 of 2743 id: absel-2454 author: Burden, Charles A title: Encouraging Student Participation during International Academic Programs date: 1981 words: 1522 flesch: 1 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; learning; management; program; simulation; students cache: absel-2454.pdf plain text: absel-2454.txt item: #1313 of 2743 id: absel-2455 author: Naier, Ernest L. title: European Summer Study Program: Can You, Should, What Does It Take? date: 1981 words: 1945 flesch: 40 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; learning; management; simulation; students; study; trip cache: absel-2455.pdf plain text: absel-2455.txt item: #1314 of 2743 id: absel-2456 author: Raveed, Sion title: Travel Seminars in Europe: How Can I Direct One? date: 1981 words: 1731 flesch: 19 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; learning; management; seminar; simulation; students cache: absel-2456.pdf plain text: absel-2456.txt item: #1315 of 2743 id: absel-2457 author: Rue, Leslie title: International Experiential Learning: Student Evaluation date: 1981 words: 1191 flesch: -10 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; evaluation; learning; simulation; student cache: absel-2457.pdf plain text: absel-2457.txt item: #1316 of 2743 id: absel-2458 author: Gentry, James W.; Wolfe, Joseph title: ABSEL: Empirical Findings OnThe State of the Association date: 1981 words: 2905 flesch: 31 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: absel; business; conference; learning; meeting; research; respondents; simulation cache: absel-2458.pdf plain text: absel-2458.txt item: #1317 of 2743 id: absel-2459 author: McLaughlin, Frank title: Sensitivity of Performance Scores in Business Simulations date: 1981 words: 2612 flesch: 38 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; learning; orderings; performance; rank; simulation; weights cache: absel-2459.pdf plain text: absel-2459.txt item: #1318 of 2743 id: absel-246 author: Hoover, J. Duane title: Complexity Avoidance, Narcissism and Experiential Learning date: 2014 words: 5724 flesch: 46 summary: ABSEL has done an exemplary job when it comes to focusing on the design aspects of simulations and experiential learning exercises. In this paper, the focus is on as- pects of narcissism and complexity avoidance, identified as characteristics of the Millennial generation, as hindrances to effective execution of the learning processes vital to simulation and experiential learning. keywords: business; change; complexity; developments; engagement; information; learning; management; narcissism; self; simulation; students; volume cache: absel-246.pdf plain text: absel-246.txt item: #1319 of 2743 id: absel-2460 author: Miesing, Paul title: Improving the Learning of a Business Simulation Game by Increasing the Process Content date: 1981 words: 2527 flesch: 30 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; course; game; learning; management; process; simulation; students cache: absel-2460.pdf plain text: absel-2460.txt item: #1320 of 2743 id: absel-2461 author: Butler, Jr., John K. title: Student Participation in Deciding Performance Criteria for Grading In an O.B. Course: An Exercise And A Case Study date: 1981 words: 2620 flesch: 35 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; case; course; criteria; evaluation; exercise; learning; simulation cache: absel-2461.pdf plain text: absel-2461.txt item: #1321 of 2743 id: absel-2462 author: Brannen, Kathleen C.; Brannen, William H. title: Markup for Profit: A Simulated Self-Administered Experience in Retail Pricing date: 1981 words: 1880 flesch: 29 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; game; learning; markup; sales; selling; simulation cache: absel-2462.pdf plain text: absel-2462.txt item: #1322 of 2743 id: absel-2463 author: Specht, Pamela H. title: The Investment Decision Game: An Experiential Learning Approach To Stock Market Decisions Through Gaming date: 1981 words: 2513 flesch: 34 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? THE INVESTMENT DECISION GAME: AN EXPERIENTIAL LEARNING APPROACH TO STOCK MARKET DECISIONS THROUGH GAMING Developments in Business Simulation & Experiential Exercises, Volume 8, 1981 238 THE INVESTMENT DECISION GAME: AN EXPERIENTIAL LEARNING APPROACH TO STOCK MARKET DECISIONS THROUGH GAMING Pamela H. Specht, University of Nebraska keywords: business; decision; game; investment; learning; simulation; stock; student cache: absel-2463.pdf plain text: absel-2463.txt item: #1323 of 2743 id: absel-2464 author: Keyt, John C.; Cadotte, Ernest R. title: CHIPS: A Marketing Channels Management Game date: 1981 words: 5376 flesch: 48 summary: Poker chip manufacturers are faced with four basic decisions: (1) wholesaler negotiation, (2) freight carrier negotiation, (3) production scheduling, and (4) inventory management. However, the market for poker chips is not entirely pure. keywords: bank; channel; chips; inventory; manufacturers; market; market period; period; poker; poker chips; simulation cache: absel-2464.pdf plain text: absel-2464.txt item: #1324 of 2743 id: absel-2465 author: Norris, Dwight R.; Snyder, Charles A. title: External Validation: An Experimental Approach to Determining the Worth of Simulation Games date: 1981 words: 3748 flesch: 29 summary: Results failed to support a significant relationship between game performance success and three measures of subsequent career success. As suggested by a number of gaming studies, CPA was significantly related to game performance success. keywords: business; career; game; learning; management; measures; organization; performance; simulation; success cache: absel-2465.pdf plain text: absel-2465.txt item: #1325 of 2743 id: absel-2466 author: Burton, Eileen K. title: Teaching Performance Appraisal Skills: An Experiential Approach date: 1981 words: 3713 flesch: 36 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: appraisal; business; feedback; learning; performance; role; simulation; students cache: absel-2466.pdf plain text: absel-2466.txt item: #1326 of 2743 id: absel-2467 author: Couch, Peter D.; Graf, Lee A. title: In Support of Experiential Learning: Results of a Follow-Up Survey date: 1981 words: 3654 flesch: 28 summary: Lab managers could also be encouraged to analyze the political behavior among lab managers, faculty teaching in the introductory management program, and administrators of the program. Because these people had been given important responsibilities and some authority as lab managers, program administrators felt that the lab manager experience would be of substantial value when the person accepted a position after graduation. keywords: business; experience; lab; learning; management; managers; program; respondents; simulation cache: absel-2467.pdf plain text: absel-2467.txt item: #1327 of 2743 id: absel-2468 author: Ramsey, V. Jean; Reed-Mendenhall, Diane; Rizzo, Merlene M. title: The Introductory Management Course: Taking Theory Application One Step Further date: 1981 words: 2711 flesch: 37 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: analysis; business; case; course; learning; management; project; simulation; students cache: absel-2468.pdf plain text: absel-2468.txt item: #1328 of 2743 id: absel-2469 author: Newgren, Kenneth E.; Stair, Ralph M.; Kuehn, Ralph R. title: Decision Efficiency and Effectiveness in a Business Simulation date: 1981 words: 2780 flesch: 32 summary: Mo significant correlation between decision efficiency arid decision effectiveness was found, thus supporting the general decision making literature. Decision time refers to the amount of time, in minutes, between the distribution of the results (output) of one set of decisions and the team’s submission of its next set of decisions (input). keywords: business; decision; game; learning; management; performance; policy; simulation; time cache: absel-2469.pdf plain text: absel-2469.txt item: #1329 of 2743 id: absel-247 author: Micklich, Douglas L. title: Examining the Cognitive, Affective, and Psychomotor Dimensions in Management Skill Development through Experiential Learning: Developing a Framework date: 2014 words: 4274 flesch: 33 summary: Examining the Cognitive, Affective, and Psychomotor Dimensions in Management Skill Development Through Experiential Learning: Developing a Framework Page 261 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 ABSTRACT Developers of experiential exercises have for some time trying to best define what contributes to “whole-person” learning and ways in which we can operationalize it through the cognitive, affective and psychomotor domains. The highest in- tensity learning experiences is one in which the learning individual functions at a high level of arousal and activity EXAMINING THE COGNITIVE, AFFECTIVE, AND PSYCHOMOTOR DIMENSIONS IN MANAGEMENT SKILL DEVELOPMENT THROUGH EXPERIENTIAL LEARNING: DEVELOPING A FRAMEWORK Douglas L. Micklich Illinois State University dlmickl@ilstu.edu mailto:dlmickl@ilstu.edu Page 262 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 on all dimensions (Hoover, 1974), in other words, to be- come an active part of the exercise. keywords: affective; business; cognitive; degree; domain; learning; management; psychomotor; simulation cache: absel-247.pdf plain text: absel-247.txt item: #1330 of 2743 id: absel-2470 author: Edge, Alfred G. title: The Implications of Cognitive Processing Variables and the Complex Decision date: 1981 words: 2377 flesch: 22 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: business; game; learning; management; model; simulation; test; variables cache: absel-2470.pdf plain text: absel-2470.txt item: #1331 of 2743 id: absel-2471 author: Barton, Richard F. title: Simulating The Simulation For Enhanced Player Rationality date: 1981 words: 4303 flesch: 34 summary: INTRODUCTION Interaction by players of simulation games with the simulation model usually occurs only after player decisions are made and the model has generated the consequences of those decisions. But what if “what if analysis were available to simulation game players? keywords: business; computer; decision; game; learning; model; players; simulation; team; terminal; time cache: absel-2471.pdf plain text: absel-2471.txt item: #1332 of 2743 id: absel-2472 author: Schreier, James W.; Basuray, Thomas title: Simulation/Experiential Learning Audit date: 1981 words: 1431 flesch: 2 summary: The Practice of Simulation Approach to Business Education in Japanese Universities Student' Perceptions of the Use of a Computerized Simulation in Teaching Management Information Systems Using the Case Study Approach to Develop a Microcomputer Bases, Fully Integrated, Data Base Driven, Management Information System The Case Study as a Tool for Organizational Change: Applying the Steel Ax to the Designers of Management Information Systems Toward a Theory of Teaching Business Policy A Case Study in the Use of Experiential Learning (A Management Game Simulation) to Enhance Student Understanding of Strategy Evaluation and Policy Formulation Suggestions for Integration of the Business Administration Core Publishing Opportunities and Requirements for Business Simulation and Experiential Learning Materials How do we Apply Experiential Learning Intercollegiate Case Competitions for M.B.A. Students: Initiation and Implementation Teaching Business Policy and Strategy Using the Incident Process The Learning Co-Op Approach to the Core Policy Course Meeting the Managerial Skill Shortage - Is Academia Up to It? An Analysis of the Effects of Jungian Problem-Solving Style Dimensions on Marketing Decisions Bargaining Behavior in Personal Selling and Buying Exchanges Extending the Simulation Product Life Cycle A Generalized Algorithm for Designing and Developing Business Simulations Operationalizing a Test of a Model of the Use of Simulation Games and Experiential Exercises Pygmalion and Perception: An Experiential Exercise Behavioral Consequences of Reward Regarding Employee Absenteeism in an Industrial Setting: An Operant Conditioning Approach The Simlab Program: The Use of Experimental Simulation and Process Analysis for the Development of Management and Organizations Designs for Research on Simulation-Games, Cases, and Other Experiential Exercises The Role of Students in The Case Method Weaknesses in Research Design Critical Variables in Research on the Educational Value of Management Games Research Questions for Cases Research on the Learning Effectiveness of Business Simulation Games - A Review of the State of the Science The Effects of Valuation Techniques on Holding Cost During Inflationary Periods: A Simulation Exercise The Operations Simulation - A Study in Game Development Applying Guided Design to the Production/Operations Management Course: A Progress Report and Evaluation Terminal Data Entry and Retrieval Systems Simulations and Microprocessors Microcomputers and Related Technology for Simulation Gaming Microcomputers - A New Technology for Innovations in Business Simulations Microprocessor Controlled Interactive Video Simulation Business Game Design: From Theory to Practice The Success of a Computerized Simulation in Microeconomic Pedagogy The Test Preview Game: Applying the Game Show Format Providing a Real World View of the Personal Function: A Simulation Finding an Effective Means of Teaching Managerial Behavioral Skills: Two Different Experiential Teaching Methods Compared A Management Development Program Based on the Experiential Learning Model Participant Type Differences in Response to Experiential Methods: An Informal Look Preparing Student Groups to Participate in Experiential Group Projects: An Organizational Development Approach An Instrument for the Assessment of Learning Dimensions: A Progress Report of the Learning Dimension Scale (LDS) An Empirical Analysis Relating the Learning Style Inventory to Memory and Logical Ability Teaching Styles in Simulation Experiential Learning Versus Traditional Teaching Styles Student Perceptions of Effective Teaching Behaviors Problems in Evaluation of Experiential Learning in Management Education Students' Perceptions of Learning by Simulation A Relative Evaluation of Experiential and Simulation Learning in Terms of Perceptions of Effected Changes in Students Overview of Computer Based Business Games in Business Policy Classes Behavioral Decision Theory and Business Policy Giving Accounting Students Writing Experience as Job Preparation Getting to First Base with MBO: An exercise for Writing and Evaluating Objectives Dimensions of Conflict in Experiential Learning Consumer Alienation and Perceived Relevance of the Business Simulation Using the Self-Reference Criterion to Simulate Culture in Internationalized Business Course Experiential Learning in a Cross Cultural Setting- keywords: audit; business; development; learning; management; simulation cache: absel-2472.pdf plain text: absel-2472.txt item: #1333 of 2743 id: absel-248 author: Hoover, J. Duane title: A Situational Leadership Exercise Based on the Biology of a Starfish date: 2014 words: 3415 flesch: 46 summary: The probability of enhanced group performance is in- creased by group members being willing to shift both group leadership and group followership as situational variables dictate. The only thing that does change is the order of the random numbers and the role assignments per group member. keywords: exercise; group; head; leadership; learning; round; simulation; starfish cache: absel-248.pdf plain text: absel-248.txt item: #1334 of 2743 id: absel-249 author: Barcante, Luiz Cesar; Maciel, Marcelo; Correa, Fernando; Alves, Carmelita Seno Caldeira; De Souza, Favio Simone title: JOGAI CEFET -- The Industrial Administration Undergraduate Game date: 2014 words: 3805 flesch: 49 summary: JOGAI CEFET -- The Industrial Administration Undergraduate Game Page 277 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 ABSTRACT The Industrial Administration Undergraduate Game, JOGAI, is used in the subject called Business Simulation (Simulação Empresarial) of Industrial Administration un- dergraduate course of CEFET-RJ. keywords: business; cefet; company; game; information; jogai; learning; management; model; points; simulation cache: absel-249.pdf plain text: absel-249.txt item: #1335 of 2743 id: absel-2493 author: Rice, William; Smith, Theodore F. title: Symbol Recognition and Correlation for Evaluating Decision Making In Computerized and Experiential Simulations date: 1980 words: 2278 flesch: 25 summary: The Effect of Group Size on Attitudes Toward the Simulation Associations Between Individual Cognitive Processing Variables and Business Game Performance and Play Students' Perceptions on Managerial Functions After Exposure to Either the Case Method or a Simulation What Business Students Learn from Finance Simulations Attitude Toward Experiential Exercises, The Student-Teacher Relationship, Student Psychological Types, and Performance An Example of How to Design a Research-Based and Classroom-Effective Organizational behavior Exercise Some Issues in Game Design Untested Hypotheses: An Approach to Experiential Learning Evaluation of Simulation Games: A Critical Look at Past Efforts and Future Needs Is Self-Perception Predictable? - By helping students to more effectively employ symbols, simulations can further improve student thinking and decision making skills. keywords: business; decision; learning; making; simulation; student; symbols; use cache: absel-2493.pdf plain text: absel-2493.txt item: #1336 of 2743 id: absel-2494 author: Jones, Jack William title: POLANAL: An Experiential Approach to Decision Support date: 1980 words: 3465 flesch: 34 summary: With the increasing use of decision support systems in business today, the time has come to teach the concepts of decision support in both undergraduate and graduate business school curriculums. Decision support systems are the subset of management information systems that truly support decision-making processes. keywords: analysis; business; case; computer; decision; management; polanal; student; support; systems cache: absel-2494.pdf plain text: absel-2494.txt item: #1337 of 2743 id: absel-2495 author: Armstrong, J. Scott title: The Use of Time Contracts in Formal Education date: 1980 words: 4963 flesch: 53 summary: H1: “Time contract students will spend more time on learning.’ In contrast the 15 participants in Social Responsibility F ‘78, who were all on time contracts, reported in their diaries spending an average of more than 10 hours per H2: Time contract students will feel more responsibility for their Students were asked: In which course did you feel more responsibility for your learning The results are presented in Table 4. keywords: contract; course; education; faculty; learning; marketing; responsibility; simulation; students; time cache: absel-2495.pdf plain text: absel-2495.txt item: #1338 of 2743 id: absel-2496 author: Barton, Richard F. title: Indexing Simulation Model Response for Gaming Flexibility date: 1980 words: 3275 flesch: 36 summary: Assignments, index effects, initial indexes (in the first column), and index revisions (in rater columns) are shown below for two separate company development programs (called plays of the game). If qualitative indexes are to be incorporated at a specific cycle, the behavior to be judged must be concluded soon enough for completion of the judgment process before the next computer run. keywords: behavior; computer; gaming; indexes; method; model; play; simulation cache: absel-2496.pdf plain text: absel-2496.txt item: #1339 of 2743 id: absel-2497 author: Burns, Alvin C.; Gentry, James W. title: Moving Toward a "Theory" of the Use of Simulation Games and Experiential Exercises date: 1980 words: 3224 flesch: 31 summary: It is fairly obvious that large exercises offer the opportunity and indeed inspire the formulation of teams. Amount of effort expected of the student in the course Choice Set: Awareness of other exercises which could accomplish the same or similar ends Resource Base: keywords: exercise; game; involvement; learning; proposition; simulation; user; variables cache: absel-2497.pdf plain text: absel-2497.txt item: #1340 of 2743 id: absel-2498 author: Peters, Michael H. title: Use of Simulation Administration to Achieve Pedagogical Objectives date: 1980 words: 2687 flesch: 33 summary: After the trial runs with the auxiliary programs, each team is permitted a trial set of simulation decisions. Student teams are required to make the 48 simulation decisions each week. keywords: approach; decision; information; simulation; students; team; use cache: absel-2498.pdf plain text: absel-2498.txt item: #1341 of 2743 id: absel-2499 author: Vik, Gretchen N. title: Experiential Learning on the Job--A Business Internship Program date: 1980 words: 2765 flesch: 36 summary: The Effect of Group Size on Attitudes Toward the Simulation Associations Between Individual Cognitive Processing Variables and Business Game Performance and Play Students' Perceptions on Managerial Functions After Exposure to Either the Case Method or a Simulation What Business Students Learn from Finance Simulations Attitude Toward Experiential Exercises, The Student-Teacher Relationship, Student Psychological Types, and Performance An Example of How to Design a Research-Based and Classroom-Effective Organizational behavior Exercise Some Issues in Game Design Untested Hypotheses: An Approach to Experiential Learning Evaluation of Simulation Games: A Critical Look at Past Efforts and Future Needs Is Self-Perception Predictable? - Since our business internship program has gone through several phases, our experience should offer useful information to other schools having internship programs or wishing to start them. keywords: business; graduate; interns; program; semester; simulation; staff; students cache: absel-2499.pdf plain text: absel-2499.txt item: #1342 of 2743 id: absel-25 author: Smith, J. Alexander; Alavinejad, Hoda; Zanganeh, Peivand Lor Pari title: A Summary Overview of Cultural Differences in Higher Education date: 2013 words: 4124 flesch: 48 summary: It is not uncommon to hear professors in the U.S. say that they welcome international students into their classrooms, but insist that it is a U.S. program and thus students must meet U.S. standards. In larger numbers, the cultural expectations of students may not align with those of the professor, creating a more difficult time instructing the class. keywords: business; class; professors; rules; simulation; students; universities; university cache: absel-25.pdf plain text: absel-25.txt item: #1343 of 2743 id: absel-250 author: Cannon, James N.; Cannon, Hugh M.; Friesen, Daniel P.; Feinstein, Andrew H. title: Would You Take a Marketing Man to a Quick Service Restaurant? Modeling Corporate Social Responsibility in a Food Service Menu-Management Simulation date: 2014 words: 6279 flesch: 53 summary:  tjitjijtji MRIarEM ,,,,,, 1  tiM , Page 290 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 (5) where = an index of relative marketing budget per- formance for company i in segment j at time t = an index of relative marketing budget per- formance for company i in segment j at time t Modeling Corporate Social Responsibility In A Food Service Menu-Management Simulation Page 284 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 ABSTRACT Notwithstanding the large number of simulation and expe- riential learning papers addressing ethics and social re- sponsibility, little has been done simulate the financial con- sequences corporate social responsibility (CSR). keywords: business; company; customer; impact; item; learning; management; marketing; menu; reputation; responsibility; segment; simulation; time cache: absel-250.pdf plain text: absel-250.txt item: #1344 of 2743 id: absel-2500 author: Smiley, Bob E. title: Toward the Ultimate Experiential Exercise date: 1980 words: 2541 flesch: 35 summary: Wolfe, Douglas E. and Eugene T. Byrne, “programmatic Experiential Based Learning in an MBA Program”, The Proceedings of the Fifth Annual Conference of the Association for Business Simulation and Experiential Learning, 1978. Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting A review of the proceedings of the ABSEL conferences and recent simulations appear to perhaps indicate a subtle trend to more use of this apparently valuable tool, Experiential Learning. keywords: business; conference; course; learning; proceedings; simulation; station; student; use cache: absel-2500.pdf plain text: absel-2500.txt item: #1345 of 2743 id: absel-2501 author: Graf, Lee A.; Couch, Peter D. title: A Learning through Managing Program date: 1980 words: 3368 flesch: 36 summary: While administering relatively structured experiential activities, lab managers have opportunity to improve several supervisory skills. These students also are subdivided into three labs administered by lab managers during the other class period. keywords: course; exercise; group; lab; lab managers; learning; managers; program; students cache: absel-2501.pdf plain text: absel-2501.txt item: #1346 of 2743 id: absel-2502 author: Summers, B. Irvin title: Workshop Using Experiential Materials in Industry Training date: 1980 words: 1680 flesch: 26 summary: Experiential training sessions do not fit neatly into the typical one hour training blocks; two hour sessions seem to be more satisfactory. Materials for Experiential training programs will be available for review and consideration. keywords: exercise; learning; materials; simulation; time; training cache: absel-2502.pdf plain text: absel-2502.txt item: #1347 of 2743 id: absel-2503 author: Naier, Ernest L. title: Sponsored Experiential Learning an Opportunity date: 1980 words: 3219 flesch: 41 summary: Students in Free Enterprise is a competitive program for students from 15 to 20 colleges in a given geographic area. The Effect of Group Size on Attitudes Toward the Simulation Associations Between Individual Cognitive Processing Variables and Business Game Performance and Play Students' Perceptions on Managerial Functions After Exposure to Either the Case Method or a Simulation What Business Students Learn from Finance Simulations Attitude Toward Experiential Exercises, The Student-Teacher Relationship, Student Psychological Types, and Performance An Example of How to Design a Research-Based and Classroom-Effective Organizational behavior Exercise Some Issues in Game Design Untested Hypotheses: An Approach to Experiential Learning Evaluation of Simulation Games: A Critical Look at Past Efforts and Future Needs Is Self-Perception Predictable? - keywords: business; competition; enterprise; faculty; learning; national; professor; program; projects; s.i.f.e; simulation; students cache: absel-2503.pdf plain text: absel-2503.txt item: #1348 of 2743 id: absel-2504 author: Weir, James E. title: Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed From an Experiential Learning Perspective date: 1980 words: 3777 flesch: 33 summary: External sponsors may try to control the initial specifications of research projects (in puts), the research processes, and the research results (outputs). When students were questioned about the quality of the experiential learning they had been enjoyed the opportunity to perform field research. keywords: agency; business; field; learning; problems; projects; research; simulation; students; team cache: absel-2504.pdf plain text: absel-2504.txt item: #1349 of 2743 id: absel-2505 author: Crino, Michael D.; Hoover, J. Duane; Ireland, R. Duane title: A Modular Approach to Experiential Learning: Classroom & Consulting Applications date: 1980 words: 3584 flesch: 30 summary: RATIONALE FOR THE MODULAR APPROACH TO EXPERIENTIAL LEARNING Experiential learning should be “whole person” learning [2J. It should involve the learning individual in cognitive behavioral, and affective (emotional) learning “states’. Experiential learning remains a field ripe with potential. keywords: approach; communication; exercise; learning; module; person; simulation; students; use cache: absel-2505.pdf plain text: absel-2505.txt item: #1350 of 2743 id: absel-2506 author: Thompson, Kenneth R.; Pitts, Robert S. title: Using Simulation & Experiential Learning in Industrial Settings date: 1980 words: 1667 flesch: 11 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: development; learning; organizations; simulation; skills; use cache: absel-2506.pdf plain text: absel-2506.txt item: #1351 of 2743 id: absel-2507 author: Schreier, James W. title: Terminations: An Experiential Review date: 1980 words: 3813 flesch: 32 summary: INTRODUCTION The subject of employee termination has been a popular topic in recent years because of rapidly changing economic conditions and the increased awareness of social issues highlighted by equal employment legislation. It will be demonstrated shortly that he also provides the framework for an experiential learning exercise to demonstrate the termination process and provide students with experience in conducting termination interviews. keywords: decision; employee; exercise; job; learning; outplacement; process; simulation; termination cache: absel-2507.pdf plain text: absel-2507.txt item: #1352 of 2743 id: absel-2508 author: Trinkaus, John W. title: Agenda Items--Board of Supervisors' Meeting--Town of Jori date: 1980 words: 4042 flesch: 51 summary: Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games Experiential Learning Enters the Eighties, Volume 7, 1980 52 They have asked the Board of Supervisors to have the town of Jori take over the project. keywords: board; bugs; business; exercise; group; jori; learning; simulation; situations; town; use cache: absel-2508.pdf plain text: absel-2508.txt item: #1353 of 2743 id: absel-2509 author: Graf, Lee A.; Certo, Samuel C. title: Introduction to the Student date: 1980 words: 1889 flesch: 26 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: approach; interview; learning; objective; simulation; subordinate; superior cache: absel-2509.pdf plain text: absel-2509.txt item: #1354 of 2743 id: absel-251 author: Simon, Rob; Gentry, James W. title: Use of a Simulation in a Large Class Environment for a Marketing Principles Class: A Qualitative Analysis of Whether Learning Objectives Were Met date: 2014 words: 6864 flesch: 53 summary: Another avenue would be to compare student group results based on GPAs and/or majors. INTRODUCTION This paper provides the narrative of a story common in ABSEL‟s history, that of a first-time simulation game user in a Principles of Marketing class. keywords: application; business; business simulation; class; concepts; course; group; learning; marketing; simulation; students cache: absel-251.pdf plain text: absel-251.txt item: #1355 of 2743 id: absel-2510 author: Solomon, George T. title: The All Star World Series Team Exercise: An Experiential Learning Exercise Dealing with Various Organizational Behavior Issues date: 1980 words: 2913 flesch: 43 summary: Many exercises have been developed along the lines of dealing with a specific organizational issue: interpersonal communications, trust and many others. The Effect of Group Size on Attitudes Toward the Simulation Associations Between Individual Cognitive Processing Variables and Business Game Performance and Play Students' Perceptions on Managerial Functions After Exposure to Either the Case Method or a Simulation What Business Students Learn from Finance Simulations Attitude Toward Experiential Exercises, The Student-Teacher Relationship, Student Psychological Types, and Performance An Example of How to Design a Research-Based and Classroom-Effective Organizational behavior Exercise Some Issues in Game Design Untested Hypotheses: An Approach to Experiential Learning Evaluation of Simulation Games: A Critical Look at Past Efforts and Future Needs Is Self-Perception Predictable? - keywords: average; exercise; group; learning; series; simulation; team; world cache: absel-2510.pdf plain text: absel-2510.txt item: #1356 of 2743 id: absel-2511 author: Lamothe, Richard S.; Mehta, Dileep R.; Churchill, Geoffrey title: Progress Report on Global, A Rich Multinational Gaming Environment date: 1980 words: 2749 flesch: 36 summary: For an excellent review of other games, see Keys [3]. Unfortunately, in spite of the existence of several games specifically pertaining to International Business, no single game was found to meet the requirements expressed below.1 Several other games, especially OPSTAC keywords: business; decision; development; game; learning; product; simulation; state; use cache: absel-2511.pdf plain text: absel-2511.txt item: #1357 of 2743 id: absel-2512 author: Reed, John H. title: Computer Simulation: A Tool to Teach Queuing Theory date: 1980 words: 2588 flesch: 39 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting The Effect of Group Size on Attitudes Toward the Simulation Associations Between Individual Cognitive Processing Variables and Business Game Performance and Play Students' Perceptions on Managerial Functions After Exposure to Either the Case Method or a Simulation What Business Students Learn from Finance Simulations Attitude Toward Experiential Exercises, The Student-Teacher Relationship, Student Psychological Types, and Performance An Example of How to Design a Research-Based and Classroom-Effective Organizational behavior Exercise Some Issues in Game Design Untested Hypotheses: An Approach to Experiential Learning Evaluation of Simulation Games: A Critical Look at Past Efforts and Future Needs Is Self-Perception Predictable? - keywords: computer; phase; program; queuing; simulation; students; system; time cache: absel-2512.pdf plain text: absel-2512.txt item: #1358 of 2743 id: absel-2513 author: Sugges, Jr., Peter R. title: New Technology for Business Games date: 1980 words: 4950 flesch: 55 summary: However there is still little consensus in what it is that business games teach. They do not provide any structure to the experience beyond that and that is where the difficulty lies in trying to determine the value of business games. keywords: administrator; business; decision; faculty; game; model; program; students; time; use cache: absel-2513.pdf plain text: absel-2513.txt item: #1359 of 2743 id: absel-2514 author: James, Francisco J. title: Technological Frontiers in Computer Simulations for Business Education date: 1980 words: 1589 flesch: -7 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: business; computer; learning; networks; simulation; technologies cache: absel-2514.pdf plain text: absel-2514.txt item: #1360 of 2743 id: absel-2515 author: Chiesl, Newell Edward title: Simulating the Product Life Cycle on Interactive Terminals date: 1980 words: 2206 flesch: 37 summary: WASSON, Chester R., PRODUCT MANAGEMENT: PRODUCT LIFE CYCLES AND COMPETITIVE MARKETING STRATEGY, (St. Charles, IL: Challenge Books, 1974) Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: cycle; game; life; marketing; plc; product; simulation cache: absel-2515.pdf plain text: absel-2515.txt item: #1361 of 2743 id: absel-2516 author: Lambert, David R. title: On Compensatory Demand Functions in Marketing Simulations date: 1980 words: 2745 flesch: 31 summary: Of this group, all but one featured a compensatory demand function.3 MARKETING REALITY AS TRANSLATEE BY COMPENSATORY DEMAND FUNCTIONS Considering the nature of compensatory demand functions, it is evident that the marketplace impact of a given set of tactical decisions will be profoundly affected by the fact that these functions, by design, freely permit tactical element trade-offs to be made. Of the seven simulations examined for this paper which have compensatory demand functions, all bit one have interactive compensatory formulations. keywords: advertising; behavior; business; decision; demand; functions; learning; marketing; simulation cache: absel-2516.pdf plain text: absel-2516.txt item: #1362 of 2743 id: absel-2517 author: Katz, Bernard V. title: The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation date: 1980 words: 2235 flesch: 44 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: course; game; group; learning; marketing; simulation; students cache: absel-2517.pdf plain text: absel-2517.txt item: #1363 of 2743 id: absel-2518 author: Fritzsche, David J. title: Sun Airlines: A Heterogeneous Consumer Demand Exercise Incorporating a Group Selection Test date: 1980 words: 2544 flesch: 34 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: airlines; consumer; exercise; group; organization; simulation; smoking; sun cache: absel-2518.pdf plain text: absel-2518.txt item: #1364 of 2743 id: absel-2519 author: Carroll, Lawrence B. title: An Organization Development Approach to Teaching Organization Behavior date: 1980 words: 3636 flesch: 40 summary: The Effect of Group Size on Attitudes Toward the Simulation Associations Between Individual Cognitive Processing Variables and Business Game Performance and Play Students' Perceptions on Managerial Functions After Exposure to Either the Case Method or a Simulation What Business Students Learn from Finance Simulations Attitude Toward Experiential Exercises, The Student-Teacher Relationship, Student Psychological Types, and Performance An Example of How to Design a Research-Based and Classroom-Effective Organizational behavior Exercise Some Issues in Game Design Untested Hypotheses: An Approach to Experiential Learning Evaluation of Simulation Games: A Critical Look at Past Efforts and Future Needs Is Self-Perception Predictable? - The course concerns itself with learning method used as well as subject area and placed emphasis in the creation of a learning climate in which students look at their ways of thinking, their skills, and the development of models which call for the application of the theories and concepts presented throughout the semester. keywords: course; game; goals; learning; marketing; organization; simulation; students cache: absel-2519.pdf plain text: absel-2519.txt item: #1365 of 2743 id: absel-252 author: Boscia, Marian W.; McGowan, Michele M. title: A Team Based Information Literacy Exercise date: 2014 words: 4930 flesch: 49 summary: A Team Based Information Literacy Exercise Page 305 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 A TEAM-BASED INFORMATION LITERACY EXERCISE Marian W. Boscia King’s College MarianBoscia@kings.edu Michele M. McGowan King’s College MicheleMcGowan@kings.edu mailto:MarianBoscia@kings.edu mailto:MicheleMcGowan@kings.edu Page 306 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 keywords: association; business; exercise; information; learning; library; literacy; research; search; simulation; sources; students cache: absel-252.pdf plain text: absel-252.txt item: #1366 of 2743 id: absel-2520 author: Wooten, Kevin C.; White, Louis P. title: CBID: Cognitive, Behavioral, and Interpersonal Development a Skill Development/Social Learning Approach to Management Development date: 1980 words: 4959 flesch: 39 summary: Thus, the seventh step of the skill building process is skill development. The steps of skill practice and skill development represent the process of developing a cognitive map which over time indicates the routes, paths, and environmental relationships that determine what responses are desired. keywords: cbid; cognitive; development; factors; figure; individual; learning; situation; skill; use cache: absel-2520.pdf plain text: absel-2520.txt item: #1367 of 2743 id: absel-2521 author: Smith, Jerald R. title: Using a "Live" Case via Video Tape a Town and Gown Approach date: 1980 words: 1700 flesch: 31 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: business; case; learning; management; simulation; tape; video cache: absel-2521.pdf plain text: absel-2521.txt item: #1368 of 2743 id: absel-2522 author: Fuhs, F. Paul title: Development of Student Generated Cases Using Computerized Text Editing and Database Technology date: 1980 words: 5500 flesch: 48 summary: The seriousness with which this development was taken is shown by the fact that for many years resources (supervised graduate students) were allocated for case development. Therefore, case development was divided between professor and student. keywords: case; case development; database; development; facts; information; process; questions; team; text; use cache: absel-2522.pdf plain text: absel-2522.txt item: #1369 of 2743 id: absel-2523 author: Brenenstuhl, Daniel C. title: Interdisciplinary Approaches To Problems In Utilizing Experiential Techniques date: 1980 words: 1395 flesch: 6 summary: Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting keywords: approach; learning; problems; simulation; techniques cache: absel-2523.pdf plain text: absel-2523.txt item: #1370 of 2743 id: absel-2524 author: Catalanello, Ralph F. title: To Use or Not to Use Experiential Techniques That is the Question date: 1980 words: 1626 flesch: 4 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: business; instructor; learning; simulation; techniques; use cache: absel-2524.pdf plain text: absel-2524.txt item: #1371 of 2743 id: absel-2525 author: Badgett, Toni F. title: Forming Participant Teams in Simulation Games date: 1980 words: 1485 flesch: 15 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: exercise; participant; selection; simulation; teams cache: absel-2525.pdf plain text: absel-2525.txt item: #1372 of 2743 id: absel-2526 author: Richardson, Neil A.; Summey, John H.; Raveed, Sion title: The Problems of Motivating Students and Clients in Live-Case Projects date: 1980 words: 1582 flesch: 20 summary: However, in all situations the motivation of both students and project clients is a key consideration which the live-case method does not directly provide. Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting keywords: case; clients; learning; project; simulation; students cache: absel-2526.pdf plain text: absel-2526.txt item: #1373 of 2743 id: absel-2527 author: Woodworth, Robert T.; Burton, Eileen Kelly title: Problems of Teaching Leadership Skills through Experiential Techniques date: 1980 words: 1429 flesch: 11 summary: Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting keywords: behavior; feedback; leadership; simulation; training cache: absel-2527.pdf plain text: absel-2527.txt item: #1374 of 2743 id: absel-2528 author: Calvert, Linda McGee; Harlow, Dorothy N. title: Conflict Style Measurement: Antecedent to Change a Proposal for an Experiential Exercise Demonstration date: 1980 words: 1038 flesch: -5 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: business; conflict; exercise; learning; simulation cache: absel-2528.pdf plain text: absel-2528.txt item: #1375 of 2743 id: absel-2529 author: Biggs, William D. title: Fundamentals of Simulation for Newcomers date: 1980 words: 783 flesch: -62 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: business; games; learning; simulation cache: absel-2529.pdf plain text: absel-2529.txt item: #1376 of 2743 id: absel-253 author: Halpin, Annette L.; Viscus, Sara title: ABSEL Marketing Communications Plan date: 2014 words: 4693 flesch: 40 summary: Attendance at ABSEL conferences varies depending on the year and location. ABSEL Marketing Communications Plan Page 313 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 ABSTRACT A marketing communications plan (Mar-Com Plan) is pro- posed for ABSEL to increase participation at its annual meetings and attract more non-conference members. keywords: absel; business; conference; learning; marketing; members; methods; plan; simulation; target; website cache: absel-253.pdf plain text: absel-253.txt item: #1377 of 2743 id: absel-2530 author: Rasberry, Robert W. title: M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life date: 1980 words: 3266 flesch: 53 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: business; dallas; douglas; hours; learning; m.b.a; program; simulation; time cache: absel-2530.pdf plain text: absel-2530.txt item: #1378 of 2743 id: absel-2531 author: James, Francisco J. title: SimNet Workshop the International Simulation Network Demonstrates Three New Business Games date: 1980 words: 1277 flesch: -3 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: business; computer; games; learning; simnet; simulation cache: absel-2531.pdf plain text: absel-2531.txt item: #1379 of 2743 id: absel-2532 author: Brobst, Bob; Clements, Alan title: The Use of a Simulation Model in the Planning and Evaluation of Commercial Bank Operations date: 1980 words: 3631 flesch: 34 summary: Although the demand for credit is rising, bank management must strive to balance desired rates of return against anticipated levels of risk, which is difficult to achieve because of the uncertainties of future interest rates. The predicament facing bank management is one of forecasting the future and making plans and policies that consider future expectations ms well as current conditions. keywords: bank; capital; data; decision; income; management; model; simulation; total; variables cache: absel-2532.pdf plain text: absel-2532.txt item: #1380 of 2743 id: absel-2533 author: McLaughlin, Frank title: Probability Assessment and Performance in Business Game Simulations date: 1980 words: 2091 flesch: 37 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: assessment; business; group; performance; probability; score; simulation cache: absel-2533.pdf plain text: absel-2533.txt item: #1381 of 2743 id: absel-2534 author: McAfee, R. Bruce title: WAGESIM: A Wage and Salary Administration Simulation date: 1980 words: 3019 flesch: 37 summary: In Phase I of the simulation, student teams prepared a job analysis questionnaire, conducted job analysis interviews, and wrote job descriptions. In Phase II, student teams developed a point factor system of job evaluation for three hundred and fifty clerical employees and developed and priced their wage structure. keywords: clerk; items; job; salary; simulation; students; teams; wage cache: absel-2534.pdf plain text: absel-2534.txt item: #1382 of 2743 id: absel-2535 author: Roderick, Roger D.; Wilterding, Jim A. title: Grading as a Teaching and Feedback Mechanism: Modifying Students' Self-Perceptions of Performance date: 1980 words: 2489 flesch: 33 summary: The Effect of Group Size on Attitudes Toward the Simulation Associations Between Individual Cognitive Processing Variables and Business Game Performance and Play Students' Perceptions on Managerial Functions After Exposure to Either the Case Method or a Simulation What Business Students Learn from Finance Simulations Attitude Toward Experiential Exercises, The Student-Teacher Relationship, Student Psychological Types, and Performance An Example of How to Design a Research-Based and Classroom-Effective Organizational behavior Exercise Some Issues in Game Design Untested Hypotheses: An Approach to Experiential Learning Evaluation of Simulation Games: A Critical Look at Past Efforts and Future Needs Is Self-Perception Predictable? - GRADING AS A TEACHING AND FEEDBACK MECHANISM: MODIFYING STUDENTS’ SELF-PERCEPTIONS OF PERFORMANCE Experiential Learning Enters the Eighties, Volume 7, 1980 126 GRADING AS A TEACHING AND FEEDBACK MECHANISM: MODIFYING STUDENTS’ SELF-PERCEPTIONS OF PERFORMANCE Roger D. Roderick, Boise State University Jim A. Wilterding, Boise State University ABSTRACT Introduction The conception of the experiment described in this paper emanated from a concern that the examination process be a learning experience. keywords: experiment; feedback; grades; instructor; learning; simulation; students cache: absel-2535.pdf plain text: absel-2535.txt item: #1383 of 2743 id: absel-2536 author: Klein, Ronald D. title: Can Business Games Effectively Teach Business Concepts? date: 1980 words: 3169 flesch: 39 summary: “An Assessment of the Effect of Experiential Simulation and Discussion Methodologies Used in Laboratory Sections of An Introductory Management Course.” It can be seen from the Simulation Publication Pie, Figure 1, that the largest category of the articles, over thirty percent, were descriptions of newly developed games, none of which, incidentally, were international business games. keywords: business; game; group; learning; lecture; performance; questions; simulation; test cache: absel-2536.pdf plain text: absel-2536.txt item: #1384 of 2743 id: absel-2537 author: Basuray, Tom; Gosenpud, Jerry J. title: Development of Multiple Value Orientations In Conflict Resolution Behavior: An Experiential Teaching Paradigm in Labor-Management Relations Course date: 1980 words: 5145 flesch: 35 summary: DEVELOPMENT OF MULTIPLE VALUE ORIENTATIONS IN CONFLICT RESOLUTION BEHAVIOR: AN EXPERIENTTAL TEACHING PARADIGM IN LABOR-MANAGEMENT RELATIONS COURSE Experiential Learning Enters the Eighties, Volume 7, 1980 132 DEVELOPMENT OF MULTIPLE VALUE ORIENTATIONS IN CONFLICT RESOLUTION BEHAVIOR: AN EXPERIENTTAL TEACHING PARADIGM IN LABOR-MANAGEMENT RELATIONS COURSE Tom Basuray, University of North Dakota Jerry Gosenpud, University of North Dakota ABSTRACT The teaching of conflict management requires attention to two major aspects. For this study, these external sources are elements of the classroom situation and two of these elements seem to facilitate conflict management behaviors other than collaboration. keywords: behavior; classroom; conflict; course; learning; management; resolution; simulation; students; teaching; value; withdrawal cache: absel-2537.pdf plain text: absel-2537.txt item: #1385 of 2743 id: absel-2538 author: Whatley, Arthur; Cyrs, Jr., Thomas E.; Eckard, Pamela B.; Acosta, Rafaela C. title: Designing a Competency-Based Peer Assessment Scale for the Evaluation of Teaching in Higher Education date: 1980 words: 3212 flesch: 37 summary: Student evaluations as traditionally defined are of dubious validity; administrative evaluations are based on halltalk, hearsay, and unsubstantiated perceptions. AAUP-1915 The bulk of current literature on faculty evaluation in higher education concerns student evaluation of instruction. keywords: assessment; competency; education; evaluation; faculty; peer; simulation; students; teaching cache: absel-2538.pdf plain text: absel-2538.txt item: #1386 of 2743 id: absel-2539 author: Coodridge, Lyndon E. title: A Method for Evaluating Information for the Equipment Replacement Decision: An Application of Monte Carlo Simulation date: 1980 words: 5395 flesch: 43 summary: The purpose of this study is Lo determine the relative importance of specific types of information in dealing with equipment investment replacement decisions. [4, p. 46j Implicit in Hirschleifer’s comment is time interdependence with respect to investment decisions. keywords: decision; equipment; information; investment; nature; planning; replacement; revenue; simulation; value cache: absel-2539.pdf plain text: absel-2539.txt item: #1387 of 2743 id: absel-254 author: Wellington, William J.; Faria, A. J.; Hutchinson, David; Gowing, Maureen title: An Interdisciplinary Study of the Impact of Playing A Marketing Simulation Game on Student Knowledge of Management Accounting/Finance Principles date: 2014 words: 4830 flesch: 41 summary: Finally, the study ex- amined whether participant attitudes towards the simulation experience would change as a result of the simulation ex- perience and whether prior knowledge, as evidenced by GPA would impact simulation game performance. the Certified Management Ac- countants of Ontario INTRODUCTION The ability of business simulation games to enable participants to apply and integrate their knowledge of busi- ness principles is often presented as one of the key virtues for business game use. keywords: accounting; business; finance; game; knowledge; learning; performance; posttest; pretest; principles; simulation; students cache: absel-254.pdf plain text: absel-254.txt item: #1388 of 2743 id: absel-2540 author: Crino, Michael D.; White, Michael C.; Porfert, Joseph F. title: Simulation: A Method of Appraising Communication Networks in Managerial Decision Making date: 1980 words: 2747 flesch: 38 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: communication; decision; group; learning; making; network; simulation; study; team cache: absel-2540.pdf plain text: absel-2540.txt item: #1389 of 2743 id: absel-2541 author: Arthur, Jr., Richard D. title: An Evaluation of In-Class Student Involvement date: 1980 words: 1911 flesch: 24 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Experiential learning has been defined many ways. keywords: business; class; involvement; learning; simulation; student cache: absel-2541.pdf plain text: absel-2541.txt item: #1390 of 2743 id: absel-2542 author: Douglas, Max E.; Dunn, Paul; Lamb, Steven W.; Stahlecker, Winston D.; Tallent, Dwaine R. title: Evaluation of the SBI Program from an Experiential Viewpoint: Focus on the Student date: 1980 words: 1009 flesch: -7 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: business; learning; program; sbi; simulation cache: absel-2542.pdf plain text: absel-2542.txt item: #1391 of 2743 id: absel-2543 author: Moorhead, Gregory; Brenenstuhl, Daniel C.; Catalanello, Ralph title: Differential Predictors of Academic Performance for White and Non-White Samples date: 1980 words: 2251 flesch: 35 summary: Thus, with poorer college preparation and lower test scores the freshman level performance for non-white students should be expected to be lower than that of white students. The best predictors for white students are CPA, ACT, and pretest, while those for non-white students are ACT, need for achievement, and expected satisfaction. keywords: act; exam; learning; non; pretest; scores; students cache: absel-2543.pdf plain text: absel-2543.txt item: #1392 of 2743 id: absel-2544 author: Graeff, Claude L. title: The Manager's Dilemma: An Unobtrusive Measure of the Managerial Sex-Role Stereotype date: 1980 words: 3519 flesch: 35 summary: [ 5] Dittrich, J.E. “The Picnic: A Perceptual Errors Exercise,” Proceedings: Sixth Annual Conference of the Association for Business Simulation and Experiential Learning, 1979. These results might be interpreted via a social links” explanation, that is, it may be that both females and males have more male than female friends while in college. keywords: business; exercise; female; friend; male; role; sex; simulation; women cache: absel-2544.pdf plain text: absel-2544.txt item: #1393 of 2743 id: absel-2545 author: Alexander, Thomas; Krishnakumar, Parameswar; Clay, James P. title: Are Computer Simulations Sexist? date: 1980 words: 5366 flesch: 42 summary: Because of the links of computer simulation to the scientific disciplines there just might be in simulation design and techniques an unintentional bias which works against the educational needs of women students. Thus in terms of numbers and rates of change relevant to women in business schools it appears appropriate to examine some of the tools and techniques used in business education as these affect the learning processes of women students. keywords: business; computer; females; learning; research; simulation; statement; students; table; women cache: absel-2545.pdf plain text: absel-2545.txt item: #1394 of 2743 id: absel-2546 author: Gentry, James W. title: The Effects of Group Size on Attitudes toward the Simulation date: 1980 words: 3936 flesch: 41 summary: The literature on group decision process in psychology has generally found that group decisions yield results superior to those of individual decision makers (Shaw 1971). Research investigating the relationship between group size and learning has been somewhat sparse in ABSEL. keywords: game; group; group size; learning; performance; semester; simulation; size; students cache: absel-2546.pdf plain text: absel-2546.txt item: #1395 of 2743 id: absel-2547 author: Wolfe, Joseph A. title: Associations between Individual Cognitive Progressive Variables and Business Game Performance and Play date: 1980 words: 4292 flesch: 35 summary: 159-167. Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting in Carl C. Neilson (ed,) New Horizons in Simulation Games and Experiential Learning, (Wichita, Kansas, Wichita State University, 1977), pp. keywords: business; decision; environment; game; learning; making; management; performance; results; simulation; variables; vol cache: absel-2547.pdf plain text: absel-2547.txt item: #1396 of 2743 id: absel-2548 author: Decker, Ronald L. title: Student's Perceptions of Managerial Functions after Exposure to Either the Case Method or a Simulation date: 1980 words: 1679 flesch: 23 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: business; case; groups; learning; simulation; students cache: absel-2548.pdf plain text: absel-2548.txt item: #1397 of 2743 id: absel-2549 author: Robana, Abderrahman title: What Business Students Learn from Finance Simulations date: 1980 words: 2651 flesch: 26 summary: The Effect of Group Size on Attitudes Toward the Simulation Associations Between Individual Cognitive Processing Variables and Business Game Performance and Play Students' Perceptions on Managerial Functions After Exposure to Either the Case Method or a Simulation What Business Students Learn from Finance Simulations Attitude Toward Experiential Exercises, The Student-Teacher Relationship, Student Psychological Types, and Performance An Example of How to Design a Research-Based and Classroom-Effective Organizational behavior Exercise Some Issues in Game Design Untested Hypotheses: An Approach to Experiential Learning Evaluation of Simulation Games: A Critical Look at Past Efforts and Future Needs Is Self-Perception Predictable? - [3] Greenlaw, Paul S., M. William Frey and Ivan R. Vernon, Finansim: A Financial Management Simulation, second edition, (West Publishing Company, 1979) Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting keywords: decisions; finance; finansim; fingame; learning; simulations; statements; students cache: absel-2549.pdf plain text: absel-2549.txt item: #1398 of 2743 id: absel-255 author: Torigai, Daisuke; Ichikawa, Manabu; Deguchi, Hiroshi; Yuasa, Youichi; Shide, Kazuya; Someya, Shunsuke title: Analyzing Construction Planning Of Interior Finish Work of Apartment Building by Simulation date: 2014 words: 3825 flesch: 46 summary: The research reviewed does not mention decision mak- ing and action on the part of each worker, but is limited to work processes. BACKGROUND OF INTERIOR FINISH WORK OF APARTMENT BUILDING Apartment building work is distributed across two ma- jor segments: construction of structure and interior finish work. keywords: apartment; construction; finish; model; number; process; simulation; tasks; work; workers cache: absel-255.pdf plain text: absel-255.txt item: #1399 of 2743 id: absel-2550 author: Kelley, Lane title: Attitude toward Experiential Exercises, the Student-Teacher Relationship, Student Psychological Types, and Performance date: 1980 words: 2703 flesch: 24 summary: having leadership potential and initiative,” type students are more apt to be positive toward experiential exercises than more “retiring, inhibited,.. .silent and unassuming” students. The Effect of Group Size on Attitudes Toward the Simulation Associations Between Individual Cognitive Processing Variables and Business Game Performance and Play Students' Perceptions on Managerial Functions After Exposure to Either the Case Method or a Simulation What Business Students Learn from Finance Simulations Attitude Toward Experiential Exercises, The Student-Teacher Relationship, Student Psychological Types, and Performance An Example of How to Design a Research-Based and Classroom-Effective Organizational behavior Exercise Some Issues in Game Design Untested Hypotheses: An Approach to Experiential Learning Evaluation of Simulation Games: A Critical Look at Past Efforts and Future Needs Is Self-Perception Predictable? - keywords: course; exercises; learning; performance; relationship; simulation; student; teacher cache: absel-2550.pdf plain text: absel-2550.txt item: #1400 of 2743 id: absel-2551 author: Crino, Michael D.; Hoover, J. Duane title: An Example of How to Design a Research -Based and Classroom-Effective Organizational Behavior Exercise date: 1980 words: 1106 flesch: -15 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: behavior; business; exercise; learning; simulation cache: absel-2551.pdf plain text: absel-2551.txt item: #1401 of 2743 id: absel-2552 author: Frazer, J. Ronald title: Some Issues in Game Design date: 1980 words: 3775 flesch: 36 summary: Playing other games where low price, low inventory, heavy advertising, few salesmen, and high quality are right is an effective way to put the emphasis on analysis of the situation rather than on empirical reasoning. The Desirability of Having Dominant Variables Methods of Determining the Winner of the Game Debriefing--A Lot or a Little? INTRODUCTION Many of those currently involved in the design and development of management simulation games found they were developing games almost by chance: because it looked like a game was needed in a particular area; because they were intrigued by a particular game and became involved in the gaming process; or because they were working in an area and in trying to find a good way to present it, found they had developed a game. keywords: decision; game; gaming; learning; line; simulation; students; variables cache: absel-2552.pdf plain text: absel-2552.txt item: #1402 of 2743 id: absel-2553 author: Malone, III, Paul B. title: Untested Hypotheses: An Approach to Experiential Learning date: 1980 words: 3376 flesch: 27 summary: Experiential Learning Enters the Eighties, Volume 7, 1980 191 Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: approach; hypotheses; leadership; learning; management; number; session; simulation; student cache: absel-2553.pdf plain text: absel-2553.txt item: #1403 of 2743 id: absel-2554 author: Parasuraman, A. title: Evaluation of Simulation Games; a Critical Look at Past Efforts and Future Needs date: 1980 words: 3101 flesch: 33 summary: If simulation games do in fact teach something other than concepts measured by conventional tests, there is a pressing need to identify whatever knowledge simulation games do impart (or, are supposed to impart), and then to devise tests to measure the extent of acquisition of such knowledge by students. EVALUATION OF SIMULATION GAMES; A CRITICAL LOOK AT PAST EFFORTS AND FUTURE NEEDS Experiential Learning Enters the Eighties, Volume 7 1980 192 EVALUATION OF SIMULATION GAMES; A CRITICAL LOOK AT PAST EFFORTS AND FUTURE NEEDS A. Parasuraman, Texas A&N University ABSTRACT This paper discusses certain critical concerns regarding the usefulness of simulation games as educational tools. keywords: course; games; gaming; performance; section; simulation; students; teaching cache: absel-2554.pdf plain text: absel-2554.txt item: #1404 of 2743 id: absel-2555 author: Dutton, Richard E. title: Is Self-Perception Predictable? - Some Laboratory Results - date: 1980 words: 3202 flesch: 56 summary: Thus: 4.59 ± .46 68% 4.59 ± .92 = 95% 4.59 ± 1.38 = 99.7% Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: dev; learning; profile; simulation; std cache: absel-2555.pdf plain text: absel-2555.txt item: #1405 of 2743 id: absel-2556 author: Ruble, Thomas L.; Cosier, Richard A. title: An Exercise in Conflict-Handling Behavior date: 1980 words: 3169 flesch: 42 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: behavior; conflict; exercise; game; learning; matrix; model; simulation cache: absel-2556.pdf plain text: absel-2556.txt item: #1406 of 2743 id: absel-2557 author: Newgren, Kenneth E.; Stair, Ralph M.; Kuehn, Ralph R. title: The Relationship between Group Size and the Learning Curve Effect in a Gaming Environment date: 1980 words: 2911 flesch: 43 summary: The Results The two propositions can be investigated by analyzing the graph of decision time versus the decision number (See Figure 1) Figure 1; Comparative Group Decision Times While there is some variability, it can be seen in Figure 1 that both the individuals and the groups playing the game displayed a learning curve effect. Implications for Future Research While both individual and group teams displayed the learning curve effect, both teams had a substantial amount of variability in decision times over the game. keywords: curve; decision; factor; game; group; learning; simulation; time cache: absel-2557.pdf plain text: absel-2557.txt item: #1407 of 2743 id: absel-2558 author: Vardi, Yoav title: Learning about Organizational Management through “Organizational Management”: Closing the Gap date: 1980 words: 3478 flesch: 37 summary: The Effect of Group Size on Attitudes Toward the Simulation Associations Between Individual Cognitive Processing Variables and Business Game Performance and Play Students' Perceptions on Managerial Functions After Exposure to Either the Case Method or a Simulation What Business Students Learn from Finance Simulations Attitude Toward Experiential Exercises, The Student-Teacher Relationship, Student Psychological Types, and Performance An Example of How to Design a Research-Based and Classroom-Effective Organizational behavior Exercise Some Issues in Game Design Untested Hypotheses: An Approach to Experiential Learning Evaluation of Simulation Games: A Critical Look at Past Efforts and Future Needs Is Self-Perception Predictable? - B. Individual Evaluation: Students final grade will consist of the following factors; test grades, project grades, group evaluations, and professor evaluations. keywords: class; course; department; group; learning; management; organization; professor; simulation; students cache: absel-2558.pdf plain text: absel-2558.txt item: #1408 of 2743 id: absel-2559 author: Sord, Burnard H. title: Strategies, Managerial Approaches, and Decision Making in a General Management Simulation date: 1980 words: 4360 flesch: 67 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: central; decisions; machines; market; north; quarter; region; salesmen; simulation cache: absel-2559.pdf plain text: absel-2559.txt item: #1409 of 2743 id: absel-256 author: Hornyak, Martin J.; Teasley, Wynn title: Doing Murder One Again date: 2014 words: 8130 flesch: 68 summary: Obviously, information was not being exchanged properly among team members. Confidential information has disclosed a widening rift between gang members and Charly Hasson; members of the gang have accused him of Askimming off the top. keywords: charly; club; door; gang; gang members; information; members; p.m.; poppa; team cache: absel-256.pdf plain text: absel-256.txt item: #1410 of 2743 id: absel-2560 author: House, William C. title: A Comparison and Evaluation of Similar and Dissimilar Group Scenarios Generated Using Manual Simulation Games date: 1980 words: 3287 flesch: 46 summary: Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games keywords: development; education; events; groups; interest; learning; rankings; simulation cache: absel-2560.pdf plain text: absel-2560.txt item: #1411 of 2743 id: absel-2561 author: Kelley, Lane; DeLozier, Wayne; Edge, Alfred; Slocum, John title: Weaknesses of Research Methods in Experiential and Simulation Studies date: 1980 words: 1105 flesch: -12 summary: WEAKNESSES OF RESEARCH METHODS IN EXPERIENTIAL AND SIMULATION STUDIES Experiential Learning Enters the Eighties, Volume 7, 1980 217 WEAKNESSES OF RESEARCH METHODS IN EXPERIENTIAL AND SIMULATION STUDIES Chairman: Lane Kelley, University of Hawaii co-author of Personnel Management in Action Participants: Wayne DeLozier, University of South Carolina editor of the Journal of Experiential Learning and Simulation Alfred Edge, University of Hawaii co-author of the Multinational Management Game John Slocum, Southern Methodist University editor of the Academy of Management Journal ABSTRACT Al Edge: Research Methodology in Business Gaming: A critical Review Simulation implies chat a realistic model is devised which can be used to test reality. Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting keywords: business; learning; management; research; simulation cache: absel-2561.pdf plain text: absel-2561.txt item: #1412 of 2743 id: absel-2562 author: Maier, Ernest L. title: The Use of Cases with Role Plays in a Research Methods Course date: 1979 words: 3682 flesch: 61 summary: Other students add their critical comments including some to the effect that the questions do not provide data to answer the owner- publisher’s question. This time restriction requires that the early topics of the course be covered quickly, retained by students, and then applied during the research project. keywords: case; course; definition; problem; research; role; simulation; students; use cache: absel-2562.pdf plain text: absel-2562.txt item: #1413 of 2743 id: absel-2563 author: Richardson, Neil A. title: Debugging and Implementing the Live Case Approach to Marketing Research in the Australian Environment date: 1979 words: 3828 flesch: 40 summary: The non-financed projects were those done either for the instructors own research projects, or by weaker students who, it was felt should not be “unleashed” upon unsuspecting clients. These were the stimulation of business interest in marketing students as * keywords: business; case; client; marketing; problems; program; projects; research; simulation; students cache: absel-2563.pdf plain text: absel-2563.txt item: #1414 of 2743 id: absel-2564 author: McAfee, R. Bruce title: Using a Case as the Basis for a Modified Debate date: 1979 words: 2749 flesch: 45 summary: Suggestions as to how to conduct modified debates are given. A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) keywords: case; debate; simulation; students; teams; tellers cache: absel-2564.pdf plain text: absel-2564.txt item: #1415 of 2743 id: absel-2565 author: Vik, Gretchen N. title: Using Cases in Business Communication Classes date: 1979 words: 2327 flesch: 24 summary: These reading & writing assignments are similar to those given in a regular business communication class, but I have found that students using Guided Design are able to write at a higher level of sophistication than those who have drawn their information from lectures and reading assignments alone STUDENT WRITTEN CASES The second semester I used this case method, the last Guided Design assignment was to write a step by step case. A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) keywords: business; case; communication; design; problem; simulation; students; use cache: absel-2565.pdf plain text: absel-2565.txt item: #1416 of 2743 id: absel-2566 author: Edge, Alfred G.; Coleman, Denis R. title: A Structured Approach to Case Analysis and Reporting date: 1979 words: 2112 flesch: 27 summary: A STRUCTURED APPROACH TO CASE ANALYSIS AND REPORTING Insights into Experiential Pedagogy, Volume 6, 1979 19 A STRUCTURED APPROACH TO CASE ANALYSIS AND REPORTING Alfred G. Edge, University of Hawaii Denis R. Coleman, University of Hawaii ABSTRACT Although the case method of instruction is popular in the business school, one frequently finds students entering case courses without experience in case analysis. However, it is possible for instructors to give students aids--guidelines, checklists, and examples--which describe the “science” aspect of case analysis. keywords: analysis; business; case; learning; simulation; students cache: absel-2566.pdf plain text: absel-2566.txt item: #1417 of 2743 id: absel-2567 author: Reed, S. Kyle title: Intercollegiate Case Analysis Competition as an Experiential Learning Experience date: 1979 words: 2074 flesch: 30 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) INTERCOLLEGIATE CASE ANALYSIS COMPETITION AS AN EXPERIENTIAL LEARNING EXPERIENCE Insights into Experiential Pedagogy, Volume 6, 1979 21 INTERCOLLEGIATE CASE ANALYSIS COMPETITION AS AN EXPERIENTIAL LEARNING EXPERIENCE S. Kyle Reed, The University of Tennessee-Knoxville ABSTRACT The study of management by the case method is so universal today that it has encouraged regional intercollegiate competition among some of the more prestigious business schools with MBA programs. keywords: analysis; business; case; competition; simulation; team; university cache: absel-2567.pdf plain text: absel-2567.txt item: #1418 of 2743 id: absel-2568 author: Halterman, Carroll C.; Sampson, Nancy S.; Sotiriou, Constantine E. title: Attributes Germane to Student/Live Case Situations date: 1979 words: 2275 flesch: 25 summary: “The SBI Case as Experiential Learning,’ Proceedings of the National Conference of Association for Business Simulation and Experiential Learning, Denver, Colorado, 1978, 228-234. 11 Stahlecker, Winston D. and Pabst, Alfred A., “The Small Business Institute Program - A Man for All Seasons,” Collegiate News and Views, Winter, 1976-77, pp. 1-4. 12 Weir, James E. “The Use of a Live Case in Teaching Organization Theory and Management Principles to Graduate Students,” Proceedings of the National Conference of Association for Business Simulation and Experiential Learning, 1 Preliminary statistical results support this contention. keywords: approach; attributes; business; case; learning; live; simulation; small; student cache: absel-2568.pdf plain text: absel-2568.txt item: #1419 of 2743 id: absel-2569 author: Watkins, Thomas L. title: Understanding Dispute Resolution through Experiential Learning date: 1979 words: 2843 flesch: 40 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) The possibility for bias is, of course, recognized. keywords: bargaining; business; course; format; learning; simulation; student; use cache: absel-2569.pdf plain text: absel-2569.txt item: #1420 of 2743 id: absel-257 author: Ichikawa, Arata title: The Simple Business Game and Simulation Transfering the Knowledge of Middle Management to Novices date: 2014 words: 4176 flesch: 54 summary: Compared with complex games, simple games have a ten- dency towards pliability and a rich meaning if players are limited to middle managers with business experience. My choices among simple games are the BEER GAME (Sterman, 1989) and the PAPER PLANE GAME which is originally called “Planes or burst game”, designed by Legg (1994). keywords: business; debriefing; figure; game; gaming; learning; management; paper; players; simulation cache: absel-257.pdf plain text: absel-257.txt item: #1421 of 2743 id: absel-2570 author: Basuray, Tom; Gosenpud, Jerry J.; Scherling, Steven A. title: Personality Development and Conflict Dynamics: An Experimental Design to Study the Effects of Teaching Methodologies on Conflict Resolution date: 1979 words: 5817 flesch: 31 summary: The subjects became more withdrawn in their perception of approaches to conflict management. Changes in the dominant style and order of the backup styles is implicit in the model and Hail ( 3, p. 4) states, “For an individual to adopt a more constructive approach to conflict management, all that is necessary is for him to become aware of the option available and their consequences and then to undertake a conscious program of personal change.” keywords: behavior; cognitive; conflict; field; learning; management; perception; personality; process; simulation; style; teaching cache: absel-2570.pdf plain text: absel-2570.txt item: #1422 of 2743 id: absel-2571 author: Solomon, George T. title: Interpersonal Competence and the Digital PDP-11:40 date: 1979 words: 4387 flesch: 31 summary: INTERPERSONAL COMPETENCE AND THE DIGITAL PDP-11:40 Insights into Experiential Pedagogy, Volume 6, 1979 39 INTERPERSONAL COMPETENCE AND THE DIGITAL PDP-11:40 George T. Solomon, The George Washington University ABSTRACT The purpose of this paper is to (1) define interpersonal competence based on Argyris’ theory, (2) present a rheoretical framework that outlines the conditions under which interpersonal competence can be acquired, (3) present a set of categories designed to measure interpersonal competence, and (4) introduce a new approach for dealing with and acquiring interpersonal competence. The understanding and acquisition of interpersonal competence provides individuals one approach for effectively dealing with implicit and explicit interpersonal relationships. keywords: behavior; competence; computer; dilemma; individuals; learning; new; situation cache: absel-2571.pdf plain text: absel-2571.txt item: #1423 of 2743 id: absel-2572 author: Sandver, Marcus Hart; Blame, Harry R. title: The Process of Writing a Collective Bargaining Simulation: A Case Study in Practical Pedagogy date: 1979 words: 3976 flesch: 31 summary: This paper identifies a number of collective bargaining simulations currently available and describes how the authors structured their simulation (entitled TEACHNEG) to capitalize on the major strengths of those already in use. In addition, students seemed to enjoy comparing their agreement with that actually negotiated by the parties; a rare occurrence, if not an impossibility in most collective bargaining simulations. keywords: bargaining; bargaining simulation; business; case; data; learning; ohio; simulation; students; study; use cache: absel-2572.pdf plain text: absel-2572.txt item: #1424 of 2743 id: absel-2573 author: Debenham, Jerry D.; Hines, Susan C.; Murphy, Michael J.; Parsons, Michael J title: Simulating Negotiations in an Educational Context date: 1979 words: 3130 flesch: 23 summary: Framework The structure of the model of “NEGOTIATE” is based on environmental, structural, procedural, and process variables in conjunction with their relationships to bargaining outcomes. National and local changes in social developments occur randomly and affect bargaining outcomes through modifications of a utility matrix which lies at the heart of the simulation. keywords: bargaining; computer; model; negotiate; negotiations; player; process; simulation cache: absel-2573.pdf plain text: absel-2573.txt item: #1425 of 2743 id: absel-2574 author: Roderick, Roger D.; Wilterding, Jim A.; Eldredge, David title: Simulation as a Technique for Teaching Collective Bargaining date: 1979 words: 3512 flesch: 35 summary: “An Analysis of Performance on Structured Course Criteria,” Association for Business Simulation and Experiential Learning Proceedings, 1978, pp. “Educational Values of Simulational Gaming,”Association for Business Simulation and Experiential Learning Proceedings, 1978, pp. keywords: bargaining; business; classes; course; learning; simulation; students; teaching; technique cache: absel-2574.pdf plain text: absel-2574.txt item: #1426 of 2743 id: absel-2575 author: Ireland, R. Duane; Hoover, J. Duane title: Experiential Processing of Differing Managerial Perspectives: The Use of a Game Show Format date: 1979 words: 3116 flesch: 30 summary: Computerized Business Simulations and Experiential Learning Exercises: An Instructional Interface The Baseball Game: A Group Role Observation, Problem Solving Experience A Practical Design for Experiential Learning Exercises: Roles, Technical Equipment and Alternative Debriefing Formats For example, Hoover states: Experiential learning exists when a personally responsible participant(s) cognitively, affectively, and behaviorally processes knowledge, skills, and/or attitudes in a learning situation characterized by a high level of active involvement [4, p. 35]. keywords: approach; cognitive; exercise; game; learning; simulation; student; use cache: absel-2575.pdf plain text: absel-2575.txt item: #1427 of 2743 id: absel-2576 author: Napier, Herman S.; House, William C. title: Individual Self-Report vs. Group Consensus in Small Decision-Making Groups date: 1979 words: 1979 flesch: 26 summary: On the other hand, if no difference is shown between the individual and group performance, other interpretations may apply. A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) keywords: business; group; individual; scores; simulation; use cache: absel-2576.pdf plain text: absel-2576.txt item: #1428 of 2743 id: absel-2577 author: Ruble, Thomas L. title: Effects of Sex-Role Stereotypes on Promotion Decisions: An Exercise date: 1979 words: 3696 flesch: 41 summary: In some respects, candidate C might also be considered as an exception to sex bias, placing in the top three as a male or female. Computerized Business Simulations and Experiential Learning Exercises: An Instructional Interface The Baseball Game: A Group Role Observation, Problem Solving Experience A Practical Design for Experiential Learning Exercises: Roles, Technical Equipment and Alternative Debriefing Formats keywords: candidates; characteristics; exercise; management; role; sex; stereotypes; women cache: absel-2577.pdf plain text: absel-2577.txt item: #1429 of 2743 id: absel-2578 author: Nyerges, Richard T.; Reif, Harry L. title: Computer Aids to Planning: The Budget and Forecasting Module date: 1979 words: 2590 flesch: 28 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) /4/ Naylor, Thomas H. and Horst Schauland, “A Survey of Users of Corporate Simulation Models,” Management Science (May, 1976), p.2. keywords: application; approach; business; management; model; planning; process; simulation cache: absel-2578.pdf plain text: absel-2578.txt item: #1430 of 2743 id: absel-2579 author: Prescott, Jon R. title: Use of a Microcomputer in a Decision Analysis for Investment Portfolio Selection date: 1979 words: 2708 flesch: 22 summary: Several issues of Institutional Investor during the past year have covered either certain individuals or trends related to the development of investment portfolio models (and especially the apparently zealous marketing of the alleged virtues of such models). This paper discusses the application of a microcomputer to decision making in investment portfolio selection for a small business. keywords: business; investment; microcomputer; problem; research; simulation; system; use cache: absel-2579.pdf plain text: absel-2579.txt item: #1431 of 2743 id: absel-258 author: Ichikawa, Manabu; Tanuma, Hideki; Deguchi, Hiroshi title: Infectious Disease Simulation Model for Estimation of Spreading date: 2014 words: 4083 flesch: 56 summary: Infectious Disease Simulation Model for Estimation of Spreading Page 358 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 ABSTRACT Using simulation models for understanding social phenom- ena recently became popular and is especially useful in some phenomena that cannot be simulated or tested in the real world, such as the phenomena of spreading an infec- tion. Using simulation models is one solution to determining how to manage risks of future pandemics and to evaluate some policies. keywords: case; city; infection; model; simulation; state; virtual cache: absel-258.pdf plain text: absel-258.txt item: #1432 of 2743 id: absel-2580 author: Robana, Abderrahman; Biggs, William D. title: A Game of Investment Strategy: Description, Use, Criticism and Modification date: 1979 words: 3198 flesch: 40 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) Stock prices ranged from $70 to $130. keywords: changes; decisions; game; instrat; market; securities; simulation; stock; use cache: absel-2580.pdf plain text: absel-2580.txt item: #1433 of 2743 id: absel-2581 author: Lord, Robert J. title: Coping with Future Uncertainties through Probabilistic Budgeting date: 1979 words: 3334 flesch: 31 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) COPING WITH FUTURE UNCERTAINTIES THROUGH PROBABILISTIC BUDGETING Insights into Experiential Pedagogy, Volume 6, 1979 86 COPING WITH FUTURE UNCERTAINTIES THROUGH PROBABILISTIC BUDGETING Robert J. Lord, University of Western Ontario ABSTRACT The management of risk poses a difficult and demanding challenge to traditional planning and budgeting techniques and to management attitudes towards and use of these techniques. keywords: budgeting; business; firm; floral; fuel; management; model; simulation; variability cache: absel-2581.pdf plain text: absel-2581.txt item: #1434 of 2743 id: absel-2582 author: Frazer, J. Ronald; Bommer, Michael R. W. title: Administration and Design of Simulation Materials for a Specialized Management Training Program date: 1979 words: 3489 flesch: 37 summary: ADMINISTRATION AND DESIGN OF SIMULATION MATERIALS FOR A SPECIALIZED MANAGEMENT TRAINING PROGRAM Insights into Experiential Pedagogy, Volume 6, 1979 93 ADMINISTRATION AND DESIGN OF SIMULATION MATERIALS FOR A SPECIALIZED MANAGEMENT TRAINING PROGRAM J. Ronald Frazer, Clarkson College Michael R. W. Bommer, Clarkson College ABSTRACT A series of management simulation games in a library setting were designed to be part of a one-week seminar in Management for Librarians,’ a program funded by HEW. In general, the progressive learning achieved with simple games in other groups was not duplicated here. keywords: analysis; game; library; management; participants; program; simulation; teams cache: absel-2582.pdf plain text: absel-2582.txt item: #1435 of 2743 id: absel-2583 author: Carroll, Lawrence B. title: Managing Stress in Organizational Life date: 1979 words: 3418 flesch: 40 summary: MANAGING STRESS IN ORGANIZATIONAL LIFE Insights into Experiential Pedagogy, Volume 6, 1979 96 MANAGING STRESS IN ORGANIZATIONAL LIFE Lawrence B. Carroll, Elmhurst College ABSTRACT This paper reports on stress management workshops that have been conducted for executives and administrators of several organizations and educational institutions. Dealing with organizational stress only becomes possible after people learn how to handle their own stress and develop a trust relationship with other people involved in the workshop. keywords: data; management; organization; participants; people; simulation; stress; workshop cache: absel-2583.pdf plain text: absel-2583.txt item: #1436 of 2743 id: absel-2584 author: Schreier, James W. title: BankSim: The Bank Management Simulation date: 1979 words: 4224 flesch: 37 summary: The overall ranking of the experience in BankSim program included comments like “BankSim is truly a powerful learning tool” and “Tremendous experience on how an entire bank operates”. It creates a management simulation which combines bank management theory with practical management decision-making to give the participant a unique learning opportunity. keywords: bank management; banksim; banksim program; computer; decision; learning; management; participants; program; simulation cache: absel-2584.pdf plain text: absel-2584.txt item: #1437 of 2743 id: absel-2585 author: Schreier, James W. title: Issues in the Organizational Application of Simulation and Experiential Material date: 1979 words: 5214 flesch: 31 summary: Computerized Business Simulations and Experiential Learning Exercises: An Instructional Interface The Baseball Game: A Group Role Observation, Problem Solving Experience A Practical Design for Experiential Learning Exercises: Roles, Technical Equipment and Alternative Debriefing Formats The group leader is experienced in experiential exercises of this nature and is feeling very confident about successful session because of his successful application of this exercise in college classroom settings. keywords: business; computer; content; decision; exercise; group; learning; management; participants; process; simulation cache: absel-2585.pdf plain text: absel-2585.txt item: #1438 of 2743 id: absel-2586 author: Churchill, Geoffrey title: Games Within Games: The Role of the Glitch date: 1979 words: 2915 flesch: 46 summary: SHORT COURSES The context in which the role-adoption occurs is that of management development short courses. INTRODUCTION The world of the management development short course is potentially very different from the conventional academic world, calling for very different teaching strategies. keywords: course; faculty; game; glitch; learning; management; simulation; use cache: absel-2586.pdf plain text: absel-2586.txt item: #1439 of 2743 id: absel-2587 author: Hai, Dorothy M. title: Experiential Learning from Classroom to Business date: 1979 words: 2815 flesch: 39 summary: EDUCATIONAL OBJECTIVE AND BASIS This project’s learning objectives were (using Bloom’s and Bruner’s learning theories as a model): To know and understand the purpose and use of workshops; to be able to apply this knowledge by planning and conducting workshops; and to analyze and evaluate the product. In order to develop an appreciation for the “what and how of workshops, students were early-on given two readings from the University Associates Handbooks: Pfeiffer, J. W. and J. E. Jones, Design Considerations in Laboratory Education, in J. W. Pfeiffer and J. E. Jones (eds.), The 1973 Annual Handbook for Group Facilitators, (Palo Alto, Calif: University Associates, 1973) {5, pp. 177-194]. Insights into Experiential Pedagogy, Volume 6, 1979 116 Middleman, R.R. and Gale Goldberg, ‘The Concept of Structure in Experiential Learning,” in J. W. Pfeiffer and J. E. Jones (eds.), The 1972 Annual Handbook for Group Facilitators, (Palo Alto, Calif: University Associates, 1972) keywords: business; group; learning; simulation; students; university; workshop cache: absel-2587.pdf plain text: absel-2587.txt item: #1440 of 2743 id: absel-2588 author: Flaherty, Ross A. title: An Evaluation of the Shall Business Institute Program as an Experiential Learning Exercise date: 1979 words: 4733 flesch: 56 summary: (6) CONCLUSION The basin question in this study is whether student perceptions of the SBI Program could lead one to conclude that the SBI case is a good experiential learning exercise. The purpose of this study was to answer the following questions about student perceptions of the SBI Program in which they participated. keywords: business; client; course; experience; learning; percent; program; sbi; sbi program; students cache: absel-2588.pdf plain text: absel-2588.txt item: #1441 of 2743 id: absel-2589 author: Waggener, H. A. title: Conversations with Top Management (Simulated) date: 1979 words: 4733 flesch: 51 summary: This paper presents a content analysis of written and verbal feedback from students who have been top managers (simulated) in policy course simulations offered over the past four years at Wright State University. Often, they are top students who have excellent ideas about the way the game should have been played. keywords: business; course; game; instructor; learning; management; simulation; students; team cache: absel-2589.pdf plain text: absel-2589.txt item: #1442 of 2743 id: absel-259 author: Dunaway, Mary M. title: Understanding the Relative Influence of Several Factors in ERP Simulation Performance: An Exploration of Ecological Validity date: 2014 words: 5213 flesch: 44 summary: Business simulation games provide a dynamic environ- ment for competition in business-like situations that invite participants to analyze, synthesize, evaluate and apply knowledge to compete successfully (Gosen & Washbush, 2004). Business simulation games are a type of experiential pedagogy that has undertaken a wide variety of learning environments that result an increase in skills (Boyatzis & Kolb, 1991). keywords: business; business simulation; erpsim; game; learning; model; performance; profit; research; sales; simulation; study; validity; variables cache: absel-259.pdf plain text: absel-259.txt item: #1443 of 2743 id: absel-2590 author: Savage, Warwick title: Experience in the Use and Assessment of Simulation in Management Education date: 1979 words: 5479 flesch: 32 summary: The problem of a variation of perceptive ability during Business Simulation experience will still remain. However, whilst a highly accurate measure of the degree of change in Basic Skills ability is desirable, it is not essential, given that it is one of a number of measures of performance, and that a base line can be developed for use in evaluating results obtained after Business Simulation experience. keywords: assessment; business; game; management; objectives; performance; role; simulation; students; subject; use cache: absel-2590.pdf plain text: absel-2590.txt item: #1444 of 2743 id: absel-2591 author: Couvillion, L. Michael; Pray, Thomas F.; Strang, Daniel R. title: A Statistical Analysis of Simulation Users: Relationships between Stress and Human Subjects Guidelines date: 1979 words: 2875 flesch: 40 summary: To think that simulation stress is a serious matter that might require H.E.W. intervention is either a little funny or a little frightening, I’m not sure which If it falls under the domain of Human Subjects legislation, the whole of teaching does also. Strang, Crino, and Pray recently reported research in which they concluded that a relevant and major cost of simulation usage in management courses was the frustration and stress levels induced in student participants by these simulations. keywords: absel; business; guidelines; members; research; simulation; stress; subjects cache: absel-2591.pdf plain text: absel-2591.txt item: #1445 of 2743 id: absel-2592 author: Loveland, John P.; Wall, Larry; Whatley, Arthur title: Group Decision Making in a Computer Game Analysis of Demographic and Psychosocial Variables date: 1979 words: 4066 flesch: 32 summary: Introduction to Gaming: Management Decision Simulations. The overall purpose of this paper is to report the results of a two year study of demographic and psychosocial factors influencing group decisions and goal setting in a simulated environment. keywords: attitudes; business; decision; game; goal; group; setting; simulation; study; variables cache: absel-2592.pdf plain text: absel-2592.txt item: #1446 of 2743 id: absel-2593 author: Walker, Clayton H. title: Comparing Performance during Three Managerial Accounting Simulation Schedules date: 1979 words: 2525 flesch: 23 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) COMPARING PERFORMANCE DURING THREE MANAGERIAL ACCOUNTING SIMULATION SCHEDULES Insights into Experiential Pedagogy, Volume 6, 1979 153 COMPARING PERFORMANCE DURING THREE MANAGERIAL ACCOUNTING SIMULATION SCHEDULES Clayton H. Walker Winona State University ABSTRACT This study extends a previous study which show ed that simulation administrators and the academic preparation of participants had no significant effect on simulation performance. keywords: accounting; business; course; game; learning; performance; simulation; training; use cache: absel-2593.pdf plain text: absel-2593.txt item: #1447 of 2743 id: absel-2594 author: Sampson, Nancy S.; Sotiriou, Constantine E. title: Business Policy Simulation and the Intense Course Structure date: 1979 words: 2543 flesch: 39 summary: These restrictions obviously provide a significant difference between student course loads per term category. in addition many of these writers mentioned that student interest and motivation toward simulation courses contributed to learning [4,5]. keywords: business; course; group; learning; policy; simulation; students; term cache: absel-2594.pdf plain text: absel-2594.txt item: #1448 of 2743 id: absel-2595 author: Aplin, John C.; Cosier, Richard A. title: The Use of Intensive Simulation in Executive Development and Academic Settings date: 1979 words: 2764 flesch: 24 summary: Simulation teams of four or five members were formed such that each class represented an industry.” A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) keywords: business; decision; learning; management; simulation; students; team; use cache: absel-2595.pdf plain text: absel-2595.txt item: #1449 of 2743 id: absel-2596 author: Gaulden, Corbett F.; Burns, Alvin C. title: The Use of Experiential Exercises in the Undergraduate Consumer Behavior Course date: 1979 words: 3987 flesch: 28 summary: Furthermore, it may be argued that many of the teaching aids and devices presently used by instructors of consumer behavior courses in a more or less ad hoc fashion are, in actuality, experiential exercises. In conclusion, consumer behavior courses offer a practically limitless set of opportunities for the use of experientials pertaining to already internalized but unorganized information. keywords: behavior; concepts; consumer; course; experiential; learning; marketing; simulation; students; use cache: absel-2596.pdf plain text: absel-2596.txt item: #1450 of 2743 id: absel-2597 author: Thistlethwaite, Paul C. title: A Personal Marketing Strategy Approach: Framework and Application date: 1979 words: 3850 flesch: 48 summary: The connotation of marketing, marketing strategy and personal marketing strategy as set forth for this project will be explained before the application of he terms is given. 3. bibliography of sources concerning careers, 1939- 1978 sources; 4. utilization of the library for marketing students; and, 5. keywords: approach; business; marketing; marketing strategy; project; simulation; stage; strategy; students cache: absel-2597.pdf plain text: absel-2597.txt item: #1451 of 2743 id: absel-2598 author: Gentry, James W. title: Teaching Pert Experientially In Marketing Research date: 1979 words: 2793 flesch: 37 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) [121 Thistlethwaite, Paul C. and Belle M. Zimmerly, ‘Experiential Learning in Marketing: Student Consultants, in D. C. Brenenstuhl and S. C. Certo (editors), keywords: approach; case; marketing; project; research; simulation; students; time; use cache: absel-2598.pdf plain text: absel-2598.txt item: #1452 of 2743 id: absel-2599 author: Smead, Raymond J.; Finn, David W. title: Discovering the Majority Fallacy date: 1979 words: 1973 flesch: 33 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) This clarity is achieved through narrowness of focus; while many simulation games ask students to make choices in several decision categories, thus stressing the interrelatedness of decisions, the fallacy game asks for a decision in one category--product position--thus underlining the principles of this single decision. keywords: business; decision; fallacy; game; product; simulation; students cache: absel-2599.pdf plain text: absel-2599.txt item: #1453 of 2743 id: absel-26 author: Morrison, Eric title: Innovations and Future Directions in Education: Case Review for Best Online Teaching Practices date: 2013 words: 3330 flesch: 36 summary: The article suggests techniques to address online students and foster an online learning community. One fair criticism is that online students do not engage in critical thinking activities. keywords: experience; faculty; learning; lesson; online; simulation; student; teaching; thinking cache: absel-26.pdf plain text: absel-26.txt item: #1454 of 2743 id: absel-260 author: Wertheim, Edward title: Tragedy of the Commons: An Exercise Using Clickers to Illustrate and Teach a Key Concept in Negotiations date: 2014 words: 1401 flesch: 36 summary: Tragedy of the Commons: An Exercise Using Clickers to Illustrate and Teach a Key Concept in Negotiations Page 373 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 TRAGEDY OF THE COMMONS: AN EXERCISE USING CLICKERS TO ILLUSTRATE AND TEACH A KEY CONCEPT IN NEGOTIATIONS Edward Wertheim Northeastern University e.wertheim@neu.edu mailto:e.wertheim@neu.edu Page 374 - Developments in Business Simulation and Experiential Learning, volume 38, 2011  keywords: commons; concept; exercise; simulation; tragedy cache: absel-260.pdf plain text: absel-260.txt item: #1455 of 2743 id: absel-2600 author: Brenenstuhl, Daniel C.; Raveed, Sion title: An Experiential Approach to Studying International Business date: 1979 words: 3224 flesch: 33 summary: Students will also have a chance to meet faculty members and students from a number of universities in the two countries. We have found that having students from a number of different universities on the trip adds a positive dimension to the course. keywords: business; course; learning; management; program; simulation; students; united; university cache: absel-2600.pdf plain text: absel-2600.txt item: #1456 of 2743 id: absel-2601 author: Wolfe, Joseph A. title: A Demonstration of the Business Simulation-Game as a Curriculum Assessment Device date: 1979 words: 4044 flesch: 40 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) [24] Strickland, A. J. ‘The Use of a Management Simulation as a Predictor of Success in Graduate Studies, Paper presented, Association for Business Simulation and Experiential Learning, Denver, Colorado, April 1978. keywords: business; differences; game; learning; management; program; sigma; simulation; students; use; vol cache: absel-2601.pdf plain text: absel-2601.txt item: #1457 of 2743 id: absel-2602 author: Gentry, James W.; McCain, Kenneth C.; Burns, Alvin C. title: Relating Teaching Methods with Educational Objectives in the Business Curriculum date: 1979 words: 3320 flesch: 36 summary: On the other hand, we hypothesized that we would find frequent occurrences of teachers being one-or-two method persons, regardless of course level or level of educational objective. RELATING TEACHING METHODS WITH EDUCATIONAL OBJECTIVES IN THE BUSINESS CURRICULUM Insights into Experiential Pedagogy, Volume 6, 1979 196 RELATING TEACHING METHODS WITH EDUCATIONAL OBJECTIVES IN THE BUSINESS CURRICULUM James W. Gentry, Oklahoma State University Kenneth C. McCain, Boise State University Alvin C. Burns, Louisiana State University ABSTRACT Educational research has made a strong case for the setting of educational objectives, and Bloom and his colleagues [2;3;4] have developed and tested a taxonomy of learning levels. keywords: business; course; learning; level; methods; objectives; simulation; taxonomy; teaching; use cache: absel-2602.pdf plain text: absel-2602.txt item: #1458 of 2743 id: absel-2603 author: Calas, Marta B. title: The Junior Achievement Applied Management Program as a Compromise Situation between the Simulation and the Internship date: 1979 words: 2576 flesch: 27 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) THE JUNIOR ACHIEVEMENT APPLIED MANAGEMENT PROGRAM AS A COMPROMISE SITUATION BETWEEN THE SIMULATION AND THE INTERNSHIP Insights into Experiential Pedagogy, Volume 6, 1979 199 THE JUNIOR ACHIEVEMENT APPLIED MANAGEMENT PROGRAM AS A COMPROMISE SITUATION BETWEEN THE SIMULATION AND THE INTERNSHIP Marta B. Calás, University of Puerto Rico ABSTRACT Junior Achievement, the national organization which educates high school students in the practice and values of a free enterprise system, has created a unique opportunity for college students through its Applied Management Program. keywords: business; college; internship; learning; management; program; simulation; students cache: absel-2603.pdf plain text: absel-2603.txt item: #1459 of 2743 id: absel-2604 author: Biggs, William D. title: Who Is Using Computerized Business Games?: A View From Publisher's Adoption Lists date: 1979 words: 3927 flesch: 43 summary: As Goosen [5, p. 212] notes: ‘No studies have been made to ascertain the number of business simulation users in the United States.” there is a great deal of evidence that the number of business simulations available has increased. keywords: business; games; institutions; lists; management; number; simulations; use; users; year cache: absel-2604.pdf plain text: absel-2604.txt item: #1460 of 2743 id: absel-2605 author: Cooke, Ernest F. title: Trials and Tribulations in Testing Educational Innovations date: 1979 words: 4001 flesch: 42 summary: Most introductions and discussions of educational innovations follow a case-study format in which the innovation is described and its benefits lauded in abstract terms and/or subjective comments from students and faculty. The purpose of this paper is to present a realistic discussion of the most popular experimental design for the purpose of testing educational innovation. keywords: class; classes; hypothesis; innovation; learning; scores; test cache: absel-2605.pdf plain text: absel-2605.txt item: #1461 of 2743 id: absel-2606 author: Chisholm, Thomas Alexander; Krishnakumar, Parameswar; Clay, James P. title: An Examination of the Perceived Effectiveness of Computee Simulation in a Classroom Setting As Affected By Game, Environmental and Respondent Characteristics date: 1979 words: 5420 flesch: 35 summary: There are a number of studies which, again based on completed research, maintain that simulation games have no significant advantage over either the traditional lecture or the case method in terms of increasing the mastery of the subject by the student. (10) Based on the results of his research he believes simulation games are not superior to the more traditional teaching methods. keywords: business; characteristics; course; effectiveness; game; learning; research; respondents; simulation; statement; students cache: absel-2606.pdf plain text: absel-2606.txt item: #1462 of 2743 id: absel-2607 author: Faria, A. J.; Nulsen, R. O. title: Game Administration: A Life Cycle Analysis date: 1979 words: 4823 flesch: 48 summary: About half of the sample was comprised of known simulation users (membership in the Association for Business Simulation and Experiential Learning was taken as an indication of simulation usage), while it was unknown as to whether the remainder of the sample were or were not simulation users. It is obvious from speaking with many faculty members who have utilized simulation gaming as a teaching tool, that simulation users are thoroughly convinced as to its value in generating participant enthusiasm and creating an atmosphere of meaningful experience. keywords: business; gaming; learning; question; responses; simulation; teaching; usage; users cache: absel-2607.pdf plain text: absel-2607.txt item: #1463 of 2743 id: absel-2608 author: Estes, James E. title: Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course date: 1979 words: 3304 flesch: 32 summary: RESULTS Analysis by course grade in Table 1 shows that students who made a course grade of A or B also did better In the simulation part of the course, with 62 per cent of the A students and 49 per cent of the B students also making an A on the simulation. Students with more than three years work experience did best, with fifty per cent making above C. Tables 6 and 7 show that, in general, students with more managerial experience did better in the simulation. keywords: business; course; grade; learning; management; performance; simulation; students cache: absel-2608.pdf plain text: absel-2608.txt item: #1464 of 2743 id: absel-2609 author: Smith, Jerald R. title: Gaming and Attitudinal Change date: 1979 words: 4277 flesch: 43 summary: Two types of attitude change have been described by Krech, Crutchfield, and Ballachey A different view of attitude change is held by Bloom keywords: attitude; business; case; change; gaming; group; learning; simulation; students; study; values cache: absel-2609.pdf plain text: absel-2609.txt item: #1465 of 2743 id: absel-261 author: Goosen, Kenneth R. title: The Meaning of Firm Demand in Business Simulations date: 2014 words: 5611 flesch: 55 summary: It has been proposed that a more logical interpreta- tion of the results of this equation is that it generates potential customer values. THE MEANING OF FIRM DEMAND IN BUSINESS SIMULATIONS Kenneth R. Goosen krgoosen@cei.net Figure 1 Industry and Firm Demand Illustrated mailto:krgoosen@cei.net Page 376 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 1. keywords: business; customers; demand; firm; industry; market; potential; share cache: absel-261.pdf plain text: absel-261.txt item: #1466 of 2743 id: absel-2610 author: Kelley, Lane; Whatley, Arthur title: The Teacher-Student Relationship in Experiential Classes and the Student’s Perception Of Course Effectiveness date: 1979 words: 3145 flesch: 28 summary: Note should be taken of the incongruency between student perception of effectiveness and test results. The research in the present study suggests that the emotional relationship between the teacher and student is related to students’ perception of the effectiveness of the experiential method. keywords: course; effectiveness; learning; relationship; research; simulation; student; student relationship; teacher cache: absel-2610.pdf plain text: absel-2610.txt item: #1467 of 2743 id: absel-2611 author: Byrne, Eugene T.; Wolfe, Douglas E. title: An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential Learning date: 1979 words: 2904 flesch: 30 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) The significance of self-initiative and classmates to student performance suggests that one area for faculty contribution to improved student performance would be in the improvement of self-learning ability. keywords: business; learning; performance; program; research; simulation; students; use cache: absel-2611.pdf plain text: absel-2611.txt item: #1468 of 2743 id: absel-2612 author: Muhs, William F. title: General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game date: 1979 words: 2356 flesch: 30 summary: The research hypothesis was that high GIAL individuals would take greater risks than low GIAL individuals. A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) keywords: decision; game; gial; incongruity; risk; simulation; subjects cache: absel-2612.pdf plain text: absel-2612.txt item: #1469 of 2743 id: absel-2613 author: Kulp, John A. title: The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning date: 1979 words: 3127 flesch: 36 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) The cap-stone course is also rather unique in that it is by nature, much broader in its coverage than other courses. keywords: business; cap; case; course; learning; simulation; stone; teaching cache: absel-2613.pdf plain text: absel-2613.txt item: #1470 of 2743 id: absel-2614 author: Jensen, Ronald L.; Courtney, Jr., James F. title: Incorporating MIS/DSS into Policy Courses via Simulation date: 1979 words: 4653 flesch: 41 summary: As part of the decision making process, each firm must make policy decisions as to such matters as compensation for sales representatives (salary, commission, or some combination). INCORPORATING MIS/DSS INTO POLICY COURSES VIA SIMULATION Insights into Experiential Pedagogy, Volume 6, 1979 252 INCORPORATING MIS/DSS INTO POLICY COURSES VIA SIMULATION Ronald L. Jensen, Emory University James F. Courtney, Jr. , Georgia Institute of Technology ABSTRACT There is a trend to emphasize management information systems (MIS) and decision support systems (DSS) for the business curriculum. keywords: area; business; data; decision; dss; firm; information; management; mis; policy; sales; simulation; systems; use cache: absel-2614.pdf plain text: absel-2614.txt item: #1471 of 2743 id: absel-2615 author: Byrne, Eugene T. title: Who Benefits Most From Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Area date: 1979 words: 2451 flesch: 27 summary: This paper reports a study of a business policy simulation designed to determine if students have sufficient opportunities to perform the ten roles and whether the opportunities are related to simulation roles. Perceived skill development was obtained and tested for any relationship to simulation role. keywords: business; development; learning; opportunities; roles; simulation; students; study cache: absel-2615.pdf plain text: absel-2615.txt item: #1472 of 2743 id: absel-2616 author: Bonczkowski, Mary H.; Goodman, William A. title: The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Asset Exchanges Charles W. Caldwell date: 1979 words: 1454 flesch: 16 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) THE USE OF PROGRAM NAMEX IN TEACHING THE ACCOUNTING FOR NONMONETARY ASSET EXCHANGES Insights into Experiential Pedagogy, Volume 6, 1979 263 THE USE OF PROGRAM NAMEX IN TEACHING THE ACCOUNTING FOR NONMONETARY ASSET EXCHANGES Charles W. Caldwell, Kansas State University Mary H. Bonczkowski, Kansas State University William A. Goodman, Kansas State University Accounting for the exchange of nonmonetary assets, as prescribed by APB Opinion No. 29, can be quite confusing to accounting students. keywords: asset; namex; program; simulation; student cache: absel-2616.pdf plain text: absel-2616.txt item: #1473 of 2743 id: absel-2617 author: Bonczkowski, Mary H.; Gentry, James W.; Caldwell, Charles W. title: The Use of Program CVP in Teaching Cost-Volume-Profit Analysis date: 1979 words: 1639 flesch: 14 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) THE USE OF PROGRAM CVP IN TEACHING COST-VOLUME-PROFIT ANALYSIS” Insights into Experiential Pedagogy, Volume 6, 1979 265 THE USE OF PROGRAM CVP IN TEACHING COST-VOLUME-PROFIT ANALYSIS” Mary H. Bonczkowski, Kansas State University James W. Gentry, Oklahoma State University Charles W. Caldwell, Kansas State University INTRODUCTION Cost-volume-profit (breakeven) analysis, the study of the relationships of the factors affecting profits, is usually first introduced to college students in their second accounting course, managerial accounting. keywords: analysis; breakeven; costs; point; program; simulation cache: absel-2617.pdf plain text: absel-2617.txt item: #1474 of 2743 id: absel-2618 author: Calas, Marta title: Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience date: 1979 words: 1581 flesch: 14 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) Simulation - An Advantage for Accounting Research Computer-Aided Project Performance Control Simulation: An Interactive Experiential Gaming Technique for Managerial Decision Making Utilization of Manual Simulation Games to Develop Scenarios of Future Events - An Exploratory Study Foundry: A Foundry Simulation Customized Debriefing: The Achilles Heel of Experiential learning? keywords: business; course; learning; management; section; simulation cache: absel-2618.pdf plain text: absel-2618.txt item: #1475 of 2743 id: absel-2619 author: Low, James T. title: A Guide to the Successful use of Business Simulation Games date: 1979 words: 1731 flesch: 22 summary: However, the use of simulation games can have several pitfalls for the uninformed instructor. A careful consideration of the above factors should greatly help in successfully using simulation games. keywords: business; course; game; instructor; simulation; use cache: absel-2619.pdf plain text: absel-2619.txt item: #1476 of 2743 id: absel-262 author: Tower, Spence title: If The Games Work, Why Aren't More Faculty Willing To Play? date: 2014 words: 999 flesch: 28 summary: Modeling Corporate Social Responsibility In A Food Service Menu-Management Simulation Use of a Simulation in a Large Class Environment for a Marketing Principles Class: A Qualitative Analysis of Whether Learning Objectives were Met A Team Based Information Literacy Exercise ABSEL Marketing Communications Plan An Interdisciplinary Study of the Impact of Playing a Marketing Simulation Game on Student Knowledge of Management Accounting/Finance Principles Analyzing Construction Planning of Interiro Finish Work of Apartment Building by Simulation Doing Murder One Again The Simple Business Game and Simulation Transfering the Knowledge of Middle Management to Novices Infectious Disease Simulation Model for Estimation of Spreading Understanding the Relative Influence of Several Factors in ERP Simulation Performance: An Exploration of Ecological Validity Tragedy of the Commons: An Exercise Using Clickers to Illustrate and Teach a Key Concept in Negotiations The Meaning of Firm Demand in Business Simulations If the Games Work, Why Aren't More Faculty Willing to Play? If the Games Work, Why Aren't More Faculty Willing to Play Page 382 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 ABSTRACT If you are an academic-type that likes to see theories that truly help solve real problems, this workshop is for you. keywords: business; faculty; game; management; simulation cache: absel-262.pdf plain text: absel-262.txt item: #1477 of 2743 id: absel-2620 author: Chiesl, Newell E. title: The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming date: 1979 words: 2126 flesch: 23 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) Insights into Experiential Pedagogy, Volume 6, 1979 276 REFERENCES (1) Chiesl, N.E., “A Pedagogical Exercise Utilizing Computer Simulation, Proceedings of the Tenth Annual Winter Simulation Conference, 1978, 378-384. (2) Chiesl, N.E., The Interactive Case, developed from a grant from Western Illinois Univ., 1978. keywords: business; case; computer; game; simulation; time; use cache: absel-2620.pdf plain text: absel-2620.txt item: #1478 of 2743 id: absel-2621 author: Badawy, Mounir; Badawy, Magdi; Piampiano, Ramona title: System Representation of SIMORG date: 1979 words: 1913 flesch: 21 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) SYSTEM REPRESENTATION OF SIMORG Insights into Experiential Pedagogy, Volume 6, 1979 277 SYSTEM REPRESENTATION OF SIMORG Mounir Badawy, Rutgers University Magdi Badawy Ramona Piampiano ABSTRACT This attempt at transforming the SIMulation of an ORGanization experiential game into a computerized - the first such organizational game to be computerized is subdivided into three areas: System Representation, SIMORG GPSS Simulation, and Computer Programming Implementation. keywords: business; coordinator; nodes; simorg; simulation; system; use cache: absel-2621.pdf plain text: absel-2621.txt item: #1479 of 2743 id: absel-2622 author: Fuhs, F. Paul title: The Design of a Database System to Support Business Simulation and Experiential Learning date: 1979 words: 7365 flesch: 54 summary: Information Flows in Models One can view a model as a sequence of information flows between the model (or model builder) and its participants. We demonstrate how a single logical generalized database structure and a single physical database will simultaneously support many cases and models, each having its own facts and questions and its own logical structure of as8ociational paths through the case or model. keywords: data; database; link; model; node; program; questions; set; sub; text cache: absel-2622.pdf plain text: absel-2622.txt item: #1480 of 2743 id: absel-2623 author: Fritzsche, David J. title: A Data Entry and Retrieval System for a Computer Simulation (DERS) date: 1979 words: 3060 flesch: 48 summary: Two files are required for backup data, one for history and one for team decisions. The simulation in its fourth edition can be directed to store the simulation output in individual team files. keywords: computer; data; decision; file; program; simulation; team cache: absel-2623.pdf plain text: absel-2623.txt item: #1481 of 2743 id: absel-2624 author: Marquis, Linda M. title: Simulation - An Advantage for Accounting Research date: 1979 words: 2477 flesch: 29 summary: Accounting populations may be classified in this pattern. Again, the only available information of the distribution of errors occurring in accounting populations is contained in the study by Neter and Loebbecke. keywords: accounting; errors; loebbecke; neter; populations; simulation; use cache: absel-2624.pdf plain text: absel-2624.txt item: #1482 of 2743 id: absel-2625 author: Wynne, A. James; Klosky, J. Michael; Snyder, Charles A. title: Computer-Aided Project Performance Control Simulation: An Interactive Experiential Gaming Technique for Managerial Decision Making date: 1979 words: 2345 flesch: 32 summary: A View from Publishers' Adoption Lists Trials and Tribulations in Testing Educational Innovations An Examination of the Perceived Effectiveness of Computer Simulation in a Classroom Setting as Affected by Game, Environmental and Respondent Characteristics Game Administration: A Life Cycle Analysis Research on the Effectiveness of Using a Computerized Simulation in the Basic Management Course Gaming and Attitudinal Change The Teacher-Student Relationship in Experiential Classes and the Student's Perception of Course Effectiveness An Exploratory Study of Student Characteristics and Educational Processes in Programmatic Experiential learning General Incongruity Adaption Level (GIAL) as a Predictor of Risk Preferences in a Simulated Management Game The Cap-Stone Opportunity: Combining Business Simulation and Experiential Learning Incorporating MIS/DSS into Policy Courses Via Simulation Who Benefits Most from Participation in Business Policy Simulations: An Empirical Study of Skill Development by Functional Areas The Use of Program NAMEX in Teaching the Accounting for Nonmonetary Assets The Use of Program CVP in Teaching Cost-Volume-Profit Analysis Experiential vs. Traditional Classroom Approach in the Basic Management Course: A Puerto Rican Experience A Guide to the Successful Use of Business Simulation Games The Dynamic Aspects of Interactive Gaming Puts the Realism into Gaming System Representation of SIMORG The Design of a Database System to Support Business Simulation and Experiential Learning A Data Entry and Retrieval System for a Computer Simulation (DERS) COMPUTER-AIDED PROJECT PERFORMANCE CONTROL SIMULATION: keywords: business; cost; decision; management; player; project; simulation; use cache: absel-2625.pdf plain text: absel-2625.txt item: #1483 of 2743 id: absel-2626 author: House, W. C.; Napier, H. S. title: Utilization of Manual Simulation Games to Develop Scenarios of Future Events--An Exploratory Study date: 1979 words: 2596 flesch: 27 summary: UTILIZATION OF MANUAL SIMULATION GAMES TO DEVELOP SCENARIOS OF FUTURE EVENTS--AN EXPLORATORY STUDY Insights into Experiential Pedagogy, Volume 6, 1979 301 UTILIZATION OF MANUAL SIMULATION GAMES TO DEVELOP SCENARIOS OF FUTURE EVENTS--AN EXPLORATORY STUDY W. C. House, University of Arkansas H. S. Napier, University of Arkansas ABSTRACT A future oriented manual simulation game, Futuribles, was used to generate sequences of events which were grouped into scenarios representing possible future environments. For purposes of this study, influencing events which were thought to have a negative impact on the likelihood of occurrence of end result events were not considered since in no case did more than one-third of the groups feel any influencing event listed would have a negative impact on the end result events. keywords: computer; diffusion; events; future; learning; simulation; use cache: absel-2626.pdf plain text: absel-2626.txt item: #1484 of 2743 id: absel-2627 author: Decker, Ronald L.; Waedt, Fred A.; Allen, Stuart J.; Headington, Mark R. title: Foundry: A Foundry Simulation date: 1979 words: 3432 flesch: 47 summary: Also, there is a 1/4 hour lag time between core production and usage at a molding station. In addition, information is print-ed on the mean core box production rate per hour and mean mold production rate per hour at each center as an aid to determining operator efficiency. keywords: castings; core; foundry; jobs; molding; number; production; rate; sand; simulation cache: absel-2627.pdf plain text: absel-2627.txt item: #1485 of 2743 id: absel-2628 author: Dutton, Richard E. title: Customized Debriefing: The Achilles Heel of Experiential Learning? date: 1979 words: 2174 flesch: 28 summary: Computerized Business Simulations and Experiential Learning Exercises: An Instructional Interface The Baseball Game: A Group Role Observation, Problem Solving Experience A Practical Design for Experiential Learning Exercises: Roles, Technical Equipment and Alternative Debriefing Formats The issue is then - careless or seriously incomplete feedback discussions which do not relate exercise results to the unique personalities of each specific group of participants may be our Achilles heel! keywords: business; debriefing; exercise; learning; participants; simulation cache: absel-2628.pdf plain text: absel-2628.txt item: #1486 of 2743 id: absel-2629 author: Crino, Michael D. title: Computerized Business Simulations and Experiential Learning Exercises: An Instructional Interface date: 1979 words: 2688 flesch: 23 summary: Insights into Experiential Pedagogy, Volume 5, 1979 316 ADVANTAGES OF INTEGRATION Basic to both computer simulations and experiential exercises is a reliance upon student work groups. It appears that we have forgotten that the principle objective Is the provision of both technical skills and an appreciation for individual’ and group processes in organizations. keywords: business; decision; exercises; group; learning; management; simulation; use cache: absel-2629.pdf plain text: absel-2629.txt item: #1487 of 2743 id: absel-263 author: Wolfe, Joseph; Mccoy, Robin title: Those Who Do and Those That Don’t: A Study of Engaged and Disengaged Business Game Players date: 2014 words: 4402 flesch: 52 summary: Because of either the actual or the possible lack of engagement in group projects, many have suggested the use of peer evaluations as a way to obtain additional measures of an individual‘s efforts and more accountability from all the team‘s members (Leijk & Wyvill, 2001; Magin, 2001; Ryan, Marshall, Porter & Jaia, 2007; Wen & Tsai, 2006). Examining student satisfaction with group projects and peer assessment. keywords: business; education; engagement; game; game‘s; group; learning; level; number; players; screens; simulation; study cache: absel-263.pdf plain text: absel-263.txt item: #1488 of 2743 id: absel-2630 author: Rasberry, Robert W. title: The Baseball Game: A Group Member Role Observation, Problem Solving Experience date: 1979 words: 2861 flesch: 51 summary: The possible goals of the exercise are to allow participants to: explore a novel way of observing group member roles; enhance awareness of how perception works in groups; observe the difference between first and second impressions; gain some insight into how others perceive them; allow group members to check how closely their individual choices match the group choice; study the variety of roles present in problem solving groups; provide a different form of problem solving exercise. After the facilitator decides on the number of groups and group members, the large group is divided by a counting-off procedure. keywords: exercise; group; members; problem; role; simulation; solving; team cache: absel-2630.pdf plain text: absel-2630.txt item: #1489 of 2743 id: absel-2631 author: Ward, III, Sidney J. title: A Practical Design for Experiential Learning Exercises: Roles, Technical Equipment and Alternative Debriefing Formats date: 1979 words: 3130 flesch: 37 summary: Computerized Business Simulations and Experiential Learning Exercises: An Instructional Interface The Baseball Game: A Group Role Observation, Problem Solving Experience A Practical Design for Experiential Learning Exercises: Roles, Technical Equipment and Alternative Debriefing Formats However, in order to introduce the experiential aspect of a given objective the instructor needs the services of a specialist in experiential exercises. keywords: debriefing; exercise; facilitator; instructor; learning; room; simulation cache: absel-2631.pdf plain text: absel-2631.txt item: #1490 of 2743 id: absel-2632 author: Hunsaker, Phillip L. title: Debriefing: The Key to Effective Experiential Learning date: 1978 words: 1338 flesch: 0 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 4 CONTENT DEBRIEFING The emphasis during content debriefing is on integrating the experiences with theory and research, and applying these leanings to specific organizational, or personal, situations. keywords: debriefing; learning; participants; simulation cache: absel-2632.pdf plain text: absel-2632.txt item: #1491 of 2743 id: absel-2633 author: Altman, Steve title: A Kiss before Debriefing date: 1978 words: 1049 flesch: 19 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: By activity I refer to events and particular occurrences that have learning Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 6 potential. keywords: debriefing; exercise; learning; simulation cache: absel-2633.pdf plain text: absel-2633.txt item: #1492 of 2743 id: absel-2634 author: Cook, Curtis W. title: Debriefing with Serialized Theory Development for Task-Team Learning date: 1978 words: 1104 flesch: -14 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Rather, some portion of Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 8 each debriefing phase centers on flushing out the cognitive map the facilitator foresaw as relevant to and supportive of the exercise. keywords: debriefing; exercise; learning; simulation cache: absel-2634.pdf plain text: absel-2634.txt item: #1493 of 2743 id: absel-2635 author: Warrick, D. D. title: “Insights into Debriefing Experiential Learning Exercises” date: 1978 words: 1132 flesch: 23 summary: “INSIGHTS INTO DEBRIEFING EXPERIENTIAL LEARNING EXERCISES” Exploring Experiential Learning Simulations and Experiential Exercises, Volume 5, 1978 9 “INSIGHTS INTO DEBRIEFING EXPERIENTIAL LEARNING EXERCISES” D. D. (Don) Warrick University of Colorado When the learning goal is to provide a lively, interesting, and meaningful learning experience that participants will personally internalize, experiential learning provides an excellent learning tool. Exploring Experiential Learning Simulations and Experiential Exercises, Volume 5, 1978 10 INSIGHTS In conducting and debriefing many experiential learning exercises, one develops occasional insights from successes and failures. keywords: debriefing; exercise; learning; simulation cache: absel-2635.pdf plain text: absel-2635.txt item: #1494 of 2743 id: absel-2636 author: Mancuso, Louis C. title: The Two-Step Flow of Experiential Learning: A Preliminary Investigation date: 1978 words: 1399 flesch: 24 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Similar experiences have occurred in other Marketing fields, Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 14 such as, Retailing and Sales. keywords: flow; learning; simulation; step; students cache: absel-2636.pdf plain text: absel-2636.txt item: #1495 of 2743 id: absel-2637 author: Wolfe, Douglas E.; Byrne, Eugene T. title: Programmatic Experience-Based Learning in an MBA Program date: 1978 words: 2560 flesch: 34 summary: Note that grades for AMP students are equal to or higher than comparable grades of control group students. Clearly, the performance of AMP students is at least equal to that of control group students. keywords: amp; courses; learning; methods; program; students cache: absel-2637.pdf plain text: absel-2637.txt item: #1496 of 2743 id: absel-2638 author: Faria, A. J.; Nulsen, Jr., R. O. title: The New Research Focus: An Analysis of the Simulation Game User date: 1978 words: 2987 flesch: 51 summary: It is obvious from speaking with many faculty members who have utilized simulation gaming as a teaching tool, that simulation users are thoroughly convinced as to its value in generating participant enthusiasm and creating an atmosphere of meaningful experience. About half of the sample comprised known simulation users (ABSEL members) while it was unknown as to whether the remainder of the sample were or were not simulation users. keywords: learning; question; research; simulation; teaching; users cache: absel-2638.pdf plain text: absel-2638.txt item: #1497 of 2743 id: absel-2639 author: Badgett, Tom F.; Brenenstuhl, Daniel C.; Marshall, William J. title: An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study date: 1978 words: 2390 flesch: 32 summary: (3) How do the factors which influence student performance in simulation games compare to those factors which seem to influence performance in other types of course activities and course scenarios? The widespread use of simulation games suggests that business faculty view the use of games as being valuable learning vehicles and that the use of simulation games stimulates student interest in course content. keywords: course; game; learning; performance; simulation; variables cache: absel-2639.pdf plain text: absel-2639.txt item: #1498 of 2743 id: absel-2640 author: Fritzsche, David J. title: Let’s Simplify the Administrative Requirements of Computerized Educational Simulations date: 1978 words: 2790 flesch: 41 summary: The output should be entered into separate team files which team members can access at their convenience. The prime objective here is to eliminate to the extent possible the administrator’s role in submitting team decisions. keywords: data; decision; file; learning; simulation; team cache: absel-2640.pdf plain text: absel-2640.txt item: #1499 of 2743 id: absel-2641 author: Smith, Jerald R. title: Assessment of Sex Stereotypes within Task Group Simulation date: 1978 words: 3068 flesch: 47 summary: Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Studies Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 45 by Athanassiades (1975) and Dipboye (1975) support the idea that females in business do suffer from prejudicial stereotyping. keywords: business; females; girls; learning; sex; simulation; students; women cache: absel-2641.pdf plain text: absel-2641.txt item: #1500 of 2743 id: absel-2642 author: Gentry, James W.; Bonczkowski, Mary H.; Caldwell, Charles W. title: The Use of Program BAYAUD in the Teaching of Audit Sampling date: 1978 words: 3578 flesch: 47 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: THE USE OF PROGRAM BAYAUD IN THE TEACHING OF AUDIT SAMPLING Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 53 THE USE OF PROGRAM BAYAUD IN THE TEACHING OF AUDIT SAMPLING James W. Gentry, Kansas State University Mary H. Bonczkowski, Kansas State University Charles W. Caldwell, Kansas State University INTRODUCTION TO THE PROBLEM Statistical sampling is taught in Auditing classes at most academic institutions, but most CPA’s with whom we have talked have little understanding of the sampling process. keywords: case; distribution; error; learning; program; sample; sampling cache: absel-2642.pdf plain text: absel-2642.txt item: #1501 of 2743 id: absel-2643 author: Walker, Clayton H. title: The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance date: 1978 words: 2968 flesch: 30 summary: THE EFFECTIVENESS OF PROGRESSIVELY COMPLEX ACCOUNTING SIMULATIONS IN INCREASING DECISION-MAKING PERFORMANCE Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 60 THE EFFECTIVENESS OF PROGRESSIVELY COMPLEX ACCOUNTING SIMULATIONS IN INCREASING DECISION-MAKING PERFORMANCE Clayton H. Walker Winona State University INTRODUCTION When a business simulation is first encountered, it represents a myriad of new rules and relationships for the player to learn. Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 61 Significance of this study: This study provides information to determine whether or not a simple simulation should precede the use of the V.K. Gadget Company simulation, whether or not a more complex simulation should be developed, and will provide a basis for deducting the relative effectiveness of the use of simulations to prepare people to make business decisions. keywords: accounting; business; learning; performance; research; simulation; students; use cache: absel-2643.pdf plain text: absel-2643.txt item: #1502 of 2743 id: absel-2644 author: Armstrong, J. Scott title: The Natural Learning Project date: 1978 words: 3268 flesch: 50 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Armstrong, J. Scott, “Forecasting the Air Travel Market,” in M. Wayne DeLozier, D. M. Lewison, and A. C. Woodside (eds.), Experiential Learning Exercises in Marketing. keywords: exercises; learners; learning; objectives; participants; simulations; sos cache: absel-2644.pdf plain text: absel-2644.txt item: #1503 of 2743 id: absel-2645 author: Elliott, James S. title: The Application of a US-USSR Trade Simulation to the Teaching of Business Russian date: 1978 words: 2190 flesch: 34 summary: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 79 THE PROBLEM I needed a device for bringing together the vocabulary of diverse fields such as economics, foreign trade, politics, finance and transportation, in addition to which I had to present the basic principles of all these areas as they relate to Soviet- American trade. Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 80 Ultimately I opted for a political scientist, Gary Bertsch of the University of Georgia, who had experience in designing simulations as self-contained learning packages dealing with the principles of decision making and political negotiations in East European countries. keywords: business; learning; russian; simulation; soviet; trade cache: absel-2645.pdf plain text: absel-2645.txt item: #1504 of 2743 id: absel-2646 author: Williams, Trevor A.; Popp, Gary E.; Muhs, William F. title: The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience date: 1978 words: 3336 flesch: 38 summary: Likewise, those most active in the plenary sessions did not participate as much as other group members in the smaller meetings. Both parts of the assessment were directed towards evaluating student performance with respect to the learning tasks which participants actually attempted. keywords: course; design; group; learning; management; organization; project; students cache: absel-2646.pdf plain text: absel-2646.txt item: #1505 of 2743 id: absel-2647 author: Connolly, W. Joseph; Pounds, Arthur; Wiebe, Frank A. title: Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Eileen Connolly date: 1978 words: 6248 flesch: 45 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: It was not found that the practicing professional which we were teaching lived up to the stereotype which we had originally held, at least tentatively, in regard to Japanese students. keywords: american; bankers; behavior; course; exercises; group; japanese; learning; simulations; skills; students cache: absel-2647.pdf plain text: absel-2647.txt item: #1506 of 2743 id: absel-2648 author: Badgett, Tom F.; Jones, Halsey R. title: BERKSHIRE II: An Experiential Decision Making Exercise date: 1978 words: 2813 flesch: 55 summary: b. team representative out of “batting order” or team order. Summary of errors: a. team representative does not reach umpire in 30 seconds. keywords: decision; exercise; group; learning; making; play; team cache: absel-2648.pdf plain text: absel-2648.txt item: #1507 of 2743 id: absel-2649 author: Kilpatrick, John A.; Miller, Robert R. title: An Exercise in Hegelian Inquiry date: 1978 words: 2051 flesch: 37 summary: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 118 Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 115 One of the difficulties that users of the case approach have experienced is in making this sort of connection. keywords: assumptions; case; learning; simulation; use; world cache: absel-2649.pdf plain text: absel-2649.txt item: #1508 of 2743 id: absel-2650 author: Aplin, John C.; Cosier, Richard A. title: Creating a Responsible Managerial Experience date: 1978 words: 2134 flesch: 30 summary: 124-129. 126 Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Evaluation of student performance is dependent upon several factors: performance as a team leader, team performance while a group leader, and performance as a team member 1 keywords: group; learning; management; performance; simulation; students cache: absel-2650.pdf plain text: absel-2650.txt item: #1509 of 2743 id: absel-2651 author: Parasuraman, A. title: A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gaming Research date: 1978 words: 2507 flesch: 23 summary: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 131 H3: Simulation gaming would be more appropriate for a course whose instructor has a high degree of familiarity with simulation gaming than for a course whose instructor has a low degree of familiarity with simulation gaming. Eventually, systematic analysis of a course situation based on such a framework can aid potential simulation game users in two ways: (a) it can warn an instructor against using simulation gaming in an inappropriate course, thus avoiding potential waste of time, energy and resources, as well as potential frustration; and (b) it can lead to increased effectiveness of simulation gaming in courses that do appear to be suitable for its use. keywords: course; framework; game; gaming; simulation cache: absel-2651.pdf plain text: absel-2651.txt item: #1510 of 2743 id: absel-2652 author: Wynn, Claude T.; Crawford, George E. title: Emergent Simulations in Administration Courses date: 1978 words: 2277 flesch: 31 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 135 An additional element in our simulation is realistically called the “Government.” keywords: business; class; course; groups; learning; simulation; student cache: absel-2652.pdf plain text: absel-2652.txt item: #1511 of 2743 id: absel-2653 author: Schreier, James W. title: Measurement of Administrator Role for Feedback on Structure and Goals date: 1978 words: 2902 flesch: 32 summary: MEASUREMENT OF ADMINISTRATOR ROLE FOR FEEDBACK ON STRUCTURE AND GOALS Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 139 MEASUREMENT OF ADMINISTRATOR ROLE FOR FEEDBACK ON STRUCTURE AND GOALS keywords: administrator; exercise; game; learning; role; simulation cache: absel-2653.pdf plain text: absel-2653.txt item: #1512 of 2743 id: absel-2654 author: Weir, James E. title: An Experiment in Assessing the Theoretical Recognition and Application Learning Skills of Student Case Writers date: 1978 words: 3069 flesch: 34 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: AN EXPERIMENT IN ASSESSING THE THEORETICAL RECOGNITION AND APPLICATION LEARNING SKILLS OF STUDENT CASE WRITERS Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 146 AN EXPERIMENT IN ASSESSING THE THEORETICAL RECOGNITION AND APPLICATION LEARNING SKILLS OF STUDENT CASE WRITERS James E. Weir LEARNING AS A MODEL BUILDING PROCESS For eight weeks of a sixteen week semester, students had been analyzing short prepared cases dealing with managerial incidents. keywords: analysis; application; behavior; case; learning; score; skill; student cache: absel-2654.pdf plain text: absel-2654.txt item: #1513 of 2743 id: absel-2655 author: Churchill, Geoffrey title: Some Game Information Systems Experience date: 1978 words: 2616 flesch: 35 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: SOME GAME INFORMATION SYSTEMS EXPERIENCE Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 157 keywords: courses; development; game; learning; mis; programs; simulation; wang cache: absel-2655.pdf plain text: absel-2655.txt item: #1514 of 2743 id: absel-2656 author: Muhs, William F. title: Using Job Control Language (JCL) or Group and Individual Simulation date: 1978 words: 1480 flesch: 30 summary: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 166 Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 167 Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 168 Another potential application of this system is a more effective means of teaching the mechanics of the simulation game. Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: keywords: decision; game; individual; learning; simulation cache: absel-2656.pdf plain text: absel-2656.txt item: #1515 of 2743 id: absel-2657 author: Strang, Daniel H.; Crino, Michael D.; Pray, Thomas F. title: Considerations for the Use of Computerized Business Simulations date: 1978 words: 2188 flesch: 31 summary: 110 - 117. Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 171 Table 2 indicates, coincident with a priori expectations, that the degree of confidence in ability to make managerial decisions increased significantly with additional simulation experience. keywords: business; costs; frustration; learning; management; simulation; use cache: absel-2657.pdf plain text: absel-2657.txt item: #1516 of 2743 id: absel-2658 author: Brenenstuhl, Daniel C.; Catalanello, Ralph F. title: Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedagogic Methodologies date: 1978 words: 2776 flesch: 30 summary: ASSESSING THE EFFECTIVENESS OF LEARNING STYLES AS PREDICTORS OF PERFORMANCE WITHIN THREE DISTINCT PEDAGOGIC METHODOLOGIES Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 179 ASSESSING THE EFFECTIVENESS OF LEARNING STYLES AS PREDICTORS OF PERFORMANCE WITHIN THREE DISTINCT PEDAGOGIC METHODOLOGIES Daniel C. Brenenstuhl, Arizona State University Ralph F. Catalanello, Northern Illinois University Do individuals really learn differently? Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 180 Hypothesis one--convergers would outperform the divergers, accommodators and assimilators on the traditional academic variables (i.e., ACT Score, GPA, Course Grade, etc.) in all three types of laboratory sections. keywords: laboratory; learning; performance; sections; simulation; styles; variables cache: absel-2658.pdf plain text: absel-2658.txt item: #1517 of 2743 id: absel-2659 author: Johnson, George A.; Stratton, William E. title: Learning Style and Performance date: 1978 words: 3188 flesch: 41 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Kolb suggests that on the learning dimension represented by 186 Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 the concrete experiencing of events at one end and abstract conceptualization at the other, that individuals will in fact tend to be dominant in one or the other of these abilities. keywords: course; grade; learning; style; table cache: absel-2659.pdf plain text: absel-2659.txt item: #1518 of 2743 id: absel-2660 author: Ruble, Thomas L. title: A Psychometric Analysis of Kolb’s Learning Styles Inventory date: 1978 words: 2361 flesch: 39 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 194 keywords: format; items; kolb; learning; rating; simulation cache: absel-2660.pdf plain text: absel-2660.txt item: #1519 of 2743 id: absel-2661 author: Finn, David W.; Smead, Raymond J. title: Learning to Identify and Satisfy Consumer Wants: A Classroom Game date: 1978 words: 2561 flesch: 43 summary: Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 203 The attributes available in the game are: 1. style of coffee (ground, instant, freeze-dried) keywords: attributes; brand; coffee; consumer; game; learning; research cache: absel-2661.pdf plain text: absel-2661.txt item: #1520 of 2743 id: absel-2662 author: Miaoulis, George; Haley, Russell I.; Sims, J. Taylor title: An Experiential Exercise in Product Benefit Segmentation date: 1978 words: 1624 flesch: 28 summary: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 212 Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 213 Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Delozier, M. Wayne, Dale M. Lewison, and Arch G. Woodside, “Using Experiential Learning Exercises in Marketing,” in M. Wayne Delozier, Dale M. Lewison, and Arch G. Woodside (eds.), Experiential Learning Exercises in Marketing&. keywords: benefits; exercises; learning; product; students cache: absel-2662.pdf plain text: absel-2662.txt item: #1521 of 2743 id: absel-2663 author: McAfee, Bruce; Maier, Ernest L. title: Sales and Sales Management: A Case/Simulation Approach date: 1978 words: 3189 flesch: 50 summary: Some obvious solutions to this dilemma would be to use cases of medium length, or to be more careful in selecting the cases we use, or to capitalize on the lack of information in short cases by challenging the students to identify the assumptions they need to make in order to solve the case. Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 215 CASE/SIMULATION OBJECTIVES Since we believe that the problems faced by a salesperson are quite similar in most situations, our prime objective was to create incidents which would sensitize students to the problems that the personnel in a typical sales organization might face. keywords: book; case; incidents; learning; sales; simulation; students cache: absel-2663.pdf plain text: absel-2663.txt item: #1522 of 2743 id: absel-2664 author: Coleman, Linda J.; Cooke, Ernest F.; Maronick, Thomas J. title: The SBI Case as Experiential Learning date: 1978 words: 2253 flesch: 38 summary: Most students are eager to participate in SBI cases and those that have done more than one under different instructors claim that they got more out of it when the instructor limited his involvement in the case. RECOMMENDATIONS FOR USING SBI CASES Based on our experience we would make the following suggestions concerning what may be the best way to use SBI cases: (1) Do not assign one student to a case. The results of the survey suggest that the SBI cases have not been used for maximum effectiveness, as far as student learning is concerned. keywords: business; case; faculty; learning; sbi; students cache: absel-2664.pdf plain text: absel-2664.txt item: #1523 of 2743 id: absel-2665 author: Weir, James E. title: The Use of A Live Case in Teaching Organization Theory and Management Principles to Graduate Students date: 1978 words: 2432 flesch: 31 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 231 They asked respondents if they believed that church athletic programs promoted the development of Christian values in youth. keywords: church; learning; office; organization; programs; students; youth cache: absel-2665.pdf plain text: absel-2665.txt item: #1524 of 2743 id: absel-2666 author: Wren, George R. title: The Residency in Hospital and Health Administration as Experiential Learning date: 1978 words: 3386 flesch: 34 summary: A year’s residency in hospital administration served in a hospital often located hundreds or thousands of miles from the university. Now in its 44th year of continuous existence, this program has granted over 500 master’s degrees in hospital administration. keywords: administration; business; education; health; hospital; learning; m.b.a; residency cache: absel-2666.pdf plain text: absel-2666.txt item: #1525 of 2743 id: absel-2667 author: Burns, Alvin C. title: The Extended Live Case Approach to Teaching Marketing Research date: 1978 words: 2297 flesch: 39 summary: The objectives of this approach to the teaching of marketing research survey methodology are envisioned by the author as follows: 1. Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 246 OVERVIEW AND OBJECTIVES OF THE “LIVE CASE” IN MARKETING RESEARCH In a nutshell, the live case approach as applied by the author to his undergraduate marketing course involves the use of three- or four-person student teams who work for a business sponsor and execute a marketing research survey over the course. keywords: case; learning; live; marketing; research; survey; team cache: absel-2667.pdf plain text: absel-2667.txt item: #1526 of 2743 id: absel-2668 author: Thistlethwaite, Paul C.; Zimmerly, Belle M. title: Experiential Learning in Marketing: Student Consultants date: 1978 words: 2987 flesch: 39 summary: The field persons (marketing research students) were learning about research methodology and applying it to the study. The managers (consumer behavior students) were also responsible for meeting with the client (Continuing Education persons), defining the research problem, determining the kinds of data needed, learning data analysis techniques and, if time permitted, writing a research report and presenting it to the client. keywords: data; experience; illinois; learning; marketing; research; students; study cache: absel-2668.pdf plain text: absel-2668.txt item: #1527 of 2743 id: absel-2669 author: Brenenstuhl, Daniel C.; Raveed, Sion title: The Brazil - Columbia Coffee Marketing Negotiations an Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process date: 1978 words: 2039 flesch: 42 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: AT HIGHLIGHTING THE DYNAMICS INVOLVED IN THE INTERNATIONAL BUSINESS NEGOTIATION PROCESS Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 259 THE BRAZIL - COLUMBIA COFFEE MARKETING NEGOTIATIONS AN EXPERIENTIAL EXERCISE keywords: coffee; exercise; group; learning; negotiations; team cache: absel-2669.pdf plain text: absel-2669.txt item: #1528 of 2743 id: absel-2670 author: Frazer, J. Ronald title: Educational Values of Simulation Gaming date: 1978 words: 3584 flesch: 50 summary: Frazer, J. Ronald, Introduction to Business Simulation (Reston, Virginia: Reston Publishing Company, Inc., 1977) Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Keys, Bernard, “A Review of Learning Research in Business Gaming,” Proceedings of the Third Annual Meeting of the Association for Business Simulation and Experiential Learning, (April 1976), pp. keywords: business; course; game; learning; simulation; students; team cache: absel-2670.pdf plain text: absel-2670.txt item: #1529 of 2743 id: absel-2671 author: Nixon, John E.; Yantis, Betty L. title: Business Simulation Re-Revisited date: 1978 words: 2987 flesch: 38 summary: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 277 Competition--The real world is competitive at more than one level of activity. Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 278 Sims and Hand [5] cite research which deplores the lack of “reality training” in MBA programs. keywords: business; game; learning; management; research; simulation; students; team cache: absel-2671.pdf plain text: absel-2671.txt item: #1530 of 2743 id: absel-2672 author: Sewall, Murphy A. title: Simulation and Experiential Learning as Human Subject Research date: 1978 words: 2614 flesch: 32 summary: Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: Instructors, as well as Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 284 researchers, should ask whether “...the risks to the subjects are so outweighed by the sum of the benefits to the subject and the importance of the knowledge to be gained as to warrant the subject to accept these risks.”[7]. keywords: absel; learning; proceedings; research; simulation; students; subjects cache: absel-2672.pdf plain text: absel-2672.txt item: #1531 of 2743 id: absel-2673 author: Kelley, Lane title: An Experiential Evaluation of a Didactic - Experiential Approach for Teaching Personnel Management date: 1978 words: 2503 flesch: 28 summary: Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: But what if the stage one, theory Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 292 (models that allows us to create abstractions for easier understanding of complexities) are de- emphasized. keywords: approach; learning; lecture; management; students; theory cache: absel-2673.pdf plain text: absel-2673.txt item: #1532 of 2743 id: absel-2674 author: Reed, S. Kyle title: Experiential Learning in Wage and Salary Administration date: 1978 words: 2066 flesch: 31 summary: Concepts and Generalizations After adequate reflection about these and other possible systems, the students were able to form concepts and generalizations regarding job evaluation systems in particular, but also having to do with employee evaluation systems and wage incentive systems. Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: keywords: company; evaluation; learning; students; system; wage cache: absel-2674.pdf plain text: absel-2674.txt item: #1533 of 2743 id: absel-2675 author: Schreier, James W. title: Integrating Structured Experiences into a Personnel Simulation date: 1978 words: 3041 flesch: 26 summary: RAISE II EXERCISES These goals were accomplished by developing RAISE II Exercises which would accomplish specific goals in different areas of personnel administration. A third method of integrating the exercises was that the exercises were all labeled RAISE II Exercises. keywords: exercise; learning; personnel; raise; raise ii; simulation cache: absel-2675.pdf plain text: absel-2675.txt item: #1534 of 2743 id: absel-2676 author: Ruble, Thomas L. title: Locus of Control and Performance in a Management Simulation date: 1978 words: 2183 flesch: 36 summary: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 3 RESULTS To test the research hypothesis, the profits (losses) and standings of internal teams were compared to those of external teams (the heterogeneous teams were not included in the statistical analysis but their performance fell between the internal and external teams). Table of Contents Volume 5, 1978 Debriefing: The Key to Effective Experiential Learning A Kiss Before Debriefing Debriefing with Serialized Theory Development for TaskTeam Learning Insights Into Debriefing Experiential Learning Exercises The Two-Step Flow of Experiential Learning: A Preliminary Investigation Programmatic Experienced-Based Learning in an MBA Program The New Research Focus: An Analysis of the Simulation Game User An Analysis of Performance in Simulation Games Compared to Performance on Structured Course Criteria: A Case Study Le's Simplify the Administrative Requirements of Computerized Educational Simulations Assessment of Sex Stereotypes Within Task Group Simulation The Use of Program BAYAUD in the Teaching of Audit Sampling The Effectiveness of Progressively Complex Accounting Simulations in Increasing Decision-Making Performance The Natural Learning Project The Application of a US-USSR Trade Simulation to the Reaching of Business Russian The Use of Semi-Autonomous Work Group in Graduate Management Education: An Australian Experience Evaluation of an Experimental Course in Organizational Behavior for Managers of Japanese Banks Berkshire II: An Experiential Decision Making Exercise: An Exercise in Hegelian Inquiry Creating a Responsible Managerial Experience A Framework for Determining the Pedagogical Value of Simulation Gaming: Implications for Future Simulation Gamin Research Emergent Simulations in Administration Courses Measurement of Administrator Role for Feedback on Structure and Goals An Experiment in Assessing the Theoretical Recognition and Application Leaning Skills of Student Case Writers Some Game Information Systems Experience Using Job Control Language (JCL) for Group and Individual Simulation Considerations for the Use of Computerized Business Simulations Assessing the Effectiveness of Learning Styles as Predictors of Performance within Three Distinct Pedogogic Methodologies Learning Style and Performance A Psychometric Analysis of Kolb's Learning Styles Inventory Learning to Identify and Satisfy consumer Wants: A Classroom Game An Experiential Exercise in Product Benefit Segmentation Sales and Sales Management: A Case/Simulation Approach The SBI Case as Experiential Learning The Use of a Live Case in Teaching Organization Theory and management Principles to Graduate Students The Residency in Hospital and health Administration as Experiential Learning The Extended Live Case Approach to Teaching Marketing Research Experiential Learning in Marketing: Student Consultants The Brazil-Columbia Coffee Marketing Negotiations: An Experiential Exercise Aimed at Highlighting the Dynamics Involved in the International Business Negotiation Process Educational Values of Simulation Gaming Business Simulation Re-Revisited Simulation and Experiential Learning as Human Subject Research An Experiential Evaluation of a Didactic - Experiential Apporach for Teaching personnel Management Experiential Learning in Wage and Salary Administration Integrating Structured Experiences into Personnel Simulation Locus of Control and Performance in a Management Simulation Correlations Between Academic Achievement, Aptitude, and Business Game Performance Suggestions for Student Input of Decisions in General Management Simulations An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool Time to Sell?: keywords: control; learning; performance; section; simulation; teams cache: absel-2676.pdf plain text: absel-2676.txt item: #1535 of 2743 id: absel-2677 author: Wolfe, Joseph title: Correlations between Academic Achievement, Aptitude, and Business Game Performance date: 1978 words: 2874 flesch: 33 summary: Although group maintenance and inter-personal skills are essential for both managerial success and tests of the external validity of business games, their accidental introduction in the past research has served to blur the question of academic performance and game-playing success. It was found that the above-average firms earned the highest profits while the below-average firms earned the lowest; there were no correlations with sales volume as a criterion of game performance. keywords: achievement; business; exercises; game; learning; management; performance; simulation; volume cache: absel-2677.pdf plain text: absel-2677.txt item: #1536 of 2743 id: absel-2678 author: Biggs, William D. title: Suggestions for Student Input of Decisions in General Management Simulations date: 1978 words: 1635 flesch: 33 summary: In addition, as a small institution we did not have student assistants available to handle the mechanical aspects of decision input. First, the students must realize that they will be responsible for their decision inputs; second, a detailed description of how to input decisions must be provided; third, a checker program must be provided and use of it required; and fourth, a detailed time table for decision submission must be provided to students. keywords: decisions; input; learning; simulation; student cache: absel-2678.pdf plain text: absel-2678.txt item: #1537 of 2743 id: absel-2679 author: Chisholm, Thomas A.; Krishnakumar, Parameswar; Clay, James P. title: An Exploratory Investigation of Student Perceptions of Computer Simulation as an Educational Tool date: 1978 words: 2179 flesch: 28 summary: In terms of the cumulative grade point average of the respondents the following table is presented: THE SURVEY RESULTS The respondents were requested to react to 24 statements which covered the use of computer simulation techniques in a classroom situation. To emphasize this point all responses were anonymous and were collected by other students before being given to the instructor. keywords: business; computer; learning; simulation; students; use cache: absel-2679.pdf plain text: absel-2679.txt item: #1538 of 2743 id: absel-2680 author: Specht, Pamela S.; Wynne, A. James; Snyder, Charles A. title: Time To Sell?: An Experiential Learning Approach To Stock Market Decisions Through Interactive Gaming date: 1978 words: 2724 flesch: 30 summary: Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 342 Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 343 REFERENCES 1. IBM Virtual Machine Facility/370: CMS User’s Guide, Release 3, PLC 8, (IBM Corporation, VM/370 Publications, Poughkeepsie, New York, Feb. 1976.) AN EXPERIENTIAL LEARNING APPROACH TO STOCK MARKET DECISIONS THROUGH INTERACTIVE GAMING Exploring Experiential Learning: Simulations and Experiential Exercises, Volume 5, 1978 337 TIME TO SELL?: keywords: learning; market; program; rate; return; stock; user cache: absel-2680.pdf plain text: absel-2680.txt item: #1539 of 2743 id: absel-2681 author: Barton, Richard F. title: Double Play for Gaming Effectiveness date: 1977 words: 2252 flesch: 39 summary: Each week one meeting is devoted to game play, and the other meeting is devoted to case analysis. These exercises are as follows: Finished Products Inventory Income Statement Balance Sheet Management of Inventories Cash Management Shifts and Capacity Policy and Strategy Assignments Policy and strategy assignments that are graded by the administrator with grades entering the computer model are a feature of THE IMAGINIT MANAGEMENT CAME that allows game play to go well beyond a numbers game. keywords: course; game; imaginit; management; play; policy; simulation cache: absel-2681.pdf plain text: absel-2681.txt item: #1540 of 2743 id: absel-2682 author: Ordway, Nicholas title: Adaptive Rule Changes in Computer Simulation Gaming - A Means of Pedagogical Reactive Interchange date: 1977 words: 3661 flesch: 42 summary: If players are performing poorly because they initially failed to grasp the intricacies of game procedures, they often become listless and intellectually drop out of the competition. The essence of most games is some form of competition, either man against man, man against nature or the environment, or man against himself. keywords: change; game; instructor; learning; moderator; players; rule; simulation; student cache: absel-2682.pdf plain text: absel-2682.txt item: #1541 of 2743 id: absel-2683 author: Miller, John A.; Short, Larry E. title: Monte Carlo Simulation in Personnel Management Training date: 1977 words: 2529 flesch: 30 summary: This article describes an experiment in the use of Monte Carlo simulation to fabricate realistic personnel data. 22 Table of Contents Volume 4, 1977 Double Play for Gaming Effectiveness Adaptive Rule Changes in Computer Simulation Gaming Œ A Means of Pedagogical Reactive Interchange Monte Carlo Simulation in Personnel Management Training Teaching About the Implementation of Job Redesign Using Simulation and Group Discussions An Interactive Simulation of Private Sector Collective Bargaining Leadership Evaluation and training through Behavioral Simulations: Method, Results and Future keywords: analysis; carlo; data; management; monte; personnel; simulation; students cache: absel-2683.pdf plain text: absel-2683.txt item: #1542 of 2743 id: absel-2684 author: Seeborg, Irmtraud Streker title: Teaching about the Implementation of Job Redesign Using Simulation and Group Discussions date: 1977 words: 3966 flesch: 42 summary: This paper describes a workshop on the implementation of job redesign; this workshop was designed with the objective of creating a research setting which would also provide an opportunity for personal learning for the participants. Pre-Workshop Activities About 4 weeks before the start of the workshop, 3 articles on job redesign were sent to the participants. keywords: implementation; job; learning; new; participants; redesign; simulation; workshop cache: absel-2684.pdf plain text: absel-2684.txt item: #1543 of 2743 id: absel-2685 author: Stanton, Wilbur W.; Greer, Charles R. title: An Interactive Simulation of Private Sector Collective Bargaining date: 1977 words: 2487 flesch: 42 summary: AN INTERACTIVE SIMULATION OF PRIVATE SECTOR COLLECTIVE BARGAINING New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 AN INTERACTIVE SIMULATION OF PRIVATE SECTOR COLLECTIVE BARGAINING Wilbur W. Stanton, Oklahoma State University Charles R. Greer, Oklahoma State University INTRODUCTION Traditional classroom methods of instruction such as lectures, group discussions, case analyses, and major term projects do not provide “hands on experience” with some of the more important topics of collective bargaining. A written scenario 32 New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 is provided before commencement of the simulation and the player is instructed to base his negotiation tactics upon his particular scenario. keywords: bargaining; games; labor; learning; negotiations; new; simulation; yes cache: absel-2685.pdf plain text: absel-2685.txt item: #1544 of 2743 id: absel-2686 author: Hunsaker, Phillip L. title: Leadership Evaluation and Training through Behavioral Simulations: Method, Results, and Future Directions date: 1977 words: 3112 flesch: 31 summary: LEADERSHIP EVALUATION AND TRAINING THROUGH BEHAVIORAL SIMULATIONS: METHOD, RESULTS, AND FUTURE DIRECTIONS New Horizons in Simulation Game and Experiential Learning, Volume 4, 1977 40 LEADERSHIP EVALUATION AND TRAINING THROUGH BEHAVIORAL SIMULATIONS: METHOD, RESULTS, AND FUTURE DIRECTIONS Phillip L. Hunsaker University of Wisconsin-Milwaukee Because of increasingly turbulent environment,1 responsiveness under time pressure, ability to handle emergencies under stress, and quick decision-making are becoming major components for leadership effectiveness [8]. New Horizons in Simulation Game and Experiential Learning, Volume 4, 1977 41 administered before, after, and during the simulation. keywords: decision; game; hunsaker; leadership; learning; simulation; team; training cache: absel-2686.pdf plain text: absel-2686.txt item: #1545 of 2743 id: absel-2687 author: Catalanello, Ralph F.; Brenenstuhl, Daniel C. title: An Assessment of the Effect of Experiential, Simulation and Discussion Pedagologies Used In Laboratory Sections of an Introductory Management Course date: 1977 words: 3253 flesch: 34 summary: Examination of mean data (Table 3)1 indicates that the students in discussion group laboratory sections had somewhat higher levels of cognitive learning, while students in the simulation sections had higher scores on problem-solving skill development. Discussion group students expected a some what lower grade in the course while those in experiential expected a higher grade. keywords: course; discussion; groups; laboratory; learning; sections; simulation; students cache: absel-2687.pdf plain text: absel-2687.txt item: #1546 of 2743 id: absel-2688 author: Ancona, Joseph; Ross, Kathleen A.; Wallace, Thomas L.; Weir, James E. title: An Experiential Understanding of the Trust Dimension Using Consulting Cases to Teach Business Policy date: 1977 words: 2680 flesch: 38 summary: Our experience in using live business policy cases in evening MBA and undergraduate business policy courses demonstrates that the interpersonal dimensions can, and should be, effectively integrated in the business curriculum. Students who volunteer for live case work learn many lessons in talking directly New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 61 New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 62 New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 63 New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 64 to company presidents and their staffs. keywords: business; case; knowledge; learning; simulation; students; trust cache: absel-2688.pdf plain text: absel-2688.txt item: #1547 of 2743 id: absel-2689 author: Scott, Richard A. title: An Experimental Testing of Teaching Methodologies in Marketing date: 1977 words: 2010 flesch: 35 summary: AN EXPERIMENTAL TESTING OF TEACHING METHODOLOGIES IN MARKETING New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 AN EXPERIMENTAL TESTING OF TEACHING METHODOLOGIES IN MARKETING Richard A. Scott, University of Arizona Interest in developing teaching methodologies which lead to more effective learning have been the everpresent concern of educators in all fields. 67 New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 keywords: control; course; group; learning; simulation; students cache: absel-2689.pdf plain text: absel-2689.txt item: #1548 of 2743 id: absel-2690 author: Certo, Samuel C.; Newgren, Kenneth E. title: Interpersonal Skill Development: The Experiential Training Unit (ETU) and Transfer of Training date: 1977 words: 3863 flesch: 39 summary: INTERPERSONAL SKILL DEVELOPMENT: THE EXPERIENTIAL TRAINING UNIT (ETU) AND TRANSFER OF TRAINING New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 INTERPERSONAL SKILL DEVELOPMENT: 72 New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 theory (Certo, 1975b). keywords: etu; help; learning; new; simulation; skill; trainer; training; transfer cache: absel-2690.pdf plain text: absel-2690.txt item: #1549 of 2743 id: absel-2691 author: Brenenstuhl, Daniel C.; Catalanello, Ralph F. title: An Analysis of the Relationship between Personality Characteristics and Preferred Styles of Learning date: 1977 words: 2626 flesch: 37 summary: 3. Byrne, E. T. and D. E. Wolfe, “The Design, Conduct and Evaluation of a Computerized Management Game as a Form of Experiential Learning,” in J. Kenderdine and B. Keys, editors, Simulation, Games and Experiential Learning Techniques: On the Road to a New Frontier, (Norman, Oklahoma: AN ANALYSIS OF THE RELATIONSHIP BETWEEN PERSONALITY CHARACTERISTICS AND PREFERRED STYLES OF LEARNING New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 82 AN ANALYSIS OF THE RELATIONSHIP BETWEEN PERSONALITY CHARACTERISTICS AND PREFERRED STYLES OF LEARNING Daniel C. Brenenstuhl, Northern Illinois University Ralph F. Catalanello, Northern Illinois University INTRODUCTION There is a wide-spread assumption in academia that each individual student has unique learner characteristics, learns differently and possesses a “learning style.” keywords: achievement; characteristics; course; kolb; learning; management; new; scores; simulation cache: absel-2691.pdf plain text: absel-2691.txt item: #1550 of 2743 id: absel-2692 author: Connolly, Eileen; Connolly, W. Joseph; Pounds, Arthur M.; Wiebe, Frank A. title: Analysis of "Effective Communication Skill Development" in Graduate Business and Engineering Experiential Education date: 1977 words: 3135 flesch: 45 summary: ANALYSIS OF “EFFECTIVE COMMUNICATION SKILL DEVELOPMENT” IN GRADUATE BUSINESS AND ENGINEERING EXPERIENTIAL EDUCATION New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 90 ANALYSIS OF “EFFECTIVE COMMUNICATION SKILL DEVELOPMENT” IN GRADUATE BUSINESS AND ENGINEERING EXPERIENTIAL EDUCATION Eileen Connolly W. Joseph Connolly Arthur M. Pounds Frank A. Wiebe Bradley University INTRODUCTION New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 91 COURSE DEVELOPMENT, POPULATION The concentrated schedule, consisting of five evening sessions and three weekends, has proven so popular with our students (90% of whom work full-time) that we have offered the course twice a year since 1972. keywords: change; communication; course; learning; less-; skills; students cache: absel-2692.pdf plain text: absel-2692.txt item: #1551 of 2743 id: absel-2693 author: Fritzsche, David J. title: Changing Perceptions of Learning in a Simulated Environment date: 1977 words: 2359 flesch: 36 summary: CHANGING PERCEPTIONS OF LEARNING IN A SIMULATED ENVIRONMENT New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 101 CHANGING PERCEPTIONS OF LEARNING IN A SIMULATED ENVIRONMENT David J. Fritzsche Rochester Institute of Technology Measures of student attitudes and perceptions have been used in numerous studies attempting to measure learning in a gaming environment (1,2,3,4,5). New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 102 FINDINGS The findings will be analyzed in two parts. keywords: business; course; factors; learning; simulation; statement cache: absel-2693.pdf plain text: absel-2693.txt item: #1552 of 2743 id: absel-2694 author: Sampson, Nancy; Sotiriou, Constantine title: Student Perceptions: Simulation and the Corporate Policy Course date: 1977 words: 2582 flesch: 32 summary: Although the teaching objectives of corporate policy courses are many, there is consensus of opinion among experts that the major objectives are: (a) to teach students how to apply business concepts, and (b) to integrate material from the various functional areas of business. This was done to determine student perceptions regarding preparedness for the simulation. keywords: business; course; frequency; percent; simulation; students cache: absel-2694.pdf plain text: absel-2694.txt item: #1553 of 2743 id: absel-2695 author: Butler, Richard J.; Parasuraman, A. title: Degree of Uniformity in Achievement Motivation Levels of Team Members: It's Effect on Team Performance in a Simulation Game date: 1977 words: 2156 flesch: 27 summary: There seemed to be no significant relationship between the distribution of achievement motivation levels of team members and team performance. The above results seem to indicate that the differences in team composition, based on the achievement motivation levels of team members, do not contribute much to the dynamics of team behavior that may have a bearing on team performance. keywords: achievement; game; motivation; performance; simulation; team cache: absel-2695.pdf plain text: absel-2695.txt item: #1554 of 2743 id: absel-2696 author: Lewison, Dale M. title: Channel Conflict, Cooperation, and Control: An Experiential Learning Exercise date: 1977 words: 3555 flesch: 37 summary: AN EXPERIENTIAL LEARNING EXERCISE New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 127 CHANNEL CONFLICT, COOPERATION, AND CONTROL: AN EXPERIENTIAL LEARNING EXERCISE Dale M. Lewison University of South Carolina INTRODUCTION Vertical interactions between members of a marketing channel of distribution are natural settings for experiential learning exercises. Skill objectives include the development and improvement of the students’ New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 128 capabilities in: (1) the making of decisions, (2) the analyzing of information, (3) the planning of strategies, (4) resolving of conflicts, and (5) the bargaining of negotiations. keywords: channel; committee; conflict; exercise; merchandising; merchandising program; naturals; program; stage cache: absel-2696.pdf plain text: absel-2696.txt item: #1555 of 2743 id: absel-2697 author: King, Albert S. title: Differences in Experiential and Non-Experiential Learners' Reactions to Conflict between Individual and Organization: Implications for Teaching Organization Behavior date: 1977 words: 3261 flesch: 22 summary: The basic implication for teaching topics in organization behavior is that the ability to endure inconsistency provides a correlative measure of the magnitude of maturity in grasping insight into organization conflict. Teachers of organization behavior are confronted with some crucial questions concerning differences in experiential and non- experiential learners’ reactions to organizational conflict: (1) Are there recurring reactions to conflicts which are specific to experiential and non-experiential learners? keywords: behavior; conflict; experiential; individual; learners; learning; organization; simulation cache: absel-2697.pdf plain text: absel-2697.txt item: #1556 of 2743 id: absel-2698 author: Belt, Brian; Dyson, L. N. title: The Evolution and Evaluation of a Required, Senior-Level Course in Experiential Business Applications date: 1977 words: 2919 flesch: 36 summary: The following table illustrates what happened to the proportion of students successfully completing this course before and after the change to a “Credit/No Credit” grading system: Grading System Number of Class Sections Number of Students Completing Out of Number Officially Enrolled Proportion of Students Completing During Allotted Time Period A/B/C/D/F Credit/No Credit 6 4 47/55 47/65 85% 74% Apparently, the switch to a “Credit/No Credit” grading system reduces the proportion of students successfully completing the course. Students who do not accumulate 30 points within the allotted time period receive the grade of “No Credit.” keywords: business; course; learning; objective; performance; simulation; students cache: absel-2698.pdf plain text: absel-2698.txt item: #1557 of 2743 id: absel-2699 author: Beatty, Richard W.; Kulisch, W. Anthony title: Building Management Skills through Problem Solving date: 1977 words: 2418 flesch: 31 summary: Thus, we defined the manager’s job as behaving in a manner which facilitates solving an array of organizational problems and set as our course objective the development of behavioral skills conducive to managerial problem solving. BUILDING MANAGEMENT SKILLS THROUGH PROBLEM SOLVING New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 152 BUILDING MANAGEMENT SKILLS THROUGH PROBLEM SOLVING Richard W. Beatty W. Anthony Kulisch Graduate School of Business Administration University of Colorado keywords: course; learning; management; problem; simulation; skills; students cache: absel-2699.pdf plain text: absel-2699.txt item: #1558 of 2743 id: absel-27 author: Dickinson, John R. title: An Implicit Measure of Forecasting Accuracy date: 2013 words: 3952 flesch: 47 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) An Implicit Measure of Forecasting Accuracy Page 102 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 ABSTRACT Sales forecasting, and the accuracy thereof, is prominent in business games. keywords: accuracy; business; demand; developments; forecasting; game; learning; sales; simulation; units cache: absel-27.pdf plain text: absel-27.txt item: #1559 of 2743 id: absel-2700 author: Hoover, J. Duane title: A "Live-Case" Approach to the Business and Society Course date: 1977 words: 2785 flesch: 38 summary: This author contends that an experiential approach to teaching this body of knowledge greatly facilitates student learning of the issues and concepts basic to the field. These projects reflect the diversity of the Business and Society course, but, more importantly, they also reflect the commitment and learning of Individual students (See Figure 1). keywords: business; course; format; learning; projects; simulation; society; student cache: absel-2700.pdf plain text: absel-2700.txt item: #1560 of 2743 id: absel-2701 author: Schneier, Craig Eric title: Experiential Learning: Toward the Development of a Theoretical Base and the Identification of Variables and Hypotheses to Guide Research date: 1977 words: 2721 flesch: 25 summary: There is also little or no conceptual framework which guides experiential learning research. TOWARD THE DEVELOPMENT OF A SET OF VARIABLES AND HYPOTHESES FOR USE IN RESEARCH ON EXPERIENTIAL LEARNING One source of conceptual framework for which to derive specific variables and operational hypotheses to guide experiential learning research is that body of knowledge in the behavioral sciences concerned with individual behavior, small group behavior, and inter- personal relations. keywords: business; hypotheses; learning; management; research; simulation; variables cache: absel-2701.pdf plain text: absel-2701.txt item: #1561 of 2743 id: absel-2702 author: Schreier, James W. title: The Role of the Administrator in Experiential Learning and Simulations date: 1977 words: 4135 flesch: 37 summary: For example, it might be discovered that a computer-based simulation calls for an instructor role which contains heavy components of the CONSULTANT and ADMINISTRATOR roles. The players sometimes take secondary roles in role play while the instructor takes the starring role. keywords: administrator; business; exercise; game; instructor; learning; research; role; simulation cache: absel-2702.pdf plain text: absel-2702.txt item: #1562 of 2743 id: absel-2703 author: Burns, Alvin C.; Gentry, James W. title: Some Thoughts on a "Theory" of the Use of Games and Experiential Exercises date: 1977 words: 3712 flesch: 42 summary: Philosophies of student learning and the assessment of that learning vary from game user to game user. Many games require special time and place commitments in the forms of team meetings, teletype terminals, keypunching, props, and the like. keywords: business; concepts; exercises; games; learning; participant; simulation; user; variables cache: absel-2703.pdf plain text: absel-2703.txt item: #1563 of 2743 id: absel-2704 author: Keys, J. Bernard title: Three Applications of the Management of Learning Grid date: 1977 words: 3906 flesch: 38 summary: Keys, J. Bernard, “Simulation Games and Experiential Learning--Management Development for the Future,” Survey of Business (Knoxville, Tennessee: University of Tennessee, January-February, 1976), pp. 17-19. 8. THREE APPLICATIONS OF THE MANAGEMENT OF LEARNING GRID New Horizons in Simulation Games and Experiential Exercises, Volume 4, 1977 195 THREE APPLICATIONS OF THE MANAGEMENT OF LEARNING GRID Bernard Keys--Tennessee Technological University Three factors seem to be prerequisite to effective learning in experiential environments: 1. keywords: business; course; exercises; games; grid; learning; management; new; seniors; simulation; training cache: absel-2704.pdf plain text: absel-2704.txt item: #1564 of 2743 id: absel-2705 author: Goosen, Kenneth R. title: An Analysis of ABSEL: Its Past Achievements and Future Prospects date: 1977 words: 4433 flesch: 45 summary: Although users and proponents of business simulations in the early sixties were not without their critics, it did appear that eventually business simulation usage might emerge as a significant and widely-used teaching method. The fact that business simulations appear to play a role of minor importance in today’s collegiate business education can be shown by utilizing data from Roberts and Strauss’s 1974 survey of business simulation usage. keywords: absel; business; courses; games; number; schools; simulation; usage cache: absel-2705.pdf plain text: absel-2705.txt item: #1565 of 2743 id: absel-2706 author: Nulsen, R. O.; Faria, A. J. title: New Horizons in Simulation Research date: 1977 words: 3030 flesch: 35 summary: As indicated, a survey conducted by the American Association of Collegiate Schools of Business members reported that •94% of the respondents used business simulations in their curriculum (3, p. 581). More recently, a 1974 survey of marketing simulation games included 53 marketing simulation games and this list was not complete as a number of marketing games known to the authors were not included( 7, p. 6). keywords: business; games; gaming; learning; marketing; research; simulation; use cache: absel-2706.pdf plain text: absel-2706.txt item: #1566 of 2743 id: absel-2707 author: Brenenstuhl, Daniel C.; Badgett, Tommy F. title: Prediction of Academic Achievement in a Simulation Mode via Personality Constructs date: 1977 words: 2672 flesch: 34 summary: PREDICTION OF ACADEMIC ACHIEVEMENT IN A SIMULATION MODE VIA PERSONALITY CONSTRUCTS New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 223 PREDICTION OF ACADEMIC ACHIEVEMENT IN A SIMULATION MODE VIA PERSONALITY CONSTRUCTS Daniel C. Brenenstuhl Northern Illinois University Tommy F. Badgett Memphis State University ABSTRACT Locus of Control (Rotter, 1966) and Interpersonal Trust (Rotter, 1967) were used as predictors of academic achievement in a college level simulation course. Massari and Rosenblum (1972) have New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 224 studied the relationship between Locus of Control and Interpersonal Trust in an academic environment using college students. keywords: achievement; control; externals; learning; locus; simulation; trust cache: absel-2707.pdf plain text: absel-2707.txt item: #1567 of 2743 id: absel-2708 author: Urban, Thomas F. title: Sex Differences in Bargaining Behavior date: 1977 words: 1964 flesch: 32 summary: SEX DIFFERENCES IN BARGAINING BEHAVIOR New Horizons in Simulation Games and Experiential Exercises, Volume 4, 1977 231 SEX DIFFERENCES IN BARGAINING BEHAVIOR THOMAS F. URBAN TEXAS A&M UNIVERSITY Within the past decade, the number of legal questions regarding discrimination on the basis of sex has heightened the consciousness of the organizational and academic community. The seemingly contradictory results from the New Horizons in Simulation Games and Experiential Exercises, Volume 4, 1977 232 numerous social psychological studies of the relationships between the sex variable and bargaining behavior may be due simply to the failure of the game to allow the individual difference to have an effect. keywords: bargaining; management; sex; simulation; studies; teams; union cache: absel-2708.pdf plain text: absel-2708.txt item: #1568 of 2743 id: absel-2709 author: Roach, William title: Com-Game: A Commodity Trading Game for Use in an Introductory Business Statistics Course date: 1977 words: 2074 flesch: 37 summary: COM-GAME: A COMMODITY TRADING GAME FOR USE IN AN INTRODUCTORY BUSINESS STATISTICS COURSE New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 239 COM-GAME: A COMMODITY TRADING GAME FOR USE IN AN INTRODUCTORY BUSINESS STATISTICS COURSE William Roach School of Business University of Kansas Unusually volatile commodities, like soybeans or pork bellies, will provide a useful New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 240 illustration of data where the tail areas are larger than the normal tail areas, but smaller than Chebyshev areas. keywords: business; commodity; game; learning; simulation; trading cache: absel-2709.pdf plain text: absel-2709.txt item: #1569 of 2743 id: absel-2710 author: Gies, Thomas; Chua, Jess title: A Financial Institution Management Game with Direct Participant Interactions date: 1977 words: 3128 flesch: 42 summary: Market assets are mostly purchased and sold by market orders. When market assets are held for more than New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 249 one quarter and then sold, any gain or loss is considered capital gain or loss for tax purposes. keywords: assets; game; liabilities; management; market; simulation; team cache: absel-2710.pdf plain text: absel-2710.txt item: #1570 of 2743 id: absel-2711 author: Chen, Henry C. K. title: A Non-Computerized Marketing Planning and Strategy Game date: 1977 words: 3152 flesch: 44 summary: A NON-COMPUTERIZED MARKETING PLANNING AND STRATEGY GAME New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 254 A NON-COMPUTERIZED MARKETING PLANNING AND STRATEGY GAME Henry C. K. Chen The University of West Florida INTRODUCTION Since the AMA game was first introduced in 1956, the increasing interest and use of marketing games as teaching instruments has been evidenced. However, due to the various environmental settings of different institutions of higher education, many small colleges are not endowed with the conditions which are necessary for the successful utilization of complex marketing games. keywords: firm; game; learning; marketing; quarter; simulation; time cache: absel-2711.pdf plain text: absel-2711.txt item: #1571 of 2743 id: absel-2712 author: Napier, Herman S.; House, William C.; Paralkar, Ajit P. title: Delphi in the Classroom: A Demonstration of Forecasting Economic Activity date: 1977 words: 1721 flesch: 27 summary: A DEMONSTRATION OF FORECASTING ECONOMIC ACTIVITY New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 263 DELPHI IN THE CLASSROOM: Periods 5-8 were used as test periods and no New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 264 further instruction was given to any of the groups during this period. keywords: delphi; game; groups; learning; periods; simulation cache: absel-2712.pdf plain text: absel-2712.txt item: #1572 of 2743 id: absel-2713 author: Goosen, Kenneth R. title: The Potential of Programmable Calculators for Processing Small Business Simulations date: 1977 words: 1627 flesch: 29 summary: THE POTENTIAL OF PROGRAMMABLE CALCULATORS FOR PROCESSING SMALL BUSINESS SIMULATIONS New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 267 THE POTENTIAL OF PROGRAMMABLE CALCULATORS FOR PROCESSING SMALL BUSINESS SIMULATIONS Kenneth R. Goosen, University of Arkansas at Little Rock In the last 18 months Texas Instruments and Hewlett Packard have marketed programmable calculators which have tremendous programming capability. New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 268 In addition to the above equation the following equations were necessary in order to have an operational model: keywords: absorption; costing; game; simulation; students cache: absel-2713.pdf plain text: absel-2713.txt item: #1573 of 2743 id: absel-2714 author: Mancuso, Louis C. title: Can A Small Predominantly Black University Incorporate The Computer Simulation Gaming Teaching Methodology Into Its Curriculum? date: 1977 words: 1736 flesch: 33 summary: Paper presented to the Association for Business Simulation and Experiential Learning, Indiana University, Bloomington, Indiana, April 9, 1975. New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 271 CAN A SMALL PREDOMINANTLY BLACK UNIVERSITY INCORPORATE THE COMPUTER SIMULATION GAMING TEACHING METHODOLOGY INTO ITS CURRICULUM? keywords: computer; gaming; method; methodology; simulation; teaching cache: absel-2714.pdf plain text: absel-2714.txt item: #1574 of 2743 id: absel-2715 author: Messmer, Donald J.; Sewall, Murphy A. title: Measuring the Effect of an Experiential Exercise date: 1977 words: 3269 flesch: 30 summary: MEASURING THE EFFECT OF AN EXPERIENTIAL EXERCISE New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 277 MEASURING THE EFFECT OF AN EXPERIENTIAL EXERCISE Donald J. Messmer, College of William and Mary Murphy A. Sewall, State University of New York at Albany INTRODUCTION The purpose of this study is to describe and demonstrate a technique for measuring the impact of an experiential exercise on the participants’ perceptions of and preferences for various career alternatives. The exercise which was designed for the experiment puts the student in the role of selling an industrial New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 278 adhesive, called Brunswick 910. keywords: control; exercise; group; learning; role; sales; selling; simulation; students cache: absel-2715.pdf plain text: absel-2715.txt item: #1575 of 2743 id: absel-2716 author: Hewett, Harvey title: Experiential Learning--Analysis of a Partial Success date: 1977 words: 2430 flesch: 36 summary: The Study The decision was made to attempt to improve the knowledge of medical professionals in the areas of group dynamics, group decision making, and team management and measure the impact of this on New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 285 performance. If the premise is accepted that (1) more and more decisions are made by groups, (2) greater knowledge of group dynamics, group decision making principles and team management will improve group performance, and (3) that these concepts, etc. can be taught then the problem becomes one of method or technique. keywords: decision; group; learning; management; performance; simulation; treatment cache: absel-2716.pdf plain text: absel-2716.txt item: #1576 of 2743 id: absel-2717 author: Schneier, Craig Eric; Beatty, Richard W. title: Predicting Participants' Performance and Reactions in an Experiential Learning Setting: An Empirical Investigation date: 1977 words: 2746 flesch: 30 summary: New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 292 The rationale for the present research was that a great deal about experiential learning and reasons for its effectiveness could be learned not merely by comparing its effectiveness to other pedagogical techniques, but rather by investigating the type of participant for whom experiential learning is effective. However, there have been very few studies of the personal characteristics of participants in experiential learning. keywords: business; course; learning; management; needs; participants; performance; simulation cache: absel-2717.pdf plain text: absel-2717.txt item: #1577 of 2743 id: absel-2718 author: Burns, Alvin C. title: A Simplified, Non-Computerized Marketing Channels Game date: 1977 words: 3024 flesch: 35 summary: Game participants manage firms at each of the first three levels and compete on various fronts. based games do not possess. keywords: demand; firms; game; industry; learning; marketing; price; retailers; simulation cache: absel-2718.pdf plain text: absel-2718.txt item: #1578 of 2743 id: absel-2719 author: Frazer, J. Ronald title: Manufacturers and Retailers: A Negotiation Game for Beginning Management Students date: 1977 words: 2459 flesch: 45 summary: There are no restrictions on which retailers manufacturers can sell to. Negotiation games in which the most important decision is a negotiated bargain made between two competing teams. keywords: game; manufacturers; price; retailers; team cache: absel-2719.pdf plain text: absel-2719.txt item: #1579 of 2743 id: absel-2720 author: Million, E. Z. title: Petroleum Management Game-1975 (PMG75) date: 1977 words: 2549 flesch: 41 summary: PETROLEUM MANAGEMENT GAME-1975: (PMG75) New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 315 PETROLEUM MANAGEMENT GAME-1975 (PMG75) E. Z. Million University of Oklahoma GENERAL DESCRIPTION The petroleum “economy,” as the term is used here, represents a hypothetical environment in which oil companies are competing. The management team for each company makes its decisions on the basis of operational and financial data which the model New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 316 produces from the previous period, or from an initial situation furnished to the players. keywords: capital; crude; gasoline; learning; products; quarter; simulation; total cache: absel-2720.pdf plain text: absel-2720.txt item: #1580 of 2743 id: absel-2721 author: Churchill, Geoffrey title: A Securities Dealer Simulator date: 1977 words: 1611 flesch: 37 summary: A SECURITIES DEALER SIMULATOR New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 322 A SECURITIES DEALER SIMULATOR Geoffrey Churchill Department of Quantitative Methods Georgia State University INTRODUCTION Business games have traditionally exploited the firm’s interface with product markets; in fact many of the pioneering games [2, 3] were explicitly or de facto marketing games. New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 323 8. keywords: business; games; learning; management; simulation; stock; volume cache: absel-2721.pdf plain text: absel-2721.txt item: #1581 of 2743 id: absel-2722 author: Hauser, Robert E.; Logan, John F. title: SIM ECO SOC with Business Curriculum Modules: A Simulation for Business Ethics and Morals date: 1977 words: 4008 flesch: 37 summary: A SIMULATION FOR BUSINESS ETHICS AND MORALS New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 328 SIM ECO SOC WITH BUSINESS CURRICULUM MODULES: New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 329 The optimal floor plan for SIN-ECU-SOC provides separate rooms on a common hallway for each of the social institutions and residential/productive regions. keywords: business; ecu; game; horizons; learning; management; modules; simulation; society; student; volume cache: absel-2722.pdf plain text: absel-2722.txt item: #1582 of 2743 id: absel-2723 author: Dittrich, John E. title: The PicnicA Perceptual Errors Exercise date: 1977 words: 3308 flesch: 45 summary: “THE PICNIC”: A PERCEPTUAL ERRORS EXERCISE New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 339 “THE PICNIC”: A PERCEPTUAL ERRORS EXERCISE John E. Dittrich University of Kentucky Courses in organizational behavior, communications, and personnel administration nearly always include an extended discussion of the topic of perception and perceptual error. Thus, while the more extensive research has New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 340 examined stereotypes as they might affect international, inter- ethnic, or interracial perceptions, the pervasive nature of stereotyped impressions is found in reactions to a number of occupational groups as well. keywords: class; effect; exercise; learning; new; role; simulation; students cache: absel-2723.pdf plain text: absel-2723.txt item: #1583 of 2743 id: absel-2724 author: Brenenstuhl, Daniel C. title: SALT III: An Experiential Exercise to Highlight the Interpersonal Dynamics Involved in the Negotiation Process date: 1977 words: 1776 flesch: 41 summary: SALT III: AN EXPERIENTIAL EXERCISE TO HIGHLIGHT THE INTERPERSONAL DYNAMICS INVOLVED IN THE NEGOTIATION PROCESS New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 347 SALT III: AN EXPERIENTIAL EXERCISE TO HIGHLIGHT THE INTERPERSONAL DYNAMICS INVOLVED IN THE NEGOTIATION PROCESS Daniel C. Brenenstuhl, Northern Illinois University Much of a leader’s time is devoted to the negotiation process. New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 348 4. keywords: decisions; learning; minutes; round; simulation cache: absel-2724.pdf plain text: absel-2724.txt item: #1584 of 2743 id: absel-2725 author: King, Albert S. title: Experiential Exercise on Values, Attitudes and Conflict Resolution in Organizational Behavior date: 1977 words: 1443 flesch: 22 summary: EXPERIENTIAL EXERCISE ON VALUES, ATTITUDES AND CONFLICT RESOLUTION IN ORGANIZATIONAL BEHAVIOR New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 353 EXPERIENTIAL EXERCISE ON VALUES, ATTITUDES AND CONFLICT RESOLUTION IN ORGANIZATIONAL BEHAVIOR Albert S. King, Northern Illinois University LEARNING OBJECTIVES 1. Hopefully, by understanding your own reaction to conflict compared to that of other members, New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 354 you will gain much stronger insight into the many problems of coping with individual adjustment to organizational controls and change. keywords: conflict; exercise; games; learning; simulation cache: absel-2725.pdf plain text: absel-2725.txt item: #1585 of 2743 id: absel-2726 author: Woodside, Arch G.; Boone, Louis E. title: Kick'n Go: A Product Management and Social Responsibility Dilemma date: 1977 words: 2750 flesch: 53 summary: The product also was believed to he a way to have children learn about Honda and develop a favorable attitude to Honda products at an early age; thus, increase the likelihood of the children purchasing Honda cars and motorcycles in adult life. Honda executives immediately stopped all television advertising for the product; and a few days later, all production of Kick’n Go was also stopped. keywords: children; honda; kick’n; learning; marketing; product; scooter; simulation cache: absel-2726.pdf plain text: absel-2726.txt item: #1586 of 2743 id: absel-2727 author: Norton, Steven D. title: The Use of Self-Assessment Workshops in a School of Business Administration date: 1977 words: 3471 flesch: 44 summary: DEVELOPMENTAL ASPECTS OF ASSESSMENT CENTERS While working with assessment centers at the Department of Housing and Urban Development (HUD), the author noted that most candidates believed that taking the assessment center simulations was a very developmental experience. THE USE OF SELF-ASSESSMENT WORKSHOPS IN A SCHOOL OF BUSINESS ADMINISTRATION New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 369 THE USE OF SELF-ASSESSMENT WORKSHOPS IN A SCHOOL OF BUSINESS ADMINISTRATION1 Steven D. Norton, University of Missouri-St. Louis During the past twenty years assessment centers have become increasingly popular as a method of predicting managerial effectiveness. keywords: assessment; center; learning; mean; simulation; students; workshop cache: absel-2727.pdf plain text: absel-2727.txt item: #1587 of 2743 id: absel-2728 author: Dutton, Richard E. title: The Dilemma of Self-Perception date: 1977 words: 2211 flesch: 53 summary: THE DILEMMA OF SELF-PERCEPTION New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 377 THE DILEMMA OF SELF-PERCEPTION Richard E. Dutton University of South Florida The admonition to “know thyself” has existed for a long time and yet most findings reveal that the majority are very poor self-evaluators. 1 New Horizons in Simulation Games and Experiential Learning, Volume 4, 1977 378 A SELF-PERCEPTION EXERCISE Instructions: Each paragraph below gives a description of personal characteristics which might or might not be true of you. keywords: change; group; learning; self; simulation; statement cache: absel-2728.pdf plain text: absel-2728.txt item: #1588 of 2743 id: absel-2729 author: Frazer, J. Ronald title: Time-Sharing Business Games at the Freshman Level date: 1976 words: 2209 flesch: 63 summary: To meet this need, we have developed a series of games designed for freshman students and they are now in the process of being tested. Nevertheless, the excitement and interest generated by business games in the time-sharing mode indicate that the concept can readily be used to generate interest in the world of business at any level. keywords: bet; games; horse cache: absel-2729.pdf plain text: absel-2729.txt item: #1589 of 2743 id: absel-2730 author: Schreier, James W. title: Instructor's Manual - RAISE II - A Personnel Simulation date: 1976 words: 8209 flesch: 48 summary: A PERSONNEL SIMULATION Computer Simulation and Learning Theory, Volume 3, 1976 10 Instructor’s Manual RAISE II A Personnel Simulation James W. Schreier Mount Mary College Milwaukee, Wisconsin Computer Simulation and Learning Theory, Volume 3, 1976 11 RAISE II -- introduction RAISE II, A Personnel Simulation, is a modular simulation designed to provide participants with the practical experience of applying the principles of personnel management. RAISE II contains eight modules related to the functional areas of personnel management and four modules which integrate other important business activities into the personnel modules. keywords: business; computer; computer simulation; employment; job; learning; modules; personnel; program; raise; raise ii; simulation; theory; volume cache: absel-2730.pdf plain text: absel-2730.txt item: #1590 of 2743 id: absel-2731 author: Schreier, James W.; Komives, John L. title: Assessment of Entrepreneurial Skills Using Simulations date: 1976 words: 3474 flesch: 46 summary: The use of business simulation models makes this assessment possible. How deeply ingrained is the growth syndrome in a company, for example, will they make unethical decisions under the duress of growth as opposed to survival This second simulation model is designed to place company teams being assessed in just such conditions and to observe the calculations and decisions and the decision process. keywords: assessment; business; center; company; model; simulation; team cache: absel-2731.pdf plain text: absel-2731.txt item: #1591 of 2743 id: absel-2732 author: Schreier, James W. title: Raise II: First Year Experiences with a Personnel Simulation date: 1976 words: 2413 flesch: 43 summary: From this series of short individual projects and assignments, and input from students and businessmen, the twelve basic modules of RAISE II were created. Constructed in modular form which the overall framework of a Personnel Consulting Firm, RAISE II allows the instructor or training director to select the most relevant modules and use them in a variety of classroom situations and time periods. keywords: module; personnel; raise; simulation cache: absel-2732.pdf plain text: absel-2732.txt item: #1592 of 2743 id: absel-2733 author: Schreier, James W. title: Experiential Learning: If It Feels Good, Do It! date: 1976 words: 1116 flesch: 48 summary: Those of us concerned with the development and evaluation of simulation and experiential learning materials know of the books, articles, and conferences on evaluation. And what of the teacher attempting to evaluate experiential materials which are promoted and sent to him from various sources. keywords: evaluation; learning cache: absel-2733.pdf plain text: absel-2733.txt item: #1593 of 2743 id: absel-2734 author: Schreier, James W. title: Developing a Recruitment and Selection Strategy a Raise II Exercise date: 1976 words: 863 flesch: 41 summary: This can include any of the various functions of a personnel program, including equal employment, wage determination, training, employee evaluation, interviewing, and/or recruitment and selection. Through the exercise, participants were able to familiarize themselves with various components of a recruitment and selection strategy and begin to develop a rationale for their own recruitment campaign. keywords: module; recruitment; selection cache: absel-2734.pdf plain text: absel-2734.txt item: #1594 of 2743 id: absel-2735 author: Ferguson, Jr., Carl E. title: INSIM: An Interactive Inventory Simulation date: 1976 words: 2052 flesch: 49 summary: [7] Under conditions of certainty, inventory control is simple. This paper demonstrates a simulation approach to evaluating the cost of inventory control and suggests methods for seeking “optimum” solutions to the inventory cost function. keywords: cost; demand; inventory; learning; simulation; theory cache: absel-2735.pdf plain text: absel-2735.txt item: #1595 of 2743 id: absel-2736 author: Dittrich, John E. title: C-Tasks: An Exercise and In-Class Experiment in the Effects of Creative and Non-Creative Tasks On Group Structures and Group Performance date: 1976 words: 3466 flesch: 43 summary: creative task groups is clearly higher than that found in the creative task groups. Not only is the average satisfaction score visibly higher for creative group tasks, but the differences seen are statistically significant. keywords: effects; exercise; group; organization; performance; satisfaction; structure; task cache: absel-2736.pdf plain text: absel-2736.txt item: #1596 of 2743 id: absel-2737 author: Sewall, Murphy A. title: An Experiential Exercise in Multidimensional Scaling date: 1976 words: 1853 flesch: 48 summary: THE MDS PROGRAM A fairly large number of computer programs are available for both perceptual and preference scaling. However, it is also a technology that appears rather mysterious to both managers and students, who will become tomorrow’s managers. keywords: computer; learning; program; scaling cache: absel-2737.pdf plain text: absel-2737.txt item: #1597 of 2743 id: absel-2738 author: Beatty, Richard W.; Schneier, Craig Eric title: Issues in Equal Employment Opportunity and Affirmative Action date: 1976 words: 13076 flesch: 51 summary: When the proportion of affirmative action group employees in all occupational levels is equivalent to their respective availability in the external labor market. UNDERUTILIZATION Term used to describe a lower number of affirmative action group employees than parity would predict. keywords: action; civil; commission; computer; computer simulation; discrimination; eeoc; employment; federal; impact; job; labor; law; learning; opportunity; selection; simulation; theory; title; vii; volume cache: absel-2738.pdf plain text: absel-2738.txt item: #1598 of 2743 id: absel-2739 author: Beatty, Richard W.; Schneier, Craig Eric title: Issues in Equal Employment Opportunity and Affirmative Action: An Experiential Exercise date: 1976 words: 1722 flesch: 51 summary: To build skills in detecting and avoiding discriminatory practices as well as planning for specific remedies through Affirmative Action programs. It is in this context that it was felt necessary to design an experiential exercise in EEO and Affirmative Action. keywords: action; discrimination; employment; personnel; vol cache: absel-2739.pdf plain text: absel-2739.txt item: #1599 of 2743 id: absel-2740 author: Keys, J. Bernard title: Review of Learning Research in Business Gaming date: 1976 words: 4034 flesch: 54 summary: A unique study was conducted by Wilson and Wollman in 1975, when they examined the hypothesis that the inconclusiveness in game learning research has resulted from the failure to recognize the different types and levels of learning. Rather than dealing with very dissimilar learning research studies, this writer has chosen to examine what he considers to be a main-stream of research thrust in business simulation games. keywords: business; case; class; game; group; learning; simulation cache: absel-2740.pdf plain text: absel-2740.txt item: #1600 of 2743 id: absel-2741 author: Leach, Hugh V. title: Structure Analysis in Simulation Development date: 1976 words: 1838 flesch: 45 summary: As we focus on the problems of total simulation development we recognize two types, developmental and communication. variables of the real world situation for simulation. keywords: analysis; development; simulation; structure; variables cache: absel-2741.pdf plain text: absel-2741.txt item: #1601 of 2743 id: absel-2742 author: Certo, Samuel C. title: Sequence of Training Tasks and Perceived Learning: An Exploratory Investigation of the Experiential Training Unit date: 1976 words: 1608 flesch: 43 summary: From the results of the stepwise regression, this study seems to imply that conveying this theory through experiential activities rather than more traditional activities would increase perceived trainee learning. First, the sequencing of training activities can influence not only overall perceived learning from all the activities, but also perceived learning related to the individual activities themselves. keywords: activities; etu; learning; theory; training cache: absel-2742.pdf plain text: absel-2742.txt item: #1602 of 2743 id: absel-2743 author: Whatley, Arthur A. title: Teaching Management Research through Computer Simulation date: 1976 words: 2337 flesch: 52 summary: The author has received a grant to implement the program called Exper Sim or Experimental Simulation in a course at New Mexico State University called Mgt 380--Applied Management Research. EXPER SIM In general, Exper Sim entails using the computer to teach research methods, design and procedures. keywords: computer; exper; model; research; sim; simulation cache: absel-2743.pdf plain text: absel-2743.txt item: #1603 of 2743 id: absel-2744 author: Stanton, Wilbur W. title: RAB: A Computer Simulation for Marketing Research and Consumer Behavior date: 1976 words: 591 flesch: 19 summary: This has been accomplished through varied exposure to experiential learning situation which apply a wide selection of marketing research techniques. During the “time of employment” the student will be faced with designing research which is (1) systematic, (2) logical, (3) empirical, and (4) replicable. keywords: computer; simulation cache: absel-2744.pdf plain text: absel-2744.txt item: #1604 of 2743 id: absel-2745 author: Gentry, James W.; Reutzel, Edward T. title: Teaching Inventory Control via Computer Interaction with Increasing Complexity date: 1976 words: 1793 flesch: 52 summary: The experiential learning achieved by one of the authors during the demonstration stimulated efforts to add such a package to the teaching of inventory control at Kansas State University. While a different simulation package had been used in the teaching of inventory control at Kansas State, success had been somewhat limited due to its complexity (this simulation will be described later). keywords: computer; control; inventory; simulation cache: absel-2745.pdf plain text: absel-2745.txt item: #1605 of 2743 id: absel-2746 author: Brenenstuhl, Daniel C.; Blalack, Richard O. title: The Effect of Preference Congruency and Vested Interest on Attitude Change and Satisfaction of Participants in a Collective Bargaining Simulation date: 1976 words: 2850 flesch: 43 summary: In this latter instance, the attitudes appear to be more rigidified towards management, possibly due to the more conscious role demands of this group in that they initially desired to be labor team participants. The immutability of team objectives served the purpose of rigidifying individual and team commitments to the simulation and permitted continuity in strategic and tactical considerations. keywords: bargaining; labor; management; participants; simulation; teams cache: absel-2746.pdf plain text: absel-2746.txt item: #1606 of 2743 id: absel-2747 author: Baldwin, L. E. title: Student Self-Development: Planning From Simulation Experience Inputs date: 1976 words: 2801 flesch: 43 summary: Few students demonstrated any knowledge about these theories or evidence of attempts to research the field for application to their self-development plan. STUDENT SELF-DEVELOPMENT PLANNING FROM SIMULATION EXPERIENCE INPUTS Computer Simulation and Learning Theory, Volume 3, 1976 240 STUDENT SELF-DEVELOPMENT Planning From Simulation Experience Inputs by L. E. Baldwin Introduction The purpose of this project is to explore the potential value of complex simulation inputs for use of students in making self-development plans. keywords: development; performance; project; self; simulation cache: absel-2747.pdf plain text: absel-2747.txt item: #1607 of 2743 id: absel-2748 author: Biggs, William D. title: Relational Approach to Grading Performance in Business Games date: 1976 words: 1124 flesch: 54 summary: As is illustrated in Table 11(c), it is possible under the relational grading approach to have teams end up with negative percentage scores This situation could be eliminated by adding an amount equal to the most negative score to each team’s score for a particular variable. It is obvious from Table III that we may end up with high percentage scores even when poor performance exists. keywords: approach; team cache: absel-2748.pdf plain text: absel-2748.txt item: #1608 of 2743 id: absel-2749 author: Sord, Burnard H. title: Comments about Learning Experiences by Participants in a General Management Business Simulation Conducted At the University of Texas at Austin date: 1976 words: 3858 flesch: 54 summary: I feel that this is a good exercise, not only because of the challenge of making business decisions, but also because it helped to establish rapport in the class. Computer Simulation and Learning Theory, Volume 3, 1976 264 Understanding of business decision, and of procedures. keywords: business; decisions; marketing; production; simulation; understanding cache: absel-2749.pdf plain text: absel-2749.txt item: #1609 of 2743 id: absel-2750 author: Dittrich, John E. title: Realism in Business Games: A Three Game Comparison date: 1976 words: 1868 flesch: 44 summary: Thus, the Computer Simulation and Learning Theory, Volume 3, 1976 274 comparison by dimension of perceived realism can provide important data on business games, to potential adapters, and especially to those considering games for use in the business policy course. In recent years, computer game designers and publishers have produced a wide variety of computerized business games aimed at serving a number of educational needs. keywords: business; complexity; game; number; realism cache: absel-2750.pdf plain text: absel-2750.txt item: #1610 of 2743 id: absel-2751 author: Vroman, H. William; Urban, Thomas title: Evaluation Systems In Simulation--An Exploration date: 1976 words: 1514 flesch: 45 summary: 3. comparison of post-negotiation results with pre-negotiation standards; 4. comparison of expectations with performance; Once the bargaining position is outlined, the team has provided a standard for post-negotiation evaluation. keywords: evaluation; learning; reinforcement; simulation cache: absel-2751.pdf plain text: absel-2751.txt item: #1611 of 2743 id: absel-2752 author: Wolfe, Joseph title: Comments on the Perception, Identification, and Measurement of Learning from Simulation Games date: 1976 words: 1411 flesch: 47 summary: COMMENTS ON THE PERCEPTION, IDENTIFICATION, AND MEASUREMENT OF LEARNING FROM SIMULATION GAMES Computer Simulation and Learning Theory, Volume 3, 1976 288 COMMENTS ON THE PERCEPTION, IDENTIFICATION, AND MEASUREMENT OF LEARNING FROM SIMULATION GAMES Remarks for Third National Conference on Business Simulation and Experiential Learning Knoxville, Tennessee April, 1976 Prepared by: Joseph Wolfe Associate Professor of Management University of Illinois, Chicago Circle Submitted to: Bernard Keys Assistant Dean Tennessee Technological University Cookeville, Tennessee Computer Simulation and Learning Theory, Volume 3, 1976 289 The Design of Studies on the Comparative Effects of Gaming versus Traditional Teaching Methods Although a number of evaluative typologies exist, the systems of James The space devoted thus far in this note should make it apparent that the research’s design is important, that rigorous research designs are available, but that the perfect theoretical implementation has not been obtained nor is it likely to ever occur. keywords: business; design; learning; simulation cache: absel-2752.pdf plain text: absel-2752.txt item: #1612 of 2743 id: absel-2753 author: Burns, Alvin C. title: A Computer Simulation Approach to the Teaching Of Mail Survey Strategy Alternatives and Choice date: 1976 words: 4975 flesch: 51 summary: Four questions guided the literature search: (1) what is the shape of the returns curve over time; (2) what options have been researched; (3) what is the effect of the various options on mail survey response rate; and (4) what degree of interdependence exists among the effects of the various options? Figure 6a compares total direct survey costs to the number of returns at prespecified points in tine, while Figure 6b compares total direct survey costs to the number of survey days. keywords: computer; cost; learning; mail; options; response; simulation; survey; theory; volume cache: absel-2753.pdf plain text: absel-2753.txt item: #1613 of 2743 id: absel-2754 author: Dube, Leon F. title: Advertising Simulation: Savory Foods, Inc. Corpus Christi, Texas Market date: 1976 words: 2558 flesch: 55 summary: Specific media choices such as time of day and billboard locations must be specified. Demonstrate how advertising goal is met and reasons for each decision. keywords: advertising; learning; session; simulation; theory; volume cache: absel-2754.pdf plain text: absel-2754.txt item: #1614 of 2743 id: absel-2755 author: Burns, Alvin C. title: The Use of Program Mailit in the Teaching of Mail Survey Response Rate Problems and Strategies date: 1976 words: 3169 flesch: 47 summary: THE USE OF PROGRAM MAILIT IN THE TEACHING OF MAIL SURVEY RESPONSE RATE PROBLEMS AND STRATEGIES Computer Simulation and Learning Theory, Volume 3, 1976 346 THE USE OF PROGRAM MAILIT IN THE TEACHING OF MAIL SURVEY RESPONSE RATE PROBLEMS AND STRATEGIES Alvin C. Burns, University of West Florida PROBLEM SETTING The nonresponse problem associated with mail questionnaire surveys is perhaps their significant shortcoming. Four questions guided the literature search: (1) what is the shape of the returns curve over time; (2) what options have been researched; (3) what is the effect of the various options on mail survey response rate; and (1+) what degree of interdependence exists among the effects of the various options? keywords: cost; mail; options; research; response; simulation; students; survey cache: absel-2755.pdf plain text: absel-2755.txt item: #1615 of 2743 id: absel-2756 author: Messmer, Donald J. title: A Simulation Enhancement to Observe, Motivate and Evaluate Individual Performance date: 1976 words: 3267 flesch: 51 summary: Student teams are required to key punch their own decision cards, and the payroll decision card becomes the fourth card in a team’s decision deck. 358 A SIMULATION ENHANCEMENT TO OBSERVE, MOTIVATE AND EVALUATE INDIVIDUAL PERFORMANCE Donald J. Messmer, College of William and Mary INTRODUCTION A problem common to most large scale business simulations is how to observe, motivate and evaluate individual performance during the course of a game’s competition.1 Direct observation of individual performance, for example, is often frustrated since the presence of an observer at a group decision session tends to produce artificial discussions meant to impress the instructor. keywords: index; individual; performance; simulation; student; team cache: absel-2756.pdf plain text: absel-2756.txt item: #1616 of 2743 id: absel-2757 author: Swanson, Lloyd A. title: Evaluation of Performance in Managerial Simulations: A Managerial Coefficients Model date: 1976 words: 2636 flesch: 41 summary: Frequently success or failure of management simulation games in the classroom environment is dependent upon proper and fair simulation grading. SUMMARY AND CONCLUSIONS In this paper a management coefficients model has developed to assist in assigning grades for management simulation games where the game administrator’s actual decisions as well as various simulation results were utilized in determining the regression model. keywords: evaluation; management; model; performance; simulation cache: absel-2757.pdf plain text: absel-2757.txt item: #1617 of 2743 id: absel-2758 author: Lord, R. J.; Newson, E. F. P. title: Substance versus Experience in a Case Environment date: 1976 words: 2030 flesch: 50 summary: We have played INTOP (International Operations Simulation)6 for the last seven years, and have recently added other games to our program. For the School of Business Administration at the University of Western Ontario, this debate has serious implications because we utilize a battery of games within our first year MBA program. keywords: games; learning; students; teaching cache: absel-2758.pdf plain text: absel-2758.txt item: #1618 of 2743 id: absel-2759 author: Dube, Leon F.; Dyson, L. M. title: Experiential Learning as Applied at Texas A&I University-Corpus Christi in Advertising and Business Applications date: 1976 words: 511 flesch: 37 summary: A number of the day students are also mature students with work experience, however, many are similar to the more traditional college student with no experience and little maturity. Given this university environment, the College of Business Administration faculty were challenged to develop and teach courses useful and meaningful to students with these divergent backgrounds, which serve the needs of evening and day students, which can be translated by the student to business reality, and which will further enhance the image of the university and stimulate future student population growth. keywords: business; student cache: absel-2759.pdf plain text: absel-2759.txt item: #1619 of 2743 id: absel-2760 author: Dube, Leon F. title: The Use of Non Computerized Simulation as an Experiential Learning Method in Advertising date: 1976 words: 7329 flesch: 53 summary: THE USE OF NON COMPUTERIZED SIMULATION AS AN EXPERIENTIAL LEARNING METHOD IN ADVERTISING Computer Simulation and Learning Theory, Volume 3, 1976 391 THE USE OF NON COMPUTERIZED SIMULATION AS AN EXPERIENTIAL LEARNING METHOD IN ADVERTISING A class in advertising could merely be designed to acquaint students with the general field. The typical class, therefore, includes students with varying degrees of knowledge about advertising, marketing, and business administration. keywords: advertising; business; campaign; computer; course; learning; objectives; points; simulation; student; theory; volume cache: absel-2760.pdf plain text: absel-2760.txt item: #1620 of 2743 id: absel-2761 author: Dyson, Jr., L. M. title: Implementation of Experiential Business Applications date: 1976 words: 3894 flesch: 57 summary: Students in all areas of education also face the same transition when they are suddenly removed from an academic environment with its assumptions and limitations, to an environment where they are thrust into situations requiring them to apply classroom learning for the first time. Students in the education department preparing for a career in teaching, however, are exposed to their actual teaching environment before graduation, under the watchful eye and guidance of a supervisor. keywords: analysis; business; course; objectives; performance; points; student; work cache: absel-2761.pdf plain text: absel-2761.txt item: #1621 of 2743 id: absel-2762 author: Hoover, J. Duane; Whitehead, Canton J. title: An Experimental Examination of Group Size Effects: Implications for Experiential Learning in the First Course in Management date: 1976 words: 1683 flesch: 36 summary: The remainder of the paper will present our teaching methodology and some experimental results related to group size in experiential labs which supplement “monster” section lectures. In an earlier study to test experiential labs against cognitive labs we found 1) there was no significant difference in exam scores for cognitive and experiential labs and 2) small (15) experiential labs scored significantly higher than large (>20) experiential labs. keywords: course; labs; learning; management cache: absel-2762.pdf plain text: absel-2762.txt item: #1622 of 2743 id: absel-2763 author: Jauch, Lawrence R.; Gentry, James W. title: Interactive Simulation as a Supplementary Instructional Tool: It's Relation to Performance in a Business Simulation date: 1976 words: 2267 flesch: 51 summary: Higher users in period 1 tended to also use it more in period 2.. Correlations for the ROI in the first year and SIMERACT use in periods 1 and 2 are negative (contrary to the results in Industry 1) . However, similar to Industry 1, second year ROI results are positively correlated (.515) to SIMERACT use during period 2. keywords: game; industry; learning; simeract; simulation cache: absel-2763.pdf plain text: absel-2763.txt item: #1623 of 2743 id: absel-2764 author: Cowles, Karen J.; Hauser, Robert E. title: Experiencing Practical Applications and Implications of Various Economic Systems through the Non-Computerized Simulation SIM ECO SOC date: 1976 words: 2002 flesch: 40 summary: First, in SIM ECO SOC, business students experience practical situations in which they must make business decisions and confront business problems. EXPERIENCING PRACTICAL APPLICATIONS AND IMPLICATIONS OF VARIOUS ECONOMIC SYSTEMS THROUGH THE NON-COMPUTERIZED SIMULATION SIM ECO SOC Computer Simulation and Learning Theory, Volume 3, 1976 448 EXPERIENCING PRACTICAL APPLICATIONS AND IMPLICATIONS OF VARIOUS ECONOMIC SYSTEMS THROUGH THE NON-COMPUTERIZED SIMULATION SIM ECO SOC Karen J Cowles, The Pennsylvania State University Robert E. Hauser, The Pennsylvania State University Exchange of ideas across disciplinary lines is important today, especially in a world which is becoming more interrelated and interdependent As social scientists teaching history, sociology, anthropology, and social psychology, we would like to share with you some of the insights we have gained from our use of simulation in the social science classroom that we have found to be applicable to business disciplines~, About eighteen months ago, we began designing a non-computerized simulation we call SIM ECO SOC, short for simulated economic societies, to give social science students an opportunity to create their own society and to analyze and explain some of the developments which occurred within the simulation by referring to specific concepts and theories from various social scientists We have been extremely pleased with the results: SIM ECO SOC has proved to be an exciting learning experience for us and our students. keywords: business; eco; simulation; society cache: absel-2764.pdf plain text: absel-2764.txt item: #1624 of 2743 id: absel-2765 author: Fritzsche, David J. title: On The Relationships of Learning Style, Perceived Learning, and Performance in an Experiential Learning Environment date: 1976 words: 2505 flesch: 49 summary: We may even he able to identify learning styles which are successful in specific learning environments and other styles which are more successful in other environments. Kolb has conducted some interesting research relating learning styles to college majors and to a limited extent to occupations (3,4). keywords: course; learning; perception; performance; style cache: absel-2765.pdf plain text: absel-2765.txt item: #1625 of 2743 id: absel-2766 author: Brenenstuhl, Daniel C.; Catalanello, Ralph F. title: An Analysis of the Impact upon the Learning Effectiveness of Traditional Instruction, Simulation Gaming and Experiential Learning Teaching Methodologies: An Experimental Design date: 1976 words: 3115 flesch: 42 summary: However, the current interest in contingency approaches, which suggest that the previously simplifying assumptions of the “one best way” may not be appropriate for explaining the processes and behavior present in modern organizations, may also provide new insight into the impact of various teaching methodologies on student learning. Why the sudden upsurge in interest in computer simulations and experiential learning? keywords: computer; discussion; learning; simulation; students; teaching; theory cache: absel-2766.pdf plain text: absel-2766.txt item: #1626 of 2743 id: absel-2767 author: Wolfe, Douglas E.; Byrne, Eugene T. title: A Comparison of Perceived Learning in Three Pedagogically Different Sections of a Required Business Policy Course date: 1976 words: 3018 flesch: 50 summary: In effect, we are saying that perceived, student learning is at least partly dependent upon the choice of pedagogy. OBJECTIVES OF THIS STUDY There were two objectives for this study: (1) to determine the relationship, if any, of student learning styles to choice of section and amount of self-perceived student learning1 and (2) to examine the relationship, if any, between the amount of perceived student learning and participation in one of the three different sections. keywords: course; learning; section; simulation; students; styles cache: absel-2767.pdf plain text: absel-2767.txt item: #1627 of 2743 id: absel-2768 author: Brenenstuhl, Daniel C.; Blalack, Richard O. title: The Effect of Preference Congruency and Vested Interest on Attitude Change and Satisfaction of Participants in a Collective Bargaining Simulation date: 1976 words: 2850 flesch: 43 summary: In this latter instance, the attitudes appear to be more rigid if led towards management, possibly due to the more conscious role demands of this group in that they initially desired to be labor team participants. The immutability of team objectives served the purpose of rigidifying individual and team commitments to the simulation and permitted continuity in strategic and tactical considerations. keywords: bargaining; labor; management; participants; simulation; teams cache: absel-2768.pdf plain text: absel-2768.txt item: #1628 of 2743 id: absel-2769 author: Byrne, Eugene T.; Wolfe, Douglas E. title: The Design, Conduct and Evaluation of Experiential Learning Systems* date: 1976 words: 1514 flesch: 39 summary: This conference, to be held in the spring, 1978, will bring together the leading change agent practitioners in the field of experiential learning process. As needed, this will include adaptations to the original design and development of alternative learning experiences. keywords: experience; learning; students cache: absel-2769.pdf plain text: absel-2769.txt item: #1629 of 2743 id: absel-2770 author: Dutton, Richard E. title: The Impact of the Deviant on Small Group Behavior: A Conformity-Deviation Exercise date: 1976 words: 2734 flesch: 65 summary: He may want to compare various group reactions with other groups, or he may wish to combine all groups in the class and use a class average for three of the categories on the Reaction Form. In this situation, groups were composed of around 10 members. keywords: case; david; deviant; group; work cache: absel-2770.pdf plain text: absel-2770.txt item: #1630 of 2743 id: absel-2771 author: Dittrich, John E. title: C-TASKS: An Exercise and In-Class Experiment in the Effects Of Creative and Non-Creative Tasks on Group Structures and Group Performance date: 1976 words: 332 flesch: 44 summary: Creative group tasks include writing greeting card verses and short creative prose passages, and developing a name for a special interest group in such a way as to derive a catch acronym from the name’ 5 first letters. Non-creative group tasks consist of counting vowels on several specific pages of the textbook. keywords: tasks cache: absel-2771.pdf plain text: absel-2771.txt item: #1631 of 2743 id: absel-2772 author: Leach, Hugh V. title: Structure Analysis in Simulation Development Outline date: 1976 words: 130 flesch: 26 summary: 3. Example - Structure of Craftco Manufacturing Company a. Flow of development logic b. Concepts c. Data points d. Data flow Computer Simulation and Learning Theory, Volume 3, 1976 523 Computer Simulation and Learning Theory, Volume 3, 1976 524 Computer Simulation and Learning Theory, Volume 3, 1976 525 Introduction to structured programming a. Introduction based on work published by O.J. Dahl, Universitet i. Oslo, Mathematisk Institut; E. W. Dijkstra, Department of Mathematics, Technological University, Eindhover, The Netherlands; C.A.R. Hoare, Department of Computer Science, the Queen’s University of Belfast, Belfast, Northern Ireland. keywords: simulation cache: absel-2772.pdf plain text: absel-2772.txt item: #1632 of 2743 id: absel-2773 author: Whatley, Arthur title: Teaching Management Research through Computer Simulation date: 1976 words: 357 flesch: 42 summary: Therefore, the student is able to: (1) explore the relationships between relevant variables without going through the time consuming data collection process and (2) to explore different ways of designing research projects. In short, Exper Sim allows the student to complete many research projects in a given semester instead of just one. keywords: research cache: absel-2773.pdf plain text: absel-2773.txt item: #1633 of 2743 id: absel-2774 author: Brenenstuhl, Daniel C.; Blalack, Richard O. title: The Effect of Preference Congruency and Vested Interest on Attitude Change and Satisfaction of Participants in a Collective Bargaining Simulation date: 1976 words: 882 flesch: 46 summary: Hypothesis Two--Congruent teams will have greater satisfaction than incongruent teams as measured by factor One of the post-test questionnaire. Hypothesis Four--Congruent teams will have more advantageous settlements when bargaining against incongruent teams. keywords: labor; teams cache: absel-2774.pdf plain text: absel-2774.txt item: #1634 of 2743 id: absel-2775 author: Baldwin, L. E. title: Student Self-Development Planning From Simulation Experience Inputs date: 1976 words: 487 flesch: 41 summary: Self appraisals and peer appraisals on the simulated situation can provide the student with real data about his managerial skills and with the opportunity to develop a continuing and long-range plan for self development. After the analysis the student can prepare a definitive long-range plan for self development in the areas in which he feels deficient. keywords: development; self cache: absel-2775.pdf plain text: absel-2775.txt item: #1635 of 2743 id: absel-2776 author: Swanson, Lloyd A. title: Evaluation of Performance in Management Simulations: A Managerial Coefficients Model date: 1976 words: 230 flesch: 35 summary: A MANAGERIAL COEFFICIENTS MODEL by Lloyd A. Swanson School of Management Syracuse University Frequently the success or failure of management simulation games in the classroom environment is dependent upon proper and fair simulation grading. The use of multiple performance criteria for the determination of grades in academic courses utilizing a management simulation has shown ever increasing popularity. keywords: management cache: absel-2776.pdf plain text: absel-2776.txt item: #1636 of 2743 id: absel-2777 author: Hoover, J. Duane; Whitehead, Carlton J. title: An Experimental Examination of Group Size Effects: Implications for Experiential Learning date: 1976 words: 299 flesch: 20 summary: While lab size, in an experiential mode, does not produce significant differences, our research has indicated that experiential labs, regardless of size, produce significantly higher levels of student satisfaction without sacrificing cognitive exam performance. AN EXPERIMENTAL EXAMINATION OF GROUP SIZE EFFECTS: IMPLICATIONS FOR EXPERIENTIAL LEARNING Computer Simulation and Learning Theory, Volume 3, 1976 534 AN EXPERIMENTAL EXAMINATION OF GROUP SIZE EFFECTS: IMPLICATIONS FOR EXPERIENTIAL LEARNING J. Duane Hoover Carlton J. Whitehead Texas Tech University Some of our early research indicated that the size of experiential learning labs in the first course in Management had a profound effect on I) levels of student satisfaction and 2) levels of student performance on cognitive exams. keywords: student cache: absel-2777.pdf plain text: absel-2777.txt item: #1637 of 2743 id: absel-2778 author: Cowles, Karen J.; Hauser, Robert E. title: Experiencing Practical Applications and Implications of Various Economic Systems through the Non-Computerized Simulation "SIM ECO SOC" date: 1976 words: 360 flesch: 21 summary: SIM ECO SOC, short for simulated economic societies, is a model of a mass, modern industrial society which has big businesses, small businesses, farmers, a labor union, two political parties, a government, a charity organization, a hospital, and the mass media. EXPERIENCING PRACTICAL APPLICATIONS AND IMPLICATIONS OF VARIOUS ECONOMIC SYSTEMS THROUGH THE NON-COMPUTERIZED SIMULATION SIM ECO SOC Computer Simulation and Learning Theory, Volume 3, 1976 535 EXPERIENCING PRACTICAL APPLICATIONS AND IMPLICATIONS OF VARIOUS ECONOMIC SYSTEMS THROUGH THE NON-COMPUTERIZED SIMULATION “SIM ECO SOC” by Karen J. Cowles and Robert E. Hauser Pennsylvania State University All too often business and social science majors in college learn all the theoretical concepts about economics and various economic systems, but because they do not see the relevance of the theories to everyday life, they soon forget what they have learned. keywords: simulation cache: absel-2778.pdf plain text: absel-2778.txt item: #1638 of 2743 id: absel-2779 author: Fritzche, David S. title: On the Relationship among Learning Style, Perceived, Learning and Performance in an Experiential Learning Environment date: 1976 words: 311 flesch: 44 summary: Learning style data is being gathered using instruments designed by Kolb, Gasha, and Smith. Specific learning styles are associated with high student performance, while other styles are associated with lower performance. keywords: learning cache: absel-2779.pdf plain text: absel-2779.txt item: #1639 of 2743 id: absel-2780 author: Faria, A. J.; Nielsen, R. O. title: Student Reactions and Evaluations towards Differing Assignment Levels in a Marketing Simulation Competition date: 1976 words: 419 flesch: 17 summary: The purposes of the research are to measure student opinion of the use of a marketing simulation game as an educational device, to examine student opinion of the Use of certain assignments in conjunction with the simulation competition and to measure student performance in the simulation competition with and without the use of these assignments. It is hoped that this will indicate whether student performance in the marketing simulation competition can be enhanced through the use of additional assignments along with the simulation competition or whether additional assignments detract from student performance in the competition by taking student time away from the simulation game. keywords: simulation cache: absel-2780.pdf plain text: absel-2780.txt item: #1640 of 2743 id: absel-2781 author: Nielsen, Carl C. title: Players’ Ex Post Perceptions of Risks Taxing in the Investment Game date: 1976 words: 316 flesch: 52 summary: Hence, if this study indicates any evidence of such shifts, additional research will be necessary in an attempt to measure the degree to which risk shifts occur, particularly among the members of teams. It is recognized that evidence of risk shifting can only be measured through both ex ante and ex post measures. keywords: risk cache: absel-2781.pdf plain text: absel-2781.txt item: #1641 of 2743 id: absel-2782 author: Kidron, Aryeh; Fry, Louis title: Cross Lagged Correlational Study of Satisfaction-Performance in a Business Simulation date: 1976 words: 290 flesch: 39 summary: Students’ individual performance and satisfaction scores and the firms’ rank order of performance on several criteria was correlated by means of cross lagged correlation, for three points of time. CROSS LAGGED CORRELATIONAL STUDY OF SATISFACTION-PERFORMANCE IN A BUSINESS SIMULATION Computer Simulation and Learning Theory, Volume 3, 1976 540 AN ABSTRACT Cross Lagged Correlational Study of Satisfaction-Performance in a Business Simulation Aryeh Kidron, Southern Illinois University Louis Fry, The Ohio State University The causal relationship between satisfaction and performance has been discussed in several theories in the area of organizational behavior. keywords: performance cache: absel-2782.pdf plain text: absel-2782.txt item: #1642 of 2743 id: absel-2783 author: Keys, Bernard title: ABSEL Research - From Adolescence to Adulthood date: 1975 words: 1198 flesch: 31 summary: Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: An Operations Management Game An Experiential-Cognitive Methodology in the First Course in Management: Some Preliminary Results Experiential Training Methodology, Traditional Training Methodology, and Perceived Opportunity to Satisfy Human Needs Operational Problems and Solutions of Business Gaming: A Primer One Experience with the V. K. Gadget Company - An Introduction to Managerial Accounting A conversational Marketing Mix Exercise The Use of Program BAYES in the Teaching of Sample Size Determination in Survey Research An Experiential Study of Performance in a Basic Management Course Using Student Opinions in Evaluation Results with a Business Game Some Impacts of Varying Amounts of Information on Frustration and Attitudes in a Finance Games Player Performance under Differing Player Configurations in the Investment Game: Some Preliminary Observations Integrating Across Functional Areas with a Computer-Assisted Case Using Computer Assisted Cases for Marketing Research Instruction ACQUIRES: ACcounting QUick Information REtrieval System A Simulation Approach to Data Processing Controls Motivating Simulation Game Performance and Satisfaction with Group Performance-Contingent Consequences The Educational Impact of Supplementary Personal Interaction in Computerized Business Games The Minnesota Manpower Management Simulation Games RAISE II, A Personal Simulation Management in a Test Tube: A Small Group Laboratory Simulation A Methodology for Measuring Decision Making in a Business Game A Case Study of a Capital Investment Simulation Combining Experiential and Clinical Methodologies in a Small Business Management Program Results of Using Gaming to Teach Ethics and Social Responsibility Business and Society: An In-Basket Simulation Crisis versus Non-Crisis Simulation Gaming Warm-up Company: A Business Simulation Business Simulations: Competition or Learning A Computerized Management Training System for Franchized Dealers Mode I Stores, Inc.: Computer Supported Cases on the Marketing Research and Problem Solving Process Experiential Learning in Statistics Through the Computer The COMPUSTAT Analysis System as an Instructional Resource Research on Experiential Learning: Simulation Games and Experiential Learning in Action, Volume 2, 1975 4 The Timing of Learning. keywords: business; games; learning; management; simulation cache: absel-2783.pdf plain text: absel-2783.txt item: #1643 of 2743 id: absel-2784 author: Vance, Stanley C. title: Framing the Future of Business Simulation and Experiential Learning date: 1975 words: 1367 flesch: 36 summary: Table of Contents Volume 2, 1975 ABSEL Research - From Adolescence to Adulthood, Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: But after the honeymoon period, the headlines on game playing diminished, and top management relegated game playing to middle management development programs. keywords: business; game; learning; management; simulation cache: absel-2784.pdf plain text: absel-2784.txt item: #1644 of 2743 id: absel-2785 author: Frazer, J. Ronald title: Inventory Simulation - A Time-Sharing Television Output Simulation date: 1975 words: 2812 flesch: 49 summary: The playing of multiple games makes it possible to cover a wide variety of different situations calling for Simulation Games and Experiential Learning in Action, Volume 2, 1975 10 various sorts of analysis. Table of Contents Volume 2, 1975 ABSEL Research - From Adolescence to Adulthood, Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: keywords: course; game; inventory; learning; management; simulation cache: absel-2785.pdf plain text: absel-2785.txt item: #1645 of 2743 id: absel-2786 author: Johnson, George A.; Hendrick, Thomas E. title: OMSIM: An Operations Management Game date: 1975 words: 3161 flesch: 46 summary: FIGURE 2 MACHINE DATA Machine Center Cost Per Period Depreciation Operating Cost/hour Machine Factor Labor Factor Setup Factor Machine Type 1 $16,200 $270 $1.68 100 100 100 1 1 43,600 720 16.74 67 78 93 2 1 82,600 1370 20.15 42 40 32 3 2 15,400 250 1.00 100 100 100 1 2 44,000 730 10.03 79 71 120 2 2 60,600 1010 17.70 64 67 78 3 3 20,400 340 5.30 100 100 100 1 3 44,200 730 12.73 69 82 121 2 3 14,300 230 4.75 105 101 120 3 4 15,600 260 5.12 100 100 100 1 4 31,800 530 5.22 92 95 99 2 4 51,800 860 5.18 86 52 64 3 The alternatives range from expensive automatic machines requiring high set-up costs and low labor requirements and machine time to cheaper machines that require small set-up times but substantial amounts of labor and machine time. At each step there are specified requirements for machine set-up time, machine time, labor time, and raw material requirements. keywords: game; labor; machine; management; material; omsim; production; requirements; time cache: absel-2786.pdf plain text: absel-2786.txt item: #1646 of 2743 id: absel-2787 author: Hoover, J. Duane; Whitehead, Carlton J. title: An Experiential-Cognitive Methodology in the First Course in Management: Some Preliminary Results date: 1975 words: 2775 flesch: 32 summary: To this end, it is especially interesting to note that the cognitive students and experiential students performed quite closely on examination scores and on a standardized quiz on management topics. There are many approaches to experiential learning, but it can be defined most simply as “learning by doing”. keywords: course; labs; learning; management; simulation; students cache: absel-2787.pdf plain text: absel-2787.txt item: #1647 of 2743 id: absel-2788 author: Certo, Samuel C. title: Experiential Training Methodology, Traditional Training Methodology and Perceived Opportunity to Satisfy Human Needs date: 1975 words: 2265 flesch: 36 summary: Each course enrollment was treated as a separate group: Traditional Methodology Group (N=28), Experiential Methodology Group I (N=16), and Experiential Methodology Group II (N29). TABLE 3 Mean Scores and t-Ratios for Perceived Opportunity to Satisfy Human Needs (Experiential I Group Versus Experiential II Group) keywords: experiential; group; methodology; needs; opportunity; simulation; training cache: absel-2788.pdf plain text: absel-2788.txt item: #1648 of 2743 id: absel-2789 author: Fritzsche, David J. title: Workshop: Hardware, Software, and People Problems in Installing Business Games Operational Problems and Solutions of Business Gaming: A Primer date: 1975 words: 2689 flesch: 43 summary: For purposes of discussion, business gaming problems are divided into four mutually exclusive categories: computer problems; game problems; student problems; and colleagueal problems. While the above two areas are dominant, there appear to be computer problems at some installations which are much more crucial to the utilization of a game. keywords: computer; game; personnel; problems; respondents; simulation cache: absel-2789.pdf plain text: absel-2789.txt item: #1649 of 2743 id: absel-2790 author: Lord, Robert J. title: One Experience with the V.K. Gadget Company An Introduction to Managerial Accounting date: 1975 words: 3124 flesch: 38 summary: Table of Contents Volume 2, 1975 ABSEL Research - From Adolescence to Adulthood, Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: Simulation Games and Experiential Learning in Action, Volume 2, 1975 49 Technically the V. K. Game is a non-interactive, deterministic model.2 keywords: action; gadget; game; learning; simulation; volume cache: absel-2790.pdf plain text: absel-2790.txt item: #1650 of 2743 id: absel-2791 author: Sewall, Murphy A.; Arbeit, Stanley title: A Conversational Marketing Mix Exercise date: 1975 words: 2188 flesch: 40 summary: It has also been used in marketing decision models courses which examine the exercise’s model and the calculus methods used to solve for optimality. Table of Contents Volume 2, 1975 ABSEL Research - From Adolescence to Adulthood, Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: keywords: decision; exercise; marketing; program; simulation; students cache: absel-2791.pdf plain text: absel-2791.txt item: #1651 of 2743 id: absel-2792 author: Gentry, James W.; Burns, Alvin C.; Reutzel, Edward T. title: The Use of Program Bayes in the Teaching of Sample Size Determination in Survey Research date: 1975 words: 3386 flesch: 49 summary: The need for expanded treatment of sample size determination is evident when one considers the attitudes of a majority of marketing practitioners with respect to large sample sizes. Consequently, the bulk of discussion on sampling does and should center on sampling plans and procedures rather than sample size per Se. keywords: bayes; marketing; research; sample; sample size; sampling; simulation; size cache: absel-2792.pdf plain text: absel-2792.txt item: #1652 of 2743 id: absel-2793 author: Brenenstuhl, Daniel C. title: Experiential Study of Performance in a Basic Management Course date: 1975 words: 4219 flesch: 44 summary: Some research has found positive evidence for one type of experiential learning, computer simulation. Boocock’s [2] studies, used computer simulation as a substitute for a more conventional classroom approach which typically involved reading material, listening to a lecture on the material and then discussing the material. keywords: computer; control; games; group; management; section; simulation; test cache: absel-2793.pdf plain text: absel-2793.txt item: #1653 of 2743 id: absel-2794 author: Roberts, Ralph M.; Field, Steven E. title: Using Student Opinions in Evaluating Results with a Business Game date: 1975 words: 3249 flesch: 49 summary: An Operations Management Game An Experiential-Cognitive Methodology in the First Course in Management: Some Preliminary Results Experiential Training Methodology, Traditional Training Methodology, and Perceived Opportunity to Satisfy Human Needs Operational Problems and Solutions of Business Gaming: A Primer One Experience with the V. K. Gadget Company - An Introduction to Managerial Accounting A conversational Marketing Mix Exercise The Use of Program BAYES in the Teaching of Sample Size Determination in Survey Research An Experiential Study of Performance in a Basic Management Course Using Student Opinions in Evaluation Results with a Business Game Some Impacts of Varying Amounts of Information on Frustration and Attitudes in a Finance Games Player Performance under Differing Player Configurations in the Investment Game: Some Preliminary Observations Integrating Across Functional Areas with a Computer-Assisted Case Using Computer Assisted Cases for Marketing Research Instruction ACQUIRES: ACcounting QUick Information REtrieval System A Simulation Approach to Data Processing Controls Motivating Simulation Game Performance and Satisfaction with Group Performance-Contingent Consequences The Educational Impact of Supplementary Personal Interaction in Computerized Business Games The Minnesota Manpower Management Simulation Games RAISE II, A Personal Simulation Management in a Test Tube: A Small Group Laboratory Simulation A Methodology for Measuring Decision Making in a Business Game A Case Study of a Capital Investment Simulation Combining Experiential and Clinical Methodologies in a Small Business Management Program Results of Using Gaming to Teach Ethics and Social Responsibility Business and Society: An In-Basket Simulation Crisis versus Non-Crisis Simulation Gaming Warm-up Company: A Business Simulation Business Simulations: Competition or Learning A Computerized Management Training System for Franchized Dealers Mode I Stores, Inc.: Computer Supported Cases on the Marketing Research and Problem Solving Process Experiential Learning in Statistics Through the Computer The COMPUSTAT Analysis System as an Instructional Resource Research on Experiential Learning: Enhancing the Process A Comparison of Lecture-Case Study and Lecture-Computer Simulation Teaching Methodologies in Teaching Minority Students Basic Marketing Student Evaluation of Reaction to a Marketing Simulation Game Under Varying Circumstances The Validity and Usefulness of Packaged Models in Game Play The Effectiveness of Experiential Methods in Training and Education: A Review Guidelines for the Future Development of Business Games The Future Potential of Structures Learning Exercises Turning Them on to Management by Turning Them Out to Managers with Video Tape Recorders [15] found that gaming students learned more in 2 of 3 test areas than non- gaming students. keywords: business; game; gaming; learning; management; simulation; student cache: absel-2794.pdf plain text: absel-2794.txt item: #1654 of 2743 id: absel-2795 author: Biggs, William D. title: Some Impacts of Varying Amounts of Information on Frustration and Attitudes in a Finance Game date: 1975 words: 3619 flesch: 49 summary: While It was recognized that variables such as intelligence, personality, cognitive complexity, etc. might influence game decisions, decision making, and performance, no attempt was made to match the groups on these variables since random assignment should equalize groups and since the evidence in this area is contradictory. The experiment was conducted over three consecutive weekends, with Group A teams participating the first weekend, Group B teams the second, and Group C teams the third. keywords: business; decision; frustration; game; group; information; period; simulation cache: absel-2795.pdf plain text: absel-2795.txt item: #1655 of 2743 id: absel-2796 author: Nielsen, Carl C. title: Player Performance under Differing Player Configurations in The Investment Game: Some Preliminary Observations date: 1975 words: 2077 flesch: 38 summary: Conversely, if individuals outperform teams, the trade-off in performance may be the result of the compromises necessary in team decisions. The specific question to be answered in this study is whether there is a difference of any significance in the performance of team players as compared with individual players? keywords: game; investment; performance; players; simulation; teams cache: absel-2796.pdf plain text: absel-2796.txt item: #1656 of 2743 id: absel-2797 author: DeHayes., Daniel W.; Perkins, William C. title: Integrating Across Functional Areas with a Computer-Assisted Case date: 1975 words: 1803 flesch: 37 summary: Simulation Games and Experiential Learning in Action, Volume 2, 1975 122 Simulation Games and Experiential Learning in Action, Volume 2, 1975 123 Simulation Games and Experiential Learning in Action, Volume 2, 1975 124 Simulation Games and Experiential Learning in Action, Volume 2, 1975 125 Simulation Games and Experiential Learning in Action, Volume 2, 1975 126 Table of Contents Volume 2, 1975 ABSEL Research - From Adolescence to Adulthood, Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: An Operations Management Game An Experiential-Cognitive Methodology in the First Course in Management: Some Preliminary Results Experiential Training Methodology, Traditional Training Methodology, and Perceived Opportunity to Satisfy Human Needs Operational Problems and Solutions of Business Gaming: A Primer One Experience with the V. K. Gadget Company - An Introduction to Managerial Accounting A conversational Marketing Mix Exercise The Use of Program BAYES in the Teaching of Sample Size Determination in Survey Research An Experiential Study of Performance in a Basic Management Course Using Student Opinions in Evaluation Results with a Business Game Some Impacts of Varying Amounts of Information on Frustration and Attitudes in a Finance Games Player Performance under Differing Player Configurations in the Investment Game: Some Preliminary Observations Integrating Across Functional Areas with a Computer-Assisted Case Using Computer Assisted Cases for Marketing Research Instruction ACQUIRES: ACcounting QUick Information REtrieval System A Simulation Approach to Data Processing Controls Motivating Simulation Game Performance and Satisfaction with Group Performance-Contingent Consequences The Educational Impact of Supplementary Personal Interaction in Computerized Business Games The Minnesota Manpower Management Simulation Games RAISE II, A Personal Simulation Management in a Test Tube: A Small Group Laboratory Simulation A Methodology for Measuring Decision Making in a Business Game A Case Study of a Capital Investment Simulation Combining Experiential and Clinical Methodologies in a Small Business Management Program Results of Using Gaming to Teach Ethics and Social Responsibility Business and Society: An In-Basket Simulation Crisis versus Non-Crisis Simulation Gaming Warm-up Company: A Business Simulation Business Simulations: Competition or Learning A Computerized Management Training System for Franchized Dealers Mode I Stores, Inc.: Computer Supported Cases on the Marketing Research and Problem Solving Process Experiential Learning in Statistics Through the Computer The COMPUSTAT Analysis System as an Instructional Resource Research on Experiential Learning: Enhancing the Process A Comparison of Lecture-Case Study and Lecture-Computer Simulation Teaching Methodologies in Teaching Minority Students Basic Marketing Student Evaluation of Reaction to a Marketing Simulation Game Under Varying Circumstances The Validity and Usefulness of Packaged Models in Game Play The Effectiveness of Experiential Methods in Training and Education: A Review Guidelines for the Future Development of Business Games The Future Potential of Structures Learning Exercises Turning Them on to Management by Turning Them Out to Managers with Video Tape Recorders keywords: case; computer; games; learning; simulation; students cache: absel-2797.pdf plain text: absel-2797.txt item: #1657 of 2743 id: absel-2798 author: MacKay, David B. title: Using Computer Assisted Cases for Marketing Research Instruction date: 1975 words: 3919 flesch: 47 summary: Simulation Games and Experiential Learning in Action, Volume 2, 1975 131 Using canned programs to analyze case data is probably the most common way of using computers to assist case analysis. One such system, INDIRS (Indiana Information Retrieval System) is based at Indiana University and has been used successfully in a number of marketing cases [9]. keywords: case; computer; data; indirs; information; marketing; programs; research; simulation; students cache: absel-2798.pdf plain text: absel-2798.txt item: #1658 of 2743 id: absel-2799 author: Smith, Kenneth A. title: ACQUIRES - Accounting Quick Information Retrieval System date: 1975 words: 3250 flesch: 40 summary: This same problem also exists with accounting problems that use business information. Current accounting education practices do a great disservice to accounting students. keywords: accounting; acquires; business; computer; information; problem; system cache: absel-2799.pdf plain text: absel-2799.txt item: #1659 of 2743 id: absel-28 author: Smith, J. Alexander title: Immediate Feedback and Assessment Technique (IF-AT) testing forms: An overview of the tool and uses date: 2013 words: 3030 flesch: 54 summary: I have implemented this by a combination of individual and group exam. Because both the individual and group exam occurs in the same class period, I am required to shorten the exam to fit the available time. keywords: answer; exam; form; group; learning; students cache: absel-28.pdf plain text: absel-28.txt item: #1660 of 2743 id: absel-2800 author: Heintz, James A.; Myers, John H. title: A Simulation Approach to Data Processing Controls date: 1975 words: 2197 flesch: 41 summary: Table of Contents Volume 2, 1975 ABSEL Research - From Adolescence to Adulthood, Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: The problem employs a payroll processing program to provide students hands- on experience with data processing controls, test decks, and flow- charting. keywords: cards; data; file; pay; program; simulation cache: absel-2800.pdf plain text: absel-2800.txt item: #1661 of 2743 id: absel-2801 author: Hodgetts, Richard M.; Kreitner, Robert title: Motivating Simulation Game Performance and Satisfaction with Group Performance-Contingent Consequences date: 1975 words: 1981 flesch: 31 summary: Table of Contents Volume 2, 1975 ABSEL Research - From Adolescence to Adulthood, Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: This works out to one quarterly Simulation Games and Experiential Learning in Action, Volume 2, 1975 152 decision per week during a semester. keywords: game; group; learning; management; performance; simulation cache: absel-2801.pdf plain text: absel-2801.txt item: #1662 of 2743 id: absel-2802 author: Etnyre, Vance A.; Wolf, Jr., E. M. title: The Educational Impact of Supplementary Personal Interaction in Computerized Business Games date: 1975 words: 3311 flesch: 39 summary: Although the comparative empirical evidence reported to date is contradictory and inconclusive, it is equally true that Simulation Games and Experiential Learning in Action, Volume 2, 1975 158 no evidence exists to show that business simulation games are significantly less beneficial than any other educational aids. [3], showed that 91% of 90 responding AACSB and some nonmember schools used business games in their curriculum. keywords: business; course; games; learning; participants; simulation; students; transactions cache: absel-2802.pdf plain text: absel-2802.txt item: #1663 of 2743 id: absel-2823 author: Milkovich, George T.; Mahoney, Thomas A. title: The Minnesota Manpower Management Simulation Game date: 1975 words: 4114 flesch: 45 summary: Finally, various manpower programs are available to the player. Productivity of the work force is a key variable that manpower decisions can influence in the simulation and the player has several manpower decisions that effect the workforces skills on job; therefore, the firms productivity and total revenues. keywords: job; manpower; player; programs; simulation; total cache: absel-2823.pdf plain text: absel-2823.txt item: #1664 of 2743 id: absel-2824 author: Schreier, James W. title: Raise II, A Personnel Simulation date: 1975 words: 3520 flesch: 35 summary: Each of the modules in RAISE II contains a statement of the module’s goals, its relationship to other modules in the simulation, a summary of basic principles and definitions concerning the topic of the module, and a specific, easily loca ted set of references for further information about the topic. Other modules, like the RECRUITMENT MODULE and the WAGE DETERMINATION MODULE, are based upon the JOB ANALYSIS MODULE and interact with other modules depending on their actual relation ship in a personnel program. keywords: job; module; personnel; raise; raise ii; simulation cache: absel-2824.pdf plain text: absel-2824.txt item: #1665 of 2743 id: absel-2825 author: Napier, H. S. title: Management in a Test Tube: A Small Group Laboratory Simulation date: 1975 words: 1911 flesch: 38 summary: Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: An Operations Management Game An Experiential-Cognitive Methodology in the First Course in Management: Some Preliminary Results Experiential Training Methodology, Traditional Training Methodology, and Perceived Opportunity to Satisfy Human Needs Operational Problems and Solutions of Business Gaming: A Primer One Experience with the V. K. Gadget Company - An Introduction to Managerial Accounting A conversational Marketing Mix Exercise The Use of Program BAYES in the Teaching of Sample Size Determination in Survey Research An Experiential Study of Performance in a Basic Management Course Using Student Opinions in Evaluation Results with a Business Game Some Impacts of Varying Amounts of Information on Frustration and Attitudes in a Finance Games Player Performance under Differing Player Configurations in the Investment Game: Some Preliminary Observations Integrating Across Functional Areas with a Computer-Assisted Case Using Computer Assisted Cases for Marketing Research Instruction ACQUIRES: ACcounting QUick Information REtrieval System A Simulation Approach to Data Processing Controls Motivating Simulation Game Performance and Satisfaction with Group Performance-Contingent Consequences The Educational Impact of Supplementary Personal Interaction in Computerized Business Games The Minnesota Manpower Management Simulation Games RAISE II, A Personal Simulation Management in a Test Tube: A Small Group Laboratory Simulation A Methodology for Measuring Decision Making in a Business Game A Case Study of a Capital Investment Simulation Combining Experiential and Clinical Methodologies in a Small Business Management Program Results of Using Gaming to Teach Ethics and Social Responsibility Business and Society: An In-Basket Simulation Crisis versus Non-Crisis Simulation Gaming Warm-up Company: A Business Simulation Business Simulations: Competition or Learning A Computerized Management Training System for Franchized Dealers Mode I Stores, Inc.: Computer Supported Cases on the Marketing Research and Problem Solving Process Experiential Learning in Statistics Through the Computer The COMPUSTAT Analysis System as an Instructional Resource Research on Experiential Learning: Simulation Games and Experiential Learning in Action, Volume 2, 1975 194 Simulation Games and Experiential Learning in Action, Volume 2, 1975 195 Figure 3 Results keywords: action; group; learning; management; manager; simulation cache: absel-2825.pdf plain text: absel-2825.txt item: #1666 of 2743 id: absel-2826 author: Calantone, Roger title: A Methodology for Measuring Decision-Making in a Business Game date: 1975 words: 2462 flesch: 39 summary: Six of the questions related to planning decisions, two to control decisions, and the remaining eight, to general considerations. From the questionnaires, a limited number of triads of information sources were formed. keywords: decision; games; information; learning; methodology; simulation; sources cache: absel-2826.pdf plain text: absel-2826.txt item: #1667 of 2743 id: absel-2827 author: Stair, Jr., Ralph N.; Ramsing, Kenneth D. title: Are You Kidding? Let Students Conduct a Simulation Of A Firm? Or a Case Study of a Capital Investment Simulation date: 1975 words: 2545 flesch: 36 summary: Table of Contents Volume 2, 1975 ABSEL Research - From Adolescence to Adulthood, Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: It should be Simulation Games and Experiential Learning in Action, Volume 2, 1975 210 Simulation Games and Experiential Learning in Action, Volume 2, 1975 211 noted that approximately 80 per cent of tile materials shown in Figure 1 are transported between existing facilities and their associated inventory storage locations by the use of several log stackers of different sizes and capacities. keywords: capital; investment; learning; management; simulation; students; system cache: absel-2827.pdf plain text: absel-2827.txt item: #1668 of 2743 id: absel-2828 author: Gardiner, Gareth S. title: Combining Experiential and Clinical Methodologies in a Small Business Management Program date: 1975 words: 2955 flesch: 26 summary: In addition to direct consulting and training services to small businesses, the Small Business Resource Center will contain a research arm which will have as its initial purpose the evaluation of the effectiveness of the training methodology employed in the Small Business Management Program. COMBINING EXPERIENTIAL AND CLINICAL METHODOLOGIES IN A SMALL BUSINESS MANAGEMENT PROGRAM Simulation Games and Experiential Learning in Action, Volume 2, 1975 218 COMBINING EXPERIENTIAL AND CLINICAL METHODOLOGIES IN A SMALL BUSINESS MANAGEMENT PROGRAM Gareth S. Gardiner Southern Illinois University, Edwardsville OVERVIEW The last five years have witnessed the development of a rebirth of interest in small business and small business management in schools of business throughout this country. keywords: business; learning; management; problem; program; simulation; students cache: absel-2828.pdf plain text: absel-2828.txt item: #1669 of 2743 id: absel-2829 author: Smith, Jerald R. title: Results of Using Gaming to Teach Ethics and Social Responsibility date: 1975 words: 2929 flesch: 48 summary: Thus, a business game in which socially responsible and ethical decisions are required by the student seems to offer an effective method of (1) impressing on the student the macro implications of business decisions which will result in (2) a modified value system of the student. Business Simulation and Experiential Learning in Action, Volume 2, 1975 228 DESCRIPTION OF SIMULATION keywords: business; decision; firm; game; gaming; responsibility; simulation cache: absel-2829.pdf plain text: absel-2829.txt item: #1670 of 2743 id: absel-2830 author: Goodman, Steven E. title: Business and Society: An In-Basket Simulation the Need and Development of an Integrative Experience for Business Students date: 1975 words: 2963 flesch: 46 summary: Dynamic Management Education, (Reading, Mass: Addison-Wesley, Inc., 1969) Table of Contents Volume 2, 1975 ABSEL Research - From Adolescence to Adulthood, Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: An Operations Management Game An Experiential-Cognitive Methodology in the First Course in Management: Some Preliminary Results Experiential Training Methodology, Traditional Training Methodology, and Perceived Opportunity to Satisfy Human Needs Operational Problems and Solutions of Business Gaming: A Primer One Experience with the V. K. Gadget Company - An Introduction to Managerial Accounting A conversational Marketing Mix Exercise The Use of Program BAYES in the Teaching of Sample Size Determination in Survey Research An Experiential Study of Performance in a Basic Management Course Using Student Opinions in Evaluation Results with a Business Game Some Impacts of Varying Amounts of Information on Frustration and Attitudes in a Finance Games Player Performance under Differing Player Configurations in the Investment Game: Some Preliminary Observations Integrating Across Functional Areas with a Computer-Assisted Case Using Computer Assisted Cases for Marketing Research Instruction ACQUIRES: ACcounting QUick Information REtrieval System A Simulation Approach to Data Processing Controls Motivating Simulation Game Performance and Satisfaction with Group Performance-Contingent Consequences The Educational Impact of Supplementary Personal Interaction in Computerized Business Games The Minnesota Manpower Management Simulation Games RAISE II, A Personal Simulation Management in a Test Tube: A Small Group Laboratory Simulation A Methodology for Measuring Decision Making in a Business Game A Case Study of a Capital Investment Simulation Combining Experiential and Clinical Methodologies in a Small Business Management Program Results of Using Gaming to Teach Ethics and Social Responsibility Business and Society: An In-Basket Simulation Crisis versus Non-Crisis Simulation Gaming Warm-up Company: A Business Simulation Business Simulations: Competition or Learning A Computerized Management Training System for Franchized Dealers Mode I Stores, Inc.: Computer Supported Cases on the Marketing Research and Problem Solving Process Experiential Learning in Statistics Through the Computer The COMPUSTAT Analysis System as an Instructional Resource Research on Experiential Learning: Enhancing the Process A Comparison of Lecture-Case Study and Lecture-Computer Simulation Teaching Methodologies in Teaching Minority Students Basic Marketing Student Evaluation of Reaction to a Marketing Simulation Game Under Varying Circumstances The Validity and Usefulness of Packaged Models in Game Play The Effectiveness of Experiential Methods in Training and Education: A Review Guidelines for the Future Development of Business Games The Future Potential of Structures Learning Exercises Turning Them on to Management by Turning Them Out to Managers with Video Tape Recorders AN IN-BASKET SIMULATION THE NEED AND DEVELOPMENT OF AN INTEGRATIVE EXPERIENCE FOR BUSINESS STUDENTS Simulation Games and Experiential Learning in Action, Volume 2, 1975 234 BUSINESS AND SOCIETY: keywords: basket; business; exercise; issues; management; simulation; students cache: absel-2830.pdf plain text: absel-2830.txt item: #1671 of 2743 id: absel-2831 author: Barone, Sam; Dauner, Jack R.; Rakich, Jonathon S. title: Crisis versus Non-Crisis Simulation Gaming date: 1975 words: 2009 flesch: 32 summary: Table of Contents Volume 2, 1975 ABSEL Research - From Adolescence to Adulthood, Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: Simulation A involved decision- making under crisis conditions while simulation B was used under non-crisis conditions. keywords: business; crisis; decision; learning; making; management; simulation cache: absel-2831.pdf plain text: absel-2831.txt item: #1672 of 2743 id: absel-2832 author: Fricke, Cedric V. title: WARM-UP COMPANY- A Business Simulation date: 1975 words: 6065 flesch: 55 summary: Simulation Games and Experiential Exercises in Action, Volume 2, 1975 256 Production After the firm sales forecast has been completed, it is possible to estimate the minimum finished goods inventory that is desired. Simulation Games and Experiential Exercises in Action, Volume 2, 1975 257 THE RESIDENTIAL GAS FURNACE INDUSTRY keywords: action; company; exercises; games; month; production; simulation; simulation games; units; volume cache: absel-2832.pdf plain text: absel-2832.txt item: #1673 of 2743 id: absel-2833 author: Parrish, Leo G. title: Business Simulations: Competition or Learning date: 1975 words: 2525 flesch: 41 summary: This paper discusses the desirability of emphasizing winning as opposed to experimentation and learning in intercollegiate business games, of the type sponsored by Emory University, the University of Nevada at Reno, and Michigan State University, and classroom use of business simulations. Use of business simulations in the classroom can also easily become overly competitive. keywords: business; competition; games; ibg; learning; simulation; students cache: absel-2833.pdf plain text: absel-2833.txt item: #1674 of 2743 id: absel-2834 author: DeBord, Warren A.; Ness, Thomas E.; Towery, Henry H. title: A Computerized Management Training System for Franchised Dealers date: 1975 words: 4060 flesch: 46 summary: Table of Contents Volume 2, 1975 ABSEL Research - From Adolescence to Adulthood, Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: Sessions 1 through 5 are basic decision tool sessions and sessions 6 through 8 require the participants to apply the decision tools to specific problems in each of the functional departments of their dealership. keywords: business; computer; dealership; learning; loop; program; session; training cache: absel-2834.pdf plain text: absel-2834.txt item: #1675 of 2743 id: absel-2835 author: Cort, Stanton G.; Dominguez, Luis V. title: Mode I Stores, Inc.: Computer Supported Cases on the Marketing Research and Problem Solving Process date: 1975 words: 3538 flesch: 51 summary: Research problems are balanced with nonresearchable issues. As Kotler phrases it, “what is needed [to gain greater acceptance of marketing research] is a gradual education about each other’s needs and capabilities.” keywords: business; case; marketing; mis; package; problems; research; stores; students cache: absel-2835.pdf plain text: absel-2835.txt item: #1676 of 2743 id: absel-2836 author: Smith, Walter A. title: Experiential Learning in Statistics through the Computer date: 1975 words: 2818 flesch: 54 summary: The end result is that, except in rare instances, we fail to reach even a majority of students. The social revolution that has been taking place has brought a new kind of student to the campus. keywords: business; challenge; computer; learning; simulation; student cache: absel-2836.pdf plain text: absel-2836.txt item: #1677 of 2743 id: absel-2837 author: Ferguson, Carl E. title: The COMPUSTAT Analysis System date: 1975 words: 1664 flesch: 48 summary: An Operations Management Game An Experiential-Cognitive Methodology in the First Course in Management: Some Preliminary Results Experiential Training Methodology, Traditional Training Methodology, and Perceived Opportunity to Satisfy Human Needs Operational Problems and Solutions of Business Gaming: A Primer One Experience with the V. K. Gadget Company - An Introduction to Managerial Accounting A conversational Marketing Mix Exercise The Use of Program BAYES in the Teaching of Sample Size Determination in Survey Research An Experiential Study of Performance in a Basic Management Course Using Student Opinions in Evaluation Results with a Business Game Some Impacts of Varying Amounts of Information on Frustration and Attitudes in a Finance Games Player Performance under Differing Player Configurations in the Investment Game: Some Preliminary Observations Integrating Across Functional Areas with a Computer-Assisted Case Using Computer Assisted Cases for Marketing Research Instruction ACQUIRES: ACcounting QUick Information REtrieval System A Simulation Approach to Data Processing Controls Motivating Simulation Game Performance and Satisfaction with Group Performance-Contingent Consequences The Educational Impact of Supplementary Personal Interaction in Computerized Business Games The Minnesota Manpower Management Simulation Games RAISE II, A Personal Simulation Management in a Test Tube: A Small Group Laboratory Simulation A Methodology for Measuring Decision Making in a Business Game A Case Study of a Capital Investment Simulation Combining Experiential and Clinical Methodologies in a Small Business Management Program Results of Using Gaming to Teach Ethics and Social Responsibility Business and Society: An In-Basket Simulation Crisis versus Non-Crisis Simulation Gaming Warm-up Company: A Business Simulation Business Simulations: Competition or Learning A Computerized Management Training System for Franchized Dealers Mode I Stores, Inc.: Computer Supported Cases on the Marketing Research and Problem Solving Process Experiential Learning in Statistics Through the Computer The COMPUSTAT Analysis System as an Instructional Resource Research on Experiential Learning: Enhancing the Process A Comparison of Lecture-Case Study and Lecture-Computer Simulation Teaching Methodologies in Teaching Minority Students Basic Marketing Student Evaluation of Reaction to a Marketing Simulation Game Under Varying Circumstances The Validity and Usefulness of Packaged Models in Game Play The Effectiveness of Experiential Methods in Training and Education: A Review Guidelines for the Future Development of Business Games The Future Potential of Structures Learning Exercises Turning Them on to Management by Turning Them Out to Managers with Video Tape Recorders Table of Contents Volume 2, 1975 ABSEL Research - From Adolescence to Adulthood, Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: keywords: analysis; business; casai; data; simulation; user cache: absel-2837.pdf plain text: absel-2837.txt item: #1678 of 2743 id: absel-2838 author: Wolfe, Douglas E.; Byrne, Eugene T. title: Research on Experiential Learning: Enhancing the Process date: 1975 words: 4131 flesch: 40 summary: 3 Process activities include identification of factors affecting student learning (learning styles, individual and group leadership styles, academic backgrounds, work experience attitudes) actions to sustain a favorable learning environment (data collection and interventions) and evaluation (data on student perceptions vis-à-vis intended course outcomes). The mean distance of individual member learning styles from the team average was then computed as a relative measure of congruence of team learning styles. keywords: business; experience; games; learning; process; research; simulation; styles; team cache: absel-2838.pdf plain text: absel-2838.txt item: #1679 of 2743 id: absel-2839 author: Mancuso, Louis C. title: A Comparison of Lecture-Case Study and Lecture-Computer Simulation Teaching Methodologies in Teaching Minority Students Basic Marketing date: 1975 words: 2628 flesch: 35 summary: The foregoing statements generated the following hypotheses for this study: Students in the lecture-computer simulation group will score significantly higher grades than students in the lecture-case study group. Also, this study determined: the teaching method preferred by the student; student interest; student motivation; and the student’s personal feeling on attained learning. keywords: class; computer; computer simulation; lecture; simulation; study cache: absel-2839.pdf plain text: absel-2839.txt item: #1680 of 2743 id: absel-284 author: Markulis, Peter M.; Zuckerman, Mary Ellen; Horn, Michael; Strang, Daniel R. title: A Simulation in Organizational Behavior: Development and Beta Test date: 2014 words: 5231 flesch: 49 summary: make simulation decisions (decision options) Provide a way for students (or student teams) to rationalize their decisions; • Have a realistic setting (or settings) with empathetic characters; • Have decision options leading to specific decisions results; • keywords: behavior; business; decision; game; journal; learning; option; simulation; students; team cache: absel-284.pdf plain text: absel-284.txt item: #1681 of 2743 id: absel-2840 author: Faria, A. J.; Nulsen, R. O. title: Student Evaluation of and Reaction to a Marketing Simulation Game Under Varying Circumstances date: 1975 words: 3322 flesch: 36 summary: Finally, the last section compares student performance in the simulation competition when different combinations of internal and external assignments were used. Business Games and Experiential Learning in Action, Volume 2, 1975 352 STUDENT PERFORMANCE WITH AND WITHOUT ASSIGNMENTS The purpose of this section is to discuss student performance and enjoyment during the simulation experience with and without the utilization of the wide variety of assignments discussed previously. keywords: assignments; business; competition; game; learning; simulation; student cache: absel-2840.pdf plain text: absel-2840.txt item: #1682 of 2743 id: absel-2841 author: Beldt, Sandra F. title: The Validity and Usefulness of Packaged Models in Game Play date: 1975 words: 1408 flesch: 15 summary: They learn to use the information from quantitative models as another input into the decision making process. THE VALIDITY AND USEFULNESS OF PACKAGED MODELS IN GAME PLAY Business Games and Experiential Learning in Action, Volume 2, 1975 359 THE VALIDITY AND USEFULNESS OF PACKAGED MODELS IN GAME PLAY Sandra F. Beldt Georgia State University Business simulation gaming provides a fertile area for teaching the application and use of models in the business environment. keywords: business; decision; information; models cache: absel-2841.pdf plain text: absel-2841.txt item: #1683 of 2743 id: absel-2842 author: Fry, Louis; Kidron, Aryeh; Schriesheim, Chester title: The Effectiveness of Experiential Methods in Training and Education: A Review date: 1975 words: 3965 flesch: 46 summary: In a complementary study, Elms and Janis [8] investigated the acceptance of counter- Business Games and Experiential Learning in Action, Volume 2, 1975 369 norm attitudes as a function of the type of role playing and the monetary incentive associated with role playing performance. Solem [28] outlines some defining goals and characteristics of role playing as follows: 1. keywords: business; change; effectiveness; games; group; playing; role; training; vol cache: absel-2842.pdf plain text: absel-2842.txt item: #1684 of 2743 id: absel-2843 author: Goosen, Kenneth R. title: Guidelines for the Future Development of Business Games date: 1975 words: 3222 flesch: 46 summary: For example, following is a list of game objectives that were extracted from the ABSEL 1974 Conference Proceedings: Business Games and Experiential Learning in Action, Volume 2, 1975 377 1. A weakness of past research has been that no explicit research has been done on the differences of games in relationship to game effectiveness (achievement of game objectives). keywords: business; course; games; learning; objectives; structure cache: absel-2843.pdf plain text: absel-2843.txt item: #1685 of 2743 id: absel-2844 author: Dougherty, Robert H. title: The Future Potential of Structured Learning Exercises date: 1975 words: 2046 flesch: 36 summary: This paper focuses on the future of structured learning exercises on three levels: 1) the roots, strengths and possible weaknesses that are inherent in structured learning exercises because of its derivative association with the training laboratory; 2) the kinds of change that educational institutions may experience because of the impact of structured learning exercises on teaching methodologies; 3) specific areas in which structured learning exercises need to be developed. More theory is needed for instructors on the relative influence of more or less structure on the participants of group exercises. keywords: business; exercises; group; laboratory; learning; training cache: absel-2844.pdf plain text: absel-2844.txt item: #1686 of 2743 id: absel-2845 author: Cotlaw, Morton title: An Exconginative Excursus Into The Excitatory and Exhilarative Effects of an Exeat for Experiential Education Emanating from Extroverted Executives or Turning Them on to Management by Turning out to Managers with Video Tape Recorders date: 1975 words: 3122 flesch: 39 summary: 399 Table of Contents Volume 2, 1975 ABSEL Research - From Adolescence to Adulthood, Framing the Future of Business Simulation and Experiential Learning Inventory Simulation - A Time Sharing Television Output Simulation OMSIM: AN EXCONGINATIVE EXCURSUS INTO THE EXCITATORY AND EXHILARATIVE EFFECTS OF AN EXEAT FOR EXPERIENTIAL EDUCATION EMANATING FROM EXTROVERTED EXECUTIVES or TURNING THEM ON TO MANAGEMENT BY TURNING OUT TO MANAGERS WITH VIDEO TAPE RECORDERS Business Games and Experiential Learning in Action, Volume 2, 1975 AN EXCONGINATIVE EXCURSUS INTO THE EXCITATORY AND EXHILARATIVE EFFECTS OF AN EXEAT FOR EXPERIENTIAL EDUCATION EMANATING FROM EXTROVERTED EXECUTIVES or TURNING THEM ON TO MANAGEMENT BY TURNING OUT TO MANAGERS WITH VIDEO TAPE RECORDERS Presented and Demonstrated At the 1975 National convention of Business Gaming & Experiential Learning Bloomington, Indiana April 1975 By Morton Cotlaw College of Business Colorado State University 389 Business Games and Experiential Learning in Action, Volume 2, 1975 AN EXCOGITATIVE EXCURSUS INTO THE EXCITATORY AND EXHILARATIVE EFFECTS OF AN EXEAT FOR EXPERIENTIAL EDUCATION EMANATING FROM EXTROVERTED EXECUTIVES ABSTRACT Executives in the business community, who are willing to discuss their experiences, help to provide realism in the education of management students during an excursion from the campus with a video tape recording system. keywords: action; benefits; business; executives; games; learning; students; video cache: absel-2845.pdf plain text: absel-2845.txt item: #1687 of 2743 id: absel-2846 author: Vance, Stanley C. title: Long Live Your Business Game date: 1974 words: 867 flesch: 28 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference A Game of Investment Strategy DØG: A Decision Mathematics Game The Use of Production Scheduling Simulation in a Production Planning and Control Course Interactive Gaming: A Production Example Marketing Interaction: A Marketing Management Game ADMAG I: An Advertising Management Game Meeting the Decline in College Enrollments Using the Money Game in the Classroom Training Salesmen with The Sales Management Game Smith Management Game (BUSOP) The Business Game: A New Approach to Managerial Accounting Administration: keywords: business; game; management; simulation cache: absel-2846.pdf plain text: absel-2846.txt item: #1688 of 2743 id: absel-2847 author: Day, Ralph L. title: Marketing in Action in Collegiate Education date: 1974 words: 3676 flesch: 49 summary: The foregoing has provided some of the historical background of functional area games in general and the Marketing in Action game in particular has and offered some opinions on the proper use of business games. The population of business games was still quite small at that point and most of them were “general management” games which dealt with the total firm’s operations at a highly simplified and abstract level. keywords: business; course; game; learning; management; marketing; simulation cache: absel-2847.pdf plain text: absel-2847.txt item: #1689 of 2743 id: absel-2848 author: Barton, Richard F. title: How to Create Your Own Business Game with IMAGINIT date: 1974 words: 2385 flesch: 37 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference IMAGINIT parameters include controls for: Demand per firm Plant expansion & salvage Market trend Depreciation Marketing channels Overheads Seasonal variation Accounts receivable and payable Materials lead times Interest rates Ordering costs Financial constraints Storage costs Income tax rate Standard labor hours Importance on market quote of: Labor rates Dividends Overtime percentage Book value Length of strikes Current profits Factory capacity per man Past quote keywords: business; game; imaginit; industry; learning; management; market; materials cache: absel-2848.pdf plain text: absel-2848.txt item: #1690 of 2743 id: absel-2849 author: Byrne, Eugene T.; Wolfe, Douglas E. title: The Design, Conduct and Evaluation of a Computerized Management Game as a Form of Experiential Learning date: 1974 words: 3849 flesch: 42 summary: This study concludes that simulation games can teach factual information though not more effectively than other methods. From this perspective we have established some further assumptions with regard to the design of such learning experiences: 1. keywords: business; course; design; experience; game; gaming; learning; simulation; students cache: absel-2849.pdf plain text: absel-2849.txt item: #1691 of 2743 id: absel-285 author: Xi, Lin; Yuan, Jiamg title: Simulating Networks: An Experiment date: 2014 words: 5338 flesch: 40 summary: INTRODUCTION Recent developments in government research makes social networks initiatives a popular method in the Public Administration arena. LITERATURE REVIEW The evolution and development of social networks over the past decade supported decision-making in various fields. keywords: analysis; business; data; decision; government; information; knowledge; learning; making; management; network; new; simulation; vol cache: absel-285.pdf plain text: absel-285.txt item: #1692 of 2743 id: absel-2850 author: Hoover, J. Duane title: Experiential Learning: Conceptualization and Definition date: 1974 words: 2132 flesch: 19 summary: As an educational approach, experiential learning may be viewed as follows: Experiential learning may be viewed as a methodology of education whereby structure and individual or group experiences are contrived to develop learning and perceptual capacities, to develop and reinforce cognitions, to impact on emotions and attitudes, and, importantly, to function in developing capacities to behave consistently with the insights of these processes and experiences. Figure 1 suggests that the “highest” type of high intensity experiential learning occurs when all three learning dimensions are operating Simulations, Games and Experiential Learning Techniques:, Volume 1, 1974 33 simultaneously, and at a high level of arousal. keywords: cognitive; dimensions; game; intensity; learning; person cache: absel-2850.pdf plain text: absel-2850.txt item: #1693 of 2743 id: absel-2851 author: Certo, Samuel C.; Dougherty, Robert H. title: The Teaching Potential of a Structured Esperience date: 1974 words: 2586 flesch: 56 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference A Game of Investment Strategy DØG: A Decision Mathematics Game The Use of Production Scheduling Simulation in a Production Planning and Control Course Interactive Gaming: A Production Example Marketing Interaction: A Marketing Management Game ADMAG I: An Advertising Management Game Meeting the Decline in College Enrollments Using the Money Game in the Classroom Training Salesmen with The Sales Management Game Smith Management Game (BUSOP) The Business Game: A New Approach to Managerial Accounting Administration: keywords: business; course; game; group; management; teaching cache: absel-2851.pdf plain text: absel-2851.txt item: #1694 of 2743 id: absel-2852 author: Fritzsche, David J. title: The Lecture VS. the Game date: 1974 words: 2370 flesch: 48 summary: Thus, there were no significant differences between the classes for any of the variables with the exception of employment status where a significantly larger number of experimental group students held full-time jobs. In summary, it appears that the game-centered course was more effective than the lecture-centered course in committing information to student memory. keywords: control; course; experimental; game; group; student cache: absel-2852.pdf plain text: absel-2852.txt item: #1695 of 2743 id: absel-2853 author: Lowe, Larry S. title: Tracking the Elective: Student-Goal Oriented Education date: 1974 words: 2554 flesch: 37 summary: On the other hand, were there complete homogeneity of student objectives or if the students would adopt the goals of the instructor for the course as their individual goals, then there would be high opportunity for effectiveness in a course as there would be a single goal set and the goals would be known to all. In the drive for efficiency in operations we tend to consider Student objectives in taking an elective course as either homogeneous and relevant or completely replaceable by educator objectives for that course. keywords: business; course; game; instructor; objectives; student; track cache: absel-2853.pdf plain text: absel-2853.txt item: #1696 of 2743 id: absel-2854 author: Faria, A. J.; Nulsen, Ray O. title: The Use of Internal and External Assignments with a Marketing Simulation Game date: 1974 words: 3427 flesch: 37 summary: We refer to this first group of assignments as internal activities because they are directly related to the period by period simulation decision making of the student teams. The written reports which we have been using include team objectives reports, one-page reports and team final reports. keywords: assignments; competition; game; learning; simulation; simulation competition; students cache: absel-2854.pdf plain text: absel-2854.txt item: #1697 of 2743 id: absel-2855 author: Leftwich, Howard title: Constructing Mini-Courses to Supplement Business Simulations date: 1974 words: 1497 flesch: 27 summary: This purpose is to provide tools of financial analysis to business simulation participants who are not accountants or financial experts. The potential for using business simulations to teach accounting and financial techniques and analysis has barely been tapped. keywords: business; courses; game; mini; simulation cache: absel-2855.pdf plain text: absel-2855.txt item: #1698 of 2743 id: absel-2856 author: Cotlar, Morton; Sprague, Jr., Ralph H. title: A Video-Tape/Computer Learning Experience date: 1974 words: 2328 flesch: 41 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference A Decision Mathematics Game The Use of Production Scheduling Simulation in a Production Planning and Control Course Interactive Gaming: A Production Example Marketing Interaction: A Marketing Management Game ADMAG I: An Advertising Management Game Meeting the Decline in College Enrollments Using the Money Game in the Classroom Training Salesmen with The Sales Management Game Smith Management Game (BUSOP) The Business Game: A New Approach to Managerial Accounting Administration: keywords: business; case; computer; data; game; learning; tape; video cache: absel-2856.pdf plain text: absel-2856.txt item: #1699 of 2743 id: absel-2857 author: Sackman, Morris title: A Collective Bargaining Nefotiation Simulation: Settle or Strike date: 1974 words: 3145 flesch: 42 summary: But there are two other levels of negotiations or bargaining internal team negotiations (among the members of each team) and vertical negotiating (between each team and its superior and subordinate constituencies). The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference keywords: company; game; learning; negotiation; simulation; strike; team; union cache: absel-2857.pdf plain text: absel-2857.txt item: #1700 of 2743 id: absel-2858 author: Beatty, Richard W. title: Simulation in Personnel Administration date: 1974 words: 2983 flesch: 32 summary: If students have such skills they are able to move directly into personnel jobs without first working in other areas of the organization and entering the personnel department through another door. Notice also that the term personnel administration is used rather than personnel management. keywords: exercises; game; job; learning; management; personnel; students; training cache: absel-2858.pdf plain text: absel-2858.txt item: #1701 of 2743 id: absel-2859 author: Heard, Edwin L. title: Introduction to PABLUM: A Public Administration Game date: 1974 words: 3828 flesch: 39 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference Mode 2 is an operations game where team players attempt to optimize agency performance within budgets set automatically. keywords: activity; agency; budget; business; expense; game; learning; pablum; quarter; service cache: absel-2859.pdf plain text: absel-2859.txt item: #1702 of 2743 id: absel-286 author: Thavikulwat, Precha; Chang, Jimmy title: Pick Your Group Size: A Better Procedure to Resolve the Free-Rider Problem in a Business Simulation date: 2014 words: 6468 flesch: 51 summary: To assure that rewards are commensurate with effort, group members may be asked to evaluate each other’s contributions, usually once at the end of the multiple-period exercise. The knowledge that group members will rate each other may forestall free riding, and the fact that peer evaluations affect grades may fairly align rewards with contributions. keywords: business; developments; group; group size; http://www.absel.org; learning; members; participant; procedure; simulation; size; students cache: absel-286.pdf plain text: absel-286.txt item: #1703 of 2743 id: absel-2860 author: Hoagland, John S.; Pazer, Harold L. title: Enrichment of a Multi-Functional Game Through Dynamice Overlays and Intensive Decision Analysis date: 1974 words: 2868 flesch: 36 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference It is expected that the final form of the game could compare with and replace the Harvard Management Game used in the course succeeding the functional problems course. keywords: analysis; course; game; learning; management; simulation; training; workers cache: absel-2860.pdf plain text: absel-2860.txt item: #1704 of 2743 id: absel-2861 author: Wlker, Odell L.; Eidman, Vernon R. title: An Orientation to the Oklahoma Farm Management Game date: 1974 words: 3219 flesch: 53 summary: Although the term “expected” revenue and costs is used, it is difficult to fully convey the uncertain nature of the environment in which farm management decisions are made. Additional enterprises, development of irrigation, land rental, and land purchase are successively introduced into the game after a few years of game farm operation to maintain interest and introduce new considerations. keywords: business; cash; farm; game; gaming; land; learning; management; oklahoma; year cache: absel-2861.pdf plain text: absel-2861.txt item: #1705 of 2743 id: absel-2862 author: Gitman, Lawrence J. title: A Description of INSTRAT: A Game of iInvestment Strategy date: 1974 words: 2854 flesch: 49 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference A Game of Investment Strategy DØG: A Decision Mathematics Game The Use of Production Scheduling Simulation in a Production Planning and Control Course Interactive Gaming: A Production Example Marketing Interaction: A Marketing Management Game ADMAG I: An Advertising Management Game Meeting the Decline in College Enrollments Using the Money Game in the Classroom Training Salesmen with The Sales Management Game Smith Management Game (BUSOP) The Business Game: A New Approach to Managerial Accounting Administration: keywords: game; margin; period; player; statement; wealth cache: absel-2862.pdf plain text: absel-2862.txt item: #1706 of 2743 id: absel-2863 author: Churchill, Geoffrey title: DØG A Decision Mathematics Game date: 1974 words: 2808 flesch: 42 summary: Any of these default decisions can be over-ridden by student decision; the selection of assignments determines the pace at which students replace these automatic rules. Not learning the environment also prevents the instructor from editing student decisions to prevent major disasters. keywords: assignments; business; course; decision; demand; game; learning; product cache: absel-2863.pdf plain text: absel-2863.txt item: #1707 of 2743 id: absel-2864 author: Reed, S. Kyle title: The Use of Production Scheduling Simulation in a Production Planning and Control Course date: 1974 words: 2059 flesch: 48 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference Since we have already heard of other games used in production planning and control courses, I imagine the most unique aspect of my game is that it has been in use longer than any of the others. keywords: business; game; management; planning; production; simulation; team cache: absel-2864.pdf plain text: absel-2864.txt item: #1708 of 2743 id: absel-2865 author: Davis, K. Roscoe title: Interactive Gaming: A Production Example date: 1974 words: 3165 flesch: 57 summary: The system was designed to furnish daily reports that specified machine and personnel utilization requirements necessary for meeting required production outputs. The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference keywords: balancing; game; gaming; line; production; system; time cache: absel-2865.pdf plain text: absel-2865.txt item: #1709 of 2743 id: absel-2866 author: Keiser, Stephen K. title: Marketing Interaction: A Marketing Management Game date: 1974 words: 2403 flesch: 37 summary: Although other benefits of gaming such as learning about the behavioral dimensions of team work, it is the viewpoint of the author that learning to apply concepts to all dimensions of marketing strategy in a dynamic environment should be the major goal of use of marketing management games. Major emphasis during the examination of marketing management games was on the decision variables included in the games. keywords: channel; decision; game; learning; management; marketing; price; product cache: absel-2866.pdf plain text: absel-2866.txt item: #1710 of 2743 id: absel-2867 author: Culley, James D. title: ADMAG I: An Advertising Management Game date: 1974 words: 2282 flesch: 48 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference The primary objective of ADMAG I is to expose game participants to advertising operations in a competitive and realistic environment. keywords: admag; advertising; business; game; learning; management; media cache: absel-2867.pdf plain text: absel-2867.txt item: #1711 of 2743 id: absel-2868 author: Johnson, K.H.; Shannon, D.S. title: Meeting the Decline in College Enrollments Using the Money Game in the Classroom date: 1974 words: 3169 flesch: 48 summary: Faced with this problem, current efforts by the institutions seems to be devoted primarily to enticing students to enroll in their particular Institution by modifying requirements, offering special services, and other strategies which may even include the lowering of academic standards. However, they are essentially competing among themselves for students who Simulations, Games and Experiential Learning Techniques:, Volume 1, 1974 149 have already made the decision to attend college. keywords: business; game; learning; money; simulations; students; techniques; volume cache: absel-2868.pdf plain text: absel-2868.txt item: #1712 of 2743 id: absel-2869 author: Boone, Louis E. title: Training Salesman with the Sales Management Game date: 1974 words: 1404 flesch: 29 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference A Game of Investment Strategy DØG: A Decision Mathematics Game The Use of Production Scheduling Simulation in a Production Planning and Control Course Interactive Gaming: A Production Example Marketing Interaction: A Marketing Management Game ADMAG I: An Advertising Management Game Meeting the Decline in College Enrollments Using the Money Game in the Classroom Training Salesmen with The Sales Management Game Smith Management Game (BUSOP) The Business Game: A New Approach to Managerial Accounting Administration: keywords: business; game; gaming; management; sales cache: absel-2869.pdf plain text: absel-2869.txt item: #1713 of 2743 id: absel-287 author: Wellington, William J.; Hutchinson, David; Faria, A. J. title: The Impact of Playing a Marketing Simulation Game on Perceived Decision Making Ability among Introductory Marketing Students date: 2014 words: 7019 flesch: 41 summary: The Impact of Playing a Marketing Simulation Game on Perceived Decision Making Ability Among Introductory Marketing Students 23 Developments in Business Simulations and Experiential Learning, Volume 37, 2010 THE IMPACT OF PLAYING A MARKETING SIMULATION GAME ON PERCEIVED DECISION MAKING ABILITY AMONG INTRODUCTORY MARKETING STUDENTS William J. Wellington Odette School of Business; University of Windsor r87@unwindsor.ca David Hutchinson Odette School of Business; University of Windsor dhutch@uwindsor.ca A. J. Faria Odette School of Business; University of Windsor ad9@uwindsor.ca ABSTRACT A major problem, of course, is that decision making skills are very 24 Developments in Business Simulations and Experiential Learning, Volume 37, 2010 hard to measure in an objective fashion. keywords: business; business simulation; competition; decision; developments; experience; game; learning; making; performance; simulation; students; test cache: absel-287.pdf plain text: absel-287.txt item: #1714 of 2743 id: absel-2870 author: Smith, Jerald R. title: Smith Management Game (BUSOP) date: 1974 words: 1213 flesch: 37 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference A Game of Investment Strategy DØG: A Decision Mathematics Game The Use of Production Scheduling Simulation in a Production Planning and Control Course Interactive Gaming: A Production Example Marketing Interaction: A Marketing Management Game ADMAG I: An Advertising Management Game Meeting the Decline in College Enrollments Using the Money Game in the Classroom Training Salesmen with The Sales Management Game Smith Management Game (BUSOP) The Business Game: A New Approach to Managerial Accounting Administration: keywords: business; game; management; year cache: absel-2870.pdf plain text: absel-2870.txt item: #1715 of 2743 id: absel-2871 author: Goosen, Kenneth R. title: The Business Game: A New Approach to Managerial Accounting date: 1974 words: 2775 flesch: 45 summary: THE BUSINESS GAME: A NEW APPROACH TO MANAGERIAL ACCOUNTING Simulations, Games and Experiential Learning Techniques:, Volume1, 1974 167 THE BUSINESS GAME: A NEW APPROACH TO MANAGERIAL ACCOUNTING Kenneth R. Goosen, Louisiana Tech University The use of business games in marketing, management, and finance has grown tremendously, however, very little interest has been shown in business games on the part of accounting instructors. The basic reason for the lack of interest in business games in accounting is that accounting instructors for the most part are committed to the traditional approach of teaching accounting by requiring students to work many problems. keywords: accounting; business; game; students; techniques; use cache: absel-2871.pdf plain text: absel-2871.txt item: #1716 of 2743 id: absel-2872 author: Wilson, Harold K. title: Administration: The Key to a Successful Gaming Experience date: 1974 words: 4621 flesch: 50 summary: One solution is to have game teams submit decisions pre-punched and to simply read the cards into the machine as they are submitted. Selecting Game Teams Closely related to the question of course objectives is the method of selecting or assigning students to game teams. keywords: computer; course; decisions; game; program; students; teams; time cache: absel-2872.pdf plain text: absel-2872.txt item: #1717 of 2743 id: absel-2873 author: Gentry, James W.; Brown, Thomas L. title: Simulation: A Frustration, a 'Game,' or a Meaningful Experience date: 1974 words: 2290 flesch: 39 summary: A FRUSTRATION, A ‘GAME’, OR A MEANINGFUL LEARNING EXPERIENCE James W. Gentry, Kansas State University Thomas L. Brown, Kansas State University At first encounter, many students find simulation games to be very complex. CONCLUDING COMMENTS This paper has attempted to make several recommendations aimed at making simulation games more meaningful learning experiences. keywords: business; course; game; learning; marketing; simulation cache: absel-2873.pdf plain text: absel-2873.txt item: #1718 of 2743 id: absel-2874 author: Baldwin, L. E. title: Using Complex Simulations in Policy Courses in Institutions with Limited Resources date: 1974 words: 2213 flesch: 41 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference Published games As of this date there are few published business simulations that are open-ended and with an adequate degree of complexity to use in business policy courses. keywords: business; complex; computer; game; program; simulations cache: absel-2874.pdf plain text: absel-2874.txt item: #1719 of 2743 id: absel-2875 author: Brooks, Leroy D. title: Flexibility in Simulation Design for Continual Student Motivation date: 1974 words: 2779 flesch: 38 summary: VERSIONS OF USE Both the number of participant controlled variables and the difficulty of the decision situation are changed to enable the adopters selection of a specific set of student controlled decisions. Student interest often declines after several interactions are played with the same set of controlled decisions. keywords: control; decision; game; set; simulation; use cache: absel-2875.pdf plain text: absel-2875.txt item: #1720 of 2743 id: absel-2876 author: Sprague, Jr., Ralph H.; Cotlar, Morton title: A Terminal Keyboard Experience in Executive Gaming date: 1974 words: 3165 flesch: 64 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference The authors set out to devise a gaming environment that would minimize or negate these disadvantages and reinforce the advantages of game play. keywords: computer; decisions; game; simulation; students; terminal; time; units cache: absel-2876.pdf plain text: absel-2876.txt item: #1721 of 2743 id: absel-2877 author: Scott, Charles R. title: Application of Theory and of Computerized Grading in Management Simulation date: 1974 words: 2203 flesch: 49 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference Initial discussions have interested many students to return to their finance and accounting texts. keywords: business; class; course; game; simulation; students cache: absel-2877.pdf plain text: absel-2877.txt item: #1722 of 2743 id: absel-2878 author: Wolff, Roger N.; Haines, George H. title: The Executive Education Experience Using the Toronto Management Game date: 1974 words: 4338 flesch: 48 summary: Most management games are designed with two particular purposes in mind: (a) to give students experience in group problem solving in a realistic environment and (b) to integrate material from various functional areas in a business curriculum. There is significant evidence to suggest however, that the groups did develop an appreciation of the value of decision systems composed of models, data, and people and that they were highly motivated to learn Simulations, Games and Experiential Learning Techniques:, Volume 1, 1974 215 more about the entire field of computer assisted decision making. keywords: data; decision; environment; game; management; models; simulation; system; use cache: absel-2878.pdf plain text: absel-2878.txt item: #1723 of 2743 id: absel-2879 author: Roberts, Ralph M. title: Experiences with the Harvard Management Game date: 1974 words: 3167 flesch: 43 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference It asks for comments about the team playing, the extended simulation, and the educational growth and development afforded by the Game. keywords: business; game; instructor; learning; management; simulation; students; team cache: absel-2879.pdf plain text: absel-2879.txt item: #1724 of 2743 id: absel-288 author: Tower, Spence title: If the Games Work, Why Aren't More Faculty Willing To Play? date: 2014 words: 953 flesch: 24 summary: Looking At New Twists Strategies for Promoting Knowledge Formation and Dissemination in Business Simulation and Experiential Learning Introducing Experiential Exercises To Inexperienced Faculty Members Conveying Concepts Through Cartoons: Preliminary Results From Software Engineers In An Industrial Organization Theory Class Utilizing Institutional Problems as an Experiential Learning Opportunity for Students Considerations in the Design of Vicarious Learning Environments Enhancing Critical Thinking Through Service-Learning As A Consultative Process Encouraging Established Faculty to Adopt a New Games and Simulations Pedagogy IMA Candy Company: An Experiential Exercise in Managerial Accounting Mustard Seeds as Means for Creative Problem Solving, Ethical Decision Making, Stakeholder Alliance, & Leader Development through Experiential Learning in Management Education Interactive Classroom Technology: Adding a Benefit to the Traditional Classroom Excelling in the Capstone Simulation: An Application of Spreadsheet Technology as a Decision Support Tool GEO: An Entrepreneurship-Oriented Computer-Assisted International Strategy Simulation ERP Simulation Game: A Distribution Game to Teach the Value of Integrated Systems Mission Possible - Using Simulation Games For Management Training In A Transition Economy Business Game Modeling For The Negotiation Between General Contractor And Subcontractors The Relationship Between Goal Orientation And Simulation Performance With Attitude Change And Perceived Learning: A Follow-Up Study The Invalidity Of Natural Market Structure Pims Validation Of Marketing Games Examining A Beta Test An Experiment On Group Decision-Making Using A Business Game: An International Comparison Of Mba Students In Japan; China; And Russia A Platform for Business Games - From Game Playing to Game Making: The Case of Yokohama National University Checking Financial Balance of Target Brand Portfolio with the Strategic Market Plan Cash Flow Package About Simulations and Bloom's Learning Taxonomy Managing Complexity: Applying the Conscious-Competence Model to Experiential Learning Using Accumulated Profits to Assess Performance in Simulations keywords: business; faculty; games; learning; simulation cache: absel-288.pdf plain text: absel-288.txt item: #1725 of 2743 id: absel-2880 author: Estes, James E. title: Managing the Dynamic Small Business Via Simulation date: 1974 words: 4484 flesch: 51 summary: Sometimes the selling students price the materials at a substantial loss; but other students in the same crisis situation price the materials at an attractive price still high enough to make a windfall profit as a middleman, thereby not only generating the needed cash but also making additional profits. Most students do recognize the problem; but over the years, it is amazing how many students never even recognize that this is their problem even when they have borrowed all the bank will let them have and are still running huge overdrafts at big penalties. keywords: business; companies; company; game; management; production; simulation; students; teams cache: absel-2880.pdf plain text: absel-2880.txt item: #1726 of 2743 id: absel-2881 author: McGlashan, Rober title: The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course date: 1974 words: 2571 flesch: 45 summary: In thousands ANALYSIS OF QUESTIONNAIRE RESPONSES To test the effectiveness of the simulated stock exchange in bringing about “real world” understanding and reinforcing business game learning, students in the course were given a questionnaire containing seventeen questions. The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference keywords: business; exchange; game; learning; stock; stock exchange cache: absel-2881.pdf plain text: absel-2881.txt item: #1727 of 2743 id: absel-2882 author: Sord, Burnard H. title: Managerial Strategy and Systems-An Integrative M.B.A. Course date: 1974 words: 2841 flesch: 42 summary: 3. Develop a better understanding of strategic planning and control and improve skills in structuring strategic planning problems. The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference keywords: decision; game; group; management; planning; portfolio; simulation cache: absel-2882.pdf plain text: absel-2882.txt item: #1728 of 2743 id: absel-2883 author: Nichols, Arthur C. title: SIMQ, a Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package date: 1974 words: 1837 flesch: 28 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference SIMQ, A BUSINESS SIMULATION GAME FOR DECISION SCIENCE STUDENTS: keywords: business; decision; game; simulation; students; teaching cache: absel-2883.pdf plain text: absel-2883.txt item: #1729 of 2743 id: absel-2884 author: Seitz, Neil E.; Thorton, Billy M. title: The Use of Simulation as a Supplementary Learning Experience in Marketing Principles date: 1974 words: 3173 flesch: 46 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference Also, he has developed a simulation model for use in his courses to allow students to analyze the financial system of a company. keywords: case; finance; game; learning; sales; simulation; students cache: absel-2884.pdf plain text: absel-2884.txt item: #1730 of 2743 id: absel-2885 author: Dauner, Jack R. title: Simulation as a Supplementary Learning Experience in Marketing Principles date: 1974 words: 2495 flesch: 35 summary: However, none seem to bring together an integration of these various learning techniques quite as well as computer oriented business simulation. To encourage a better understanding of the interrelation among Simulations, Games and Experiential Learning Techniques:, Volume 1, 1974 257 various functions of a business. 2. keywords: business; company; decision; game; learning; objectives; simulation cache: absel-2885.pdf plain text: absel-2885.txt item: #1731 of 2743 id: absel-2886 author: Jensen, Ronald title: Intercollegiate Business Gaming: The State of the Art date: 1974 words: 2225 flesch: 47 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference Summary Considering that the efforts are very direct and the benefits are indirect, why then do we sponsor an Intercollegiate Business Game? keywords: business; game; gaming; management; simulation; year cache: absel-2886.pdf plain text: absel-2886.txt item: #1732 of 2743 id: absel-2887 author: Burks, David B. title: Intercollegiate Business Gaming from a Participant's Viewpoint date: 1974 words: 2349 flesch: 47 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference In presenting some views about intercollegiate business gaming from a participant’s viewpoint, let me begin by outlining briefly Harding’s experiences in these games. keywords: business; competition; game; gaming; students cache: absel-2887.pdf plain text: absel-2887.txt item: #1733 of 2743 id: absel-2888 author: Armenakis, Achilles A.; Field, Hubert S.; Holley, William H. title: Correlates of Satisfaction, Learnin and Success in Business Gaming date: 1974 words: 2401 flesch: 42 summary: (4) Do successful teams devote more time to making decisions than unsuccessful teams? Using chi-square analysis it was found that successful teams did not employ more quantitative methods than unsuccessful teams. keywords: business; experience; game; i.b.g; learning; teams cache: absel-2888.pdf plain text: absel-2888.txt item: #1734 of 2743 id: absel-2889 author: Keys, Bernard; Jones, Chris title: A Studen't View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation date: 1974 words: 4707 flesch: 55 summary: A STUDENT‘S VIEW OF LEADERSHIP TRAINING WITH A TWO- LEVEL HIERARCHY, TWO COURSE SIMULATION Simulations, Games and Experiential Learning Techniques:, Volume 1, 1974 280 A STUDENT‘S VIEW OF LEADERSHIP TRAINING WITH A TWO- LEVEL HIERARCHY, TWO COURSE SIMULATION Bernard Keys and Chris Jones, Oklahoma Christian College INTRODUCTION For several years a noticeable weakness in business games has been the absence of strong organizational and leadership functions. My principle thesis in evaluating business games has been for some time that games are not responsible for teaching or disseminating knowledge. keywords: business; course; decision; freshmen; game; learning; management; simulation; team; test; week cache: absel-2889.pdf plain text: absel-2889.txt item: #1735 of 2743 id: absel-289 author: Cannon, Hugh M.; Cannon, James N.; Andrews, Clinton R. title: Modeling Cascading Demand: Accounting for the Effects of Captive Consumer Relationships date: 2014 words: 7111 flesch: 48 summary: They may not recognize the cost of cascaded products until they find themselves locked into future purchases. Cascaded products would always be included, because inclusion is central to the cascading strategy. keywords: cannon; company; consumers; customer; demand; market; portfolio; product; segment; simulation; strategy cache: absel-289.pdf plain text: absel-289.txt item: #1736 of 2743 id: absel-2890 author: Napier, Herman S. title: Autocrative Versus Democratic Decision Making: The "Executive Game" as an Experiment date: 1974 words: 1417 flesch: 40 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference A Game of Investment Strategy DØG: A Decision Mathematics Game The Use of Production Scheduling Simulation in a Production Planning and Control Course Interactive Gaming: A Production Example Marketing Interaction: A Marketing Management Game ADMAG I: An Advertising Management Game Meeting the Decline in College Enrollments Using the Money Game in the Classroom Training Salesmen with The Sales Management Game Smith Management Game (BUSOP) The Business Game: A New Approach to Managerial Accounting Administration: keywords: decision; game; lo lo; management cache: absel-2890.pdf plain text: absel-2890.txt item: #1737 of 2743 id: absel-2891 author: Johnson, George A.; Landon, Laird title: Identifying Potential Game Participants date: 1974 words: 2219 flesch: 44 summary: Spearman Rank correlations were computed between the eighteen personality measures and the eight measures of game response. CONCLUSIONS The basic purpose of the study was to see if game response could be predicted from measures of personality. keywords: game; management; personality; response; variables cache: absel-2891.pdf plain text: absel-2891.txt item: #1738 of 2743 id: absel-2892 author: Byham, William C. title: Assessment Centers Selection Based on Simulation date: 1974 words: 1969 flesch: 27 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference Not a place, but a method, which is available to all sizes of organizations, assessment centers are being used at all levels of management from first level of supervision to top corporate management. keywords: assessment; business; centers; game; management; simulation cache: absel-2892.pdf plain text: absel-2892.txt item: #1739 of 2743 id: absel-2893 author: Kidron, Aryeh title: Business Games in the Process of Management Training in Israel and the United States date: 1974 words: 3102 flesch: 43 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference BUSINESS GAMES IN THE PROCESS OF MANAGEMENT TRAINING IN ISRAEL AND THE UNITED STATES Simulations, Games and Experiential Learning Techniques:, Volume 1, 1974 304 BUSINESS GAMES IN THE PROCESS OF MANAGEMENT TRAINING IN ISRAEL AND THE UNITED STATES Aryeh Kidron, The Ohio State University1 The use of business games in management training is now widely accepted. keywords: american; business; game; israel; learning; management; simulation; training; variables cache: absel-2893.pdf plain text: absel-2893.txt item: #1740 of 2743 id: absel-2894 author: Barton, Richard F. title: Evolution and Flexibility in Business Gaming date: 1974 words: 954 flesch: 32 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference Business games were originally developed to provide additional learning experiences for their players. keywords: business; game; gaming; simulation cache: absel-2894.pdf plain text: absel-2894.txt item: #1741 of 2743 id: absel-2895 author: Churchill, Geoffrey title: Quantitative Applications of Games date: 1974 words: 749 flesch: -2 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference A Game of Investment Strategy DØG: A Decision Mathematics Game The Use of Production Scheduling Simulation in a Production Planning and Control Course Interactive Gaming: A Production Example Marketing Interaction: A Marketing Management Game ADMAG I: An Advertising Management Game Meeting the Decline in College Enrollments Using the Money Game in the Classroom Training Salesmen with The Sales Management Game Smith Management Game (BUSOP) The Business Game: A New Approach to Managerial Accounting Administration: keywords: business; game; management; simulation cache: absel-2895.pdf plain text: absel-2895.txt item: #1742 of 2743 id: absel-2896 author: Day, Ralph L. title: Growing Emphasis on Implementation date: 1974 words: 1233 flesch: 24 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference Simulations, Games and Experiential Learning Techniques:, Volume 1, 1974 315 The problem of evaluating the performance of teams in business games was discussed at considerable length. keywords: business; course; game; simulation cache: absel-2896.pdf plain text: absel-2896.txt item: #1743 of 2743 id: absel-2897 author: Vance, Stanley C. title: Debits and Credits: First National ABSEL Conference date: 1974 words: 1142 flesch: 23 summary: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference A Game of Investment Strategy DØG: A Decision Mathematics Game The Use of Production Scheduling Simulation in a Production Planning and Control Course Interactive Gaming: A Production Example Marketing Interaction: A Marketing Management Game ADMAG I: An Advertising Management Game Meeting the Decline in College Enrollments Using the Money Game in the Classroom Training Salesmen with The Sales Management Game Smith Management Game (BUSOP) The Business Game: A New Approach to Managerial Accounting Administration: keywords: business; game; learning; management; simulation cache: absel-2897.pdf plain text: absel-2897.txt item: #1744 of 2743 id: absel-2899 author: Wallis, Steven E.; Wright, Bernadette title: Strategic Knowledge Mapping: The Co-Creation of Useful Knowledge date: 2022 words: 9354 flesch: 63 summary: A better way to engage minds could be found by playing games. Adding new and more complex elements to game play as players develop more skills. keywords: business; causeway; developments; game; group; knowledge; learning; map; new; players; poi; simulation; theory cache: absel-2899.pdf plain text: absel-2899.txt item: #1745 of 2743 id: absel-29 author: Li, Qing title: Teaching Secondary Mathematics: Pre-service Teachers' Digital Game Design, Pedagogy and 21st Century Skills date: 2013 words: 4230 flesch: 40 summary: The results showed that almost all pedagogical categories were being significantly addressed by the participants’ created games. The second set of data was the participants’ created games. keywords: century; darci; design; documents; file:///c:/users; game; learning; mathematics; participants; skills; teachers cache: absel-29.pdf plain text: absel-29.txt item: #1746 of 2743 id: absel-290 author: Macy, Granger; Ellis, Aimee Dars; Lifton, Don title: Issues in Simulation Implementation: Lessons from a Freshman Seminar date: 2014 words: 11554 flesch: 55 summary: Unfortunately, student reflections often mentioned that student teams did not have enough chance to get to know each other and to become involved in discussions to help understand the simulation. Simulations are thought to have many benefits. keywords: business; business simulation; class; course; decisions; faculty; group; learning; performance; professor; simulation; students; team; time cache: absel-290.pdf plain text: absel-290.txt item: #1747 of 2743 id: absel-2900 author: Gentry, James W.; Kaulbach, Melissa; Smith, J. Alexander; Simon, Rob; Feinstein, Andrew Hale; Burns, Alvin C. title: The Changing Academic Environment: What Role Will Experiential Learning Play in the Survival of Higher Education date: 2022 words: 2522 flesch: 51 summary: In general, Fowler (2013) reports that online students perform less well than f2f ones, and the gap is even wider among those with low GPAs, men, and African Americans. Talbert, R. (2013), “Can Online Students Be Socialized,” The Chronicle of Higher Education, July 30. keywords: business; economist; education; learning; online; simulation; students cache: absel-2900.pdf plain text: absel-2900.txt item: #1748 of 2743 id: absel-2904 author: Reed, Lora title: Teachers, Students & Alumni: Benefits & Challenges of Developing a Virtual Online Learning Community date: 2022 words: 175 flesch: 24 summary: ABSTRACT This paper explores online learning communities as a basis for sustainable academic organizational culture wherein learning, multi-directional mentoring and ongo- ing social network development are foundational for complex problem solving and enduring relationships among community members. Peck’s community building model and Tuckman’s stages of group development are investigated for their relevance to the online learning environment. keywords: learning cache: absel-2904.pdf plain text: absel-2904.txt item: #1749 of 2743 id: absel-2905 author: Jerb, Mohja; Hoover, J. Duane; Giambatista, Robert C. title: Whole Person Experiential Learning and Insight Learning: Implications for Distance Education and Independent Learning date: 2022 words: 5581 flesch: 45 summary: Implications for the Practice of Online Education As we reexamined the theoretical frameworks of experiential learning and adult learning theories, it is worth pointing out that effective online courses that make a difference in student learning should be based on instructional design decisions. Most of distance education students are adults between the ages of 25 and 50; therefore, a better understanding of adult learning is fundamental to using effective practices in distance education (Moore and Kearsley, 1996). keywords: adult; distance; education; experience; hoover; insight; learners; learning; online; person; student cache: absel-2905.pdf plain text: absel-2905.txt item: #1750 of 2743 id: absel-2907 author: Wellington, William; Hutchinson, David; Faria, A. J. title: The Effectiveness of Online Quizzing as a Repetitive Learning Tool in A Marketing Class: A Field Study of the Testing Effect date: 2022 words: 5837 flesch: 43 summary: Given both these scenarios, it could well be expected that quiz performance and examination performance might not be correlated. However, the use of online quiz testing as a learning management system tool is relatively new (Angus and Watson, 2009) while the concept of using testing to enhance learning retention (known as the testing effect) has a very long history in psychological research (Roediger and Karpicke, 2006, 184-189; Tulving 1967). keywords: attempts; examination; learning; low; online; performance; quiz; quizzes; students cache: absel-2907.pdf plain text: absel-2907.txt item: #1751 of 2743 id: absel-2908 author: Tsvetanov, Georgi title: Business Simulations? Seven Design Elements date: 2022 words: 132 flesch: 27 summary: Business simulations provide several benefits such as: - highly motivated and involved students - im- proved ability to connect learning to real-world situations - freedom to experiment with new behaviors in a risk-free envi- ronment - opportunity for immediate feedback from decisions - enhanced ability to teach teamwork and leadership Simulations are enjoyable to play, interesting, build confidence and are be- coming more accesible to develop and use in Talent Develop- ment. Seven Design Elements Page 50 - Developments in Business Simulation and Experiential Learning, volume 42, 2015 ABSTRACT Business simulations have become effective teaching tools be- cause they resemble real business circumstances. keywords: business cache: absel-2908.pdf plain text: absel-2908.txt item: #1752 of 2743 id: absel-2909 author: De Klerk, Johan title: Exploring the Use of a Business Simulation to Teach Business Concepts to Emirati Students date: 2022 words: 324 flesch: 37 summary: Emirati students entering the workforce from university are perceived to lack the required knowledge, understanding and ability to apply business concepts (Barhem et al., 2008). The research study used a qualitative, phenomenological approach to determine the perceptions of Emirati students of the effectiveness of a business simulation to improve their application of business concepts in a real-world environment. keywords: business cache: absel-2909.pdf plain text: absel-2909.txt item: #1753 of 2743 id: absel-291 author: Murff, Elizabeth; Teach, Richard title: Endurance: A Game for Current Economic Times date: 2014 words: 4887 flesch: 53 summary: (1) Figure 2: Price adjustment when median demand price is 100 57 Developments in Business Simulations and Experiential Learning, Volume 37, 2010 We are using median demand price / 7 for beta because this gives us a standard deviation that is slightly more than 1/4 of the median. keywords: business; demand; firm; industry; learning; manufacturing; price; product; round; simulation cache: absel-291.pdf plain text: absel-291.txt item: #1754 of 2743 id: absel-2911 author: Palia, Aspy; De Ryck, Jan title: Assessing Competitor Strategic Business Units with the Competitor Analysis Package date: 2022 words: 9361 flesch: 46 summary: ABSTRACT The Web-based Competitor Analysis Package enables competing participant teams to assess the strength of each element of the marketing mix for one or more strategic business units (SBUs) of one or more competitors during each decision period. This Excel-based Competitor Analysis Package automatically extracts relevant company performance and marketing mix data for each SBU of each competitor via external links from the Excel-version of the COMPETE simulation results generated from the original dos-text based COMPETE simulation results. keywords: 13th; analysis; bernie; business; business simulation; competitor; competitor analysis; decision; developments; eds; keys; learning; library; marketing; simulation; worksheet cache: absel-2911.pdf plain text: absel-2911.txt item: #1755 of 2743 id: absel-2912 author: Gold, Steven title: With Simulations, IT IS Not the Wand but the Magic in the Magician: A Pilot Study Enhancing and Assessing Topic-Specific Student Learning Using an Economic Simulation date: 2022 words: 4372 flesch: 50 summary: After the first 25 years of research on this topic, a study by Anderson and Lawton (1995), argued the results were inconclusive, stating: “After decades of research on simulation exercises, we still cannot provide objective (versus anecdotal) sup- port for answers to questions like: Does participating in simulation exercises produce learning? Could the time spent on simulation exercises be used more effectively or pro- ductively if directed toward other pedagogies? keywords: business; exercises; game; learning; simulation; student cache: absel-2912.pdf plain text: absel-2912.txt item: #1756 of 2743 id: absel-2913 author: Papenhausen, Chris; Parayitam, Satyanarayana title: Business Management Simulations as a Pedagogical Tool to Improve Student's System Dynamics Thinking date: 2022 words: 230 flesch: 22 summary: This paper first lays out systems dynamics theory and its application to simulations. We also argue that the key charac- teristics of system dynamics- multiple feedback cycles, time de- lays, the differences between stocks and flow, and nonlinearities - are non-intuitive and therefore are more easily learned in experiential exercises such as simulations. keywords: simulations cache: absel-2913.pdf plain text: absel-2913.txt item: #1757 of 2743 id: absel-2915 author: Teach, Richard; Tipton, Elizabeth title: A Differences Way of Analyzing Simulation Results date: 2022 words: 2212 flesch: 46 summary: The key to teaching of marginal analysis, in a simulation situation setting, is the use of difference equations and knowledge of marginal analysis using difference equation can easily be transferred to almost any practitioner world situation. Economists tell us to do marginal analysis to better understand the relationship between input decisions such as price, promotion, etc. and the results of these decision. keywords: analysis; business; decision; difference; equations; simulation cache: absel-2915.pdf plain text: absel-2915.txt item: #1758 of 2743 id: absel-2916 author: Hall, Jeremy title: Business Simulations: Reality .......... AND BEYOND! date: 2022 words: 5033 flesch: 34 summary: REFLECTION TRIGGERS Central to the use of business simulations is the Kolb Experiential Learning Cycle (1984) and simulation design must accommodate this. ABSTRACT The importance of reality is often cited in the literature and promotional materials as essential to quality learning from business simulations. keywords: business; composition; decisions; design; duration; efficiency; hall; impact; learning; reality; simulation; volume cache: absel-2916.pdf plain text: absel-2916.txt item: #1759 of 2743 id: absel-2917 author: Thavikulwat, Precha; Chang, Jimmy title: Hybrid Methods of Organizing Groups for a Business Game date: 2022 words: 5827 flesch: 57 summary: Should business game players choose their teammates: A study with pedagogical implications. This method rests on a scoring system that derives group performance scores from individual performance scores. keywords: business; group; performance; period; players; size cache: absel-2917.pdf plain text: absel-2917.txt item: #1760 of 2743 id: absel-2919 author: Londono, Laura; Lopez, Miguel David Rojas; Corrales, Maria Elena Valencia title: TrustLand Game, A Proposal to Establish Trust date: 2022 words: 2533 flesch: 50 summary: Trust relationships involve different actors such as persons, groups of persons, organizations and even machines. In trust relationships can be identified two different actors (Zapata & Rojas, 2010), first, the person who trust something, and second, the person who received the trust, as shown in ex- hibit 3. keywords: exhibit; game; participants; relationships; scenario; trust cache: absel-2919.pdf plain text: absel-2919.txt item: #1761 of 2743 id: absel-292 author: Po, Chong; Deng, Wu title: Simulating Processes: An Application in Supply Chain Management date: 2014 words: 5416 flesch: 44 summary: One of the more interesting application of decision support systems is in healthcare settings. This paper explores how decision support systems are used for medical reasons and how we can influence the effectiveness of the systems. keywords: business; cdss; decision; drug; errors; information; learning; physician; simulation; support; systems; use; vol cache: absel-292.pdf plain text: absel-292.txt item: #1762 of 2743 id: absel-2920 author: Zapata Tamayo, Juan Sebastian; Zapata-Jaramillo, Carlos Mario title: Building Social Communities as a Foundation for Entrepreneurship: A Game-Based Approach date: 2022 words: 3134 flesch: 53 summary: Several lines of future work can be defined from this game application: (i) applying the game to senior entrepreneurs, in order to validate the main features we discovered from the previous application; (ii) improving the game by accepting some of the suggestions made by the students, e.g., the distribution of the puzzle pieces was the main concern of the students, because the pieces can be seen by others before we start the round; (iii) applying the game jointly with other games promoting similar skills, e.g., the trust game and the prisoner’s dilemma. A state-of-the-art review shows the usage of several games in management and entrepreneurship. keywords: building; community; development; entrepreneurship; game; learning cache: absel-2920.pdf plain text: absel-2920.txt item: #1763 of 2743 id: absel-2921 author: Markulis, Peter; Nugent, Michael; Strang, Daniel title: Assessing the Role of Assessment in Business Simulations date: 2022 words: 6071 flesch: 46 summary: We interpret this to mean that faculty can only use simulation assessment modules if there is alignment of the course and or schools learning goals. Business simulations have a potentially power- ful role in facilitating the assurance of learning process. keywords: aacsb; assessment; business; developments; faculty; goals; learning; program; questions; results; schools; simulation; student cache: absel-2921.pdf plain text: absel-2921.txt item: #1764 of 2743 id: absel-2922 author: Zapata-Jaramillo, Carlos Mario; Rojas Lopez, Miguel David; Arango Sanchez, Rafael Esteban; Jimenez Pinzon, Leidy Diana title: SEMAT GAME: Applying a Project Management Practice date: 2022 words: 4020 flesch: 57 summary: Semat game is a strategy for teaching the Semat kernel elements. CONCLUSIONS AND FUTURE WORK Semat is an initiative for gathering together the core elements essential to the development of software projects. keywords: exhibit; game; kernel; management; pmbok; project; semat; software; work cache: absel-2922.pdf plain text: absel-2922.txt item: #1765 of 2743 id: absel-2923 author: Ruszkowska, Anna; Wardaszko, Marcin title: Teamwork Effectiveness in the Face of Self-Knowledge Regarding the Preferred Team Role in Business Simulation Games date: 2022 words: 269 flesch: 46 summary: The quantitative part of the study focuses on the analysis of team results in business simulation game. ABSTRACT The paper describes the results of an experimental comparative study based on two groups of students who were participants of business simulation game courses and were compared in pairs. keywords: team cache: absel-2923.pdf plain text: absel-2923.txt item: #1766 of 2743 id: absel-2924 author: Maturna, Grissa; Zapata-Jaramillo, Carlos Mario; Rojas Lopez, Miguel David title: RIVIDOC A Game for Simulating the Extraction of Relevant Information from Documentary Videos date: 2022 words: 3497 flesch: 48 summary: Documentary videos are audiovisual documents aiming to capture reality by means of images, sounds, texts, and interviews. However, few games are oriented to the information extraction from documentary videos and the information potentially learned from such videos. keywords: audio; concepts; documentary; game; information; relationships; schema; team; video cache: absel-2924.pdf plain text: absel-2924.txt item: #1767 of 2743 id: absel-2925 author: Halpin, Annette; Kurthakoti, Raghu title: Can Systemic Thinking be Measured? Introducing the Systemic Thinking Scale (STS) date: 2022 words: 2349 flesch: 49 summary: Can Systemic Thinking be Measured? Systemic thinking, an approach to understanding reality, recognizes that systems have charac- teristics and patterns independent of their parts. keywords: business; decision; scale; simulation; students; thinking cache: absel-2925.pdf plain text: absel-2925.txt item: #1768 of 2743 id: absel-2926 author: Pikos, Anna title: Risk Management Simulation Game for City Councils. The Case of Poland. date: 2022 words: 177 flesch: 47 summary: A qualitative study conducted in city councils in Poland has shown that they find it problematic to introduce risk management within their structures. The simulation game will be a step- by-step guide to implementation of risk management into the structures of city councils. keywords: management cache: absel-2926.pdf plain text: absel-2926.txt item: #1769 of 2743 id: absel-2928 author: Buck, Wayne title: A Competitive Business Ethics Simulation Game date: 2022 words: 7415 flesch: 54 summary: Most business students are familiar with one kind of un- certainty – uncertainty about outcomes. Improving transfer of learning: Relationship to methods of using business simulation. keywords: business; decisions; deepwater; ethics; experience; game; learning; oil; round; simulation; students cache: absel-2928.pdf plain text: absel-2928.txt item: #1770 of 2743 id: absel-293 author: Cannon, Hugh M.; Pacheco, Moises; Bernard, Ricardo R. S. title: Another Look at the Use of Forecasting Accuracy on the Assessment of Management Performance in Business Simulation Games date: 2014 words: 8276 flesch: 45 summary: The traditional approach to evaluating the forecasting-accuracy approach to student performance has been to test the strength of this relationship. Simulation performance and forecast accuracy – is that all? keywords: accuracy; approach; business; company; decision; developments; forecasting; game; learning; management; performance; simulation; teach cache: absel-293.pdf plain text: absel-293.txt item: #1771 of 2743 id: absel-2930 author: Wardaszko, Marcin; Pikos, Anna title: ABSEL Contribution to the Assurance of the Quality of Learning date: 2015 words: 3936 flesch: 54 summary: All sheets of paper have been analyzed and grouped according to key words and phrases and afterwards marked additionally in the case of reappearance of a given key word or phrase. Immersion becomes an TABLE 3 List of key words/phrases from the post-workshop stage. keywords: absel; knowledge; learning; phrases; results; simulation; workshop cache: absel-2930.pdf plain text: absel-2930.txt item: #1772 of 2743 id: absel-294 author: Goosen, Kenneth R. title: The Effect of Advertising on Demand in Business Simulations date: 2014 words: 8427 flesch: 60 summary: The Effect of Advertising on Demand in Business Simulations 79 Developments in Business Simulations and Experiential Learning, Volume 37, 2010 THE EFFECT OF ADVERTISING ON DEMAND IN BUSINESS SIMULATIONS Kenneth R. Goosen University of Arkansas at Little Rock krgoosen@cei.net ABSTRACT Advertising in virtually all business enterprise simulations is an important marketing decision. EFFECT OF ADVERTISING ON DEMAND In economic textbooks, the subject of advertising is virtually non existent. keywords: advertising; advertising function; business; demand; demand curve; firm; function; increase; price cache: absel-294.pdf plain text: absel-294.txt item: #1773 of 2743 id: absel-2944 author: Oppenheimer, Robert title: The Dynamics, Outcomes and Resolution of Inter-group Conflict date: 2022 words: 2876 flesch: 72 summary: If more than seven people have selected the same alternative then divide the group into sub-groups with each sub-group having an equal number of members. Then when they present and defend their position to other groups they become more convinced that their position is correct and the other’s is not. keywords: exercise; groups cache: absel-2944.pdf plain text: absel-2944.txt item: #1774 of 2743 id: absel-2945 author: Li, Qing title: Can Driving in Games Translate to Driving in Real Life? A Study of Game Based Traffic Education date: 2022 words: 2969 flesch: 48 summary: The conventional approach for people to acquire road rules and safety knowledge, in North America for example, is by reading the Driver’s Handbook published by the local govern- ment. Data and Analysis To test the effect of game intervention, quantitative data were collected from road safety knowledge tests. keywords: absel%202015; downloads; file:///c:/users; home; knowledge; posttest; road cache: absel-2945.pdf plain text: absel-2945.txt item: #1775 of 2743 id: absel-2946 author: Alves, Paulo title: The Game of the Computer Industry: A Classroom Game of Competition Simulating the Computer Industry from 1980 to 1995 date: 2022 words: 4996 flesch: 65 summary: Games and Decision. The purpose is to create a relatively cheap training tool for Strategy, Business strategy, negotiation, internationalization and game theory. keywords: europe; expansion; game; market; market expansion; new; participants; phase cache: absel-2946.pdf plain text: absel-2946.txt item: #1776 of 2743 id: absel-2947 author: Markulis, Peter; Strang, Daniel title: Emotional Intelligence: A Demonstration date: 2022 words: 835 flesch: 50 summary: How to identify instances of emotional intelligence in the workplace;  How to handle appropriate and inappropriate uses of EI in the workplace;   Emotional intelligence is not necessary only in the work- place. keywords: clip; intelligence cache: absel-2947.pdf plain text: absel-2947.txt item: #1777 of 2743 id: absel-2948 author: Pederson, Brent title: Tower Building date: 2022 words: 160 flesch: 44 summary: Teams are measured on their results, continuously improve their strategy each year, and similar to the real world, teams encounter a wrinkle(s) each year TOWER BUILDING Brent Pederson Hay Group’s Practice Leader, Leadership & Talent, Western Canada brent.pederson@haygroup.com mailto:brent.pederson@haygroup.com Working at tables in teams con- sisting of 1 leader and 3-4 workers, teams compete to become the world’s best Tower Builder. keywords: tower cache: absel-2948.pdf plain text: absel-2948.txt item: #1778 of 2743 id: absel-2949 author: Conine, Thomas; Leskin, Barry title: On 360 Assessments in University Graduate Classes with Comparison to Corporate Data using a Business Simulation as the Experiential Pedagogy date: 2022 words: 3814 flesch: 51 summary: help our students identify their development needs and seek validation of these from their teammates in an experiential team based business simulation, 2. compare the student and teammate data to corporate data across varied industries using the same 360 assessment. 3. to share an instrument that others in the academic world may want to use in their classes using an experiential format, such as business simulations, that involve teams. keywords: assessment; business; development; feedback; simulation; students; team cache: absel-2949.pdf plain text: absel-2949.txt item: #1779 of 2743 id: absel-295 author: Gosenpud, Jerry; Washbush, John title: The Relationship between Learning and Performance in a Total Enterprise Simulation: Revisited and New Data date: 2014 words: 3763 flesch: 47 summary: For these players, measurement of simulation learning probably involves taking a test or writing a paper. The problem is that most efforts described in the literature to measure simulation learning do not reflect Wolfe and Deloach’s definition. keywords: business; game; learning; paper; performance; relationship; simulation; wolfe cache: absel-295.pdf plain text: absel-295.txt item: #1780 of 2743 id: absel-2951 author: Westmyer, Stephanie; Warren, Naomi title: Positive Confirmation: Communication Skills in Business Settings Exercise date: 2022 words: 9710 flesch: 50 summary: Action: □ Clips – Look for one or two clips to show questions asked information shared. □ Place Integritas and Reliant personal Information sheets in the message boxes. Reliant Business Logistics position descriptions. keywords: business; business logistics; company; exercise; information; integritas; international; logistics; participants; position; reliant; role; room; sheets cache: absel-2951.pdf plain text: absel-2951.txt item: #1781 of 2743 id: absel-2952 author: Reed, Lora title: Teachers, Students & Alumni: Benefits & Challenges of Developing a Virtual Online Learning Community date: 2022 words: 174 flesch: 24 summary: ABSTRACT This paper explores online learning communities as a basis for sustainable academic organizational culture wherein learning, multi-directional mentoring and ongoing social network devel- opment are foundational for complex problem solving and en- during relationships among community members. Community development is inspected as an end unto itself. keywords: learning cache: absel-2952.pdf plain text: absel-2952.txt item: #1782 of 2743 id: absel-2953 author: Schaefer, Kate title: Experiential Learning in Higher Education: Bucketfeet in the Classroom date: 2022 words: 203 flesch: 28 summary: This paper addresses how experiential learning is incorporated in higher education to better prepare graduat- ing students as they transition from college to their career. Experiential learning creates an ac- tive learning environment where students are engaged by doing as opposed to passive participants in the learning process; these experiences play a central role in learning and develop- ment (Kolb, 1984). keywords: learning cache: absel-2953.pdf plain text: absel-2953.txt item: #1783 of 2743 id: absel-2954 author: Zelihic, Maja title: Relationship Building In The Online Classroom date: 2022 words: 4364 flesch: 48 summary: Relationship Building In The Online Classroom Page 215 - Developments in Business Simulation and Experiential Learning, volume 42, 2015 ABSTRACT As the educational arena develops and changes, the concept of relationship building is becoming increasingly difficult. The necessity of building relationships is going to be clearly estab- lished in this paper through the review of current research which promotes the notion of connection between teacher- student relationship and students’ overall success rate. keywords: building; classroom; communication; learning; online; relationship; setting; students cache: absel-2954.pdf plain text: absel-2954.txt item: #1784 of 2743 id: absel-2955 author: Lawlor, Blaine title: The Use of Cases to Stimulate Discussion and Inspire Students to Write Publishable, Usable and Interesting Cases. date: 2022 words: 2291 flesch: 64 summary: The Use of Cases to Stimulate Discussion and Inspire Students to Write Publishable, Usable and Interesting Cases. First it addresses why cases provide a viable method to stimulate learning. keywords: analysis; business; case; students; team cache: absel-2955.pdf plain text: absel-2955.txt item: #1785 of 2743 id: absel-2957 author: Rahn, David title: Expert Scripts for Changing Attitudes of Student Entrepreneurs date: 2022 words: 229 flesch: 28 summary: The model process incorporates many of the skills, characteristics, and approaches shown to be effective by researchers in new venture creation and when applied as an experiential teaching method is a form of cognitive apprenticeship focused on new venture creation. The outcome for students is a foundation for expertise in new venture creation, and confidence to see a clear and repeatable path through that creative process. keywords: expert cache: absel-2957.pdf plain text: absel-2957.txt item: #1786 of 2743 id: absel-2958 author: Long, Kenneth title: Organizational Leader Development with Experiential Exercises at the Command & General Staff College date: 2022 words: 228 flesch: 20 summary: WITH EXPERIENTIAL EXERCISES AT THE COMMAND & GENERAL STAFF COLLEGE Kenneth Long US Army Command & General Staff College, Kenneth.e.long20.civ@mail.mil mailto:Kenneth.e.long20.civ@mail.mil Staff College after serving about 10 years at the direct leader level in small units, and become masters of their particular battlefield functional area, like infantry, armor, logistician or combat engineer. keywords: command cache: absel-2958.pdf plain text: absel-2958.txt item: #1787 of 2743 id: absel-296 author: Goosen, Kenneth R. title: Is the Gold /Pray Simulation Demand Model Valid and is it Really Robust? date: 2014 words: 4746 flesch: 55 summary: DEMAND MODEL VALID AND IS IT REALLY ROBUST? Whether or not elasticity of demand changes because of a shift in the demand curve is also very Table 1 Price Price Values Advertising Values R & D Values 100 .00000000000001172778 1432016267618,142 432016267618.142 50 .000000000000018402861 432016167618.142 432016167618.142 25 .000000000000064571348 432016167618.142 432016167618.142 Price Quantity Figure 1 101 Developments in Business Simulations and Experiential Learning, Volume 37, 2010 101 important and should require considerable attention by the game designer. keywords: advertising; demand; gold; marketing; model; price cache: absel-296.pdf plain text: absel-296.txt item: #1788 of 2743 id: absel-2960 author: Brotheridge, Celeste title: Walk in my Shoes: An Unconventional Approach for Learning about Leaders date: 2022 words: 253 flesch: 49 summary: In this paper, I describe an experiential learning approach that turns student presentations of their book reviews into an active, personal learning experience. In reality, students in my leadership class were invited to be- come the leader whose biography they had read, and, in doing so, they were able to develop a deeper understanding and ap- preciation of these leaders than would be possible if they were simply asked to report on their investigation of these individu- als. keywords: leaders cache: absel-2960.pdf plain text: absel-2960.txt item: #1789 of 2743 id: absel-2961 author: Karl, Christian title: Construction Giant - A Multi-Purpose Business Game for Education and Training in the Construction Industry date: 2022 words: 6067 flesch: 60 summary: On the level of individual courses, especially experiential learning concepts like business games have demonstrated their value. Accordingly, construction projects in business games must be conceived as specified by the client. keywords: business; business game; cards; company; construction; game; market; participants; project cache: absel-2961.pdf plain text: absel-2961.txt item: #1790 of 2743 id: absel-2962 author: Abston, Kristie title: Engaging the Business Community in an Accelerated Human Resource Management Course date: 2022 words: 1173 flesch: 38 summary: “For any teaching and learning model employed, the school provides a portfolio of experiential learning opportunities for business students, through either for- mal coursework or extracurricular activities, which allow them to engage with faculty and active business leaders. Student feedback is still being analyzed, but mixed re- sults are anticipated. keywords: business; learning; students cache: absel-2962.pdf plain text: absel-2962.txt item: #1791 of 2743 id: absel-2963 author: Hernandez, Prisco title: What if You had Been in Charge? Exploring Historical Case Studies through Experiential Learning and Tabletop Exercises date: 2022 words: 5087 flesch: 49 summary: Historical tabletop exercises allow a group of students to work out this imaginary experiment in con- crete, experiential terms. Historical case studies that focus on decision-making and problem-solving become more engaging and interesting to stu- dents and teachers alike when played out as very simple tab- letop exercises. keywords: case; case study; exercise; history; learning; students; studies; study; tabletop cache: absel-2963.pdf plain text: absel-2963.txt item: #1792 of 2743 id: absel-2964 author: Wallis, Steven; Wright, Bernadette title: The ASK MATT Tabletop Game: An Unorthodox Approach to Mapping Emerging Knowledge date: 2022 words: 372 flesch: 54 summary: It would be useful to surface and evaluate the strategic knowledge of managers to know, in advance, if they have the necessary understanding to set strategic goals and make strate- gic decisions. ABSTRACT The difficulty and poor results of strategic planning raises an important question, “How might the strategic planning process be improved?” keywords: game cache: absel-2964.pdf plain text: absel-2964.txt item: #1793 of 2743 id: absel-2965 author: Conine, Thomas title: Play Against Nature date: 2022 words: 194 flesch: 51 summary: Play Against Nature – A Virtual Business Simulation for the MOOC University and Corporate Markets Page 259 - Developments in Business Simulation and Experiential Learning, volume 42, 2015 Quarterly operational reviews are sub- mitted to the instructor. keywords: business cache: absel-2965.pdf plain text: absel-2965.txt item: #1794 of 2743 id: absel-2966 author: Ferman, Fabio; Xexeo, Geraldo; Garrido, Luan Barbosa; da Silva, Tiago Santos title: THE BOSS: A Competitive Game That Shows Some Aspects of the Management of a Software Development Company date: 2022 words: 317 flesch: 35 summary: It stim- ulates players to handle different important business functions, such as sales, development, human resources, and administra- tion. THE BOSS: A COMPETITIVE GAME THAT SHOWS SOME ASPECTS OF THE MANAGEMENT OF A SOFTWARE DEVELOPMENT COMPANY Fabio Ferman Universidade Federal do Rio de Janeiro fferman@cos.ufrj.br Geraldo Xexéo Universidade Federal do Rio de Janeiro xexeo@cos.ufrj.br Luan Barbosa Garrido Universidade Federal do Rio de Janeiro lbgarrido@cos.ufrj.br Tiago Santos da Silva Universidade Federal do Rio de Janeiro tiagoss@cos.ufrj.br keywords: company; game cache: absel-2966.pdf plain text: absel-2966.txt item: #1795 of 2743 id: absel-2967 author: Nunes, Marcelo Granja; Xexeo, Geraldo title: The New Space Race: A Classroom Game about the Maturation Process of New Markets date: 2022 words: 234 flesch: 44 summary: ABSTRACT This classroom game teaches students about the dynamics of new markets. The game was designed to be a fluid experience that does not require special infrastructure and was designed to have one hour of core game experience. keywords: game cache: absel-2967.pdf plain text: absel-2967.txt item: #1796 of 2743 id: absel-2968 author: Rahn, David title: Managing Human Resources date: 2022 words: 186 flesch: 50 summary: Managing Human Resources Page 262 - Developments in Business Simulation and Experiential Learning, volume 42, 2015 ABSTRACT The name of the game is Managing Human Resources Simula- tion. keywords: resources cache: absel-2968.pdf plain text: absel-2968.txt item: #1797 of 2743 id: absel-2969 author: Hall, Jeremy title: PriceWize: an Exploration of Pricing date: 2022 words: 226 flesch: 49 summary: PRICEWIZE: AN EXPLORATION OF PRICING Jeremy J. S. B. Hall Hall Marketing jeremyhall@simulations.co.uk As an ABSEL Game-Ready-to-Play time will constrain the full experiences but never-the-less will provide a challenging intro- duction to the simulation and price setting. keywords: pricing cache: absel-2969.pdf plain text: absel-2969.txt item: #1798 of 2743 id: absel-297 author: Bielecki, Witold T.; Wardaszko, Marcin title: Mission Possible – Using Simulation Games For Management Training in a Transition Economy date: 2014 words: 4393 flesch: 48 summary: Nowadays the use of management simulation games in management training is very common. The list of learning goals that can be achieved through simulation games is quite long. keywords: business; company; decision; economy; game; learning; management; market; participants; simulation cache: absel-297.pdf plain text: absel-297.txt item: #1799 of 2743 id: absel-2970 author: Karl, Christian K. title: Construction Giant date: 2022 words: 208 flesch: 35 summary: Due to the fact that the development of computerized business games lead to extensive cost (Wilson et. al., 2008) and Andlinger & Greene (Andlinger, 1958) have proved already in the sixties, that manual business games can be even successful, here the design and implementation of a multi-purpose board- based business game will be demonstrated. Besides the lower costs, a particular advantage is furthermore that board games can be conducted independently of IT infrastructure at almost any location. keywords: business cache: absel-2970.pdf plain text: absel-2970.txt item: #1800 of 2743 id: absel-2971 author: Ichikawa, Arata title: An Entrepeneur date: 2022 words: 195 flesch: 48 summary: An Entrepeneur’s Mind Development Game “Mothers Game” for Business School Freshmen Page 265 - Developments in Business Simulation and Experiential Learning, volume 42, 2015 ABSTRACT You could play a 20-minute demonstration of this simple but realistic classroom game for undergraduate freshmen who just start to study business, management, finance, and accounting. AN ENTREPENEUR’S MIND DEVELOPMENT GAME “MOTHERS GAME” FOR BUSINESS SCHOOL FRESHMEN Arata Ichikawa Ryutsu Keizai University ichikawa@rku.ac.jp keywords: game cache: absel-2971.pdf plain text: absel-2971.txt item: #1801 of 2743 id: absel-2972 author: Barth, Peter W. title: BMM Business Management Model date: 2022 words: 226 flesch: 41 summary: Primary Business Objectives may vary amongst business management models. BMM is an integrated platform for all levels of Management Decision Support, Strategic Planning, Business Planning, Operational Planning and Controlling. keywords: business cache: absel-2972.pdf plain text: absel-2972.txt item: #1802 of 2743 id: absel-2973 author: Pederson, Brent title: Tower Building date: 2022 words: 229 flesch: 39 summary: Working at tables in teams consisting of 1 leader and 3-4 workers, teams compete to become the world's best Tower Builder. Tower Building Page 267 - Developments in Business Simulation and Experiential Learning, volume 42, 2015 ABSTRACT Tower Building is a practical, hands-on, interactive, and high energy experiential learning activity. keywords: tower cache: absel-2973.pdf plain text: absel-2973.txt item: #1803 of 2743 id: absel-2974 author: Wolfe, Joseph title: Serious Games and Simulations Classification System Workshop date: 2022 words: 156 flesch: 34 summary: SERIOUS GAMES AND SIMULATIONS CLASSIFICATION SYSTEM WORKSHOP Joseph Wolfe Experiential Adventures LLC Jwolfe8125@aol.com Serious Games and Simulations Classification System Workshop Page 268 - Developments in Business Simulation and Experiential Learning, volume 42, 2015 keywords: system cache: absel-2974.pdf plain text: absel-2974.txt item: #1804 of 2743 id: absel-2978 author: Dickinson, John R. title: The Effect of the Real Number of Options on the Difficulty of Multiple-Choice Questions date: 2015 words: 2681 flesch: 60 summary: How many options do multiple- choice questions really have? The present research in- vestigates the effect of one property of multiple-choice distrac- tors, i.e., incorrect answer options, on question difficulty. keywords: difficulty; distractors; edition; item; questions cache: absel-2978.pdf plain text: absel-2978.txt item: #1805 of 2743 id: absel-2979 author: Dickinson, John R. title: Modeling the Effect of Competitors' Strategies Using Curve45 date: 2015 words: 2958 flesch: 61 summary: A typical introductory level game (e.g., Dickinson, 2006b; Mason & Perreault, 2002) has managers make marketing strategy decisions, e.g., price, adver- tising, number of sales representatives, etc. For quantitative decisions, the collective of competitors’ decision values may be operationally defined as the mean of those decisions. keywords: business; company; competitors; curve45; decisions; simulation; value cache: absel-2979.pdf plain text: absel-2979.txt item: #1806 of 2743 id: absel-298 author: Komatsu, Yusuke title: Business Game Modeling for the Negotiation between General Contractor and Subcontractors date: 2014 words: 3819 flesch: 43 summary: One of the causes of the delay is in the negotiation between general contractor and subcontractors. The main innovation of this study is modeling the business relation between general contractor and subcontractors and the structure of the competition between subcontractors INTRODUCTION Recently, high-rise buildings, which are building of 60 meters or more in height according to the building code, have increased in Japan. keywords: business; construction; contractor; game; general; negotiation; simulation; subcontractors; work cache: absel-298.pdf plain text: absel-298.txt item: #1807 of 2743 id: absel-2981 author: Jakubowski, Michal title: User Experience as a Crucial Element of Future Simulation and Gaming Design date: 2015 words: 4046 flesch: 50 summary: Although gamification is about the use of game design elements in non-game contexts (Deterding, Dixon, Khaled, & Nacke 2011) Mission Possible – using simulation games for management training in a transition economy. keywords: author; business; decision; design; experience; game; hotel; learning; simulation; software; user cache: absel-2981.pdf plain text: absel-2981.txt item: #1808 of 2743 id: absel-2982 author: Geddes, Bryon C.; Cannon, Hugh M.; Cannon, James N.; Feinstein, Andrew Hale title: Developing Educational Strategies for Experiential Learning: An Application of Service Dominant Logic from Marketing date: 2015 words: 5690 flesch: 45 summary: For the sake of simplicity, we will talk as if student value EXHIBIT 2 HOW DIFFERENT SITUATIONS CALL FOR DIFFERENT TYPES OF OPERANT RESOURCES V = f(Rp,Rc)•BI (1) where V = Value to the student of planning to engage in the education- al behavior While viewing educational value as the product of an interaction between teaching inputs and learner responses offers little new insight, exploring the nature of operant (teaching) and operand (learning) resources provides a powerful theoretical tool for understanding the nature of the teacher- student interaction. keywords: behavior; consumer; knowledge; marketing; operant; resources; student; teacher; value cache: absel-2982.pdf plain text: absel-2982.txt item: #1809 of 2743 id: absel-299 author: Anderson, Philip H.; Lawton, Leigh; Kaliski, John A. title: The Relationship between Goal Orientation and Simulation Performance with Attitude Change and Perceived Learning: A Follow-Up Study date: 2014 words: 7022 flesch: 43 summary: Our hypotheses for this study, therefore, did not posit the results for performance goal oriented versus learning goal oriented students. For performance goal orientation, 20% (9 of 44) for students at the private university were in the top one- third, compared to 45% (38 of 84) at the public university. keywords: exercise; goal; goal orientation; learning; orientation; performance; performance goal; simulation; students; university cache: absel-299.pdf plain text: absel-299.txt item: #1810 of 2743 id: absel-3 author: Lopez, Miguel David Rojas; Lopez, Carolina Rincon; Velasquez, Santiago Londono title: Serious Play: On-Line Pepulator date: 2013 words: 1193 flesch: 21 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) SERIOUS PLAY: ON-LINE PEPULATOR Page 2 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 keywords: business; game; learning; pepulator; simulation cache: absel-3.pdf plain text: absel-3.txt item: #1811 of 2743 id: absel-30 author: Gold, Steven C.; Markulis, Peter M.; Strang, Daniel R. title: Follow The Leader II date: 2013 words: 10866 flesch: 60 summary: First, a series of in- depth interviews are conducted with student teams who actually play a simulation. Student teams from two sections of a strategy course using the DECIDE Simulation were used to conduct the research. keywords: n d; o n; price; simulation; teams cache: absel-30.pdf plain text: absel-30.txt item: #1812 of 2743 id: absel-300 author: Dickinson, John R. title: The Invalidity of “Natural Market Structure” PIMS Validation of Marketing Games date: 2014 words: 4022 flesch: 45 summary: Fatally, it is not feasible to replicate PIMS market share in a simulation game for at least two fundamental reasons. In games not requiring inventory management, stockouts may not be a factor, an opposite extreme just as unlikely in PIMS companies. keywords: business; buzzell; game; learning; market; model; pims; simulation cache: absel-300.pdf plain text: absel-300.txt item: #1813 of 2743 id: absel-3004 author: Gu, Jessica; Chen, Yu title: Simulation and Experimental Study of Knowledge Management in Organization date: 2015 words: 5397 flesch: 48 summary: 2.3.2 Group Division and Goal Scope In the organization, M agents are provided with goal vectors that related to J groups, meaning different agents will have to solve different domain problems. The frequencies of these two behaviors depend on agents’ past experience incorporating reinforcement learning. keywords: agent; goal; innovation; knowledge; learning; performance; simulation cache: absel-3004.pdf plain text: absel-3004.txt item: #1814 of 2743 id: absel-3009 author: Wertheim, Ed title: Helping Students Identify and Respond to Hardball Tactics in Negotiation: a Series of Classroom Activities date: 2016 words: 2127 flesch: 60 summary: Dealing with “hardball tactics” is a topic of strong interest to students. They typically negotiate with people with more power than they have, and dealing with people with more power and people who use hardball tactics is high on a list of concerns. keywords: hardball; negotiation; tactics cache: absel-3009.pdf plain text: absel-3009.txt item: #1815 of 2743 id: absel-301 author: Wolfe, Joseph; Gold, Steven C.; Norris, Cordelia title: Examining a Beta Test date: 2014 words: 8659 flesch: 58 summary: While these are large-scale events, the phenomena of bug-ridden or poorly tested, business game software is something known to all who have used or created the field’s teaching simulation games. In the case of business game software, this means understanding the targeted student’s knowledge and preparation levels and the knowledge domain of the course or business discipline targeted by the game. keywords: beta; beta test; business; business game; decision; exhibit; experiential; game; learning; simulation; software; study; test; testers; testing; time cache: absel-301.pdf plain text: absel-301.txt item: #1816 of 2743 id: absel-3010 author: Markulis, Peter; Strang, Daniel title: The Game of the "In" & "Out" Groups date: 2016 words: 3305 flesch: 61 summary: Of course, no one (except for the in-group members) knows if the person (or persons) ejected are in or out group members. This exercise will hopefully serve to show that inside groups are often a potential danger to a healthy, trusted work environment. keywords: game; group; inside; members; players; students cache: absel-3010.pdf plain text: absel-3010.txt item: #1817 of 2743 id: absel-3011 author: Kaneko, Tomomi; Hamada, Ryoju; Hiji, Masahiro title: Development of BASE Supply Chain Collaboration Game date: 2016 words: 3203 flesch: 60 summary: As de- scribed in this report, the basic idea of BASE SCC games and the educational effectiveness of applying SCC games to the lec- ture of SIIT Thammasat University are introduced. To provide opportunities to learn them as experimental, the author created BASE business games of two types: “Supply Chain Collaboration Game (SCC game)” and “Supply Chain Collaboration 2 Game (SCC2 game).” keywords: business; chain; collaboration; game; management; scc; simulation; supply cache: absel-3011.pdf plain text: absel-3011.txt item: #1818 of 2743 id: absel-3012 author: Alves, Paulo Vicente dos Santos title: The Game of Brand Management: A Classroom Game of Competition Simulating Brand Portfolio Development across the Consumer Funnel date: 2024 words: 3875 flesch: 69 summary: They will analyze the situation, discuss among themselves look- ing at the market size, margins, current cash, brand situation and competition. This would be a non-consumer brand, becoming a proxy to reduce shares at early stages of brand development. keywords: brand; consumer; game; market; model; participants; phase cache: absel-3012.pdf plain text: absel-3012.txt item: #1819 of 2743 id: absel-3013 author: Beaudry, Sharon L. title: Summiting Mount Everest; An Experiential Learning Application for Organizational Behavior date: 2016 words: 3300 flesch: 45 summary: In developing their video, students are required to utilize team concepts and theory from the class as they tell their story. Studies have found that a stimulating and positive climate energizes student learning (Pascarella & Terenzini, 2005). keywords: class; concepts; course; everest; learning; students; team cache: absel-3013.pdf plain text: absel-3013.txt item: #1820 of 2743 id: absel-3014 author: Hoover, J. Duane; Giambatista, Robert C.; Tribble, Lori title: An Organizational Development Approach to Experiential Learning with Millennials date: 2016 words: 4611 flesch: 43 summary: This internal commitment, being intrinsically sourced, is seated in the individual; however, the model also points out that if the two precedent stages of valid information generation and free, informed choice happen to not be in place, then lasting commitment to organizational change and personal development, or even initial commitment to these goals, may become improbable. The three stages/steps of the Argyris model are: 1) the generation and use of valid information, 2) free, informed choice based on the information produced, concluding with the outcome of 3) internal commitment. keywords: argyris; avoidance; change; complexity; information; learning; millennials; narcissism; self; simulation cache: absel-3014.pdf plain text: absel-3014.txt item: #1821 of 2743 id: absel-3015 author: Tanabu, Motonari; Sato, Ryo title: On Use of Linguistic and Qualitative Games in Formulation of Platform-Business Strategy date: 2016 words: 1225 flesch: 55 summary: While gaming, they are asked to think about possibilities of platform business and possible business partners with the partners' merit to use the platform. This time, they are requested to transform the business model into platform business. keywords: business; game; platform; strategy cache: absel-3015.pdf plain text: absel-3015.txt item: #1822 of 2743 id: absel-3016 author: Tribble, Lori; Hoover, J. Duane; Giambatista, Robert C. title: Experiential Learning Potential as a Function of Psychological Predispositions and Demographic Variables date: 2016 words: 5646 flesch: 51 summary: ABSTRACT This paper addresses experiential learning as a function of psy- chological predispositions and demographic variables. Litera- ture is lacking in these areas and factors have not been consid- ered in the research of experiential learning. keywords: ambiguity; control; differences; journal; learning; locus; research; structure; students; tolerance cache: absel-3016.pdf plain text: absel-3016.txt item: #1823 of 2743 id: absel-3017 author: Green, Ronald F.; Williams, Sara title: The Strategic Consulting Experience: Providing Experiential Learning Opportunities within an MBA Program date: 2016 words: 2947 flesch: 45 summary: Projects are chosen that can provide students with meaning- ful real-world experience and make a significant contribution to client organizations. Sprague, Mary & Hu, Olivia (2015), Assessing the value to client organizations of student practicum projects. keywords: business; client; course; learning; project; students cache: absel-3017.pdf plain text: absel-3017.txt item: #1824 of 2743 id: absel-3018 author: Green, Alison; Erdem, Mehmet title: Bridging the Gap Between Academia and Industry in Hospitality: Using Real Life Case Studies date: 2016 words: 2517 flesch: 56 summary: Bridging the Gap Between Academia and Industry in Hospitality: Using Real Life Case Studies Alison Green University of West Florida green@uwf.edu Mehmet Erdem University of Nevada, Las Vegas mehmet.erdem@unlv.edu Page 44 - Developments in Business Simulation and Experiential Learning, Volume 43, 2016 CASE STUDY THE CLASS, EXPECTATIONS, AND THE CASE The learners are hospitality students in an undergraduate Bachelor’s program, situated in an AASCB accredited College of Business. Overall, hospitality students are engaged and see value in participating in classes that offer such type of teaching. keywords: case; class; education; hospitality; industry; learning; students cache: absel-3018.pdf plain text: absel-3018.txt item: #1825 of 2743 id: absel-3019 author: Struthers, Amy title: Experiential Education in a Student-Run Startup: A Case Study of a For-Profit For-Credit Advertising Agency date: 2016 words: 7327 flesch: 53 summary: These self- se- lected students did three things as part of their coursework that semester: they looked into what other programs were doing in terms of student agencies; they developed a draft business plan; and they worked pro bono with a couple of small scale clients to see how agency processes might work. They vary from alums of our program to trusts that were seeking to invest in student experiential learning programs. keywords: agency; business; community; education; experience; faculty; jacht; learning; process; program; students; year cache: absel-3019.pdf plain text: absel-3019.txt item: #1826 of 2743 id: absel-302 author: Morita, Mitsuru; Horiuchi, Masahiro; Iwai, Chiaki; Oshima, Masatsugu; Yu, Zuchao title: An Experiment on Group Decision-Making Using a Business Game —An International Comparison of MBA Students in Japan; China; and Russia date: 2014 words: 6445 flesch: 48 summary: Group decision experiments using business game—Problem solving with conflict, Developments in Business Simulation & Experiential Exercises, 36, 165– 170. Each subject’s higher satisfaction means higher effectiveness of group decision making. keywords: business; china; decision; experiment; game; group; japan; learning; making; model; simulation; students; team cache: absel-302.pdf plain text: absel-302.txt item: #1827 of 2743 id: absel-3020 author: Busch, Allison; Struthers, Amy title: Owned and Operated: A Survey of StudentRun Advertising and Public Relations Agencies at ACEJMC Accredited Institutions date: 2016 words: 10215 flesch: 16 summary: Student Public Relations Agencies: A Qualitative Study of the Pedagogical Benefits, Risks, and a Framework for Success. The review begins with a situation analysis, which explains the type of currently published literature on student agencies. keywords: account; affiliation; agencies; agency; agency structure; business; client; date; developments; director; examples; facebook; founding; learning; media; member; number; page; program; public; relations; research; school; services; simulation; structure; twitter; university; volume; website cache: absel-3020.pdf plain text: absel-3020.txt item: #1828 of 2743 id: absel-3021 author: Abston, Kristie A. title: Purposeful Haze: A Team Project in Organizational Behavior date: 2016 words: 1161 flesch: 49 summary: The instructor’s lessons learned will be presented as well along with project examples and anecdotal feedback from the students. A couple of projects are depicted in Exhibit 1. keywords: project; students; team cache: absel-3021.pdf plain text: absel-3021.txt item: #1829 of 2743 id: absel-3022 author: Geddes, Bryon C.; Lee, Philip; Wilson, Karman; Harris, Matthew E.; Cannon, Hugh M. title: Doing DECA: Anatomy of an Experiential Program Initiative date: 2016 words: 6058 flesch: 47 summary: Feedback from DECA students in the form of formal course evaluations suggest that the DECA ad- visors score well on the items that appear to reflect mentoring characteristics. In subsequent years, the percentages went down, but the differences in per- centages were not statistically meaningful, given the small number of university students placing at the international level. keywords: business; case; competitions; deca; developments; learning; program; simulation; state; students; study; university cache: absel-3022.pdf plain text: absel-3022.txt item: #1830 of 2743 id: absel-3023 author: Scherpereel, Christopher M. title: Exploring ABSEL Using Social Network Analysis date: 2016 words: 1575 flesch: 47 summary: Studying research collaboration networks using bibliographic data has been used in a number of previous SNA studies (Newman, 2004). In this study, we propose to use social network analysis (SNA) to study the community of researchers who publish in ABSEL’s annual proceedings, “Developments in Business Sim- ulation and Experiential Learning.” keywords: absel; network; researchers cache: absel-3023.pdf plain text: absel-3023.txt item: #1831 of 2743 id: absel-3024 author: DePorres, Daphne; Livingston, Roland E. title: Launching New Doctoral Students: Embracing the Hero's Journey date: 2016 words: 6920 flesch: 61 summary: Keywords: Hero’s Journey, doctoral student, learning commu- nity, cohort, doctoral INTRODUCTION This case explores the value of a two-hour experiential ac- tivity that elicits the perceptions, and examines the anxiety and comfort levels of students entering a doctoral program, with a view toward students’ successful completion of the program. This phenomenon of doctoral persistence and its converse, attrition, is most puzzling given that “Paradoxically, the most academi- cally capable, most academically successful, most stringently evaluated, and most carefully selected students in the entire higher education system—doctoral students—are the least like- ly to complete their chosen academic goals” (Golde, 2000, p. 199). keywords: doctoral; hero; journey; learning; program; research; responses; students; thinking cache: absel-3024.pdf plain text: absel-3024.txt item: #1832 of 2743 id: absel-3025 author: Dickinson, John R. title: Intercorrelations of Measures of Forecasting Accuracy and a Recommendation date: 2016 words: 4149 flesch: 57 summary: Those mean intercorrelations are presented in Table 2. RESULTS Table 2 presents (mean) intercorrelations among the six operationalizations of sales forecasting accuracy. Forecasting of unit sales has been used by Anderson & Lawton (1992, 1990), de Souza, Bernard, & Cannon (2010), Gosen & Washbush (2001), Hand & Sims (1975), Palia (2011, 2004), Peach & Platt (2000), Teach (2007, 1990, 1989, 1987), Washbush (2003), and Wolfe (1993). keywords: accuracy; business; demand; forecasting; sales; simulation; unit cache: absel-3025.pdf plain text: absel-3025.txt item: #1833 of 2743 id: absel-3026 author: Gold, Steven title: Design and Effectiveness of a Self-Study Pedagogical approach to using a Simulation Game in the Classroom date: 2016 words: 3479 flesch: 44 summary: The learning effectiveness of the simulation self-study approach is tested in an economics course with re- spect to how it impacts student performance. The re- sults support that: (a) there is a significant relationship between student performance on the simulation self-study and their grades on exams that cover the textbook material. keywords: games; learning; self; simulation; students; study cache: absel-3026.pdf plain text: absel-3026.txt item: #1834 of 2743 id: absel-3027 author: Chasteen, Larry title: Simulations For Strategy Courses: Measuring Teamwork date: 2016 words: 3355 flesch: 57 summary: These improved peer evaluation are helpful in evaluating classes that use team based projects but are not a perfect predictor of team task work due to the complexity of team work and the possible additional effort by a few dedicated team members. Team work can be defined as interpersonal interactions required to reach decisions. keywords: business; capsim; peer; simulation; team; work cache: absel-3027.pdf plain text: absel-3027.txt item: #1835 of 2743 id: absel-3028 author: Markulis, Peter M.; Nugent, Michael; Strang, Daniel R. title: A Study of the Acquisition of Competitive Information in Business Simulations date: 2016 words: 6955 flesch: 56 summary: Further, this research asks the question as to whether those students (usually in the form of student teams), which pur- chased competitor information, performed better (overall and at the end of the simulation) than teams which did not purchase competitor information. The second approach was to ask student teams (using an independent source to allay students’ concerns about grading) if they purchased competitor information throughout the rounds of play and, if they did, why they purchased the information. keywords: business; competitor; developments; information; learning; market; play; research; simulation; team cache: absel-3028.pdf plain text: absel-3028.txt item: #1836 of 2743 id: absel-3029 author: Teach, Richard; Govahi, Gita title: The Use and Non-Use of Business Simulations, Games and “In-Class” Experiential Learning Exercises: The Initial Report date: 2016 words: 5226 flesch: 52 summary: Subsequently the subjects expressed their plans for their next use of experiential learning activities. No Are there joint ventures with other departments within your institution for developing experiential learning activities?” 1) keywords: activities; business; class; course; exercises; learning; question; simulation; use cache: absel-3029.pdf plain text: absel-3029.txt item: #1837 of 2743 id: absel-303 author: Tanabu, Motonari; Shirai, Hiroaki title: A Platform for Business Games - From Game Playing to Game Making: The Case of Yokohama National University date: 2014 words: 3842 flesch: 44 summary: It facilitates the application of business games not only to education but also to corporate management in the real world. INTRODUCTION The Faculty of Business Administration of Yokohama National University offers subjects on business game as regular courses in undergraduate and graduate schools (Shirai, 2008). keywords: business; business game; computer; game; learning; model; players; students cache: absel-303.pdf plain text: absel-303.txt item: #1838 of 2743 id: absel-3030 author: Palia, Aspy P.; De Ryck, Jan title: Improving Profitability Via Cost Control With The Cost Of Production Performance Package date: 2016 words: 13883 flesch: 54 summary: The Use and Non-Use of Business Simulations, Games and “In-Class” Experiential Learning Exercises: Page 166 - Developments in Business Simulation and Experiential Learning, Volume 43, 2016 Given the inconsistent findings with regard to the efficacy of DSSs reported in the literature, does DSS usage increase de- Improving Profitability Via Cost Control With The Cost Of Production Performance Package Aspy P. Palia University of Hawaii at Manoa aspy@hawaii.edu Jan De Ryck University of Hawaii at Manoa ryck@hawaii.edu mailto:aspy@hawaii.edu mailto:ryck@hawaii.edu Page 167 - Developments in Business Simulation and Experiential Learning, Volume 43, 2016 cision effectiveness and/or enhance learning? keywords: analysis; bernie keys; business simulation; compete; cost; decision; developments; eds; effect; keys; keys library; learning; marketing; performance; period; production; results cache: absel-3030.pdf plain text: absel-3030.txt item: #1839 of 2743 id: absel-3031 author: Titton, Luiz Antonio; Ratanaubol, Chanate; Teach, Richard title: VALUE: A B2B Closed Bidding Game date: 2016 words: 3537 flesch: 57 summary: Depreciation Cost (Cu$) …………………………………………… xx,xxx ======= Profits (or Losses) (Cu$) ……………………………………………. xxx.xxx INCOME Tax (30% of net profit)## (Cu$) …………………………. ……………………………………. keywords: bid; bids; cu$; firm; milling; round; xxx cache: absel-3031.pdf plain text: absel-3031.txt item: #1840 of 2743 id: absel-3032 author: Caruso, James V. title: Using Simulation, 360-degree Feedback, A Balanced Scorecard, and AARs to Assess Individual and Team Performance in Different Delivery Formats date: 2016 words: 350 flesch: 29 summary: The TeamMATE evaluation tool is built into the simulation and helps information assessors evaluate individual team behavior and team performance and students diagnose their own behav- iors and overall team functionality in real time to allow for cor- rective and developmental action. Finally, student teams conduct a three-part after action review (AAR) after each round where they assess and reflect on what they intended to do, what actually happened, and what they need to do to improve performance the next round. keywords: team cache: absel-3032.pdf plain text: absel-3032.txt item: #1841 of 2743 id: absel-3033 author: Karl, Christian K. title: Designing Educational Games for Project Management using the MyPMgame Canvas date: 2016 words: 10031 flesch: 42 summary: The myPMgame Canvas© is a low-threshold approach for the practical development of individual PM game projects. Awareness of project risks and their consequences 5. keywords: aims; block; business; canvas; development; game; implementation; learning; management; need; participants; pm game; project; project management; risks; role; simulation; system cache: absel-3033.pdf plain text: absel-3033.txt item: #1842 of 2743 id: absel-3034 author: Paulins, V. Ann; Hillery, Julie L.; Sturgill, Aaron title: Ethical Business Leadership: A Simulation to Develop Value-Driven Mission Statements date: 2016 words: 4315 flesch: 43 summary: According to Baetz and Bart (1996), mission statements are used in corporate [and non-profit] America for a variety of purposes including, but not limited to: establishing a general company tone, supporting PR activities, motivating employees, defining the company’s rationale and target market, determining resource allocation, and determining work structures and tasks. THE MISSION STATEMENT SIMULATION’S APPLICATION TO BUSINESS EDUCATION Applications for mission statements include promotion of the purposes and goals of the company, providing a context for employee understanding of the company culture, as a reference tool for making decisions on behalf of the organization, and other activities as noted above (Baetz and Bart, 1996). keywords: business; class; leadership; mission; simulation; statement; students; values; work cache: absel-3034.pdf plain text: absel-3034.txt item: #1843 of 2743 id: absel-3035 author: Edmond, Verona P.; Brannon, David; Stewart, Alice; Williams, Jacqueline title: The Role of Gender in Entrepreneurial Leadership Skills Training date: 2016 words: 271 flesch: 34 summary: The Role of Gender in Entrepreneurial Leadership Skills Training Verona P. Edmond North Carolina A&T State University vpedmond@ncat.edu David Brannon Towson University dbrannon@towson.edu Alice Stewart North Carolina A&T State University acstewa1@ncat.edu Jacqueline Williams North Carolina A&T State University jacq@ncat.edu mailto:vpedmond@ncat.edu mailto:dbrannon@towson.edu mailto:acstewa1@ncat.edu mailto:jacq@ncat.edu The results suggest that the use of game-based simulations that emphasize role play may be particularly valuable for improving the per- ceived effectiveness of women entrepreneurs. keywords: women cache: absel-3035.pdf plain text: absel-3035.txt item: #1844 of 2743 id: absel-3036 author: Cassidy, Christopher M.; Brozik, Dallas; McCullough, Devin; de Luna-Solis, Eduardo title: The Timber Game: Teaching Sustainability Concepts Using the Prisoners Dilemma date: 2016 words: 202 flesch: 33 summary: The Timber Game: Teaching Sustainability Concepts Using the Prisoners Dilemma Christopher M. Cassidy Sam Houston State University cassidy@shsu.edu Dallas Brozik Marshall University Brozik@marshall.edu Devin McCullough Sam Houston State University dlm040@shsu.edu Eduardo de Luna-Solis Sam Houston State University exd020@shsu.edu mailto:cassidy@shsu.edu mailto:Brozik@marshall.edu mailto:dlm040@shsu.edu mailto:exd020@shsu.edu The game presents players with what appears to be a competitive situation but which in reality is a “prisoner’s dilemma”. keywords: game cache: absel-3036.pdf plain text: absel-3036.txt item: #1845 of 2743 id: absel-3037 author: Thavikulwat, Precha; Chang, Jimmy; Yu, Bosco Wing Tong title: Can Action Complexity be Used to Measure the Effectiveness of an Educational Game? date: 2016 words: 7299 flesch: 52 summary: The effects of game complexity on the acquisition of business policy knowledge. An extension of Wolfe’s study of simulation game complexity. keywords: action; action complexity; business; complexity; firms; game; learning; participants; period cache: absel-3037.pdf plain text: absel-3037.txt item: #1846 of 2743 id: absel-3038 author: Layún, Alfonso Atala title: Anxious design: Benefits of Designing Simulators with Structural Elements that Generate Anxiety date: 2016 words: 3864 flesch: 55 summary: The approach addresses the risky discussion of the con- scious and intentional use of structural elements in games and simulators to create anxiety and acknowledgement of it. Is it correct to consciously and intention- ally use structural elements in games and simulators to create anxiety in the players? keywords: anxiety; elements; game; learning; mercante; participants; players; simulator; storage; structure cache: absel-3038.pdf plain text: absel-3038.txt item: #1847 of 2743 id: absel-3039 author: Papenhausen, Chris title: Post Experience Techniques to Enhance Learning in Total Enterprise Simulations date: 2016 words: 1143 flesch: 38 summary: The presentation will propose a specific path to implement Kolb’s model into business simulation debriefing to increase its effec- tiveness. Business simulation exercises have a long tradition in business and management education. keywords: business; debriefing; learning; simulation cache: absel-3039.pdf plain text: absel-3039.txt item: #1848 of 2743 id: absel-304 author: Palia, Aspy P. title: Checking Financial Balance of Target Brand Portfolio with the Strategic Market Plan Cash Flow Package date: 2014 words: 9320 flesch: 49 summary: For instance, to update the Sources and Uses of Cash Quarterly Cash Flow worksheet with team data, they first open the unzipped Sources and Uses of Cash folder, then open the Sources and Uses of Cash.xls workbook, and finally click “Update file” in the pop-up menu that appears. INTRODUCTION The Strategic Market Plan (SMP) Cash Flow Package is a decision support system that enables competing participant teams in the marketing simulation COMPETE (Faria 2006) to assess the viability of the proposed strategic market plan for their brand portfolio consisting of nine strategic business units (SBUs). keywords: -100; business; cash; decision; developments; edition; income; keys; learning; library; market; marketing; package; simulation; sources; uses; year cache: absel-304.pdf plain text: absel-304.txt item: #1849 of 2743 id: absel-3040 author: Ruszkowska, Anna; Wardaszko, Marcin title: Process-Oriented Research Method for Teamwork Effectiveness Assessment in Business Simulation Games date: 2016 words: 4659 flesch: 47 summary: Key words: team communication, research methodology, seri- ous games, team roles, experimental INTRODUCTION In this article we will use both ap- proaches, but would like to still elaborate more on the qualita- tive measures we have adopted for its purpose, as we have put into work and transformed a set of selected psychological tools to this end (a video analysis of trained behavioral experts and a questionnaire measuring: communication patterns of team members interaction, level of engagement of team members, and socio-emotional/task oriented preferences in teamwork). keywords: behavior; business; effectiveness; games; group; learning; research; results; simulation; team cache: absel-3040.pdf plain text: absel-3040.txt item: #1850 of 2743 id: absel-3041 author: Wardaszko, Marcin; Wittenzellner, Helmut; Holzmann, Paulina; Winniczuk, Anna title: Influencing Attitudes Towards Entrepreneurship with Digital Game-Based Educational Experience in Secondary Education date: 2016 words: 7497 flesch: 52 summary: Question 12A -0,559 -0,269 Question 13A 3,642 1,619 Question 13B 3,496 1,631 0,146 1,907 1,432 0,153 -0,055 0,347 0,090 0,045 ** - statistically significant with p < ,05000, N=349. keywords: attitude; business; change; course; effect; entrepreneurship; experience; future; game; learning; question; research; simulation; students; table cache: absel-3041.pdf plain text: absel-3041.txt item: #1851 of 2743 id: absel-3042 author: Jakubowski, Michal title: Expansion Set For Intermediate Measures of Performance – Achievement Systems In Simulation Games Development date: 2016 words: 745 flesch: 39 summary: Author already performed a short survey with the students about recognition of achievements system and their satisfaction spirit of feedback distribution within Marketplace Live. Although they have too little information about structure of achievement system. keywords: achievements; games; simulation cache: absel-3042.pdf plain text: absel-3042.txt item: #1852 of 2743 id: absel-3043 author: Kurthakoti, Raghu; Halpin, Annette L. title: STIB: The Systemic Thinking Inventory For Business date: 2016 words: 6978 flesch: 51 summary: The Systemic Thinking Inventory For Business Page 250 - Developments in Business Simulation and Experiential Learning, Volume 43, 2016 ABSTRACT This paper presents a scale to measure systemic thinking among business students called the Systemic Thinking Inventory for Business (STIB). Based on literature related to cognitive styles, three dimensions of systemic thinking were identified -Locus of Attention, Inter-Relatedness and Flexibility. keywords: analysis; attention; business; class; decision; flexibility; item; policy; simulation; students; thinking cache: absel-3043.pdf plain text: absel-3043.txt item: #1853 of 2743 id: absel-3045 author: Gosenpud, Jerry title: A Project Management Focus: A Way for ABSEL to Grow date: 2016 words: 2298 flesch: 30 summary: Partially because the sustainability field is not narrowly defined and partially because student inter- ests are varied, course projects are not rigorously defined. I believe that ABSEL should try to attract those who teach via the project, especially those that teach project management experientially. keywords: absel; business; learning; management; project; simulation cache: absel-3045.pdf plain text: absel-3045.txt item: #1854 of 2743 id: absel-3046 author: Hoover, J. Duane title: Vicarious Observational Learning through Visual Media: The 12 Angry Men Film as an Organizational Behavior Primer date: 2016 words: 5165 flesch: 55 summary: It should be noted that the call here is not to replace direct experience learning with vicarious experience learning. The definition of whole person learning was further refined in Hoover et al (2010) --- by viewing vicarious observational learning as a process: Vicarious observational learning exists when a personally responsible participant (s) cognitively, emotionally, and behaviorally processes knowledge, skills and/or attitudes through processes of observation Vicarious Observational Learning through Visual Media: The 12 Angry Men Film as an Organizational Behavior Primer J. Duane Hoover Texas Tech University Duane.hoover@ttu.edu mailto:Duane.hoover@ttu.edu Page 267 - Developments in Business Simulation and Experiential Learning, Volume 43, 2016 in a learning situation characterized by a high level of active involvement despite the absence of direct, personalized consequences As an educational approach, vicarious experiential learning through the application of the vicarious observational model may be viewed as follows: Vicarious experiential learning pedagogy may be viewed as a methodology of education whereby the structure of individual or group experiences are contrived to develop learning and perceptual capacities, to develop and reinforce cognitions, to impact on emotions and attitudes, and, importantly, to function in developing capacities to behave consistently with the insights of these processes and experiences by designing learning systems conducive to observation of behaviors and by conscious processes of providing positive models for imitation. keywords: behavior; class; concepts; experience; film; hoover; learning; men; vol cache: absel-3046.pdf plain text: absel-3046.txt item: #1855 of 2743 id: absel-3047 author: Lam, Tak Ming title: PRME Awareness and Subjects Integration Driven by Innovative Multimedia Teaching Cases and Omni-Channel date: 2016 words: 349 flesch: 32 summary: If students are to capitalize on these exciting developments, visual multimedia teaching methods need to be integrated into 'mainstream' of training and educa- tion. Will it be possible to simplify the complex and boring long text in traditional teaching cases and enhance content? keywords: prme cache: absel-3047.pdf plain text: absel-3047.txt item: #1856 of 2743 id: absel-3048 author: Cannon, Hugh M.; Cannon, James N.; Geddes, Bryon C.; Feinstein, Andrew Hale title: Teaching Values: an Experiential Approach date: 2016 words: 8425 flesch: 39 summary: The amount of co-creative effort required to achieve a quality education is extremely high, thus requiring a correspondingly high level of student motivation. The survey indicated that business students were also more likely to cheat on exams and indulge in other forms of academic dishonesty. keywords: behavior; business; cannon; cognitive; developments; education; knowledge; learning; motivation; objectives; simulation; students; theory; values cache: absel-3048.pdf plain text: absel-3048.txt item: #1857 of 2743 id: absel-305 author: Miller, Craig; Nentl, Nancy; Zietlow, Ruth title: About Simulations and Bloom's Learning Taxonomy date: 2014 words: 4363 flesch: 38 summary: Inspiring critical thinking is vitally important for business students as they prepare for careers that require strategic analysis and decision making. Business students need to understand cross functional interactions and interrelatedness, the vicissitudes of business, and the impact of decision making on key areas of an organization. keywords: analysis; bloom; business; knowledge; learning; new; simulation; students; taxonomy; tools; validity cache: absel-305.pdf plain text: absel-305.txt item: #1858 of 2743 id: absel-3050 author: Reed, Lora; Swank, Alan; Zelihic, Maja title: Virtual University Think Tank: A Mixed-methods, Inductive, Exploratory Analysis date: 2016 words: 3767 flesch: 41 summary: How often do you attend think tank? The use of mixed methods research allowed the researchers to use multiple research philosophies: post-positivism, post-modernism (Creswell, 2009; Teddlie & Tashakkori, 2011), and social constructivism (Johnson & Gray, 2010) to develop a broader picture of the gathered information. keywords: faculty; learning; mentoring; new; qualitative; research; tank; think; university cache: absel-3050.pdf plain text: absel-3050.txt item: #1859 of 2743 id: absel-3051 author: Reed, Lora; Marr, Marvee; Swank, Alan title: Virtual Student Club Start Up: Learning Together in Virtual Learning Community date: 2016 words: 3594 flesch: 41 summary: Although student clubs have long been an aspect of higher education, virtual student clubs as learning communities are a relatively new innovation and as such, are relevant to the future of higher education. The club’s purpose was two-fold in that: 1) it was intended to provide an arena to discuss relevant HR concepts, theories and ideas, and; 2)the club was to serve the purpose of creating a sense of belonging among online students, alumni, and faculty with common interests. keywords: club; community; education; faculty; learning; online; student; virtual cache: absel-3051.pdf plain text: absel-3051.txt item: #1860 of 2743 id: absel-3052 author: Goldstein, Gerald; Lawlor, K. Blaine; Batchelor, John; Baugh, Gayle; Brode, Melissa title: Enhancing Effectiveness in Curriculum: Necessary Innovative Changes date: 2016 words: 2551 flesch: 47 summary: In the UWF MBA curriculum, there is a heavy empha- sis on financial data analysis and synthetization. The faculty conducting the GEB5878 and GEB5930 cours- es recognized in fall 2014 that students were not producing the expected level of financial analyses. keywords: analysis; courses; geb5878; geb5930; learning; mba; students cache: absel-3052.pdf plain text: absel-3052.txt item: #1861 of 2743 id: absel-3053 author: Fekula, Michael J.; Sharbrough, William title: Concepts in Contrast: Demonstrating Disparate Leadership Styles through The Last Castle date: 2016 words: 271 flesch: 33 summary: In particular, students can examine specific personality traits, leadership motives, charis- ma and transformational characteristics, consideration and structure, leadership grid styles, contingency and situational leadership, crisis leadership, and leadership ethics. This presentation includes a six-page handout designed to systemati- cally guide students through an analysis of the movie as it aligns with organizational behavior and leadership concepts. keywords: leadership cache: absel-3053.pdf plain text: absel-3053.txt item: #1862 of 2743 id: absel-3054 author: Brozik, Dallas title: Foreign Exchange Trading date: 2016 words: 2301 flesch: 59 summary: In foreign currency trading, decisions regarding the bid/ask prices for the major currencies are made on the fifth significant digit. It is quite likely that currency trading has increased in the ensuing period. keywords: currency; exchange; simulation; trading cache: absel-3054.pdf plain text: absel-3054.txt item: #1863 of 2743 id: absel-3055 author: de Luna-Solis, Eduardo; McCullough, Devin; Brozik, Dallas title: The Timber Game date: 2016 words: 2573 flesch: 59 summary: Selection of forest parcels: The selection of parcels is made on the game map. For the timber industry, it is ideal to harvest many trees with similar height and girth at one time. keywords: forest; harvest; lumber; timber; trees cache: absel-3055.pdf plain text: absel-3055.txt item: #1864 of 2743 id: absel-3056 author: Paulins, Ann; Hillery, Julie; Sturgill, Aaron title: Developing Value-Driven Mission Statements date: 2016 words: 4151 flesch: 44 summary: According to Baetz and Bart (1996), mission statements are used in corporate [and non-profit] America for a variety of purposes including, but not limited to: establishing a general company tone, supporting PR activities, motivating employees, defining the company’s rationale and target market, determining resource allocation, and determining work structures and tasks. THE MISSION STATEMENT SIMULATION’S APPLICATION TO BUSINESS EDUCATION Applications for mission statements include promotion of the purposes and goals of the company, providing a context for employee understanding of the company culture, as a reference tool for making decisions on behalf of the organization, and other activities as noted above (Baetz and Bart, 1996). keywords: business; class; leadership; mission; simulation; statement; students; values cache: absel-3056.pdf plain text: absel-3056.txt item: #1865 of 2743 id: absel-3057 author: Wittenzellner, Helmut; Schmidt, Herbert; Kriz, Willy C. title: Strategy4Innovators-Training without Software? The revised Concept of the Board Game SysTeamsRybi – Realize your Business Ideas! date: 2016 words: 665 flesch: 43 summary: Key words: serious games, entrepreneurship, innovation, busi- ness development, business plan, business model canvas, bal- anced scorecard INTRODUCTION The original SysTeamsRybi simulation game allows partic- ipants to convert business ideas into business plans in eight steps. ABSTRACT The original SysTeamsRybi board game allows participants to convert business ideas into business plans in eight steps. keywords: business; game cache: absel-3057.pdf plain text: absel-3057.txt item: #1866 of 2743 id: absel-3058 author: Rahn, David R. title: Managing Human Resources Simulation date: 2016 words: 557 flesch: 60 summary:  15 minutes for Introduction  15 minutes for team decisions  15 minutes for analysis  15 minutes for debriefing MINIMUM NUMBER OF PLAYERS  Practice team project management with multiple, complex projects. keywords: learning cache: absel-3058.pdf plain text: absel-3058.txt item: #1867 of 2743 id: absel-3059 author: Rahn, David R. title: Managing Human Resource Simulation In Health Administration date: 2016 words: 597 flesch: 56 summary: Managing Human Resource Simulation In Health Administration Page 324 - Developments in Business Simulation and Experiential Learning, Volume 43, 2016 ABSTRACT The name of the game is Managing Human Resources Simula- tion in Health Administration. keywords: administration cache: absel-3059.pdf plain text: absel-3059.txt item: #1868 of 2743 id: absel-306 author: Cannon, Hugh M.; Feinstein, Andrew H.; Friesen, Daniel P. title: Managing Complexity: Applying the Conscious-Competence Model to Experiential Learning date: 2014 words: 7804 flesch: 43 summary: Dealing with the complexity paradox in business simulation games. In this context, Teach’s (1987, 1990) forecasting approach for evaluating student performance represents a very important issue. keywords: business; cannon; complexity; developments; game; information; keys; knowledge; learning; model; process; simulation; students cache: absel-306.pdf plain text: absel-306.txt item: #1869 of 2743 id: absel-3060 author: Markulis, Peter M.; Nugent, Michael; Strang, Daniel R. title: A Study of the Acquisition of Competitive Information in Business Simulations date: 2016 words: 6964 flesch: 56 summary: Further, this research asks the question as to whether those students (usually in the form of student teams), which pur- chased competitor information, performed better (overall and at the end of the simulation) than teams which did not purchase competitor information. The second approach was to ask student teams (using an independent source to allay students’ concerns about grading) if they purchased competitor information throughout the rounds of play and, if they did, why they purchased the information. keywords: business; competitor; developments; information; learning; market; play; research; simulation; team cache: absel-3060.pdf plain text: absel-3060.txt item: #1870 of 2743 id: absel-3061 author: Harris, Bernard F.; Harris, Janetta; Reed, Lora; Maja Zelihic, Maja title: Flipped Classroom: Another Tool for Your Pedagogy Tool Box date: 2016 words: 6811 flesch: 46 summary: Tutoring can be costly in terms of time, money, and effort, but it may be necessary to address gaps in student learning. The discussion forums can be a form of individual assessment in which students must answer questions posted by the teacher, as well as a place to engage in peer learning with other students. keywords: activities; classroom; content; course; education; faculty; instructors; knowledge; learners; learning; online; students; teachers; time; videos cache: absel-3061.pdf plain text: absel-3061.txt item: #1871 of 2743 id: absel-3062 author: Xexeo, Geraldo; Mangeli, Eduardo; Oliveira, Luis Fernando title: Drama Measures Applied to a Large Scale Business Game date: 2016 words: 4929 flesch: 62 summary: INTRODUCTION In this paper, we discuss a series of Drama measures for games and show how they can be applied to multiplayer games. Thus, players engage directly in matches of a certain type of game. keywords: business; drama; game; matches; measures; path; players; points; winner cache: absel-3062.pdf plain text: absel-3062.txt item: #1872 of 2743 id: absel-3063 author: Goosen, Kenneth R. title: The Search for Optimum Business Simulation Decisions: Can They Be Found? date: 2016 words: 10069 flesch: 62 summary: Given linear demand curves as defined in equations (1) and (2), the equation for finding optimum price decisions and maximum profit (or minimizing losses) can be determined by the following equation (Goosen, 1990, 2007): An equation similar to equation (3) was presented by Ron Frazier (1983). When all firms are making optimum advertising decisions, industry, profit is at a maximum. keywords: advertising; decisions; departure; firm; industry; price; profit; simulation cache: absel-3063.pdf plain text: absel-3063.txt item: #1873 of 2743 id: absel-3064 author: Montoya, Carlos; Uribe, David; Mesa, Juan Pablo title: Curriculum gamification in a Business School: Experience at CEIPA University date: 2017 words: 3930 flesch: 51 summary: BEYOND GAMIFICATION Transcending the early definition of the term, Deterding, Dixon, Khaled and Nacke (2011) state that gamification refers to: The use (rather than the extension) of design (rather than game-based technology or other game related practices) elements (rather than full-fledged games) characteristic for games (rather than play or playfulness) in non-game contexts (regardless of specific usage intentions, contexts, or media of implementation). This definition stresses the fact that in its most simplistic practice, gamification is to mechanically apply game elements to other activities such as, for example, promoting competition between teams, awarding prizes, assigning scores and pennants or contextualizing an activity in a symbolic framework that can even be fantastic. keywords: business; ceipa; education; game; gamification; learning; play; problem; toys; work cache: absel-3064.pdf plain text: absel-3064.txt item: #1874 of 2743 id: absel-3065 author: Bhandarker, Asha; Kumar, Subrat title: Providing Unparalleled Experiential Learning Experience within Leadership Course date: 2017 words: 3942 flesch: 44 summary: Yeo(2011).(Re)Interpreting Experiential Learning theory for Management Development: A critical Inquiry. Providing Unparalleled Experiential Learning Experience within Leadership Course Page 15 - Developments in Business Simulation and Experiential Learning, Volume 44, 2017 ABSTRACT This paper details experience of developing and conducting Experiential Learning component as a part of Leadership course. keywords: assignment; business; experience; kolb; leadership; learning; page; simulation; students; venture cache: absel-3065.pdf plain text: absel-3065.txt item: #1875 of 2743 id: absel-3066 author: Oliveira, Luis Fernando title: Long-Term Experience with A Tool for Large-Scale Dissemination of Entrepreneurial Culture date: 2017 words: 4659 flesch: 41 summary: One of the best and most studied examples to be cited is the technic of business games in administration, which has offered a valuable alternative for the consolidation of the teaching-learning process of business management, favoring experimentation and influencing the motivation and interest in learning. Costa and Pastana (2015) present: a case study from the research on 'Game Impact of SEBRAE Challenge Companies in Young College Students from Macapá State' through which were carried out all analyses that gave us the base to test the hypothesis that young people who participate in training with business game have greater chances of success in the business market or work than those who do not participate in this type of training. keywords: business; development; experience; formula; game; knowledge; learning; management; model; participants; sebrae; simulation cache: absel-3066.pdf plain text: absel-3066.txt item: #1876 of 2743 id: absel-3067 author: Grimard, Celeste M.; Cossette, Michel; Olivas-Luj, Miguel R. title: Draggles and Wowzers: A Role Playing Exercise for Developing Student Civility date: 2017 words: 7088 flesch: 55 summary: To manage uncivil behavior, instructors may adopt a range of strategies such as establishing and communicating expectations about classroom behavior in writing and/or verbally, making classroom jokes about uncivil behaviors (“Hey, are you texting me?  Describe the Draggle ways that you demonstrated in class, the impact of these behaviors, and the efforts you made to eliminate your Draggle ways and demonstrate Wowzers behaviors. keywords: behaviors; civility; classroom; draggles; exercise; instructors; learning; play; role; students; ways; wowzers cache: absel-3067.pdf plain text: absel-3067.txt item: #1877 of 2743 id: absel-3068 author: Williams, Sara G.; Green, Ronald F.; Diel, Kaitlin title: A Speed Networking Event: Allowing Business Students to Apply Classroom-Taught Professional Networking Skills in a Fast-Paced Setting date: 2017 words: 2961 flesch: 43 summary: A Speed Networking Event: Allowing Business Students to Apply Classroom-Taught Professional Networking Skills in a Fast-Paced Setting Sara G. Williams Indiana State University Sara.williams@indstate.edu Ronald F. Green The Citadel, The Military College of South Carolina Ron.green@citadel.edu Kaitlin Diel Indiana State University Kaitlin.diel@indstate.edu Page 41 - Developments in Business Simulation and Experiential Learning, Volume 44, 2017 CHOOSING THE STUDENTS When identifying students to participate in this type of speed networking event, there are several possible approaches with varying levels of control over who is involved. The event allows business students an opportunity to utilize their networking skills with local business professionals, as well as continue to learn and develop professional networking skills in an experiential learning environment. keywords: business; event; networking; professional; students cache: absel-3068.pdf plain text: absel-3068.txt item: #1878 of 2743 id: absel-3069 author: Grimard, Celeste M. title: On The Ball: An Experiential Exercise for Developing Awareness About Self-Leadership date: 2017 words: 6645 flesch: 57 summary: INTRODUCTION “The first and best victory is to conquer self. Making a world of difference: Personal leadership. keywords: balls; exercise; groups; leadership; manz; self; students; work cache: absel-3069.pdf plain text: absel-3069.txt item: #1879 of 2743 id: absel-307 author: Biggs, William D.; Fritzsche, David J. title: Using Accumulated Profits to Assess Performance in Simulations date: 2014 words: 4758 flesch: 57 summary: Firm 2 0.0% 31.0% Cumulative Absolute Net Income Firm 1 $1,000,000 $ 2,100,000 $3,310,000 Firm 2 $1,000,000 $ 2,000,000 $3,310,000 Difference $ - $ 100,000 $ - In the illustration Firms 1 and 2 have the same net income in Period 0. They looked at the frequency of earning the highest per-round profits by noting the number of rounds firms finished in first place. keywords: business; firms; learning; place; profits; round; simulation; teach cache: absel-307.pdf plain text: absel-307.txt item: #1880 of 2743 id: absel-3070 author: Grimard, Celeste M.; Cossette, Michel title: Quick HRM: Using A Brief Case Study to Introduce Students to HRM date: 2017 words: 5522 flesch: 53 summary: Leaders also need to consider the level of information sharing with employees: do we share information and, if so, with what level of detail? EFFECTS OF HRM FUNCTIONS The effects of HRM functions on HRM results and organizational performance are multiple. PARTICIPANTS AND TIME REQUIREMENTS This case study exercise can be used with HRM students at both the undergraduate and graduate levels. keywords: case; employees; functions; hrm; management; organization; performance; practices; roger; students; study cache: absel-3070.pdf plain text: absel-3070.txt item: #1881 of 2743 id: absel-3071 author: Geddes, Bryon C.; Cannon, Hugh M.; Cannon, James N. title: Conceptualizing Co-Creative Strategies in Experiential Education: Individual versus Group Approaches date: 2017 words: 10023 flesch: 45 summary: We discuss two sets of principles: those related to student work products, and those related to the role of individual versus group learning environments. As we suggest in this paper, the practical application of addressing different learning styles is to incorporate student work products into the curriculum that require a particular student’s (or type of student’s) preferred learning style. keywords: approach; business; developments; education; exhibit; group; individual; knowledge; learning; process; resources; simulation; strategy; students; teacher; work cache: absel-3071.pdf plain text: absel-3071.txt item: #1882 of 2743 id: absel-3072 author: Soter, Helen A.; Schottenhamel, Lisa title: Grammar Games in the Business Writing Classroom date: 2017 words: 4617 flesch: 57 summary: I'll Take Commas for $200: An instructional intervention using games to help students master grammar skills. For me, not only were grammar games both a welcomed break from “normal” class and a promise of the potential for extra credit, but they provided lessons and challenges I was not previously aware I needed. keywords: business; games; grammar; group; learning; sentence; students; writing cache: absel-3072.pdf plain text: absel-3072.txt item: #1883 of 2743 id: absel-3073 author: Abston, Kristie A.; Vuong, Jimmy title: Training and Development: A Live Case Project date: 2017 words: 3921 flesch: 52 summary: Live cases have been used in a variety of courses since the 1970s (e.g, Hoover, 1977), but publications on the use of live cases in HRM are uncommon (see exceptions Kaupins & McCale, 2010, and Abston, 2014). The openness of live case projects brings out both freedom and fear in students. keywords: business; case; clients; course; development; project; students; teams; training cache: absel-3073.pdf plain text: absel-3073.txt item: #1884 of 2743 id: absel-3074 author: Wertheim, Ed title: Teaching Mediation Skills to Managers: An Experiential Approach to Teaching Mediation in One Class date: 2017 words: 3001 flesch: 55 summary: What is mediation: Mediation is a process in which a neutral third par ty assists two or more disputants to reach a voluntary, negotiated settlement of their differences. Mediation doesn’t require parties to choose the best possible solution or develop a strong factual underpinning to justify their specific terms; mediation is instead aiming at a solution parties can live with whether or not the solution is a “good” one. keywords: conflict; mediation; mediator; parties; skills cache: absel-3074.pdf plain text: absel-3074.txt item: #1885 of 2743 id: absel-3075 author: Harris, Janetta L.; Murray, Bobbie J. title: Educational Grit and Psychological Trauma date: 2017 words: 6671 flesch: 46 summary: Part Two provides a definition and overview for trauma, with special emphasis on psychological trauma. A powerful assertion is trauma victims can progress through Maslow’s hierarchy to self-actualization. keywords: education; goal; grit; illness; individual; learning; people; person; psychological; self; stress; students; table; trauma; treatment cache: absel-3075.pdf plain text: absel-3075.txt item: #1886 of 2743 id: absel-3076 author: Magnuson, Ronald A.; Good, Deborah Cain title: It's More Than Just a Simulation: Deepening and Broadening Student Learning Using a Business Enterprise Simulation as a Platform date: 2017 words: 8301 flesch: 57 summary: Most of the scheduled class time is used for management teams to meet with each other or for board meetings (more on this below). Real world competitive dynamics, board meetings, team meetings, presentations. keywords: board; business; class; course; executive; experience; learning; simulation; skills; students; team; work cache: absel-3076.pdf plain text: absel-3076.txt item: #1887 of 2743 id: absel-3077 author: Philbrick, Kaylee M.; Maryott, Kiersten M.; Magnuson, Ronald A. title: Using Experience-Based Learning to Enhance Student Success: Step 1 - Exploratory Research to Identify Discipline-Specific Competencies date: 2017 words: 4995 flesch: 29 summary: However, we quickly discovered two things: 1) not only was there a lack of research on gaps between discipline specific skills that employers desire and what skills students possess, 2) there does not seem to be a clear and consistent understanding of the common discipline specific competencies that employers actually desire in undergraduate business students. In this paper we engaged in multi-stage exploratory research to systematically identify discipline specific skills for individual areas of study. keywords: ability; business; competencies; discipline; experience; learning; research; skills; students; understanding cache: absel-3077.pdf plain text: absel-3077.txt item: #1888 of 2743 id: absel-3078 author: Boyas, Elise; Teeter, Ryan title: Teaching Financial Ratio Analysis using XBRL date: 2017 words: 3269 flesch: 50 summary: Second, it requires students who have some knowledge of financial accounting information to create and interpret financial ratios in an exercise using real world data. For this reason, financial ratio analysis is enhanced through the use of XBRL data, enabling students to dynamically select publicly-listed companies and various financial accounts, represented by XBRL tags, to provide a concrete example of the benefits of XBRL for financial statement users. keywords: accounting; analysis; companies; company; data; ratios; students; xbrl cache: absel-3078.pdf plain text: absel-3078.txt item: #1889 of 2743 id: absel-3079 author: Szot, James M. title: Preplanning Assignments to Enhance Learning When Using the Sim4projects Project Management Simulation Game as a Capstone Learning Experience date: 2017 words: 10986 flesch: 46 summary: Based on class size, students play this game as project management teams of 3-5 students. A search of PMITeach.org found project management curriculum guidelines, knowledge modules, foundational course syllabi, mini case studies, activities and course projects; but none of these discussed the use of project management simulations or simulation games (Project Management Institute, 2016b). keywords: business; design; develop; engineering; experience; game; learning; management; marketing; period; plan; product; production; project; project management; resource; simulation; students; tasks; team; work cache: absel-3079.pdf plain text: absel-3079.txt item: #1890 of 2743 id: absel-308 author: Fekula, Michael J. title: And Now Let’s Really Innovate: The Notion of Perpetual Online Courses date: 2014 words: 4652 flesch: 43 summary: IMPORTANT CONSIDERATIONS FOR PERPETUAL ONLINE COURSES Similar to online courses and distance education in general, the idea behind perpetual online courses is to accommodate and attract students who have restrictive schedules and periodic career interruptions. This paper presents some basic considerations for perpetual online courses. keywords: business; course; enrollment; learning; professor; simulation; students; time; week cache: absel-308.pdf plain text: absel-308.txt item: #1891 of 2743 id: absel-3080 author: Boyas, Elise title: What is date: 2017 words: 3364 flesch: 50 summary: Accountants have considered the impact on balance sheet valuations when fair values differ from book values, such as the use of the allowance for uncollectible accounts to take accounts receivable down to net realizable value, or the lower of cost or net realizable value test for inventory, or marking a portfolio of investment securities to market value, or writing down long lived assets that are impaired (even while ignoring write ups to fair value). In order to improve the quality of fair value data and reduce the estimation error surrounding fair values, Statement of Financial Accounting Standard No. 157 (issued in 2006 and now codified as ASC820) sets forth guidance for meaningful disclosures which address the level of uncertainty inherent in fair value measures. keywords: accounting; assets; balance; cost; sheet; students; value cache: absel-3080.pdf plain text: absel-3080.txt item: #1892 of 2743 id: absel-3081 author: Zapata-Jaramillo, Carlos Mario; Manrique-Losada, Bell; Gonzalez-Palacio, Liliana; Gonzalez, Mar Eugenia title: A DSD Experience for Game Development Among Colombian Students date: 2017 words: 5129 flesch: 43 summary: Considering software engineering as an inexact science—prone to be directly affected by perceptions, subjectivities, and dependence on expertise of those responsible for its execution at software projects—we can argue traditional teaching methods like lectures are ineffective for developing the soft competencies relevant to this knowledge area. Development Process The development process was an implementation of a particular method adopted by each team work looking for distributed projects, along two months each interaction. keywords: development; dsd; engineering; experience; group; project; software; students; teams; work cache: absel-3081.pdf plain text: absel-3081.txt item: #1893 of 2743 id: absel-3082 author: Kurthakoti, Raghu title: Flipped Classroom date: 2017 words: 618 flesch: 54 summary: Class time was spent in the following  Class was divided into teams and each teams was assigned a module in marketing to prepare and reinforce 2-3 key concepts the class in one session (graded based on level of class involvement, clarity of information provided and creativity used to reinforce)  Student led current events discussion - Each team was responsible for a marketing topic and was expected to present 3-4 current event articles related to their topic with a common underlying theme to the class and lead the class in meaningful discussion for the entire meeting period (1 hour).  Class time split between three things  Class activities (1 case, 1 game, 2 assignment discussions, 1 model development)  Brief Lectures (only discussed key points related to each module of the course) keywords: class; student cache: absel-3082.pdf plain text: absel-3082.txt item: #1894 of 2743 id: absel-3083 author: Hall, Jeremy title: Time and the Meta-Compostional Elements of Business Simulations date: 2017 words: 5537 flesch: 39 summary: Hall & Cox (1994) empirically linked simulation duration with the number of decisions made for eleven simulations ranging in duration from two hours to two and a half days. INTRODUCTION Bellman et al (1957) suggested that “Making models, mathematical or otherwise, of complex systems is an art with a small amount of science to guide one” and the artistic aspects of business simulations has be reiterated since (Thavikulwat, 2004; Bott & Daalen, 2007). keywords: business; composition; decisions; duration; hall; learning; meta; period; pricing; results; simulation; time cache: absel-3083.pdf plain text: absel-3083.txt item: #1895 of 2743 id: absel-3084 author: Thavikulwat, Precha title: Recipes for Structural Fairness in Games date: 2017 words: 7398 flesch: 59 summary: Transpose the assignments of the first episode to the first position of N episodes, so the number of episodes also equals the number of parties. For example, if party D is added to the XXX sequence, where each X represents a party of the existing sequence, D should appear in the first through fourth position with equal frequency. keywords: episodes; fairness; order; parties cache: absel-3084.pdf plain text: absel-3084.txt item: #1896 of 2743 id: absel-3085 author: Palia, Aspy title: Developing a Strategic Target SBU Portfolio with The Target Portfolio Package date: 2017 words: 11011 flesch: 59 summary: The SMP Target Portfolio Package enables the organization to first identify SBUs with growth potential and candidates for harvesting and or divestment based on their current position in the Growth Share and Growth Gain Matrices EXHIBIT 3 STRATEGIC OPTIONS WORKSHEET Select Select Select Select Select Brand Differentiation Core Product Skimming Push Intensive Cost Leaderhsip Basic Product Penetration Pull Selective Preemptive Move Expected Product Competitive Parity Combo Push & Pull Exclusive Focus Augmented Product Synergy Potential Product Name=Pricing_Strategy Name=Promotion_Strategy Name=Distribution_Strategy Name=Strategic_Thrust Name=Product_Strategy Select Select Select Strong Strong Strong Medium Medium Medium Weak Weak Weak Name Select Select keywords: = =; analysis; business; decision; developments; learning; marketing; package; portfolio; position; sbu; select; simulation; strategy cache: absel-3085.pdf plain text: absel-3085.txt item: #1897 of 2743 id: absel-3086 author: Dickinson, John title: Correlations of Measures of Forecasting Accuracy and Profit date: 2017 words: 4350 flesch: 47 summary: In the former vein, sales forecasting accuracy (actually error) is correlated with two indicators of company profit. DATA Facilitating the extension of Dickinson’s (2016) intercorrelations among forecasting accuracy measures, the same data utilizing The Marketing Management Experience (MME, Dickinson 2006) business game are analyzed here. keywords: accuracy; business; business simulation; forecasting; learning; measures; sales; simulation cache: absel-3086.pdf plain text: absel-3086.txt item: #1898 of 2743 id: absel-3087 author: Sanchez, Johana Suarez; Parra, Juan David; Vasquez, Laura Marcela Londono; Rodr, Manuela Perez title: Design of A Game to Make Decisions Under Pressure date: 2017 words: 4398 flesch: 59 summary: FINAL SESSION EXHIBIT 7 AVERAGE TIME RESPONSE BY ALTERNATIVE Page 195 - Developments in Business Simulation and Experiential Learning, Volume 44, 2017 A. J. Maule, A. C. Edland, “The effects of time pressure on judgment and decision making,” in Decision making: cognitive models and explanation, 1997, pp. In this paper, we examine the influence of time pressure and time-dependent incentive schemes on the quality of decision-making in an experimental contest game. keywords: board; decision; game; making; maule; pressure; time; time pressure cache: absel-3087.pdf plain text: absel-3087.txt item: #1899 of 2743 id: absel-3088 author: Goosen, Kenneth title: The Effect of Starting Price and Advertising on Business Strategy date: 2017 words: 4786 flesch: 63 summary: (1) starting price greater than optimum price, (2) starting price equal to optimum price, and (3) starting price less than optimum price. (If the demand curves for price are linear, then optimum price can be computed by this equation: OP = (Po +V)/2(Goosen, 1990). keywords: advertising; period; price; starting cache: absel-3088.pdf plain text: absel-3088.txt item: #1900 of 2743 id: absel-3089 author: Lopez, Miguel David Rojas; Osorio, Carolina Taborda; Rodr, Susana Maria Valencia title: Pocket: A Personal Finance Game date: 2017 words: 3988 flesch: 48 summary: Applied to personal finance, shows the importance of balance between income and expense, providing tools for the rational process of making financial decisions. It is identified with the gamification the individual faces financial decisions as a fun way, increasing the knowledge, and at the end of the game all the participants had a similar level. keywords: cash; decisions; expenses; game; income; period; results; table cache: absel-3089.pdf plain text: absel-3089.txt item: #1901 of 2743 id: absel-309 author: Smith, Daniel title: Distance Learning: A Game Application date: 2014 words: 5346 flesch: 48 summary: We found that DL brings a different learning experience to students; however, they do not necessarily regard this method as superior to the traditional face-to-face method. Business schools concentrate on teaching students business related subjects, such as management, accounting, finance, marketing, etc. keywords: business; education; experience; face; game; learning; method; simulation; students; teaching; vol cache: absel-309.pdf plain text: absel-309.txt item: #1902 of 2743 id: absel-3090 author: Zapata-Tamayo, Juan Sebastian; Zapata-Jaramillo, Carlos Mario; Bet, Miguel Esteban title: Learning Business Process Improvement by Using a Game date: 2017 words: 2394 flesch: 54 summary: Process-oriented research method for teamwork effectiveness assessment in business simulation games. Karl (2016) discusses the design of project management games. keywords: business; game; improvement; learning; process; simulation cache: absel-3090.pdf plain text: absel-3090.txt item: #1903 of 2743 id: absel-3092 author: Jakubowski, Michal; Ryfa, Jakub title: Bringing Fun to Serious Tools date: 2017 words: 3340 flesch: 49 summary: Following paper focuses on means of evoking higher engagement for using learning tools such as business simulation games. What the authors observed form their practice with business simulation games is that a common feature is their lack of fun and entertainment such as that which can be found in video games. keywords: authors; business; design; game; knowledge; learning; module; research; simulation cache: absel-3092.pdf plain text: absel-3092.txt item: #1904 of 2743 id: absel-3094 author: Wardaszko, Marcin; Wittenzellner, Helmut title: Economic Modeling In Business Simulation In Flow-Oriented And On-Line Game Design date: 2017 words: 5087 flesch: 53 summary: Both of these trends contribute significantly to the main body of knowledge about the methods and practices of econometric modeling in business simulation games. There is a total of 16 decision rounds during which the players will have to manage their business, which will gradually grow and, consequently, involve more and more complex decisions; the complexity model has been designed on the basis of the model of flow of optimal experience (Csikszentmihalyi, 1990) and previous research on complexity in business simulation games (e.g., Hall, 2007; keywords: business; business simulation; decisions; demand; developments; function; game; learning; model; modeling; simulation; students cache: absel-3094.pdf plain text: absel-3094.txt item: #1905 of 2743 id: absel-3095 author: Szal, Richard J.; Kennelly, Kyle R. title: The Effects of Supplemental Instruction on Student Grades in a Blended Learning Context date: 2017 words: 6240 flesch: 57 summary: The results indicate that SI sessions had a large positive effect on student grades in the class, and the effect of SI sessions is larger than either time spent on homework assignments or participation in lecture activities. Regular encouragement to attend SI sessions is important, and consideration can be given to awarding extra- credit for the attendance. keywords: analysis; attendance; business; class; course; education; learning; sessions; statistics; students; study cache: absel-3095.pdf plain text: absel-3095.txt item: #1906 of 2743 id: absel-3096 author: Hamilton, Diane title: Examining Behavioral Techniques, Encouragement, and Consistency in Classroom Management date: 2017 words: 3387 flesch: 55 summary: The first component of classroom management techniques to improve student behavior includes having instructors tap into student moods and respond properly. Dahlgren, Mala, Faulk, and Lattimer (2008) explained, “Refocus™ is a disciplinary technique that requires 4-5 minutes of student time and not teacher time” (p. 8). keywords: behavior; classroom; instructors; management; students; teachers; time cache: absel-3096.pdf plain text: absel-3096.txt item: #1907 of 2743 id: absel-3097 author: Wong, Ken title: Experiential Learning: A Case of Business Skills Development Education in Higher Education date: 2017 words: 2451 flesch: 47 summary: More methods could be utilized in higher education, especially in view of the considerable increase in student diversity. Effective university education does not only provide students with the opportunities to acquire subject knowledge, but business skills for lifelong development in the society. keywords: business; education; learning; skills; students; teaching cache: absel-3097.pdf plain text: absel-3097.txt item: #1908 of 2743 id: absel-3099 author: Reed, Lora; Jeremiah, Jim title: Student Grit as an Important Ingredient for Academic and Personal Success date: 2017 words: 4313 flesch: 52 summary: Teacher presence and course delivery can foster student grit through the following:  Internships and/or other Experiential Learning Opportunities that offer prospects to practice skills while fostering interest, discovering one’s purpose, and instilling hope in the learner, as well as the provider of the opportunity. mailto:Lora.Reed@Ashford.edu mailto:James.Jeremiah@Ashford.edu Page 253 - Developments in Business Simulation and Experiential Learning, Volume 44, 2017 THE RESEARCH ON GRIT Grit is comprised of motivation, self-control, a positive mindset, and goal-directedness and researchers have realized that each of these qualities can be influential in student success. keywords: achievement; development; duckworth; education; grit; learning; practice; students; success; ways cache: absel-3099.pdf plain text: absel-3099.txt item: #1909 of 2743 id: absel-31 author: Goosen, Kenneth R. title: Business Simulations: From Punch Cards to Web-Based date: 2013 words: 4396 flesch: 52 summary: No longer did simulation programs require the distribution of bulky boxes of punched cards. BACKGROUND In many cases, business simulations have a long life, some over 40 years. keywords: basic; business; industry; learning; page; professor; programming; simulation; user; web cache: absel-31.pdf plain text: absel-31.txt item: #1910 of 2743 id: absel-310 author: Jordan, David A. title: Web Based Total Enterprise Simulation date: 2014 words: 2600 flesch: 41 summary: 204 Developments in Business Simulations and Experiential Learning, Volume 37, 2010 • Finance -- Includes source of cash decisions, use of cash decisions and expansion decisions. • Finance -- Includes source of cash decisions, use of cash decisions and expansion decisions. keywords: business; cash; decisions; learning; performance; simulation; total cache: absel-310.pdf plain text: absel-310.txt item: #1911 of 2743 id: absel-3101 author: Whitten, Conni; Swank, Alan title: The Business of Cheating date: 2017 words: 3279 flesch: 43 summary: Writers, politicians, scholars, CFO’s and CEO’s alike have purposefully made decisions to cheat, defraud, and misrepresent themselves through wrongful behaviors. Wrongful behaviors in the organization are driven by many of the same concepts seen in academia. keywords: behavior; business; cheating; dishonesty; learning; plagiarism; student cache: absel-3101.pdf plain text: absel-3101.txt item: #1912 of 2743 id: absel-3102 author: McFarland, Kimberley title: Entrepreneurship Education and Experiential E-Learning: A Literature Review date: 2017 words: 5897 flesch: 43 summary: Experiential learning theory: A dynamic, holistic approach to management learning. The discussion of entrepreneurial learning is focused on the idea of gaining entrepreneurial skills through experience that entrepreneurs gain from learning by doing (Cope & Watts, 2000), routinized activities (Cope, 2005), contingencies, non-continuous events (Harmeling & Sarasvathy, 2013), failure (Minniti & Bygrave, 2001), and reflecting (Cope, 2005) from experience gained through live events (Sirelkhatim, F. & Gangi, 2015). keywords: business; education; entrepreneurship; experience; journal; knowledge; kolb; learning; online; research; skills; students; theory cache: absel-3102.pdf plain text: absel-3102.txt item: #1913 of 2743 id: absel-3103 author: Blake, Marina; Kurthakoti, Raghu; Halpin, Annette L. title: How should the ABSEL website look? Some suggestions based on a comparative assessment of 16 professional organizations. date: 2017 words: 6146 flesch: 49 summary: Page 274 - Developments in Business Simulation and Experiential Learning, Volume 44, 2017 ABSTRACT Motivated by discussions surrounding improvements to the ABSEL website which occurred during the 2016 ABSEL meeting in New Orleans, the authors set out to develop a rubric for assessing websites of professional bodies and then evaluating the websites of 16 academic organizations. INTRODUCTION Over the past two decades millions of websites have emerged in response to a surge in interest by organizations in fields including “education, business, government, entertainment and health” (Rahman & Ahmed, 2013, p.40). keywords: absel; business; information; internet; media; page; search; target; users; website cache: absel-3103.pdf plain text: absel-3103.txt item: #1914 of 2743 id: absel-3104 author: Smith, Goosby J.; Case, Susan Schick title: Co-Creating Globally Inclusive Learning Communities date: 2017 words: 2123 flesch: 46 summary: THE “CO-CREATING GLOBALLY INCLUSIVE CLASSROOMS” (CGIC) WORKSHOP To create classroom inclusion, we designed the following three-part workshop, CGIC, based on the Ubuntic Inclusion model. Our goal is to elicit from participants ways to create classroom inclusion such that ingrained assumptions are challenged, entrenched thinking is disrupted, and existing frames of reference are broadened. keywords: classroom; community; inclusion; learning; students; workshop cache: absel-3104.pdf plain text: absel-3104.txt item: #1915 of 2743 id: absel-3105 author: Gold, Steven title: Beat the Market Simulation: A Self-Study Business Economics Game date: 2017 words: 1185 flesch: 50 summary: The simulation self-study consists of a set of games that place students in different market environments from highly competitive to highly concentrated. INTRODUCTION The basic idea of a simulation self-study is to allow students to play simulation games on their own that link to the theories being taught in the class; but the students complete the games on their own and at their own pace, without direct instructor involvement except for some optional due dates. keywords: game; market; simulation cache: absel-3105.pdf plain text: absel-3105.txt item: #1916 of 2743 id: absel-3106 author: Teach, Richard; Titton, Luis title: A Learning Game for Prospective B2B Managers and Sales Engineers date: 2017 words: 753 flesch: 60 summary: Since this simulation’s machine tools are “Made to order,” each buying firm may be charged a different price, even though the products being sold to different buying firms are identical. Thus, each selling firm configures its offering to best suit their subset of potential buyers. keywords: buying; firms cache: absel-3106.pdf plain text: absel-3106.txt item: #1917 of 2743 id: absel-3107 author: Li, Julia title: Bridging Academia and Corporate through Experiential Learning in China date: 2017 words: 737 flesch: 51 summary: SIMULATION INTRODUCTION - CHANGEMAN ChangeMan is a set of tools and technologies designed to support managers to develop accessible ways to deal with changes, and to develop an overview of change at the right level of complexity. During the conference, we would like demonstrate how we helped (a) A leading business school in China to enable students to equip with go-to-job skills (b) A Fortune 500 MNC operating in China market and its top management to quickly adapt and align to the changes in their core customer needs by learning new skills using two of our simulations – Marksimos and ChangeMan. keywords: learning; market; simulation cache: absel-3107.pdf plain text: absel-3107.txt item: #1918 of 2743 id: absel-3108 author: Silva, Victor; Xexeo, Geraldo title: Money Basket: A Classroom Game about the basic Mechanics of the Stock Exchange Market date: 2017 words: 1667 flesch: 60 summary: MARKET CARDS Another set of cards represent the market variations on that month. This may happen since several players may have the same stocks. keywords: game; market; players; stock cache: absel-3108.pdf plain text: absel-3108.txt item: #1919 of 2743 id: absel-3109 author: Oliphant, Rebecca title: Match the Countries with the Customs (A Matching Game for Students Taking an International Class) date: 2017 words: 1069 flesch: 73 summary: Why is a number important in certain countries and can you think of any numbers that are considered lucky or unlucky in our own country? What would you have to consider when managing people in certain countries? keywords: countries; country; students cache: absel-3109.pdf plain text: absel-3109.txt item: #1920 of 2743 id: absel-311 author: Otal, Sara Helena; Serrano, Ramiro title: Learning Business Administration Using Simulation Software date: 2014 words: 8479 flesch: 45 summary: These courses combine aspects of several different related subject areas: cost accounting, management, financial accounting, corporate accounting, presentation of financial statements, analysis of financial statements, analysis of operations, financial planning, investment valuation, among others. In a course on management accounting, Wynder (2004) introduces a simulation tool that also allows the user to undertake other financial decisions, the results of which conclude the need for a more intensive use of such applications in teaching the subjects of accounting and management. keywords: accounting; accounting education; analysis; business; business simulation; course; decisions; education; group; information; learning; period; simulation; statements; students; use; variables; work cache: absel-311.pdf plain text: absel-311.txt item: #1921 of 2743 id: absel-3110 author: Tsvetanov, Georgi title: A Simulation-Based Approach for Planning with Silega Expedition Business Simulation date: 2017 words: 251 flesch: 52 summary: Capitalize and mobilize the power of the team and intangible assets  Reflect on the kind of leadership required in order to survive and thrive in tough business conditions A Simulation-Based Approach for Planning with Silega Expedition Business Simulation Georgi Tsvetanov ATD A Simulation-Based Approach for Planning with Silega Expedition Business Simulation Page 292 - Developments in Business Simulation and Experiential Learning, Volume 44, 2017 Silega Expedition™ is a business simulation that places participants in a challenging and inspiring experience of climbing Mount Everest in order to win a prize offered by an eccentric millionaire. keywords: simulation cache: absel-3110.pdf plain text: absel-3110.txt item: #1922 of 2743 id: absel-3111 author: Zapata-Tamayo, Juan Sebastian; Zapata-Jaramillo, Carlos Mario; Betin-Montes, Miguel Esteban title: Serious Play: The BPI Game date: 2017 words: 834 flesch: 56 summary: BPI game is an answer to such drawback. BPI game is based on the well-known game Monopoly™ and it is intended to practice a 10-step method of BPI as follows: keywords: business; game; step cache: absel-3111.pdf plain text: absel-3111.txt item: #1923 of 2743 id: absel-3119 author: Dickinson, John Russell title: Hidden in Plain Sight: Quick-and-Dirty Safeguards for Computer-Based Game Licenses date: 2018 words: 3262 flesch: 56 summary: Additionally, identification information such as license number or password may be specified. Such checks would ensure that the game software and accompanying core file remain paired and, also, are one means of determining whether the file has been tampered with. keywords: core; date; file; information; license cache: absel-3119.pdf plain text: absel-3119.txt item: #1924 of 2743 id: absel-312 author: Markulis, Peter M.; Morgan, Sandra W.; Strang, Daniel R. title: A Review of Experiential Exercises in ABSEL's Published Proceedings date: 2014 words: 4425 flesch: 44 summary: One of the problems of categorizing experiential exercises by theme or topic is that experiential exercise authors may list several topics or only one topic as the primary topic or theme of the experiential exercise. ABSTRACT The purpose of this paper is to present an historical review of experiential exercises presented at ABSEL since 1974. keywords: absel; articles; authors; business; developments; edition; exercises; learning; simulation cache: absel-312.pdf plain text: absel-312.txt item: #1925 of 2743 id: absel-3121 author: Pittenger, Khushwant K.S. title: Guide to Developing a Required Business Internship Program (BIP) date: 2018 words: 7530 flesch: 51 summary: It is argued that through internships students learn to connect theory with practice and hence become more engaged in the classroom and better students. In light of well-documented benefits of internships for students, business schools and employers, it is appropriate to develop required business internship programs (BIP). keywords: bip; business; education; employers; et al; internship; learning; program; schools; students; university; work cache: absel-3121.pdf plain text: absel-3121.txt item: #1926 of 2743 id: absel-3127 author: Hoover, J. Duane; Giambatista, Robert C.; Tribble, Lori title: A Covenantal Relationship Approach to Experiential Learning date: 2018 words: 7032 flesch: 48 summary: “Evert minute of every hour of every day, you are making the world, and you might as well do it with generosity and kindness and style” … Rebecca Solnit A model of educational change agent covenantal agreement processes (Cornelis, Van Hiel & Cremer, 2006; Elazar, 1999) is developed, focusing on both covenant derived relationships and task components of change programs. Parallel to Boscia and Turner, we propose the construction and utilization of covenantal relationships to produce this desired outcome. keywords: agent; change; covenantal; kind; learning; low; parties; person; relationship; self; simulation; student; time cache: absel-3127.pdf plain text: absel-3127.txt item: #1927 of 2743 id: absel-3128 author: Alves, Paulo Vicente dos Santos title: The venture capital: a classroom game of competition simulating high technological and high risks investment funds. date: 2018 words: 3976 flesch: 63 summary: Debit the costs of startup companies investment. GAME SCALE Each turn is the equivalent two fiscal years. keywords: capital; company; game; investment; model; participants; phase; risk; valuation cache: absel-3128.pdf plain text: absel-3128.txt item: #1928 of 2743 id: absel-313 author: Boscia, Marian W.; Stickney, Lisa T. title: Moving Outside the Classroom: An Experiential Exercise Involving Video Clips date: 2014 words: 3155 flesch: 47 summary: USES OF VIDEO IN THE CLASSROOM Heimann & Pittenger (2000) described many of the educational benefits resulting from using video clips in the classroom. (There are numerous free software applications that allow video clips to be saved in file form, such as KeepVid, Fraps, or YouTube Downloader.) keywords: business; classroom; clip; course; exercise; learning; management; simulation; students; video cache: absel-313.pdf plain text: absel-313.txt item: #1929 of 2743 id: absel-3131 author: Nugent, Michael G. title: BUSINESS SIMULATION PERFORMANCE AFTER COMPLETING A REFLECTIVE OBSERVATIONS MODULE date: 2018 words: 5828 flesch: 46 summary: This research paper examines changes in individual student simulation performance after students answer a series of reflective observation questions. The regression produced a (R2=.003, P=.476) clearly the length of students reflective observation responses is not a good predictor of class grade. keywords: business; course; grade; hypothesis; learning; observations; performance; points; questions; simulation; students cache: absel-3131.pdf plain text: absel-3131.txt item: #1930 of 2743 id: absel-3133 author: Petrie, Jennifer; Jones, Ray; Murrell, Audrey title: MEASURING IMPACT WHILE MAKING A DIFFERENCE: A FINANCIAL LITERACY SERVICE LEARNING PROJECT AS PARTICIPATORY ACTION RESEARCH date: 2018 words: 5728 flesch: 43 summary: In financial literacy service projects, undergraduate business students typically provide a short-term financial literacy education program to peers, community members, K-12 students, or underserved populations. Beyond the financial literacy education component of these programs, additional research has shown that financial literacy service learning projects improve undergraduate student leadership competencies and awareness of social justice issues (Rosacker, Ragothman, & Gillispie, 2009). keywords: business; community; education; financial; impact; learning; literacy; project; research; service; service learning; students; undergraduate cache: absel-3133.pdf plain text: absel-3133.txt item: #1931 of 2743 id: absel-3135 author: Petrie, Jennifer; Murrell, Audrey; Schultz, Bryan title: RECOGNIZING THE IMPACT OF STUDY ABROAD ON WOMEN BUSINESS STUDENTS date: 2018 words: 1280 flesch: 39 summary: The survey of business students indicates significant differences between men and women that have studied abroad regarding motivation and outcomes of study abroad experience. This session also presents recommendations for future research, program development, and career integration emphasizing the benefits of study abroad for women business students. keywords: abroad; students; study; women cache: absel-3135.pdf plain text: absel-3135.txt item: #1932 of 2743 id: absel-3136 author: Wittenzellner, Helmut; Teske, Angela title: MODELING BUSINESS COMMUNICATION MANAGEMENT AND CROSSMEDIA PLANNING FOR DIFFERENT TARGET GROUPS date: 2018 words: 1988 flesch: 45 summary: The paramter which are relevant for the model are a definition of the seperate target groups, also an overview of different media channels and their use and motivation of use by the different target groups. Choice of media channel The choice of media channel is a huge obstacle for a media management. keywords: communication; groups; media; milieus; sinus; target cache: absel-3136.pdf plain text: absel-3136.txt item: #1933 of 2743 id: absel-3137 author: Teach, Richard title: Why is learning so difficult to measure when date: 2018 words: 6755 flesch: 48 summary: If these five traits are indicators of future performance outcomes, they may be predictors of business simulation outcomes AND these traits may be measurable both before and after “playing” simulations to see if any or all of them may be enhanced by participating in business simulations. Their remark was “Despite the proliferation, and widespread use of business simulation games, a review of the literature reveals that the pedagogical value of such games remains unclear.” keywords: business; business simulation; developments; experience; game; grit; learning; page; performance; personality; self; simulation; skills; success; teams; vol cache: absel-3137.pdf plain text: absel-3137.txt item: #1934 of 2743 id: absel-3138 author: Chasteen, Larry; Szot, Jim; Teach, Richard title: SIMULATIONS FOR STRATEGY COURSES: Difficulty vs. Realism date: 2018 words: 2688 flesch: 50 summary: Business Simulations: Reality AND BEYOND! Good business simulations have followed this general approach. keywords: business; difficulty; learning; realism; simulation; students cache: absel-3138.pdf plain text: absel-3138.txt item: #1935 of 2743 id: absel-3139 author: Grimard, C M.; Pellerin, Sabrina title: DEVELOPING LEADERSHIP THROUGH LEADERSHIP EXPERIENCES: AN ACTION LEARNING APPROACH date: 2018 words: 7303 flesch: 44 summary: Traditionally, leadership development, whether through organizationally-based workshops or university classes, has occurred within a classroom setting (Day, Fleenor, Atwater, Sturm & McKee, 2014; Quatro, Waldman, & Galvin, 2007). Indeed, according to an American Society of Training and Development survey, leadership development occurs in a classroom setting for 85% of the companies surveyed (Day et al., 2014). keywords: action; action learning; classroom; development; exercises; experiences; individuals; leadership; leadership development; learning; skills; students cache: absel-3139.pdf plain text: absel-3139.txt item: #1936 of 2743 id: absel-314 author: Scherpereel, Christopher M. title: Peer To Peer: A New Tool for Student Peer Evaluation date: 2014 words: 8625 flesch: 44 summary: The development of peer evaluation tools that are easy to administer is vital to effectively managing the data collection and feedback requirements of implementing the recommended team-based experiential pedagogy. From the above discussion it is apparent that these two purposes (formative and summative) will drive the design of peer evaluation tool. keywords: confidence; contribution; data; evaluation; feedback; peer; peer evaluation; performance; qualitative; ranking; self; students; team cache: absel-314.pdf plain text: absel-314.txt item: #1937 of 2743 id: absel-3140 author: Hall, Jeremy John Samuel Burnley title: BUSINESS SIMULATION DESIGN PRINCIPLES date: 2018 words: 5849 flesch: 34 summary: This paper draws a parallel for business simulations where design principles are the fundamental ideas of learning design. Figure 1a lists nine design principles for paintings (Getty, 2011) and suggests ten design principles for business simulations (Figure 1b). keywords: ambiguity; business; design; developments; hall; learning; legitimacy; participants; principles; reflection; simulation; volume cache: absel-3140.pdf plain text: absel-3140.txt item: #1938 of 2743 id: absel-3143 author: Teach, Richard; Szot, James title: How students date: 2018 words: 3627 flesch: 59 summary: 5.07 5.53 0.058 After playing the simulation, I felt that I had the ability to set goals, determine actions to achieve the goals, and mobilize resources to execute the actions…………………………………... 4.73 5.29 `0.077 TABLE 9 DIFFERENCES BETWEEN PARTICIPANTS “PLAYING: “LESS THAN 10 ROUNDS” AND THOSE “PLAYING 10 TO 12 ROUNDS” AND THEIR “P” VALUES Page 94 - Developments in Business Simulation and Experiential Learning, Volume 45, 2018 TABLE 10 DIFFERENCES BETWEEN PARTICIPANTS “PLAYING: “LESS THAN 10 ROUNDS” AND THOSE “PLAYING MORE THAN 12ROUNDS” AND THEIR “P” VALUES Variable name Number of Rounds Played <10 > 12 “p” value Your coursework completed before the simulation adequately prepared you to: work under uncertainty. ………………………………….. “p” = 0.036 had the ability to forecast outcomes, such as cash flows, units of ending inventory, unit demand, etc. ………………………………… “p” = 0.081 had the ability to understand the interactions among two or more decision variables. ……………………………………………….. “p” keywords: ability; business; simulation; students cache: absel-3143.pdf plain text: absel-3143.txt item: #1939 of 2743 id: absel-3144 author: Goosen, Kenneth Ray title: The Effect of Simulation Starting Decisions and Optimum Decisions on Firm Profit and Dominance date: 2018 words: 4798 flesch: 56 summary: It is generally agreed that a strategy should not be quickly abandoned (Teach 2007) and for this reason in the experiments, no firm made a switch to another set of strategy decisions. Each experiment involves starting decisions being significantly different from optimum decisions or equal to optimum decisions. keywords: decisions; firm; profit; simulation; starting cache: absel-3144.pdf plain text: absel-3144.txt item: #1940 of 2743 id: absel-3145 author: Palia, Aspy P. title: THE QUEST FOR MARKETING EFFECTIVENESS & ROI WITH THE EFFICIENCY ANALYSIS PACKAGE date: 2018 words: 13032 flesch: 44 summary: The Quest for Marketing Effectiveness & ROI with The Efficiency Analysis Package Page 105 - Developments in Business Simulation and Experiential Learning, Volume 45, 2018 ABSTRACT The Web-based Efficiency Analysis Package is a user-centered learning tool that provides participant teams the opportunity to assess the underlying reasons for any decrease in the sales-to-advertising ratio for each strategic business unit (SBU) within their SBU portfolio during each decision period, and thereby enhance their marketing effectiveness and efficiency. Page 106 - Developments in Business Simulation and Experiential Learning, Volume 45, 2018 output, a competitive tool with increasing value as simulation progresses, and potential for participants to create their own DSSs (Burns and Bush, 1991). keywords: advertising; advertising ratio; analysis; business; business simulation; company; compete; cost; customer; decision; developments; efficiency; efficiency analysis; exhibit; learning; marketing; performance; quality; ratio; results; sales; sbu; simulation; worksheet cache: absel-3145.pdf plain text: absel-3145.txt item: #1941 of 2743 id: absel-3146 author: Tokke, Cheryl Ann title: Experiential Learning with Capacity Building Management Projects date: 2018 words: 8883 flesch: 40 summary: This is ethical leadership in EL students are put into positions where they are to lead from the heart in vulnerable situations with hurting people making it an ideal venue for teaching and learning authentic leadership (George, 2003). As noted above, Capstone Projects are graded by an objective adjudication committee consisting of faculty with no previous knowledge of the student’s work. keywords: building; business; capacity; capstone; chair; community; leadership; learning; management; non; nonprofit; organization; program; project; research; service; student; thesis; work cache: absel-3146.pdf plain text: absel-3146.txt item: #1942 of 2743 id: absel-3148 author: Zidulka, Amy title: Choosing Technologies to Facilitate Experiential, Creative, and Collaborative Online Learning date: 2018 words: 1064 flesch: 40 summary: THE CHALLENGE Promoting virtual creative collaboration can prove particularly challenging given that standard LMSs, like Moodle, D2L, and Blackboard, often prove inadequate in fostering the types of interactions that are conducive to creative teamwork (Oliveira & Moreira, 2010; Riggs & Linder, 2016; Stockleben, 2017). Choosing Technologies to Facilitate Experiential, Creative, and Collaborative Online Learning Page 142 - Developments in Business Simulation and Experiential Learning, Volume 45, 2018 ABSTRACT How can online instructors who are interested in engaging students in brainstorming activities, design thinking exercises, live casework, or other forms of creative collaboration do so, given the recognized limitations of standard learning management systems (LMS's), like Moodle, Blackboard, and D2L? keywords: design; learning; studio; technology cache: absel-3148.pdf plain text: absel-3148.txt item: #1943 of 2743 id: absel-3149 author: Beaudry, Sharon; Toth Szalvai, Eva title: Global Teamwork to Promote Cultural Understanding and Communication date: 2018 words: 4333 flesch: 42 summary: Wagner advanced the topic by using an evolving collaborative film software that allowed students from five countries to collectivity make movies in international student teams (2015). Student teams developed presentations, brochures, and videos. keywords: business; communication; cultural; learning; project; students; team; theory cache: absel-3149.pdf plain text: absel-3149.txt item: #1944 of 2743 id: absel-315 author: Hornyak, Martin J.; Lawlor, K. Blaine; Peach, E. Brian title: Continuing To Assess Project Management: What’s been Done? What’s it Means? Looking At New Twists date: 2014 words: 4866 flesch: 45 summary: The project manager can look at what have others project teams have done previously to determine what was effective in past situations and if it is applicable today. For example, a correlation analysis between the final simulation score, team PM scores and each PM rating category should be done. keywords: alo; business; course; learning; management; performance; project; rubric; simulation; student; team cache: absel-315.pdf plain text: absel-315.txt item: #1945 of 2743 id: absel-3150 author: Sarkar, Nina; Ford, Wendy; Manzo, Christina; Hammel, Stephen W. title: USING LEARNING TECHNOLOGIES TO PROMOTE THE SEVEN PRINCIPLES FOR GOOD PRACTICE IN UNDERGRADUATE EDUCATION date: 2018 words: 1545 flesch: 47 summary: The term digital natives was popularized as a way of defining someone who has grown up immersed in digital technology (Prensky, 2001). Data on student performance will be collected at the end of the semester. keywords: learning; natives; students; technologies cache: absel-3150.pdf plain text: absel-3150.txt item: #1946 of 2743 id: absel-3152 author: Thavikulwat, Precha; Yu, Bosco Wing Tong title: THE BANKING BUSINESS IN A MULTI-INDUSTRY GAME: SHOULD COMPLEXITY BE ADDRESSED BY SEQUENTIAL ELABORATION? date: 2018 words: 6295 flesch: 49 summary: EQUATION 10 EQUILIBRIUM INTERBANK INTEREST RATE WHEN AGGREGATED LOANABLE FUNDS EQUALS AGGREGATED RESERVE REQUIREMENTS (10) EQUATION 11 MARGINAL DEPOSIT PROFIT OF COMMERCIAL BANKS WITHOUT AN INTERBANK MARKET WHEN AGGREGATED LOANABLE FUNDS EXCEEDS AGGREGATED RESERVE REQUIREMENTS (11) EQUATION 12 PROBABILITY OF A MARGINAL LOAN FALLING RANDOMLY ON A BANK WITHOUT SURPLUS LOANABLE FUNDS WITH REFERENCE TO NUMBER OF BANKS WITH AND WITHOUT SURPLUS LOANABLE FUNDS (12) EQUATION 13 PROBABILITY OF A MARGINAL LOAN FALLING RANDOMLY ON A BANK WITHOUT SURPLUS LOANABLE FUNDS WITH REFERENCE TO AGGREGATED RESERVE REQUIREMENTS RELATIVE TO AGGREGATED LOANABLE FUNDS (13) Two issues that must be resolved in such a game are (a) the model that determines how commercial banks relate to the nation’s central bank and (b) the process by which participants are allowed to become involved with banks and nonbanking firms. keywords: bank; business; deposit; equation; firms; game; interest; loan; reserve cache: absel-3152.pdf plain text: absel-3152.txt item: #1947 of 2743 id: absel-3153 author: Szal, Rick title: Gender, Statistical Anxiety, and Supplemental Instruction date: 2018 words: 8834 flesch: 56 summary: Attendance by current students at SI sessions is voluntary, although highly recommended in view of only one class meeting per week of a blended learning class. Further, SI sessions provide a vehicle for students to ask the professor additional questions and to raise concerns. keywords: anxiety; attendance; business; class; course; education; females; grade; learning; sessions; si sessions; statistics; students; time; university cache: absel-3153.pdf plain text: absel-3153.txt item: #1948 of 2743 id: absel-3154 author: Morgan, Sandra; Pittenger, Khushwant K.S.; McIntyre, Nancy title: Storytelling--An Effective Tool For Moving the Needle towards Engaged Learning date: 2018 words: 2155 flesch: 57 summary: Storytelling organizations. Morgan and Dennehy (2004) provide a trio of storytelling activities for management students and/or participants in leadership development programs. keywords: business; learning; management; stories; storytelling; use cache: absel-3154.pdf plain text: absel-3154.txt item: #1949 of 2743 id: absel-3158 author: Grimard, C M. title: CHICKEN DANCE ANYONE? A QUICK EXPERIENTIAL EXERCISE FOR TEACHING EXPECTANCY THEORY date: 2018 words: 5600 flesch: 55 summary: A Quick Experiential Exercise For Teaching Expectancy Theory Page 191 - Developments in Business Simulation and Experiential Learning, Volume 45, 2018 ABSTRACT Sometimes, students have difficulty grasping and applying motivation theories given the abstract nature of these theories. This articles describes a simple experiential exercise that helps students gain a personal understanding of Vroom’s expectancy theory. keywords: chicken; dance; exercise; expectancy; learning; motivation; students; theory cache: absel-3158.pdf plain text: absel-3158.txt item: #1950 of 2743 id: absel-316 author: Cannon, Hugh M.; Smith, J. Alexander title: Strategies for Promoting Knowledge Formation and Dissemination in Business Simulation and Experiential Learning date: 2014 words: 5499 flesch: 43 summary: In ABSEL, knowledge transfer research includes a corresponding study of how our research is delivered and diffused among the various classes of users. The promotion and tenure at research universities has a similar need for independent evaluations of research quality. keywords: business; dissemination; exhibit; knowledge; learning; model; process; publication; research; review; simulation cache: absel-316.pdf plain text: absel-316.txt item: #1951 of 2743 id: absel-3163 author: Wertheim, Ed title: Using the P5+1 Talks with Iran and its aftermath to Teach Negotiations date: 2018 words: 936 flesch: 40 summary: Specifically, we will use two segments of the Wendy Sherman Harvard Lecture, to discuss:  Critical Challenges of Multi-party Negotiations;  How to use this negotiation and the video clips to teach about negotiations; and  How to relate complex multi-national negotiations to students’ likely future experiences Much is likely to happen between this submission (October 2017) and the presentation in Seattle (March 2018) and, of course, ongoing events will be integrated into the talk as appropriate. With readily available resources describing the challenges of the original negotiation and with the negotiation currently being carried out (in part) in public, various aspects of multi-party negotiations can be explored while at the same time allowing students to understand an important current event and gain skills in analyzing an ongoing negotiation. keywords: agreement; negotiations cache: absel-3163.pdf plain text: absel-3163.txt item: #1952 of 2743 id: absel-3164 author: Grimard, C M. title: MODELING LEARNING THROUGH EXPERIENCE: USING STUDENT FEEDBACK TEAMS TO CONTINUOUSLY IMPROVE TEACHING date: 2018 words: 5657 flesch: 54 summary: Peter Seldin INTRODUCTION In this paper, I describe an impactful experiential exercise – student feedback teams - and how it can be applied more broadly as a means of improving teaching effectiveness. I solicit and offer feedback and clarify and encourage when needed, but I mainly listen and receive student feedback. keywords: class; course; education; evaluation; feedback; instructors; learning; meeting; students; teaching; team cache: absel-3164.pdf plain text: absel-3164.txt item: #1953 of 2743 id: absel-3165 author: Gosenpud, Jerry J. title: Some Recommendations for Researching Learning from Playing a Simulation date: 2018 words: 2809 flesch: 48 summary: ABSTRACT This paper attempts to help simulation scholars understand why most of the research attempting to show that simulation players learn from playing fails. An advocate of simulations would expect that simulation players who perform well in a simulation will learn more than players who perform poorly. keywords: business; game; learning; players; playing; simulation cache: absel-3165.pdf plain text: absel-3165.txt item: #1954 of 2743 id: absel-3166 author: Winniczuk, Anna Marta title: HEURISTICS AND COGNITIVE BIASES IN DECISION MAKING PROCESS date: 2018 words: 566 flesch: 45 summary: The purpose of the study is to identify the most commonly used cognitive biases and heuristics in decision making process and compare them to performance of the team and their decisions in the simulation game, which will give valuable insights that can improve game-based business learning. After each one of the decision rounds students receive a short questionnaire about possible heuristics and cognitive biases that they may have encounter during decision making process in the simulation game. keywords: biases; decision cache: absel-3166.pdf plain text: absel-3166.txt item: #1955 of 2743 id: absel-3168 author: Good, Debbie title: DEVELOPING TOMORROW date: 2018 words: 3300 flesch: 42 summary: More recently studies have shown that stimulating and positive environments energize student learning (Pacarella & Terenzini, 2005) and involving students in real settings with many of the same challenges they will face in a workplace provides authentic experiences for students (Wiggins & McTighe, 2005). Keep doing the [FINANCIAL SERVICES FIRM] project!” • “I loved the project we did with [FINANCIAL SERVICES FIRM]. keywords: firm; interview; learning; model; project; services; strategy; students cache: absel-3168.pdf plain text: absel-3168.txt item: #1956 of 2743 id: absel-3169 author: Wardaszko, Marcin title: HOTEL STARS game ready-to-play date: 2018 words: 482 flesch: 57 summary: Game participants can click or touch the buildings on the in-game interactive map and call up any available decisions or information. As the game develops, players must make increasingly complex decisions and dynamic game scenario. keywords: game; simulation cache: absel-3169.pdf plain text: absel-3169.txt item: #1957 of 2743 id: absel-317 author: Brozik, Dallas; Cassidy, Christopher M. title: Introducing Experiential Exercises to Inexperienced Faculty Members date: 2014 words: 6182 flesch: 55 summary: ABSTRACT This paper describes a simulation of a case study that was presented to a group of faculty members who had little or no previous experience with interactive learning techniques. Faculty members will be able to count these activities as service for the purposes of annual review. keywords: business; case; faculty; learning; members; participants; simulation; state; students; teaching; time; university cache: absel-317.pdf plain text: absel-317.txt item: #1958 of 2743 id: absel-3177 author: Fulton, Diane Joyce; Fulton, Richard Allen title: Exploratory Research of Online Learning in Quantitative Business Courses date: 2018 words: 6742 flesch: 37 summary: At the end of the first decade, Arbaugh, Godfrey, Johnson, Pollack, Nendorf & Wresch (2009) and Arbaugh, Desai, Rau & Sridhar (2010) observe that business discipline research mostly explores student attitudes towards online mode of delivery and focuses on comparisons between online and more traditional face-to-face instruction. Ruge, Gesa & McCormack (2017, 355) recommend that “student skills for employability are facilitated through: (1) Discipline-based curriculum design linking university and industry skills expectations; (2) Clear interweaving of learning contexts Page 225 - Developments in Business Simulation and Experiential Learning, Volume 45, 2018 EXHIBIT 2 TOP-RATED SKILLS ACROSS QUANTITATIVE DISCIPLINES (SAMPLING FROM THE RESEARCH) Disciplines/ Skills ACCT FIN ECON keywords: accounting; business; course; disciplines; economics; education; journal; learning; management; methods; online; research; simulation; skills; students; teaching; tools cache: absel-3177.pdf plain text: absel-3177.txt item: #1959 of 2743 id: absel-3179 author: Caruso, James V. title: Integrating Business Acumen and Analytics: A Simulation-based Approach date: 2018 words: 2314 flesch: 34 summary: This paper will now describe how a SBS was used to integrate business analytics with business acumen for graduate business analytics students. Keywords: business simulation, business acumen, business analytics, critical thinking, decision making INTRODUCTION Total enterprise simulations (TES) typically highlight the integration of business acumen content such as finance, strategy, marketing, and operations. keywords: analytics; business; data; decision; making; simulation; students cache: absel-3179.pdf plain text: absel-3179.txt item: #1960 of 2743 id: absel-318 author: Jaramillo, Carlos Mario Zapata; Olaya, Yris; Fekula, Michael J. title: Conveying Concepts Through Cartoons: Preliminary Results from Software Engineers in an Industrial Organization Theory Class date: 2014 words: 4061 flesch: 38 summary: For example, we suggest the creation of animated movies or video games, because such strategies can exploit visual impact and motivation in software engineering students. Designing experiments for measuring the real impact of cartoon books as a learning and teaching strategy for complementing well-known teaching methods. keywords: cartoons; concepts; engineering; game; learning; simulation; software; students; teaching cache: absel-318.pdf plain text: absel-318.txt item: #1961 of 2743 id: absel-3180 author: Reed, Lora; Whitten, Conni; Swank, Alan; Gioa, Joseph; Marr, Marvee; Woods, William; Jeremiah, Jim; Westerman, Leah title: THE CHANGING LANDSCAPE OF EXPERIENTIAL LEARNING IN HIGHER EDUCATION date: 2018 words: 4774 flesch: 31 summary: Virtual service learning students can participate in asynchronous learning environments and service projects without limitation of geographic location or time clock as they practice theory and move beyond textbooks to applied settings that facilitate learning through involvement with organizations. Throughout the past several decades, numerous studies have demonstrated ways in which experiential learning enhances student learning and education both inside and beyond the classroom (Center for Digital Civic Engagement, 2013). keywords: business; development; education; internships; learning; online; research; school; service; skills; students; work cache: absel-3180.pdf plain text: absel-3180.txt item: #1962 of 2743 id: absel-3181 author: Wardaszko, Marcin title: Complexity in simulation gaming date: 2018 words: 6239 flesch: 45 summary: Cannon’s framework seems to cope very well with simulation game complexity that can be seen as the number of decisions, functions, and concepts built in the game, where a larger number of them would lead to a greater level of game complexity (Burns, Gentry & Wolfe, 1990). At this stage we do not deal with real world complexity anymore, but with simulation game complexity. keywords: complexity; design; game; gaming; knowledge; learning; models; process; simulation; simulation game; systems cache: absel-3181.pdf plain text: absel-3181.txt item: #1963 of 2743 id: absel-3182 author: Nolan, Margaret A; Kurthakoti, Raghu title: COMPARATIVE ASSESSMENT OF PEDAGOGICAL TECHNIQUES FOR THEIR IMPACT ON CULTURAL INTELLIGENCE date: 2018 words: 914 flesch: 14 summary: Our overall objective is to identify the processes involved and skill development that different pedagogies can impart to students thereby enhancing various components of cultural intelligence like attitude, motivation, cognition and behavior (Kumar & Bhandarker, 2017), and the role that experiential learning plays in developing these competencies in business students. Many employers would agree that business students who have had global experience tend to be more adaptable to change, and understand the complexities associated with working in a global work environment. keywords: business; intelligence; students cache: absel-3182.pdf plain text: absel-3182.txt item: #1964 of 2743 id: absel-3183 author: Cardona, Paola Andrea Nore; Zapata Jaramillo, Carlos Mario title: A GAME FOR LEARNING EVENT-DRIVEN ARCHITECTURE: PRE-CONCEPTUAL-SCHEMA-BASED PEDAGOGICAL STRATEGY date: 2018 words: 4564 flesch: 47 summary: EDA Game contains events in a pandemic scenario, e.g., infection rate increases, infection outbreak emerges; producers who should create events, e.g., medic from a hospital; consumers who subscribe and receive notifications from such events by using event messages, e.g., analyst from a laboratory. Such event can be timer (based on time), message (an alert), conditional (a restriction), and declaration or none (a sentence; OMG, 2009). keywords: eda; elements; event; functionality; game; services; software; system; teaching cache: absel-3183.pdf plain text: absel-3183.txt item: #1965 of 2743 id: absel-3184 author: Zapata-Tamayo, Juan Sebasti; Zapata-Jaramillo, Carlos Mario title: PRE-CONCEPTUAL SCHEMAS: TEN YEARS OF LESSONS LEARNED ABOUT SOFTWARE ENGINEERING TEACHING date: 2018 words: 2136 flesch: 35 summary: Results are clear about the advantages and usage of pre-conceptual schemas for teaching software engineering. We also summarize such results and provide feedback for future development of pre-conceptual schemas. keywords: elements; exhibit; schemas; software cache: absel-3184.pdf plain text: absel-3184.txt item: #1966 of 2743 id: absel-3185 author: Zapata-Tamayo, Juan Sebasti; Zapata-Jaramillo, Carlos Mario title: SERIOUS PLAY: PRE-CONCEPTUAL SCHEMAS IN ACTION date: 2018 words: 733 flesch: 35 summary: Concepts: nouns and noun phrases • Structural relationships: verbs “is” and “has” • Dynamic relationships: activity verbs • Connections: arrows for linking concepts to relationships • Implications: arrows for expressing cause-and-effect relationships Serious Play: Pre-Conceptual Schemas in Action Juan Sebastián Zapata-Tamayo Universidad Nacional de Colombia, Colombia jzapatat@unal.edu.co Carlos Mario Zapata-Jaramillo Universidad Nacional de Colombia, Colombia cmzapata@unal.edu.co EXHIBIT 1 BASIC SYMBOLS OF PRE-CONCEPTUAL SCHEMAS (SOURCE: ADAPTED FROM ZAPATA, 2012) mailto:jzapatat@unal.edu.co mailto:cmzapata@unal.edu.co Page 259 - Developments in Business Simulation and Experiential Learning, Volume 45, 2018 • In fact, pre-conceptual schemas can be used for gathering information related to such domains in order to be understood and then translated into software applications. keywords: relationships; schemas; zapata cache: absel-3185.pdf plain text: absel-3185.txt item: #1967 of 2743 id: absel-3187 author: Abston, Kristie A.; Soter, Helen A.; Williams, Julie Ann S. title: BUSINESS WRITING: USING PERSUASIVE MEMORANDUMS ACROSS COURSES date: 2018 words: 2750 flesch: 50 summary: The 3-point system is also very effective as a teaching tool as students learn what their particular errors are and that eliminating those mistakes – not just improving somewhat – is very important to improving writing skills. Business Writing: Using Persuasive Memorandums Across Courses Page 261 - Developments in Business Simulation and Experiential Learning, Volume 45, 2018 ABSTRACT Employers consider communication skills as essential in new hires, but business students seem to lose some of their writing skills by the time they reach senior-level courses. keywords: business; communication; courses; skills; students; writing cache: absel-3187.pdf plain text: absel-3187.txt item: #1968 of 2743 id: absel-3188 author: Geddes, Bryon Chadwick; Cannon, Hugh M.; Cannon, James N. title: Addressing the Crisis in Higher Education: An Experiential Analysis date: 2018 words: 12230 flesch: 46 summary: Given that IAC involves a set of skills, not a particular body of student knowledge, they cannot be relegated to specific classes, but must necessarily be spread across the curriculum in a way that gives students continual practice in applying them and recognizing/reinforcing their importance. Cheating Among Business Students: A Challenge for Business Leaders and Educators. keywords: business; cannon; college; cost; developments; education; iac; journal; knowledge; learning; new; process; simulation; skills; students; value cache: absel-3188.pdf plain text: absel-3188.txt item: #1969 of 2743 id: absel-319 author: Keen, Thomas R. title: Utilizing Institutional Problems as an Experiential Learning Opportunity for Students date: 2014 words: 4484 flesch: 42 summary: The clinic will also provide excellent training to ABA students. Graduate student project: Management Product Plan. keywords: autism; business; clinic; college; education; learning; marketing; new; project; students; team cache: absel-319.pdf plain text: absel-319.txt item: #1970 of 2743 id: absel-3190 author: HAMADA, Ryoju; Kaneko, Tomomi; Hiji, Masahiro title: DEVELOPMENT OF BASE SUPPLY CHAIN COLLABORATION GAME BY USING TANGIBLE BLOCKS date: 2018 words: 5188 flesch: 70 summary: Sales Like SCC and other BASE business games, players can sell smartphones that are already assembled in previous months every month at (Star x 75). Therefore, we designed this new business game by utilizing physical blocks on the same topic, but from the opposite standpoint of SCC and named it “SCC- X.” SCC-X is an on-demand manufacturing game based on students’ close collaborations to procure correct raw materials. keywords: business; figure; game; learning; scc; students; supply; table cache: absel-3190.pdf plain text: absel-3190.txt item: #1971 of 2743 id: absel-3192 author: Motzev, Mihail title: STATISTICAL LEARNING NETWORKS IN SIMULATIONS FOR BUSINESS TRAINING AND EDUCATION date: 2018 words: 3918 flesch: 39 summary: This is an optimization problem and most software packages for building ANN models use some variation of the technique known as backpropagation. A lack of transparency into how deep learning models work is keeping some businesses from embracing them fully…” (Burns, 2017). keywords: business; data; function; learning; mlnan; model; networks; simulation cache: absel-3192.pdf plain text: absel-3192.txt item: #1972 of 2743 id: absel-3193 author: Maryott, Kiersten M. title: A Different Take on Live Cases: Decision Making Under Time Pressure date: 2018 words: 3437 flesch: 62 summary:  I quite like the idea of live cases as a concept, but I feel there is room for improvement in execution. There has been some disagreement among students regarding the number of live cases to complete during the term. keywords: case; learning; students; time cache: absel-3193.pdf plain text: absel-3193.txt item: #1973 of 2743 id: absel-3195 author: Aaron, Joshua R. title: EXPERIENTIAL LEARNING: TRANSFORMING STRATEGIC MANAGEMENT TO STRATEGIC BUSINESS CONSULTING date: 2018 words: 1319 flesch: 53 summary: We are involved in analyzing these myriad companies form semester to semester and are able to learn the perspectives of MBA students (who are often working professionals). As a result, chapter material, case analyses and client projects all touch on each functional area of the College of Business and build upon the foundation laid in prior MBA courses. keywords: business; course; students cache: absel-3195.pdf plain text: absel-3195.txt item: #1974 of 2743 id: absel-3199 author: Wong, Ken title: ENHANCING STUDENT date: 2018 words: 1872 flesch: 64 summary: The balanced range of questions covers 5 continents with a focus on business, culture, geography, religion and general knowledge, which are essential matters for business students. It is designed as an in-class group exercise for students to compete with each other. keywords: learning; outlook; questions; students cache: absel-3199.pdf plain text: absel-3199.txt item: #1975 of 2743 id: absel-32 author: Haley, Beth title: University Engagement: Good Neighbors Budget Allocation Exercise date: 2013 words: 4661 flesch: 57 summary: This group, representing all 6 (or 5 if Helping Hands is not used) Good Neighbor programs will work together to cut the overall budget. When funds were allocated from the recent Good Neighbors Campaign, there was a shortfall between projected ($217,525) and actual funds ($200,000) received impacting the following 6 programs: USC Champions Mentor Program: $36,030 Description: USC students work with local students on a year-round basis through regular interactions. keywords: budget; business; exercise; group; learning; neighbors; program; room; simulation; students; usc cache: absel-32.pdf plain text: absel-32.txt item: #1976 of 2743 id: absel-320 author: Micklich, Douglas L. title: Considerations in the Design of Vicarious Learning Environments date: 2014 words: 5121 flesch: 45 summary: The information contained herein is only the tip of the iceberg on vicarious experiential learning and should serve as a springboard toward future research. For the purpose of this paper we are defining these approaches or styles as either direct experiential learning or vicarious experiential learning. keywords: business; design; exercises; experience; group; knowledge; learning; level; questions; simulation cache: absel-320.pdf plain text: absel-320.txt item: #1977 of 2743 id: absel-3200 author: McConnell, Richard A.; Gerges, Mark; Dalbey, John; Dial, Typhanie; Hodge, George; Leners, Marty; Miller, Joel; Mong, Jacob; Schoof, Patrick title: THE EFFECT OF SIMPLE ROLE-PLAYING GAMES ON THE WARGAMING STEP OF THE MILITARY DECISION MAKING PROCESS (MDMP): A MIXED METHODS APPROACH date: 2018 words: 19430 flesch: 46 summary: Fighting Functions Not difficult Somewhat difficult Moderately difficult Very difficult Extremely difficult Did not integrate this many WFFs When only 1 WFF Integrated o o o o o o When 2 WFFs integrated o o o o o o When 3 WFFs integrated o o o o o o When 4 WFFs integrated o o o o o o When 5 Wffs integrated o o o o o o One additional threat was discovered Two additional threats were discovered Three or more additional threats were discovered One additional opportunit y was discovered Two additional opportuniti es were discovered Three or more additional opportuni ties were discovere d 1 WFF Integrated o o o o o o 2 WFFs integrated o o o o o o 3 WFFs ointegrated o o o o o o 4 WFFs integrated o o o o o o 5 Wffs integrated o o o o o o All 6 Wffs integrated o o o o o o Coordination across War keywords: control; decision; faculty; group; level; mdmp; o o; participants; quiz; results; step; student; study; test; test group; visualization; wargame; wargaming; wargaming step cache: absel-3200.pdf plain text: absel-3200.txt item: #1978 of 2743 id: absel-3202 author: Teach, Richard; Tipton, Elizabeth; Sidhu, Taptej title: Entrepreneurial Opportunities date: 2019 words: 1879 flesch: 47 summary: ABSTRACT This is a non-competitive simulation designed to teach its players how to evaluate entrepreneurial opportunities. This game is designed to teach the player how to compare entrepreneurial opportunities and how to select the best opportunity from a set of opportunities on the condition that once an opportunity is passed over, it cannot be retrieved and once an opportunity is selected, no more opportunities can be researched. keywords: new; opportunities; opportunity; player; product; team cache: absel-3202.pdf plain text: absel-3202.txt item: #1979 of 2743 id: absel-3203 author: Collett, Nicholas John title: Synergos date: 2019 words: 5433 flesch: 70 summary: Belgium 40,612 41,456 41,889 42,724 Greece 29,245 27,543 26,679 26,098 Czech Republic 28,432 29,134 29,890 30,444 Page 5 - Developments in Business Simulation and Experiential Learning, Volume 46, 2019 TABLE 1 CONTINUED Panel C - Unemployment rate (% of working age population) 2013 2014 2015 2016 Belgium 8.8% 9.1% 8.7% 8.4% Greece 21.3% 24.1% 25.7% 24.1% Czech Republic 7.2% 5.9% 5.1% 4.0% Panel D - CPI annual inflation rate 2013 2014 2015 2016 Belgium 2.80% 1.10% 0.30% 0.60% Greece 1.50% -0.90% -1.30% -1.70% Czech Republic 3.30% 1.40% 0.40% 0.30% Panel E - Annual country wide smartphone sales revenue (€m) 2013 2014 2015 2016 Belgium 18 42 84 174 Greece 12 30 70 146 Czech Republic 12 36 79 156 Total 42 108 233 476 Panel F - Average smartphone Sales Price (€) 2013 2014 2015 2016 Belgium 120.00 102.00 99.00 96.00 Greece 122.00 103.00 100.00 99.00 Czech Republic 122.00 102.00 100.00 97.00 Panel G - Annual country wide smartphone marketing spend (€m) 2013 2014 2015 2016 Belgium 1.3 2.1 3.2 8.5 Greece 0.7 1.3 2.9 8.1 Czech Republic 0.9 1.6 3.0 8.3 Panel H - Average Smartphone Research and Development Expenditure per company across Europe (€) 2013 200,000 2014 275,000 2015 375,000 2016 450,000 Page 6 - Developments in Business Simulation and Experiential Learning, Volume 46, 2019 In addition, capital expenditure on new robots, new factories, research and development and web development costs are totalled and a 15% first quarter investment allowance is deducted from taxable profit. keywords: company; cost; price; production; quarter; robots; sales cache: absel-3203.pdf plain text: absel-3203.txt item: #1980 of 2743 id: absel-3204 author: Cano, Jorge Hern; L, Juan Pablo Mesa; Posada, Diana Mar title: Role-Playing Game Villa Innovadora date: 2019 words: 692 flesch: 51 summary: In response to the above, Villa Innovadora aims to respond to the lack of this attitudinal component in the teaching of entrepreneurship through a dynamic of a role-playing game with 27 cards representing seven key characters: Entrepreneurs (traditional, cultural, social, and technological), “Creaticidas” (Creativity killers), Mentor, Innovator, Networker, State, Investor, CEO of the Multinational and Indecisive Entrepreneur. Guided by a narrator, students assume the roles of such characters, facing situations arising in real life: analysis of problems, decision-making, generation of ideas, among many others. Villa Innovadora does not require previous knowledge in entrepreneurship. keywords: entrepreneurship; game cache: absel-3204.pdf plain text: absel-3204.txt item: #1981 of 2743 id: absel-3205 author: Hamada, Ryoju; Yokouchi, Takashi; Kaneko, Tomomi; Hiji, Masahiro title: Development of the BASE Life Planning Game to Teach Students the Balance between Money and Happiness date: 2019 words: 3055 flesch: 72 summary: RESEARCH BACKGROUND AND PURPOSE Previous Career Education and Its Problems The concept of career education is an old one. Goldhammer proposed the concept of career education and distinguished four different models: (1) the school-based model, (2) the employer-based model, (3) the home- based model, and (4) the residence-based model [2]. keywords: career; game; money; players; students; years cache: absel-3205.pdf plain text: absel-3205.txt item: #1982 of 2743 id: absel-3206 author: Zapata-Tamayo, Juan Sebasti; Zapata-Jaramillo, Carlos Mario; Rojas-Valencia, Maria Fernanda; Rojas-L, Miguel David title: A Ready-To-Play Game for Dealing with Risks as Change Management Challenges date: 2019 words: 763 flesch: 59 summary: The rules of the game are the following: • We divide the cards into challenges cards and situation cards with the training cards aside. Other players can interfere with player challenge mitigation phase in several ways: • keywords: cards; challenge; player cache: absel-3206.pdf plain text: absel-3206.txt item: #1983 of 2743 id: absel-3208 author: Hoover, J. Duane; Giambatista, Robert C.; Westney, Emilia title: Voices from the Trenches: Personal Reflections of an MBA Program date: 2019 words: 8611 flesch: 52 summary: That seemed to typify the attitude many students had of the class, summarized as follows: It also belies an underlying attitude that many students are not here to learn, but to write their ticket to a post-degree job. keywords: assessment; center; class; course; development; experience; feedback; hoover; learning; management; mba; person; skills; students; work cache: absel-3208.pdf plain text: absel-3208.txt item: #1984 of 2743 id: absel-3209 author: Tokke, Cheryl; Meltzer, Linda title: Experiential Learning as a Game Event: Showcasing the Business Department by Means of the Business Bowl Competition date: 2019 words: 8739 flesch: 52 summary: The benefit of this is business students are challenged to be ready to compete in several topics that present an extensive overview of the small business field. During a round, there should be no talking at all, except team members may confer with each other about answers to questions. keywords: answer; bowl; business; challenge; college; competition; department; education; event; faculty; group; learning; questions; round; students; team; time cache: absel-3209.pdf plain text: absel-3209.txt item: #1985 of 2743 id: absel-321 author: Bohlander, Kristen title: Enhancing Critical Thinking Through Service-Learning as a Consultative Process date: 2014 words: 5653 flesch: 34 summary: CRITICAL THINKING DELINEATED THORUGH KIENZLER’S PEDAGOGY Four components of critical thinking are used to measure student critical thinking development and to explain how critical thinking was manifested in the 294 Developments in Business Simulations and Experiential Learning, Volume 37, 2010 consultative service-learning projects (Kienzler, 2001). Student teams were equipped with an overview of the five stages of consultation and an outline of the service-learning project. keywords: business; case; class; entry; individual; learning; members; organization; project; service; students; team; thinking cache: absel-321.pdf plain text: absel-321.txt item: #1986 of 2743 id: absel-3210 author: Lopez, Miguel David Rojas; Vasquez, Laura Marcela Londono; Ortiz, Johny A. title: GAME MEMOCON, To Teach the Importance of Concentration in Learning Process date: 2019 words: 3917 flesch: 52 summary: For future work, more game sessions with different types of groups, will be done, in order to obtain more data and conclude on the development of memory and concentration skills on people and whether gender (male or female) determines the level of development of these skills. INTRODUCTION Concentration and memory are key factors in the learning process, principally in academic training, but also in all areas of life: with good concentration, people can obtain more memory; and more efficient learning processes. keywords: concentration; game; learning; memory; participants; process; station; team cache: absel-3210.pdf plain text: absel-3210.txt item: #1987 of 2743 id: absel-3211 author: Luck, Susan; Swartz, Stephanie; Barbosa, Belem; Crawford, Isabella title: Does My Country date: 2019 words: 2779 flesch: 30 summary: In an effort to promote intercultural competency in students despite the constraints that might prevent them from studying abroad, university instructors are bringing the world into the classroom through collaborative online international learning (COIL) International virtual team projects bring students into direct contact with counterparts across the globe and simulate real-life international project experiences. keywords: communication; cultures; differences; learning; project; students; team; world cache: absel-3211.pdf plain text: absel-3211.txt item: #1988 of 2743 id: absel-3212 author: Chaher, Francesca Perini; Ezell, Jeffrey R.; Batchelor, John R.; Soter, Helen title: Practical Recommendations for Instructing Non-Native English-Speaking Students in the United States date: 2019 words: 204 flesch: 23 summary: Practical Recommendations for Instructing Non-Native English-Speaking Students in the United States Page 62 - Developments in Business Simulation and Experiential Learning, Volume 46, 2019 ABSTRACT Many business students in U. S. colleges and universities struggle with writing, but the English Language Learners (ELLs) face challenges that are different from their English-speaking classmates. This paper presents the perspectives of a Brazilian student and three business instructors at the University of West Florida and offers recommendations that instructors can use to help alleviate the language anxiety and improve the learning experience for ELLs. keywords: english cache: absel-3212.pdf plain text: absel-3212.txt item: #1989 of 2743 id: absel-3213 author: Grimard, Celeste M. title: Lego Mansion: an Experiential Exercise for Understanding Leadership Styles date: 2019 words: 10223 flesch: 56 summary: According to Blake and Mouton, only one leadership style is effective, that of team leader, and it is effective in all situations regardless of the circumstances, the tasks or the competence or motivation of the individuals performing the tasks. Also, this exercise explores additional insights concerning learners’ perceptions and preferences regarding leadership styles. keywords: blake; blanchard; employees; exercise; instructor; journal; leadership; learners; learning; lego; management; mouton; role; style; team; theory; work cache: absel-3213.pdf plain text: absel-3213.txt item: #1990 of 2743 id: absel-3214 author: Certuche, Umberto Bisi; Lopez, Miguel David Rojas; Vasquez, Laura Marcela Londono title: Design of a Serious Game to Teach Organizational Ethical Leadership date: 2019 words: 4158 flesch: 48 summary: Consequently, it is important to encourage virtues of ethical leadership in current and future leaders using tools such as the design of serious games. This paper, exposes the basic concepts of ethical leadership through a pedagogical methodology, a serious game that starts from a theoretical frame of reference and selection criteria, which generates opportunities for teaching ethical leadership as a scientific method complemented with fun. keywords: board; business; ethics; exhibit; game; leadership; learning; organizations; points cache: absel-3214.pdf plain text: absel-3214.txt item: #1991 of 2743 id: absel-3215 author: Kurthakoti, Raghu title: Effectiveness of Student co-created Flip: A comparative Study in a Marketing Principles Class date: 2019 words: 4385 flesch: 44 summary: To describe a flipped class approach where students take an active role as co-creators in designing and implementing the flip activity and (ii) to present comparative evaluation of the impact of a flipped class approach to a more traditional lecture based approach on student outcomes. Students did this as pairs • Individual Paper was a compare and contrast paper where students were expected to critically analyze the marketing strategies of a firm/brand in two countries. keywords: class; classroom; course; flip; learning; marketing; simulation; students cache: absel-3215.pdf plain text: absel-3215.txt item: #1992 of 2743 id: absel-3216 author: Petrie, Jennifer; Murrell, Audrey; Schultz, Bryan; Jones, Ray title: Developing Global Competency and Ethical Leadership in Business Students Through Global Service Learning date: 2019 words: 1295 flesch: 32 summary: Participant learning objectives include: (1) understanding global service learning; (2) understanding the results of a mixed-method survey indicating significant gains in business students’ global competency and ethical leadership; (3) learn strategies to understand and strengthen global service learning programs; and (4) envision future research projects and global service learning programs. There is narrow discussion on the ways global service learning effects global competency, ethical decision-making, and career integration. keywords: business; competency; learning; service; students cache: absel-3216.pdf plain text: absel-3216.txt item: #1993 of 2743 id: absel-3217 author: Long, Kenneth title: The Flipped Classroom Meets the College Bowl: Student-centric Experiential Learning for Professionals date: 2019 words: 187 flesch: 29 summary: The Flipped Classroom Meets the College Bowl: Student-centric Experiential Learning for Professionals Kenneth Long U.S. Army Command and General Staff College longke@yahoo.com The Flipped Classroom Meets the College Bowl: Student-centric Experiential Learning for Professionals Page 91 - Developments in Business Simulation and Experiential Learning, Volume 46, 2019 keywords: learning cache: absel-3217.pdf plain text: absel-3217.txt item: #1994 of 2743 id: absel-3218 author: Cannon, Hugh M.; Geddes, Bryon title: Turning Experience into Experiential Learning: A Framework for Structuring Internships date: 2019 words: 3538 flesch: 42 summary: SUMMARY AND CONCLUSIONS The purpose of this paper was to present a robust model for increasing the effectiveness of student internships. Lewin’s formulation is particularly useful for conceptualizing business internships. keywords: business; cannon; experience; internship; learning; simulation; students cache: absel-3218.pdf plain text: absel-3218.txt item: #1995 of 2743 id: absel-3219 author: Good, Debbie; Boyas, Elise; Klein, Paul title: Evaluating Experience-Based Learning Activities: Working Through the Morass date: 2019 words: 5315 flesch: 59 summary: What changes are beginning to occur in the nature of EBL course activities and the manner in which they are evaluated as many colleges and universities now move courses to online platforms? As data collection began with the goal of categorizing best practices in evaluation and assessment of curriculum based EBL activities, it became apparent that a major research project covering many facets of EBL as it is practiced in the classroom was unfolding. keywords: activities; ebl; learning cache: absel-3219.pdf plain text: absel-3219.txt item: #1996 of 2743 id: absel-322 author: Cassidy, Christopher M.; Brozik, Dallas title: Encouraging “Established” Faculty to Adopt a “New” Games and Simulations Pedagogy date: 2014 words: 3816 flesch: 47 summary: ABSTRACT This paper describes a training session to introduce faculty to experiential learning techniques as an alternative to passive learning pedagogies. OVERALL DEBRIEFING The training session was designed to introduce faculty members to experiential learning techniques by making them participants in two separate exercises. keywords: business; debriefing; faculty; game; learning; participants; round; session; simulations cache: absel-322.pdf plain text: absel-322.txt item: #1997 of 2743 id: absel-3220 author: Marr, Marvee title: Virtual International Internships in an Online International Business Program date: 2019 words: 1699 flesch: 19 summary: INTERNATIONAL VIRTUAL INTERNSHIPS As virtual internships do not require the student to be in a specific location, virtual international internships are the logical next step. One such innovative idea is experiential learning in the form of virtual internships. keywords: education; internships; learning; online; students cache: absel-3220.pdf plain text: absel-3220.txt item: #1998 of 2743 id: absel-3221 author: Kerridge, Clive; Simpson, Colin title: Narrowing the Attainment Gap Between Domestic and International Students: Use of a Simulation and Experiential Learning in Mixed-Cohort Strategic Management Teaching. date: 2019 words: 1476 flesch: 32 summary: The simulation appears to lift the average grades of PRC students more effectively than those of non-PRC students, i.e. contributes to reducing the performance differential between Chinese students and domestic students (Figure 2). We also report on exit interviews with PRC students, which support our conclusion that the simulation and associated experiential learning particularly enhanced their understanding of the theoretical elements of the module, increased their interaction with domestic students and led to a greater mastery of teamwork, leadership and negotiation skills. keywords: business; learning; management; simulation; students cache: absel-3221.pdf plain text: absel-3221.txt item: #1999 of 2743 id: absel-3222 author: Zapata-Jaramillo, Carlos Mario; Insuasti, Jesus title: A First Practice in Curriculum Design Represented in a Software Engineering Teaching Kernel date: 2019 words: 4022 flesch: 54 summary: 2019 ABSTRACT In the educational setting, several methods are used for curriculum design. Despite the existence of such methods, a sample of documented experiences about curriculum design shows their designers use their own criteria. keywords: curriculum; curriculum design; design; education; engineering; learning; methods; practice; proposal; software cache: absel-3222.pdf plain text: absel-3222.txt item: #2000 of 2743 id: absel-3223 author: Bristot, Pedro Primo; Erdmann, Rolf Hermann title: From the Classroom to the Laboratory: A Framework Proposal to Design a Management Laboratory date: 2019 words: 5366 flesch: 48 summary: With the objective of identifying the necessary elements to compose an environment that supports the concept of Sauaia management laboratory, a bibliographic survey was carried out in scientific papers. Proknow-C is a structured process of bibliographic review, whose acronym stands for Knowledge Development Process - Construtivist, which describes and presents a process for building the knowledge needed to investigate and analyse a theme (Ensslin et al., 2014). keywords: elements; framework; games; laboratory; lainema; learning; management; simulation; use cache: absel-3223.pdf plain text: absel-3223.txt item: #2001 of 2743 id: absel-3224 author: Pittenger, Khushwant; Parsons, Kris; Moss, Jacob title: Enhancing Educational Experience of Business Students through Engagement in Innovative and Impactful Short-Term Study Abroad Program date: 2019 words: 4802 flesch: 49 summary: As business markets continue to grow and operate on a global scale, an increased emphasis on business students engaging with these markets in an abroad experience is increasing (Carley & Stuart, Dailey, 2011). Business students can be educated in global and cross-cultural issues in multiple ways ranging from classroom lectures, experiential exercises, faculty led trips to independent study abroad. keywords: abroad; business; faculty; host; institution; learning; program; students; study; taiwan; university cache: absel-3224.pdf plain text: absel-3224.txt item: #2002 of 2743 id: absel-3225 author: Dickinson, John R. title: The Varying Difficulty Across Topics (i.e., Chapters) in Selected Marketing Texts date: 2019 words: 2416 flesch: 59 summary: That is the measure of chapter difficulty. Page 135 - Developments in Business Simulation and Experiential Learning, Volume 46, 2019 From Table 3, the difference in chapter difficulty can be as much as 24.83 percentage points, with four of the six texts being greater than 18 percentage points. keywords: chapters; difficulty; questions; table; topics cache: absel-3225.pdf plain text: absel-3225.txt item: #2003 of 2743 id: absel-3226 author: Fulton, Richard; Fulton, Diane title: Student Performance and Critical Thinking Skills: Online Discussion Boards in a Computer Science Operating Systems Course date: 2019 words: 7415 flesch: 46 summary: Technology tools such as the online discussion forum (ODF) are becoming commonplace and researchers want to know the impact of these tools on student learning and achievement. Pedagogical implications of using discussion board to improve student learning in higher education. keywords: analysis; course; discussion; education; exam; learning; odf; odfs; online; order; performance; questions; research; skills; students; thinking cache: absel-3226.pdf plain text: absel-3226.txt item: #2004 of 2743 id: absel-3228 author: Pieri, Joseph W.; Valenta, Jr., William; Iriti, Jennifer title: Increasing the Value Proposition of the MBA Program through Experiential Based Learning aimed at Professional Development date: 2019 words: 2334 flesch: 40 summary: The Katz School of Business essentially is measuring professional development among its full time MBA students. This knowledge and skill acquisition also promises to help Katz students to have an immediate positive impact in their job following graduation. keywords: business; development; katz; learning; mba; students cache: absel-3228.pdf plain text: absel-3228.txt item: #2005 of 2743 id: absel-3229 author: Thavikulwat, Precha title: A Template Application for Managing Online Assignments date: 2019 words: 1508 flesch: 51 summary: The application makes grading student assignments easier by controlling student submissions, by responding faster to user commands, and by displaying setting in panels that forestall errors. ABSTRACT I developed a Microsoft Windows internet-based computer application (GroupMaker) for managing online-submitted assignments that is optimized to make grading student assignments easier. keywords: figure; group; panel cache: absel-3229.pdf plain text: absel-3229.txt item: #2006 of 2743 id: absel-323 author: Arnold, Liz Washington; Fekula, Michael J. title: IMA Candy Company: An Experiential Exercise in Managerial Accounting date: 2014 words: 3486 flesch: 49 summary: Developments in Business Simulation and Experiential Learning, 31, 197-203. Developments in Business Simulation and Experiential Learning, 33, 176-181. keywords: accounting; bags; business; candy; control; developments; game; learning; simulation cache: absel-323.pdf plain text: absel-323.txt item: #2007 of 2743 id: absel-3230 author: Abston, Kristie A. title: The Millennial Stereotype In Business Classrooms date: 2019 words: 2739 flesch: 41 summary: As Eschleman, Kinng, Mast, Ornellas, & Hunter (2017) noted, “Insights…to generational stereotypes should influence organizational and management practices” (p. 200). Those lessons still ring true 20+ years later as we continue to see generational stereotypes causing offense, and there are significant differences in how generations value their work (Twenge & Kasser, 2013) and its associated rewards (Campione, 2015). keywords: developments; hoover; learning; millennials; simulation; stereotypes; students cache: absel-3230.pdf plain text: absel-3230.txt item: #2008 of 2743 id: absel-3231 author: Reed, Lora; Whitten, Conni; Jeremiah, Jim title: The Importance of Teaching Civility as a Workplace Relationship Building Competency date: 2019 words: 5014 flesch: 35 summary: Edmonds (2017) encourages four basic steps to cultivate workplace civility. Principled leadership and the imperative for workplace civility. keywords: behavior; business; civility; culture; employees; generation; https://; microsoft; organization; pearson; porath; workplace cache: absel-3231.pdf plain text: absel-3231.txt item: #2009 of 2743 id: absel-3232 author: Jakubowski, Michal title: Design Strategies of Gamified Educational Systems date: 2019 words: 2364 flesch: 51 summary: Following article will summarize research project about the strategical perspective of gamification system design focusing on mechanics of knowledge transfer. Second work brings ideation toolbox which is a guide of best practices about combining game elements in gamification design. keywords: design; elements; game; gamification; learning; research; systems cache: absel-3232.pdf plain text: absel-3232.txt item: #2010 of 2743 id: absel-3233 author: Wardaszko, Marcin; Jakubowski, Michal; Winniczuk, Anna; Podgorski, B?azej; Cwil, Ma?gorzata title: Building a Serious VR Game for Soft-Skill Learning date: 2019 words: 4299 flesch: 59 summary: VR games present on the market so far for educational purposes are struggling in using abstraction without being perceived as silly or unprecise. In the end, authors support the statement that serious VR games work in a most effective way in connection with the physical world (Christopoulos at all., 2018; Bower et al. 2010; Hoshi et al. 2009) through interactions and meaning. keywords: cybersickness; design; environment; game; learning; player; presentation; reality; scenario; speaking; technology cache: absel-3233.pdf plain text: absel-3233.txt item: #2011 of 2743 id: absel-3234 author: Rodriguez, Linda C.; Fekula, Michael L. title: Using AAC&U Rubrics to Guide Online Technology Toward Robust Assessment date: 2019 words: 261 flesch: 30 summary: The challenges of this new approach included not only acquiring the resources to engage in the new level of assessment activity, but also developing the tools with which to conduct process. The Director’s experience with assessment at the undergraduate level indicated that the existing process and instruments sorely needed improvement. keywords: assessment cache: absel-3234.pdf plain text: absel-3234.txt item: #2012 of 2743 id: absel-3235 author: Nugent, Michael; Stoyanov, Stoyan title: Using Assessment To Measure The Effectiveness of a Financial Simulation date: 2019 words: 6732 flesch: 51 summary: Pedagogical support companies have seen the demand from faculty grow for solutions to measure student assessment and have provided assessment modules in materials such as textbooks, homework managers, and simulations. STUDENT SIMULATION SURVEY Interestingly the students surveyed after completing the simulation have overwhelming agreed that the simulation improved their understanding of corporate finance, financial ratios and how companies maximize wealth. keywords: assessment; assets; business; course; developments; firm; goals; learning; simulation; students; test; total cache: absel-3235.pdf plain text: absel-3235.txt item: #2013 of 2743 id: absel-3236 author: Teach, Richard title: You have troubles my friend: That starts with T and that rhymes with B and that stands for Business Simulations date: 2019 words: 3841 flesch: 51 summary: You Have Troubles My Friend: That Starts with T and that Rhymes with B and that Stands for Business Simulations Page 199 - Developments in Business Simulation and Experiential Learning, Volume 46, 2019 ABSTRACT Faculty members that use business simulations in their classes tend to consider that simulations are effective and enjoyable ways to learn business shills. It is general assumed that business simulations are a teaching process that every or almost every student enjoys and they are able to turn the experience into a learning experience. keywords: business; data; learning; simulation; students; survey; university cache: absel-3236.pdf plain text: absel-3236.txt item: #2014 of 2743 id: absel-3237 author: Thavikulwat, Precha; Yu, Bosco Wing Tong; Wu, Warren Jie title: Trading Stock in a Business Game: Theory and the Management of Unethical Behaviors date: 2019 words: 5017 flesch: 56 summary: The situation is pervasive in a Stage-3 game, because ownership is divided when company shares are traded among participants. The agent, essentially an algorithm, will sell company shares only to whichever party bids the highest price at or above the company’s book value. keywords: business; company; game; price; shares; simulation; trading; value cache: absel-3237.pdf plain text: absel-3237.txt item: #2015 of 2743 id: absel-3238 author: Scherpereel, Christopher M.; Williams, Susan K.; Hoefle, Scott E. title: Learning Transfer from a Business Simulation: How are you situated? date: 2019 words: 6274 flesch: 48 summary: In a comprehensive review of teaching for transfer, Billing (2007) identified nine teaching principles that improve and maximize learning transfer: 1. Thus, much of our testing is situated and is failing to assess learning transfer. keywords: business; context; learning; pool; questions; research; road; simulation; skills; students; study; transfer cache: absel-3238.pdf plain text: absel-3238.txt item: #2016 of 2743 id: absel-3239 author: Palia, Aspy P. title: Enhancing Experiential Learning via Phased Simulation Debriefing date: 2019 words: 17227 flesch: 39 summary: These conflicting results led to the conclusion that no predictor variable consistently predicts simulation performance (Gosenpud, 1987). The marketing DSS packages are used to (a) plan and implement a marketing program, (b) monitor and analyze simulation performance, and (c) exercise marketing control. keywords: analysis; bernie; business simulation; compete; debriefing; decision; developments; eds; end; exhibit; game; keys; learning; library; management; marketing; package; participants; performance; phase; simulation; simulation debriefing; team cache: absel-3239.pdf plain text: absel-3239.txt item: #2017 of 2743 id: absel-324 author: Reed, Lora L. title: Mustard Seeds as Means for Creative Problem Solving, Ethical Decision Making, Stakeholder Alliance, and Leader Development Through Experiential Learning in Management Education date: 2014 words: 8551 flesch: 42 summary: To date, Mustard Seed students have been empowered with shared leadership for their projects. In order to formulate ideas for creating convincing project proposals, complete with rationale, literature review describing if and how their causes were previously addressed, Mustard Seed students engage in reflective observation. keywords: business; community; creativity; development; education; experience; group; ideas; learning; management; mustard; mustard seed; problem; project; seed; stakeholders; students cache: absel-324.pdf plain text: absel-324.txt item: #2018 of 2743 id: absel-3240 author: Cardona, Paola Andrea Norena; Jaramillo, Carlos Mario Zapata title: Business Simulation by Using Events from Pre-Conceptual Schemas date: 2019 words: 3680 flesch: 38 summary: PSs include elements based on mathematical notation, which are related to business simulation elements (Noreña & Zapata, 2018b; Noreña, 2018). Some computational models are used in business simulation for recognizing events and processes from a domain and developing software systems. keywords: business; events; noreña; seafood; simulation; time; zapata cache: absel-3240.pdf plain text: absel-3240.txt item: #2019 of 2743 id: absel-3241 author: Paulet, Giulia; Dick, Geoffrey title: ERPsim Games in Management Higher Education date: 2019 words: 3373 flesch: 46 summary: By implementing simulation business games within the classroom curriculum and modify the way in which the simulation was introduced over subsequent interactions of the course , the instructors were able to increase student satisfaction.. NOTE: The idea of using simulation games in the classroom is not new (Bredemeier and Greenblat, 1981). keywords: business; course; game; learning; making; simulation; students cache: absel-3241.pdf plain text: absel-3241.txt item: #2020 of 2743 id: absel-3242 author: Frantz, Corey; Paulet, Giulia; Dick, Geoffrey; Cuellar, Michael title: Improving Student Cognition in Management Classes. What role for Simulations? date: 2019 words: 2529 flesch: 45 summary: The idea of using simulation games in the classroom is not new (Bredemeier and Greenblat, 1981) but has taken on a wider use with the advent of technology. The scales used to evaluate the constructs of Learning Objectives and Student Satisfaction were adapted from those developed and tested by Alshare and Land (2011). keywords: business; decision; game; learning; making; simulation cache: absel-3242.pdf plain text: absel-3242.txt item: #2021 of 2743 id: absel-3243 author: Cano, Jorge Hernan Mesa; Lopez, Juan Pablo Mesa; Posada, Diana Maria Osorii title: Phenomenographic Study on the Teaching-Learning of Entrepreneurship through the use of Role Playing Games date: 2019 words: 6318 flesch: 49 summary: RPGs (Role playing games) contribute to the teaching and learning process as far as they allow, support or help in what Ambrose, et al (2010) have called the seven principles of learning: Role playing games contribute to the education and attitudes of students, given they enhance creativity, unexploited skills, and the imagination of people; promote reading and allow access to knowledge in a meaningful way turning absurd information into relevant. keywords: aspects; business; entrepreneurship; game; innovadora; learning; playing; role; students; teaching; villa cache: absel-3243.pdf plain text: absel-3243.txt item: #2022 of 2743 id: absel-3244 author: Caruso, James V. title: Using Business Simulations to Prepare Students to Think Critically, Make Better Decisions, and Solve Business Problems date: 2019 words: 10013 flesch: 40 summary: This paper will describe what business simulations are, their types, benefits and limitations, and how they are used. Keywords: business simulation, experiential learning, critical thinking, decision making, business acumen, leadership INTRODUCTION AND BACKGROUND A simulation is a connector of theory and practice. keywords: analysis; analytics; business; business simulation; content; course; decisions; developments; face; instructor; learning; level; making; management; program; simulation; students; team; tes; use cache: absel-3244.pdf plain text: absel-3244.txt item: #2023 of 2743 id: absel-3245 author: Zapata-Tamayo, Juan Sebastian; Zapata-Jaramillo, Carlos Mario; Rojas-Valencia, Maria Fernanda; Rojas-Lopez, Miguel David title: Riskin date: 2019 words: 3028 flesch: 53 summary: Traditional theory of software risk management just includes the risks from the perspective of general project management, avoiding project environmental changes. This game is aimed to apply the Debnath et al. (2006) theory about leading the change in software risk management by 13 When the player mitigates two challenges, he/she increases level. keywords: cards; change; game; management; player; project; risk; software cache: absel-3245.pdf plain text: absel-3245.txt item: #2024 of 2743 id: absel-3246 author: Woods, William; Cardenas, Jorge title: Integrating Two Course Delivery Platforms for a Business Simulation date: 2019 words: 1073 flesch: 43 summary: After viewing multiple simulations, the one that seemed to fit the needs of the Forbes School of Business & Technology MBA Program was one developed by TRI Corporation of Beaverton, Oregon. INTRODUCTION The Forbes School of Business and Technology Master of Business Administration (MBA) program delivered in the online modality at Ashford University offered multiple capstone courses that were part of several specializations. keywords: course; program; simulation cache: absel-3246.pdf plain text: absel-3246.txt item: #2025 of 2743 id: absel-3247 author: Maturana-Gonzalez, Grissa Vianney; Zapata-Jaramillo, Carlos Mario; Mosquera-Tobon, Jose David; Medina-Gonzalez, Diana Judith; Arias-Velasquez, Juan Sebastian title: Software Project Pool: A Game for Learning Software Project Bidding date: 2019 words: 2928 flesch: 52 summary: This game is aimed to select the most skilled company for bidding software projects by using time and cost estimation, certifications, and competencies. In addition, expert judgment is used for estimating effort in software projects (Faria & Miranda, 2012). keywords: bidding; company; game; project; software; students; time cache: absel-3247.pdf plain text: absel-3247.txt item: #2026 of 2743 id: absel-3248 author: Goosen, Ken title: The GOLD/PRAY Demand Model Revisited: A Response to a Response date: 2019 words: 5389 flesch: 59 summary: Few if any papers ever questioned the validity of demand models or discussed output problems created by the existing demand models. Unless I have misread, this statement implies that other types of demand models allow irrational decisions. keywords: advertising; demand; gold; paper; pray; price cache: absel-3248.pdf plain text: absel-3248.txt item: #2027 of 2743 id: absel-3249 author: Servantie, Vinciane; Hoof, Bart Van; Salamanca, Mar Fernanda title: Transdisciplinarity Research and Experience Based Learning: The case of Consultandes date: 2019 words: 6071 flesch: 44 summary: Literature on team learning insist on the pivotal role of reflective conversation within the team (Kayes & Kolb, 2005). Academy of management learning & education, 4(2), 193-212. keywords: business; consultandes; education; experience; knowledge; learning; management; process; project; research; students; team cache: absel-3249.pdf plain text: absel-3249.txt item: #2028 of 2743 id: absel-325 author: Rehm, Adele; Smith, J. Alexander title: Interactive Classroom Technology: Adding a Benefit to the Traditional Classroom date: 2014 words: 1804 flesch: 37 summary: Modeling Cascading Demand: Accounting for the Effects of Captive Consumer Relationships Issues In Simulation Implementation: Lessons From a Freshman Seminar ENDURANCE: A game for current economic times Simulating Processes: An Application In Supply Chain Management Another Look At The Use Of Forecasting Accuracy On The Assessment Of Management Performance In Business Simulation Games Figure 1 shows a framework for evaluating the differing method for class communication. keywords: class; communication; learning; students; technology; way cache: absel-325.pdf plain text: absel-325.txt item: #2029 of 2743 id: absel-3250 author: Maturana-Gonzalez, Grissa Vianney; Zapata-Jaramillo, Carlos Mario; Mosquera-Tobon, Jose David; Medina-Gonzalez, Diana Judith; Arias-Velasquez, Juan Sebastian; Cadavid-Gutierrez, Santiago title: SERIOUS PLAY: Software Project Pool date: 2019 words: 716 flesch: 45 summary: Software project pool is based on the well-know negotiation game SharkTank™. Software project pool comprises six rounds and the winner is the company with more projects assigned. keywords: company; project; software cache: absel-3250.pdf plain text: absel-3250.txt item: #2030 of 2743 id: absel-3251 author: Schmeller, Rebecca title: Does Glo-Bus Strategy Simulation Demonstrate Novak's Training Theory? date: 2020 words: 3657 flesch: 46 summary: Strategy simulation students encounter several layers of concepts that are wholly integrated. For business simulations to be effective teaching tools, professors must embrace proven learning theories in teaching protocol. keywords: business; education; knowledge; learning; novak; simulation; strategy; students; teaching cache: absel-3251.pdf plain text: absel-3251.txt item: #2031 of 2743 id: absel-3252 author: Hallinger, Philip; Wang, Ray title: Science Mapping the Knowledge Base on Simulations and Serious Games in Management Education, 1960-2018 date: 2020 words: 8213 flesch: 50 summary: On a resurgence of management simulations and games. Increasingly, management simulations designed in one society (e.g., USA, UK, Australia Netherlands, Germany) are being used in global partnership programs with learners in ‘other societies’. keywords: business; citation; documents; education; games; gaming; journal; learning; literature; management; management education; research; review; simulation cache: absel-3252.pdf plain text: absel-3252.txt item: #2032 of 2743 id: absel-3253 author: Thavikulwat, Precha; Yu, Bosco Wing Tong title: Replicating the Functions of a Corporate CEO: Authenticity and the Grading of Performance date: 2020 words: 5489 flesch: 52 summary: To the extent these less-game-engaged students also perform less well in basic-graded non- game activities that are part of the class, which might be expected, progressivity in grading game performance may boost collective game engagement, because progressivity allows game performance to contribute more credit towards grades to those who would otherwise be lower on the grade distribution of the class. We also address the issue of grading performance in business games and report a study of game authenticity. keywords: business; ceo; companies; game; investment; method; performance; profit; shares; simulation cache: absel-3253.pdf plain text: absel-3253.txt item: #2033 of 2743 id: absel-3254 author: Dickinson, John title: MTABS Analyses of Chi-square Cross-tabulations at ABSEL date: 2020 words: 3022 flesch: 57 summary: An anomaly in MTABS analysis of cross-tabulations. Illustrating a range of MTABS results, this study applies that procedure to selected cross-tabulations published in ABSEL’s proceedings, Developments in Business Simulation and Experiential Learning (aka Bernie Keys Library, BKL). keywords: chi; cross; mtabs; observations; value cache: absel-3254.pdf plain text: absel-3254.txt item: #2034 of 2743 id: absel-3255 author: Chasteen, Larry title: AI and Its Uses in Simulations date: 2020 words: 3524 flesch: 50 summary: In view of the increasing importance of business simulation and its requirement for greater reality; and the emergence of AI technology, in particular expert-system technology; the question becomes not whether Al will have a place in simulation; but when and how. FIGURE 1 Group 1 decisions for computer teams A and B Page 39 - Developments in Business Simulation and Experiential Learning, Volume 47, 2020 Capsim Capsim, a leader in business simulations, is looking into AI for several of their simulations. keywords: business; computer; developments; expert; learning; simulations; teams; use cache: absel-3255.pdf plain text: absel-3255.txt item: #2035 of 2743 id: absel-3256 author: Palia, Aspy title: Enhancing Experiential Learning via Sustained Student Engagement date: 2020 words: 16296 flesch: 37 summary: Engaged students are good learners and effective teaching stimulates and sustains student engagement (Pintrich & DeGroot, 1990; Skinner & Belmont, 1993). Yet, the definitions and measurement of student engagement are limited. keywords: activities; analysis; business; business simulation; class; class engagement; cognitive; compete; course; debriefing; decision; developments; engagement; exhibit; learning; marketing; package; page; palia; performance; simulation; skills; student engagement; students; survey; team cache: absel-3256.pdf plain text: absel-3256.txt item: #2036 of 2743 id: absel-3257 author: Tsvetanov, Georgi title: Designing and Using Games to Teach Business Skills to Children date: 2020 words: 2306 flesch: 56 summary: While there is a rich body of literature on adult business education, there are fewer studies concerning the value and potentially far-reaching impact of teaching business skills to children. Sessions 1-3 each included different business classroom games that were designed or adapted for children aged 9-12. keywords: business; children; education; game; learning; participants; skills cache: absel-3257.pdf plain text: absel-3257.txt item: #2037 of 2743 id: absel-3258 author: Fulton, Richard; Fulton, Diane title: A Simulation, Persistence, Engagement and Feedback Impact Performance in a Computer Networking Course date: 2020 words: 10545 flesch: 45 summary: Problem-Based Learning Theory Problem-Based Learning is a teaching method in which complex real-world problems are used as the way to promote student learning of concepts and theories as opposed to direct presentation of facts and abstract ideas. Pedagogical implications of using discussion board to improve student learning in higher education. keywords: computer; course; discussion; education; engagement; exam; feedback; forum; grade; journal; lab; learning; online; performance; persistence; quizzes; research; simulation; skills; students; technology cache: absel-3258.pdf plain text: absel-3258.txt item: #2038 of 2743 id: absel-326 author: Markham, Frank B. title: Excelling in the Capstone Simulation: An Application of Spreadsheet Technology as a Decision Support Tool date: 2014 words: 3296 flesch: 42 summary: Student teams are formed in three steps. Modeling Cascading Demand: Accounting for the Effects of Captive Consumer Relationships Issues In Simulation Implementation: Lessons From a Freshman Seminar ENDURANCE: A game for current economic times Simulating Processes: An Application In Supply Chain Management Another Look At The Use Of Forecasting Accuracy On The Assessment Of Management Performance In Business Simulation Games keywords: analysis; business; capstone; course; data; decision; game; learning; simulation; students cache: absel-326.pdf plain text: absel-326.txt item: #2039 of 2743 id: absel-3260 author: Grimard, Celeste M.; Cossette, Michel title: Introducing HRM through Problem Based Learning date: 2020 words: 16403 flesch: 65 summary: private sector Problem 8.3 I’m an HR manager in charge of evaluating company employees. With a busy season coming up, we think that the trainer would be instrumental in training new employees (20-30 per year) and helping other employees with new company policies. keywords: business; company; employees; group; hiring; hrm; instructors; job; knowledge; learning; management; manager; new; pbl; position; problem; resource; situations; students; time; training; union; use; work cache: absel-3260.pdf plain text: absel-3260.txt item: #2040 of 2743 id: absel-3262 author: Tolliver, James M.; Grimard, C M. title: Case Study: To The Letter date: 2020 words: 6816 flesch: 80 summary: CASE STUDY Our case study begins one late June afternoon in the office of Professor Ian Finagle. Case Study: To the Letter Page 122 - Developments in Business Simulation and Experiential Learning, Volume 47, 2020 ABSTRACT As he is about to retire, professor Ian Finagle reviews some letters that his dissertation advisor, Maggie, sent him over the years. keywords: dissertation; finagle; good; ian; maggie; research; things; time; university; years cache: absel-3262.pdf plain text: absel-3262.txt item: #2041 of 2743 id: absel-3263 author: Cassidy, Chris; Gravois, Renee; Capps, Charles title: A Teaching Exercise for the Competitive Profile Matrix (CPM) date: 2020 words: 180 flesch: 29 summary: A Teaching Exercise for The Competitive Profile Matrix (CPM) Christopher M. Cassidy Sam Houston State University cassidy@shsu.edu Renée Gravois Sam Houston State University renee.gravois@shsu.edu Charles Capps Sam Houston State University mgt_cjc@shsu.edu ABSTRACT The Competitive Profile Matrix (CPM) is a tool for analyzing the relative performance of rivals operating in an industry. This paper, and the accompanying in class exercise, provides guidance and recommendations to instructors teaching the CPM. keywords: cpm cache: absel-3263.pdf plain text: absel-3263.txt item: #2042 of 2743 id: absel-3269 author: Goosen, Kenneth R. title: An Experiential Approach To Accounting 101 date: 2020 words: 4505 flesch: 57 summary: After a journal entry is made, accounting software such as Quick Books is able to instantly determine new account balances and, if desired, upon request present financial statements based on transactions completed as of date. AN INNOVATIVE COMPUTER SOFTWARE TUTORIAL PROGRAM After the rules of making journal entries were introduced, the remainder of Accounting 101 largely consisted of making journal entries for many different kinds of business transactions. keywords: accounting; business; entries; entry; journal cache: absel-3269.pdf plain text: absel-3269.txt item: #2043 of 2743 id: absel-327 author: None title: absel-327 date: None words: 1635 flesch: 28 summary: Looking At New Twists Strategies for Promoting Knowledge Formation and Dissemination in Business Simulation and Experiential Learning Introducing Experiential Exercises To Inexperienced Faculty Members Conveying Concepts Through Cartoons: Preliminary Results From Software Engineers In An Industrial Organization Theory Class Utilizing Institutional Problems as an Experiential Learning Opportunity for Students Considerations in the Design of Vicarious Learning Environments Enhancing Critical Thinking Through Service-Learning As A Consultative Process Encouraging Established Faculty to Adopt a New Games and Simulations Pedagogy IMA Candy Company: An Experiential Exercise in Managerial Accounting Mustard Seeds as Means for Creative Problem Solving, Ethical Decision Making, Stakeholder Alliance, & Leader Development through Experiential Learning in Management Education Interactive Classroom Technology: Adding a Benefit to the Traditional Classroom Excelling in the Capstone Simulation: An Application of Spreadsheet Technology as a Decision Support Tool GEO: An Entrepreneurship-Oriented Computer-Assisted International Strategy Simulation ERP Simulation Game: A Distribution Game to Teach the Value of Integrated Systems Modeling Cascading Demand: Accounting for the Effects of Captive Consumer Relationships Issues In Simulation Implementation: Lessons From a Freshman Seminar ENDURANCE: A game for current economic times Simulating Processes: An Application In Supply Chain Management Another Look At The Use Of Forecasting Accuracy On The Assessment Of Management Performance In Business Simulation Games keywords: business; companies; game; geo; participants; simulation cache: absel-327.htm plain text: absel-327.txt item: #2044 of 2743 id: absel-3270 author: Hamilton, Sean; Patel, Vaibhavi; Wilber, Whitney; Kurthakoti, Raghu title: From the Horse date: 2020 words: 5897 flesch: 53 summary: In this approach, students act as co- creators and develop flipped activities for class to enhance student learning. However, extant research on Flipped classroom and their effectiveness on student learning is limited (Abeysekera & Dawson, 2015). keywords: approach; centric; classroom; concepts; flip; learning; lectures; students; styles cache: absel-3270.pdf plain text: absel-3270.txt item: #2045 of 2743 id: absel-3271 author: Cannon, Hugh M.; Cannon, James N.; Geddes, Bryon C.; Smith, J. Alexander title: Individualizing Experiential Learning: A Theoretical Perspective date: 2020 words: 9134 flesch: 39 summary: FACILITATING LEARNING A central theme in this paper has been the emerging need to reconceptualize the role of the “teacher” from a dispenser of relevant knowledge to a facilitator of student learning. In the absence of such systems, knowledge of the availability and characteristics of various knowledge packages and the ability to match them with student needs is a crucial requirement for effective learning facilitators Motivation merits special attention. keywords: business; cannon; christensen; developments; education; geddes; individual; knowledge; learning; operant; research; resources; student; styles; theory; value cache: absel-3271.pdf plain text: absel-3271.txt item: #2046 of 2743 id: absel-3272 author: Shastri, Karen title: Working on a Not-for-Profit date: 2020 words: 3020 flesch: 43 summary: Working on a Not-for-Profit’s End of Year Review as a Form of EBL Page 193 - Developments in Business Simulation and Experiential Learning, Volume 47, 2020 ABSTRACT Recently, I have begun to provide MS in Accounting students with the opportunity to engage in the process and steps taken to provide a not-for-profit with their year-end review. Recently, I have begun to provide MS in Accounting students with the opportunity to engage in the review process for a not -for-profit entity through a firm that I, as a CPA established for this purpose. keywords: entity; learning; review; student; work cache: absel-3272.pdf plain text: absel-3272.txt item: #2047 of 2743 id: absel-3273 author: Murrell, Audrey; Onosu, Oghenebruphiyo G.; Petrie-Wyman, Jennifer; Bichsel, Lauren; Cooper, Myles title: Designing Business Case Writing As An Experiential Learning Project date: 2020 words: 1293 flesch: 40 summary: The stipend was important for business students to allow them to participate in research experience will still receiving financial support. Despite research that shows that business case writing can provide students with experiential learning that fosters the understanding of business challenges, ethical situations, and real-world decision-making processes, this pedagogical tool has gained little attention in the experiential learning curriculum (Vega, 2010). keywords: business; case; learning; students; writing cache: absel-3273.pdf plain text: absel-3273.txt item: #2048 of 2743 id: absel-3274 author: Petrie-Wyman, Jennifer; Oghenebruphiyo, Gloria Onosu; Schultz, Bryan title: Developing a Global Experiential Learning Model for Business Students: The Relevancy of the Experiential Learning Process and Assessment date: 2020 words: 2462 flesch: 32 summary: Participant learning objectives include: (1) understanding the value of global experience for business students; (2) understanding the importance of a data -driven learning model to facilitate global learning ; (3) learn strategies to understand and strengthen global experiential learning; and (4) envision future research projects and making the Pitt Business Global Competency Education Model applicable to your own school and context. Global experience may involve study abroad, global service learning, global internships, and also access to global experiences within the home country of students. keywords: business; competency; education; global; journal; learning; students; study cache: absel-3274.pdf plain text: absel-3274.txt item: #2049 of 2743 id: absel-3275 author: Petrie-Wyman, Jennifer; Good, Deborah C.; Jones, Ray; Oghenebruphiyo, Gloria Onosu title: Developing an Early Internship Program Assessment Model: The Emerging Ethical Leaders Internship Program date: 2020 words: 7582 flesch: 38 summary: As most business student internships happen in the corporate sector, this early exposure internship provides an opportunity for the students to engage in a distinctive professional experience that exposes the student to non-profits, small businesses, and service providers, such as healthcare of educational institutions. Effects of business internships on students, employers, and higher education institutions: A systematic review. keywords: assessment; business; business ethics; development; education; ethics; experience; internship; journal; leadership; learning; model; pittsburgh; program; skills; students; teaching; university cache: absel-3275.pdf plain text: absel-3275.txt item: #2050 of 2743 id: absel-3276 author: Reed, Lora; Levy, Jordan title: From Mustard Seeds to an Experiential (R)Evolution date: 2020 words: 6247 flesch: 5 summary: In addition, students who participate in experiential learning projects are exposed to real work environments and have a clearer sense of what to expect when they finally enter the workforce. For example, accreditation entities, such as American Association of Colleges & Schools of Business (AACSB), officially recognizing experiential learning as a pedagogy that adds value to business education. keywords: business; capsource; companies; company; developments; education; https://www.forbes.com/sites/zackfriedman/2018/10/18/student-loan-repayment-employee-benefits/#460cc99d566f; learning; programs; projects; skills; students; work; world cache: absel-3276.pdf plain text: absel-3276.txt item: #2051 of 2743 id: absel-3277 author: Kerridge, Clive; Simpson, Colin title: Embedding Experiential Learning in the Curriculum: tutor and international student contributions and reflections in an Action Research project. date: 2020 words: 2124 flesch: 28 summary: 2nd data set – international student interviews: these structured exit interviews were with the Chinese students who had been nominated as representatives by their working groups. Juxtaposition of interview comments, from tutors and international students, highlights the validity of differing views from each stakeholder group. keywords: business; interviews; learning; simulation; students; support cache: absel-3277.pdf plain text: absel-3277.txt item: #2052 of 2743 id: absel-3278 author: Leigh, Jennifer S. A.; Molthan-Hill, Petra; Welton, Rachel; Jackson, Dan title: Carbon Literacy Exercise: A Serious Play Card Game for Our Ecological Future date: 2020 words: 2556 flesch: 40 summary: The handful of Carbon Literacy Exercise: A Serious Play Card Game for Our Ecological Future Jennifer S.A. Leigh Nazareth College jleigh4@naz.edu Petra Molthan-Hill Nottingham Business School petra.molthan-hill@ntu.ac.uk Rachel Welton Nottingham Business School rachel.welton@ntu.ac.uk Dan Jackson Freelance Content Producer in Sustainability danja100@gmail.com mailto:jleigh4@naz.edu mailto:danja100@gmail.com Page 228 - Developments in Business Simulation and Experiential Learning, Volume 47, 2020 MED articles in the domain cover a range of topics like a surveys of climate change topics with higher education in the U.S., MBA courses, and internationally (Hess & Collins, 2018; Rao et al, 2017; Perkins et al.), introductory climate change modules for business courses (Tackas, 2013), and the use of experiential exercises like role plays in climate change education (Paschall & Wustenhagen, 2012). INTRODUCTION This experiential exercise involves a set of cards focused on two potential future scenarios related to climate change. keywords: business; change; climate; education; exercise; future; learning; students cache: absel-3278.pdf plain text: absel-3278.txt item: #2053 of 2743 id: absel-328 author: Leger, Pierre-Marjorique; Robert, Jacques; Babin, Gilbert; Lyle, Derick; Cronan, Paul; Charland, Patrick title: ERP Simulation Game: A Distribution Game to Teach the Value of Integrated Systems date: 2014 words: 4299 flesch: 49 summary: ERP Simulation Game with SAP ERP, 5e edition, Pearson Education, September, Toronto. Moreover, they usually have had no firsthand experience with the functional non-integrated software that ERP systems were designed to replace. keywords: business; erp; erpsim; game; information; learning; participants; quarter; sap; simulation; students; system cache: absel-328.pdf plain text: absel-328.txt item: #2054 of 2743 id: absel-329 author: Anderson-Cruz, Helen; Duck, Janet M.; Platt, Richard G.; Vik, Gretchen title: Protecting Academic Integrity: Student Assessment in the Online Environment date: 2009 words: 774 flesch: -4 summary: Protecting Academic Integrity: Student Assessment in the Online Environment 1 |Developments in Business Simulation and Experiential Learning, Volume 36, 2009 PROTECTING ACADEMIC INTEGRITY: STUDENT ASSESSMENT IN THE ONLINE ENVIRONMENT Helen Anderson-Cruz San Diego State University Janet Duck The Pennsylvania State University Richard G. Platt University of West Florida A Triadic Multi-Disciplinary Approach To Enhancing The Efficacy Of Experiential Learning Movement Toward Increased Student Roles In The Design Of Experiential Exercises Ready-Mix Concrete Company: An Experiential Exercise In Management Theory Using Portfolio Theory In A General Management Simulation An Experimental Analysis Of Advertising Strategies And Advertising The Relationship Between Goal Orientation And Simulation Performance With Attitude Change And Perceived Learning Beyond The Profitable-Product Death Spiral: Managing Product Mix In An Environment Of Constrained Resources Online Marketing Control With The Strategic Business Unit Analysis Package Beat The Market Game Creating Decision Support Systems In Business Simulation Games keywords: business; game; integrity; simulation cache: absel-329.pdf plain text: absel-329.txt item: #2055 of 2743 id: absel-33 author: Hall, Jeremy J. S. B. title: Customizing Business Simulations: An Exploration and a Hierarchy date: 2013 words: 4469 flesch: 31 summary: This is illustrated by the Pharmaceutical, Schools and Company simulations where a product name was changed from Product X to Boat X and PD respectively. Example of customization to address learning needs are the R & D and Strategy simulations. keywords: business; customization; decisions; hours; learning; models; pharmaceutical; product; reports; simulation; version cache: absel-33.pdf plain text: absel-33.txt item: #2056 of 2743 id: absel-330 author: Anderson-Cruz, Helen; Vik, Gretchen title: Pedagogical Shift: Teaching Report Writing for Accountants Online date: 2009 words: 4568 flesch: 44 summary: For the new technologies to improve student learning, courses must be more than an electronic version of the conventional print versions from which they originated. We have links to good APA and MLA documentation sites (since many students tell us that this is the first class in which they have written a research paper). keywords: assignment; business; class; course; discussion; documents; information; learning; management; online; simulation; students; team cache: absel-330.pdf plain text: absel-330.txt item: #2057 of 2743 id: absel-331 author: Farooki, Nauman M. title: Increasing Student Learning in an Investment Management Course Through the Innovative Use of Experiential Learning Pedagogy – An Interactive Learning Session date: 2014 words: 1602 flesch: 32 summary: According to Kolb (1984) experiential learning is a process in which knowledge is created through the transformation of experience. Specht and Sandlin (1991) explained that experiential learning focuses on ‘doing’ in addition to the ‘hearing’ and ‘seeing’ that occur in traditional lecture class. keywords: business; course; learning; management; marketing; simulation cache: absel-331.pdf plain text: absel-331.txt item: #2058 of 2743 id: absel-332 author: Gosenpud, Jerry; Werner, Jon title: A Moral Development Unit for Business Courses date: 2014 words: 6328 flesch: 49 summary: Exploring student values in the classroom has been found to have positive effects. So we should teach to enhance student moral development, but how? keywords: assignment; business; development; education; ethics; learning; management; students; theory; unit; values cache: absel-332.pdf plain text: absel-332.txt item: #2059 of 2743 id: absel-333 author: Markulis, Peter M.; Strang, Daniel R. title: Dividing up Grandma’s Things: A Multifaceted Exercise in Critical Thinking date: 2014 words: 5637 flesch: 65 summary: 16 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 • A process for evaluating arguments • Understanding bias in thinking • Using rigorous methodology and a knowledge base A typical topic in Organizational Behavior classes is Negotiation, which as it turns out, is an excellent way in which to present some basic concepts and techniques on CT. At the beginning of the exercise, student teams are assembled and given the general situation. keywords: business; charlene; exercise; learning; minutes; roles; simulation; students; team; thinking cache: absel-333.pdf plain text: absel-333.txt item: #2060 of 2743 id: absel-334 author: Markulis, Peter M.; Strang, Daniel R. title: Application of Haekel’s Thesis to ABSEL Development date: 2014 words: 5361 flesch: 47 summary: “Modeling Attributes in Demand Functions of Computerized Business Simulations: An Extension of Teach’s Gravity Flow Algorithm,” Developments in Business Simulations, 24, pp. 132-141. Application of Haekel's Thesis to ABSEL Development 22 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 APPLICATION OF HAEKEL’S THESIS TO ABSEL DEVELOPMENT Peter M. Markulis SUNY Geneseo Markulis@Geneseo. keywords: 8th; absel; bernie; business; developments; edition; expert; game; library; simulation; systems; use cache: absel-334.pdf plain text: absel-334.txt item: #2061 of 2743 id: absel-335 author: Drape, Thomas G.; Levy, David A.; Blass, Fred R. title: Linking Stories with On-Line Threaded Discussions for Critical Thinking in Management Curriculum date: 2014 words: 4485 flesch: 58 summary: This paper highlights some of the sample stories and student comments. In order to integrate the stories and comments into the classroom, all the instructors highlighted student comments as a review mechanism for the material and to generate discussion to lead into the next topic. keywords: business; discussions; knowledge; learning; line; simulation; stories; students; thinking cache: absel-335.pdf plain text: absel-335.txt item: #2062 of 2743 id: absel-336 author: Hoover, J. Duane; Giambatista, Robert C. title: Why Have we Neglected Vicarious Experiential Learning? date: 2014 words: 4426 flesch: 37 summary: We propose the following definition of vicarious experiential learning, integrative of the concepts discussed above and the concept of whole person learning (Rogers, 1980) and an early ABSEL definition of experiential learning (Hoover, 1974; Hoover and Whitehead, 1976) --- by viewing vicarious experiential learning as a process: Vicarious experiential learning exists when a personally responsible participant (s) cognitively, emotionally, and behaviorally processes knowledge, skills and/or attitudes through processes of observation in a learning situation characterized by a high level of active involvement despite the absence of direct, personalized consequences As an educational approach, vicarious experiential learning may be viewed as follows: Vicarious experiential learning pedagogy may be viewed as a methodology of education whereby structure and individual or group experiences are contrived to develop learning and perceptual capacities, to develop and reinforce cognitions, to impact on emotions and attitudes, and, importantly, to function in developing capacities to behave consistently with the insights of these processes and experiences by designing learning systems conducive to observation of behaviors and by conscious processes of providing positive models for imitation. Therefore, we ask the question “Why have we neglected vicarious experiential learning?” keywords: bandura; business; game; kolb; learning; literature; management; person; processes; simulation; vel cache: absel-336.pdf plain text: absel-336.txt item: #2063 of 2743 id: absel-337 author: Hoover, J. Duane title: A Triadic Multi-Disciplinary Approach to Enhancing the Efficacy of Experiential Learning date: 2014 words: 6201 flesch: 37 summary: All are dedicated to producing better implementation of simulation and experiential pedagogies to the benefit of student learning. This can be framed in a more direct fashion through the lens of the instructor/student relationship in the implementation of experiential exercises, simulations and/or pedagogical applications designed to facilitate student learning. keywords: absel; business; developments; discourse; education; learning; liminality; new; rhetoric; simulation; student; years cache: absel-337.pdf plain text: absel-337.txt item: #2064 of 2743 id: absel-338 author: Gentry, James W.; McGinnis, Lee title: Movement Toward Increased Student Roles in the Design of Experiential Exercises date: 2014 words: 3715 flesch: 43 summary: The ethical dilemmas the students face are fictional, but are handled with passion and, because the ethics in questions are handled with other students rather than the instructor, students are likely to feel more involvement and more control over the simulation. ABSTRACT This paper builds upon an idea suggested last year in the Gentry and McGinnis paper, that we should have students co-produce experiential exercises. keywords: bafa; business; culture; game; instructor; learning; simulation; students cache: absel-338.pdf plain text: absel-338.txt item: #2065 of 2743 id: absel-339 author: Nichols, Charles A. title: Ready-Mix Concrete Company: An Experiential Exercise in Management Theory date: 2014 words: 3845 flesch: 57 summary: Loading bags 48 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 mailto:cnichols@piedmont.edu placing each of the lasagna pans on a separate table. =Overhead 49 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 workstation for more WIP. keywords: bags; business; cost; exercise; learning; management; production; run; simulation; work cache: absel-339.pdf plain text: absel-339.txt item: #2066 of 2743 id: absel-34 author: Halpin, Annette L. title: A Review of the Simulation Research in the Academy of Management Journal: Suggestions for Strengthening the Research Conducted by ABSEL Members date: 2013 words: 9040 flesch: 64 summary: Most simulation studies published in AMJ are focused on management, organizational behavior, and strategy. For more than a decade now the BKL has become an invaluable tool for those conducting research on business simulations and experiential exercises. keywords: io n; management; n al; n d; n m; n s; o n; simulation; ti o; u n cache: absel-34.pdf plain text: absel-34.txt item: #2067 of 2743 id: absel-340 author: Biggs, William D. title: Using Portfolio Theory in a General Management Simulation date: 2014 words: 4320 flesch: 53 summary: First, while there is variation across the worlds in the start up data, within a world 54 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 mailto:biggs@arcadia.edu http://www.eskimo.com/%7Efritzsch/icbsc/index1.html http://www.eskimo.com/%7Efritzsch/game/bpg.html Developments in Business Simulation and Experiential Learning, Volume 36, 2009 % Ch I Table 1 Security Prices Closing Stock Prices Y1Q1 through Y6Q4 Developments in Business Simulation and Experiential Learning, Volume 36, 2009 Table 2 Security Performance Data by Group Std. keywords: business; competition; portfolio; simulation; stock; students; worlds cache: absel-340.pdf plain text: absel-340.txt item: #2068 of 2743 id: absel-341 author: Goosen, Kenneth R. title: An Experimental Analysis of Advertising Strategies and Advertising Functions date: 2014 words: 7864 flesch: 59 summary: Depending on the slopes of the various line segments of the function, increasing advertising will increase industry demand. When a function has both increasing and decreasing returns, the effect on demand of increasing advertising is difficult to predict and impossible when the parameters are not known. keywords: advertising; demand; experiment; firm; income; industry; period; returns cache: absel-341.pdf plain text: absel-341.txt item: #2069 of 2743 id: absel-342 author: Anderson, Philip H.; Lawton, Leigh title: The Relationship Between Goal Orientation and Simulation Performance with Attitude Change and Perceived Learning date: 2014 words: 6210 flesch: 41 summary: The results show a significant positive relationship between performance goal orientation and attitude toward the simulation before beginning the exercise. As with the results for initial attitudes shown in Table 3, the results show a significant positive relationship between performance goal orientation and students’ expectations for learning before beginning the exercise. keywords: exercise; goal; goal orientation; learning; orientation; performance; performance goal; relationship; simulation; students cache: absel-342.pdf plain text: absel-342.txt item: #2070 of 2743 id: absel-343 author: Andrews, Clinton R.; Cannon, Hugh M.; Cannon, James N.; Low, James T. title: Beyond the Profitable-Product Death Spiral: Managing Product Mix in an Environment of Constrained Resources date: 2014 words: 7174 flesch: 48 summary: Do We Really Need Product Costs? Looking first at product contribution, their priority would be on Products A, then B, then C, given their profit contributions of $100, $45, and $30 per unit, respectively. keywords: approach; business; cannon; constraint; contribution; demand; input; mix; product; segment; simulation; theory; unit cache: absel-343.pdf plain text: absel-343.txt item: #2071 of 2743 id: absel-344 author: Palia, Aspy P. title: Online Marketing Control with the Strategic Business Unit Analysis Package date: 2014 words: 8250 flesch: 43 summary: “Enhancing Simulation Learning Through Objectives and Decision Support Systems,” Developments in Business Simulation and Experiential Learning, Vol. 23, 61-67. Some authors contend that combining an active student generated database in the form of a simulation game with a DSS 91 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 will result in improved decision making, lead to improved pro- active rather than re-active strategic planning, and result in improved simulation game performance and enhanced learning (Muhs and Callen 1984). keywords: analysis; bernie; business; data; decision; developments; edition; expense; http://www.absel.org; keys; learning; library; marketing; package; performance; sales; sbu; simulation; support cache: absel-344.pdf plain text: absel-344.txt item: #2072 of 2743 id: absel-345 author: Gold, Steven C. title: Beat the Market Game date: 2014 words: 899 flesch: 14 summary: 102 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 mailto:sgold@saunders.rit.edu Table of Contents Volume 36, 2009 Protecting Academic Integrity: Student Assessment In The Online Environment Pedagogical Shift: Teaching Report Writing For Accountants Online Increasing Student Learning In An Investment Management Course Through The Innovative Use Of Experiential Learning Pedagogy A Moral Development Unit For Business Courses Dividing Up Grandma’s Things: A Multifaceted Exercise In Critical Thinking Application Of Haekel’s Thesis To ABSEL Development Linking Stories With On-Line Threaded Discussions For Critical Thinking In Management Curriculum A Triadic Multi-Disciplinary Approach To Enhancing The Efficacy Of Experiential Learning Movement Toward Increased Student Roles In The Design Of Experiential Exercises Ready-Mix Concrete Company: An Experiential Exercise In Management Theory Using Portfolio Theory In A General Management Simulation An Experimental Analysis Of Advertising Strategies And Advertising The Relationship Between Goal Orientation And Simulation Performance With Attitude Change And Perceived Learning Beyond The Profitable-Product Death Spiral: Managing Product Mix In An Environment Of Constrained Resources Online Marketing Control With The Strategic Business Unit Analysis Package Beat The Market Game Creating Decision Support Systems In Business Simulation Games keywords: business; game; market; simulation cache: absel-345.pdf plain text: absel-345.txt item: #2073 of 2743 id: absel-346 author: Tal, Ben-Zvi title: Creating Decision Support Systems in Business Simulation Games date: 2014 words: 5564 flesch: 44 summary: In this study we examine the following DSS success variables: usefulness, user satisfaction, system contribution to functional area and company success, own use and colleague use. Usefulness p=0.001 p<0.001 p<0.001 p<0.001 p<0.001 0.028 0.651 0.373 0.291 Own use p=0.437 p<0.001 p=0.002 p=0.01 0.259 0.409 0.378 Colleague use p=0.01 p<0.001 p=0.001 0.609 0.569 Contribution to functional area p<0.001 p<0.001 0.702 Contribution to company success p<0.001 Table 4. keywords: analysis; business; companies; company; decision; dss; game; simulation; success; systems; use cache: absel-346.pdf plain text: absel-346.txt item: #2074 of 2743 id: absel-347 author: Chang, Jimmy; Mak, Wai Ming; To, Chester K.M.; Lau, Mei Mei title: The Use of Computer-Assisted, Interactive Role-Play Simulation in China date: 2014 words: 4287 flesch: 59 summary: 112 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 mailto:tcchangj@inet.polyu.edu.hk mailto:mswmmak@polyu.edu.hk mailto:tcchangj@inet.polyu.edu.hk mailto:spmay@speed-polyu.edu.hk RESPONDNETS’ FEEDBACK ON COMPUTER- ASSISTED, INTERACTIVE ROLE-PLAYING SIMULATION Finally, questions 4, 9, 14, 5, and 16 makes an 113 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 attempt to find out if respondents agree that the business game can help them better understand the real-life situation and apply what they learned into the simulated real world as well especially in the renewable resources. keywords: bank; business; fish; game; gaming; learning; simulation; ο ο cache: absel-347.pdf plain text: absel-347.txt item: #2075 of 2743 id: absel-348 author: Chuang, Chun-Chi; Ho, Yung-Ching; Hsiao, Arthur S. K. title: Asia Marketing: An International Business Game date: 2014 words: 3458 flesch: 43 summary: Business games handbook. Asia Marketing: An International Business Game 119 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 ASIA MARKETING: AN INTERNATIONAL BUSINESS GAME Chun-Chi Chuang National Chung-Cheng University chunchi.chuang@gmail.com Yung-Ching Ho National Chung-Cheng University bmaych@ccu.edu.tw Arthur S.K. keywords: asia; business; countries; game; international; learning; level; management; marketing; performance; simulation; students cache: absel-348.pdf plain text: absel-348.txt item: #2076 of 2743 id: absel-349 author: Giambatista, Robert C.; Hoover, J. Duane title: An Empirical Test of “Behavioral Immersion” in Experiential Learning date: 2014 words: 7058 flesch: 34 summary: Our goal was to create a high intensity learning environment that would trigger the benefits of behavioral immersion learning in an MBA course focusing upon the attainment of behavioral skills. As an educational approach, experiential learning may be viewed as follows (Hoover, 1974): Experiential learning may be viewed as a methodology of education whereby structure and individual or group experiences are contrived to develop learning and perceptual capacities, to develop and reinforce cognitions, to impact on emotions and attitudes, and, importantly, to function in developing capacities to behave consistently with the insights of these processes and experiences. keywords: acquisition; assessment; business; course; development; education; immersion; intensity; learning; person; simulation; skill; students; test; time cache: absel-349.pdf plain text: absel-349.txt item: #2077 of 2743 id: absel-35 author: Hoover, J. Duane title: ABSEL Reflections: 40 Years Of Excellence, Now Going Forward date: 2013 words: 5241 flesch: 46 summary: Simulation games and Experiential Learning in Action, ABSEL Proceedings, Volume 2 Butler, Richard J., Peter M. Markulis, and Daniel Strang (1985), “Learning Theory and Research Design: How Has ABSEL Fared?” While it is true that I am drawing inferences from a small sample size of one university, I have had conversations at Academy of Management meetings and ABSEL meetings that describe parallel trends in other college of business programs. keywords: absel; business; developments; faculty; game; hoover; learning; management; paper; simulation; students; years cache: absel-35.pdf plain text: absel-35.txt item: #2078 of 2743 id: absel-350 author: Hall, Jeremy J. S. B. title: Existing and Emerging Business Simulation-Game Design Movements date: 2014 words: 3735 flesch: 35 summary: The Exponential Logarithm Function as an Algorithm for Business Simulation Developments in Business Simulation and Experiential Exercises Vol 14 Reprinted in the Bernie Keys Library, 8th Edition And Decker et al (1987) saying about simulations ..... all have the common objective of making 132 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 Fun Surreal Figure 1: Simulation Movement Space their model as realistic as possible”. keywords: art; business; design; developments; engagement; functionalism; game; learning; movement; realism; simulation cache: absel-350.pdf plain text: absel-350.txt item: #2079 of 2743 id: absel-351 author: Hall, Jeremy J. S. B. title: Computerized Business Simulations: A Systems Dynamics Process date: 2014 words: 4360 flesch: 37 summary: INTRODUCTION Gold (2003) explored system dynamics at the simulation model level and in his conclusions stated “The design of computerized business simulations has focussed on the development of its subsystems” and suggested “However, it is clear that from the system-dynamics literature that a more holistic approach is needed”. CONCLUSIONS Allowing for the dynamics of the learning process takes simulation design beyond the creation of a simulation model and it’s decisions and results. keywords: business; cognitive; dynamic; figure; learners; learning; response; simulation; time; workload cache: absel-351.pdf plain text: absel-351.txt item: #2080 of 2743 id: absel-352 author: Hall, Jeremy J. S. B. title: Service Launch date: 2014 words: 726 flesch: 13 summary: Service Launch 146 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 SERVICE LAUNCH Jeremy J. S. B. Hall Hall Marketing jeremyhall@simulations.co.uk SERVICE LAUNCH covers pricing & promotion responses, the Product Life Cycle, profits & cash flow. A Triadic Multi-Disciplinary Approach To Enhancing The Efficacy Of Experiential Learning Movement Toward Increased Student Roles In The Design Of Experiential Exercises Ready-Mix Concrete Company: An Experiential Exercise In Management Theory Using Portfolio Theory In A General Management Simulation An Experimental Analysis Of Advertising Strategies And Advertising The Relationship Between Goal Orientation And Simulation Performance With Attitude Change And Perceived Learning Beyond The Profitable-Product Death Spiral: Managing Product Mix In An Environment Of Constrained Resources Online Marketing Control With The Strategic Business Unit Analysis Package Beat The Market Game Creating Decision Support Systems In Business Simulation Games keywords: business; game; learning; simulation cache: absel-352.pdf plain text: absel-352.txt item: #2081 of 2743 id: absel-353 author: Halpin, Annette L.; Biggs, William D. title: Evaluating Business Plans in a Simulation Environment date: 2014 words: 4218 flesch: 43 summary: Evaluating Business Plans in a Simulation Environment EVALUATING BUSINESS PLANS IN A SIMULATION ENVIRONMENT Annette L. Halpin Arcadia University halpin@arcadia.edu William D. Biggs Arcadia University biggs@arcadia.edu A number of years ago this form was adopted for use in the International Collegiate Business Strategy Competition (ICBSC), which also uses business executives to evaluate student business plans in a simulation environment. keywords: assessment; business; developments; game; information; learning; plan; score; simulation; students; use cache: absel-353.pdf plain text: absel-353.txt item: #2082 of 2743 id: absel-354 author: Jaramillo, Carlos Mario Zapata title: Teaching Software Development by Means of a Classroom Game: The Software Development Game date: 2014 words: 5853 flesch: 48 summary: In this way, it is important to note that software development game does not try to replace traditional methods for teaching Software Engineering. Instead of this, we highlight the fact that software development game is only a complement for reinforcing what we can learn in Software Engineering courses. keywords: business; development; director; engineering; game; learning; participants; people; project; simulation; software; software development; teaching cache: absel-354.pdf plain text: absel-354.txt item: #2083 of 2743 id: absel-355 author: Iwai, Chiaki title: Group Decision Experiments Using Business Game – Problem Solving With Conflict date: 2014 words: 4024 flesch: 49 summary: With regards to marketing group decision experiment of division and R&D divisions, Souder (1977) conducted experiment using nominal- interacting group decision method. This paper describes about two scenario experiments which simulate group decision making at the real business environment. keywords: business; conflict; decision; experiment; game; group; making; scenario; simulation cache: absel-355.pdf plain text: absel-355.txt item: #2084 of 2743 id: absel-356 author: Foltos, Barry title: LUNA: A Role Play Game for Learning Incoterms 2000 date: 2014 words: 8166 flesch: 61 summary: Description of the LUNA game Overview LUNA is a two-phase three-team game that requires two teams (seller groups) to offer bids for the sale of refrigeration units to a third team (buyer group). The exercise is divided into individual and group phases. keywords: business; buyer; cost; game; group; incoterms; instructor; international; luna; phase; price; students; transport cache: absel-356.pdf plain text: absel-356.txt item: #2085 of 2743 id: absel-357 author: Murff, Elizabeth; Teach, Richard title: Entrepreneurship: A Game of Risk and Reward Phase I -- The Search for Opportunity date: 2014 words: 4415 flesch: 45 summary: The continuous uniform distribution is used repeatedly to obtain the expected value, optimistic value and pessimistic value for unit sales and the additional values that may be requested by the player through the information request screen. The parameters for this Parameter generation for variables using the ED distribution Table 5 Variable, X Expected value, Ex Pessimistic value, Px Optimistic value, Ox Round to the nearest… 5-year unit sales forecast (in thousands) U(50,500) U(5,25) U(1000,5000) whole number expected material costs* (in dollars) U(75, 125) U(25, 50) U(200,500) hundredth expected unit direct labor costs* (in dollars) U(75, 125) U(25, 50) U(200,500) hundredth expected price* (in dollars) U(250,300) U(150, 175) U(400, 600) hundredth expected product development time (in hours) U(2500,3500) U(1500,2000) U(4000,7000) whole number estimated plant and equipment investment for slow initial growth (in millions of dollars) U(0.7,0.8) U(0.5,0.6) U(0.9,1.0) thousandth estimated plant and equipment investment for intermediate initial growth (in millions of dollars) U(1.4,1.6) U(1.2,1.3) U(1.7,1.8) thousandth estimated plant and equipment investment for rapid initial growth (in millions of dollars) U(2.9,3.1) U(2.5,2.7) U(3.3,3.5) thousandth expected learning curve coefficient for labor costs* U(0.05,0.06) U(0.02,0.04) U(0.07,0.10) hundredth expected learning curve coefficient for material costs* U(0.03,0.04) U(0.01,0.02) keywords: business; distribution; game; manufacturing; opportunity; phase; player; product; simulation; value cache: absel-357.pdf plain text: absel-357.txt item: #2086 of 2743 id: absel-358 author: Murff, Elizabeth; Teach, Richard title: The Wee Game: A Pre-Game date: 2014 words: 1080 flesch: 15 summary: 190 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 mailto:ejtmurff@gmail.com mailto:richard.teach@mgt.gatech.edu Table of Contents Volume 36, 2009 Protecting Academic Integrity: Student Assessment In The Online Environment Pedagogical Shift: Teaching Report Writing For Accountants Online Increasing Student Learning In An Investment Management Course Through The Innovative Use Of Experiential Learning Pedagogy A Moral Development Unit For Business Courses Dividing Up Grandma’s Things: A Multifaceted Exercise In Critical Thinking Application Of Haekel’s Thesis To ABSEL Development Linking Stories With On-Line Threaded Discussions For Critical Thinking In Management Curriculum A Triadic Multi-Disciplinary Approach To Enhancing The Efficacy Of Experiential Learning Movement Toward Increased Student Roles In The Design Of Experiential Exercises Ready-Mix Concrete Company: An Experiential Exercise In Management Theory Using Portfolio Theory In A General Management Simulation An Experimental Analysis Of Advertising Strategies And Advertising The Relationship Between Goal Orientation And Simulation Performance With Attitude Change And Perceived Learning Beyond The Profitable-Product Death Spiral: Managing Product Mix In An Environment Of Constrained Resources Online Marketing Control With The Strategic Business Unit Analysis Package Beat The Market Game Creating Decision Support Systems In Business Simulation Games keywords: business; game; price; quantity; stage cache: absel-358.pdf plain text: absel-358.txt item: #2087 of 2743 id: absel-359 author: Teach, Richard; Murff, Elizabeth title: Learning Inhibitors in Business Simulations and Games date: 2014 words: 6922 flesch: 36 summary: Fritzsche, David J. and Richard V Cotter (1990), “Guidelines for administering business games, Chapter 6 in Guide to Business Gaming and Experiential Learning, Gentry, J., Dickinson, J., Burns, A., McGinnis, L. and Park, J. (2007), “The role of learning versus performance orientations when reacting to negative outcomes in simulation games: Further insights,” Developments in Business Simulation and Experiential Learning, Vol. 34, pp 4-10 Greenlaw, P. and Wyman, F. (1973), “The teaching effectiveness of games in collegiate business courses,” Simulations and Games, Vol. 4, No. 3, pp 259-294 Goosen , Ken (1998), “Cash Flow Statements: Are they Important in Business Simulations?,” Developments in Business Simulation and Experiential Learning, Volume 25, pp 244 - 245 Hall, J. & Cox, B. (1994), “Complexity: is it really that simple,” Developments in Business Simulation & Experiential Exercises, Vol. 21, pp 30-34 Hergeth, Helmut D. and Michelle R. Jones (2003), “Board games and teaching textile marketing and finance,” Developments in Business Simulation and Experiential Learning, Volume 30, pp126 - 128 Hergeth, H. (2007), “Team behavior and team success: Results from a board game simulation,” Developments in Business Simulation and Experiential Learning, Vol. 34, pp 190-196. Krishnamoorthy, Ganesh, Peter M. Markulis and Daniel R. Strang (1977), “Meaningful notebooks and enhanced learning using a totally menu driven data base and decision support system (DSS) program, Developments in Business Simulation & Experiential Exercises, Volume 14, pp 118 - 122 Little, Milton T.M. Michael D. Scanlon, Monique T. Barakat, Theo D. Palmer, Robert M. Sapolsky, and H. Craig Heller (2005), “Sleep restriction suppresses neurogenesis induced by hippocampus-dependent learning, Journal of Neurophysiology, Val 94, pp 4224 - 4233 Maslov, A. (1943), “A Theory of Human Motivation,” Psychological Review, 50, pp 370-396 Mayer, R., Davis, J. and Schoorman, F. (1995), “An integrative model of organizational trust,” Academy of Management Review, 20, pp 709-734 196 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009  McKenny, J. & Dill, W. (1966), “Influences on learning in simulation games,” American Behavior Scientist, 10, pp 28- 32 Meece, J., Blumenfeld, P. & Hoyle, R. (1988), “Students’ Goal Orientations and Cognitive Engagement in Classroom Activities,” Journal of Educational Psychology, 80, pp 514- 523 Meising, P. (1982), “Qualitative determinants of team performance in a simulation game,” Developments in Business Simulation & Experiential Exercises, Vol. 9, No. 2, pp 228-231 Miller, George A. (1956), “The magical number seven, plus or minus two: Some limits on our capacity for processing information,” The Psychological Review, Vol. 63, No. 2, pp 81 - 97 Motorola University (1996), “Creating Mindware for the 21st Century,” Corporate University Xchange, 2, pp 212-219 Mujtaba, B. and Kennedy, J. (2005), “Facilitating through collaborative reflections to accommodate diverse learning styles for long term retention,” Developments in Business Simulations and Experiential Learning, Viol.32, pp 224-232 Norris, D. and Niebuhr, R. (1980), “Group Variables and Gaming Success,” Simulation and Games, 11, 301-312. keywords: business; business games; business simulation; complexity; decisions; developments; game; learning; participants; performance; playing; simulation; students; vol; volume cache: absel-359.pdf plain text: absel-359.txt item: #2088 of 2743 id: absel-36 author: Dickinson, John R. title: How Many Options do Multiple-Choice Questions Really Have? date: 2013 words: 3375 flesch: 53 summary: Item analysis, and more specifically the analysis of item distractors, is an established tradition. It should be feasible to revise subsequent editions of question banks accordingly. keywords: choice; distractors; item; number; options; questions cache: absel-36.pdf plain text: absel-36.txt item: #2089 of 2743 id: absel-360 author: Marshall, James R. title: New Version of an Old Simulation Helps Build a Perfect Capstone Course date: 2014 words: 1189 flesch: 27 summary: 198 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 mailto:jmarshall.1@att.net Table of Contents Volume 36, 2009 Protecting Academic Integrity: Student Assessment In The Online Environment Pedagogical Shift: Teaching Report Writing For Accountants Online Increasing Student Learning In An Investment Management Course Through The Innovative Use Of Experiential Learning Pedagogy A Moral Development Unit For Business Courses Dividing Up Grandma’s Things: A Multifaceted Exercise In Critical Thinking Application Of Haekel’s Thesis To ABSEL Development Linking Stories With On-Line Threaded Discussions For Critical Thinking In Management Curriculum A Triadic Multi-Disciplinary Approach To Enhancing The Efficacy Of Experiential Learning Movement Toward Increased Student Roles In The Design Of Experiential Exercises Ready-Mix Concrete Company: An Experiential Exercise In Management Theory Using Portfolio Theory In A General Management Simulation An Experimental Analysis Of Advertising Strategies And Advertising The Relationship Between Goal Orientation And Simulation Performance With Attitude Change And Perceived Learning Beyond The Profitable-Product Death Spiral: Managing Product Mix In An Environment Of Constrained Resources Online Marketing Control With The Strategic Business Unit Analysis Package Beat The Market Game Creating Decision Support Systems In Business Simulation Games keywords: business; course; game; simulation; version cache: absel-360.pdf plain text: absel-360.txt item: #2090 of 2743 id: absel-361 author: Mishra, Nikhil; Malhotra, Anish; Sibal, Kanika; Tuli, Kailash; Otoiu, George; Greess, Karl Heinz; Teach, Richard D. title: Project Competitor A Simulation Game for Project Management with 2 Models and 2 Modes date: 2014 words: 3370 flesch: 48 summary: Project Competitor: A Simulation Game for Project Management with 2 Models and 2 Modes PROJECT COMPETITOR© A SIMULATION GAME FOR PROJECT MANAGEMENT WITH 2 MODELS AND 2 MODES Nikhil Mishra Tata Interactive nikhilm@tatainteractive.com Anish Malhotra IILM anish.malhotra.pgpo9@iilm.edu Kanika Sibal IILM kanikasibal@gmail.com George Otoiu Aphorme georgeotoiu@yahoo.com Karl Heinz Greess Mercedes khgreess@aol.com The primary challenge of project management is to achieve all of the project goals and objectives while adhering to classic project constraints—usually scope, quality, time and budget. keywords: = resources; game; hours; project; time; worker cache: absel-361.pdf plain text: absel-361.txt item: #2091 of 2743 id: absel-362 author: Thavikulwat, Precha; Chang, Jimmy; Yu, Bosco title: Mitigating the Winner's Curse in the Auction Market of a Computer-Assisted Business Gaming Simulation date: 2014 words: 4416 flesch: 47 summary: INTRODUCTION Business gaming simulations have generally incorporated markets by modeling them. Even so, the two-market solution expands the pedagogical scope of the simulation by impressing on participants the difference between two kinds of markets. keywords: auction; business; condition; curse; learning; market; participants; price; simulation; winner cache: absel-362.pdf plain text: absel-362.txt item: #2092 of 2743 id: absel-363 author: Umeda, Takashi; Ichikawa, Manabu; Koyama, Yuhsuke; Deguchi, Hiroshi title: Evaluation of Collaborative Filtering by Agent-Based Simulation Considering Market Environment date: 2014 words: 4353 flesch: 41 summary: Our findings were as follows: 1) the number of neighbors is a key parameter and there is a trade-off due to market circumstances, 2) a bigger number of neighbors performed better, with a tendency that was independent of the degree of clustering of consumer preferences, 3) if there were any high-frequency purchasers, a smaller number of neighbors performed better. It is even impossible to use this method when the market environment changes frequently, for example, new items are dynamically and constantly added and consumer preferences dynamically change according to the website recommendations. keywords: business; consumer; environment; filtering; item; market; model; number; recommendation; simulation cache: absel-363.pdf plain text: absel-363.txt item: #2093 of 2743 id: absel-364 author: Wellington, William J.; Hutchinson, David title: Marketing Simulation Game Decision Making Experience and its Impact on Indecisiveness Among Introductory Marketing Students date: 2014 words: 6160 flesch: 37 summary: A Triadic Multi-Disciplinary Approach To Enhancing The Efficacy Of Experiential Learning Movement Toward Increased Student Roles In The Design Of Experiential Exercises Ready-Mix Concrete Company: An Experiential Exercise In Management Theory Using Portfolio Theory In A General Management Simulation An Experimental Analysis Of Advertising Strategies And Advertising The Relationship Between Goal Orientation And Simulation Performance With Attitude Change And Perceived Learning Beyond The Profitable-Product Death Spiral: Managing Product Mix In An Environment Of Constrained Resources Online Marketing Control With The Strategic Business Unit Analysis Package Beat The Market Game Creating Decision Support Systems In Business Simulation Games Past research has examined the relationship between student performance in simulation competitions and a wide range of 223 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009 mailto:R87@uwindsor.ca mailto:dhutch@uwindsor.ca mailto:ad9@uwindsor.ca variables. keywords: business; business simulation; competitiveness; decision; developments; experience; game; indecisiveness; performance; simulation; students; test cache: absel-364.pdf plain text: absel-364.txt item: #2094 of 2743 id: absel-365 author: Wolfe, Joseph; Deloach, Guy title: Individual and Organizational Learning in a Top Management Game date: 2014 words: 5699 flesch: 52 summary: Game teams will evidence increased Organizational Learning. Play began after the players and game teams had received six weeks of course instruction consisting of lectures and case studies. keywords: business; company; decision; experiential; firm; game; knowledge; learning; making; management; sense; simulation; team cache: absel-365.pdf plain text: absel-365.txt item: #2095 of 2743 id: absel-366 author: Wharton, Robert R. title: In Pursuit of Stockholder Value: Reinforcing Core Concepts in a Business Strategy Simulation with a “Shadow” Stock Market Competition date: 2014 words: 5033 flesch: 40 summary: Global companies were generally among the more profitable operations, and there was a significantly positive correlation between globalization and measures of market share and stock market performance. “Asset selection and trading strategy in stock market simulations.” keywords: business; company; control; goal; market; performance; risk; shadow; simulation; stock; students cache: absel-366.pdf plain text: absel-366.txt item: #2096 of 2743 id: absel-367 author: Cannon, Hugh M.; Friesen, Daniel P.; Lawrence, Steven J.; Feinstein, Andrew H. title: The Simplicity Paradox: Another Look at Complexity in Design of Simulations and Experiential Exercises date: 2014 words: 6454 flesch: 40 summary: At this point, we might ask, “So why wouldn’t we all use complex simulation games?” Bloom’s revised taxonomy of educational objectives provides a useful tool for conceptualizing these skills in the context of simulation games and experiential learning (Cannon and Feinstein 2005). keywords: bernie; business; complexity; exercises; game; information; keys; learning; library; mechanisms; simulation; students; uncertainty cache: absel-367.pdf plain text: absel-367.txt item: #2097 of 2743 id: absel-368 author: Ho, Thi Minh; Cannon, Hugh M.; Yaprak, Attila title: In Search of the Ethnocentric Consumer: Experiencing “Laddering” Research in International Advertising date: 2014 words: 8392 flesch: 44 summary: In practice, this immersion comes through the conduct and use of consumer research. Second, it will use laddering research to address the specific problem of consumer ethnocentrism; a construct that has been used extensively as a basis for understanding consumer behavior in international marketing (Shankarmahesh, 2006). keywords: advertising; business; chain; consumer; end; ethnocentrism; exercise; exhibit; laddering; learning; marketing; means; product; research; simulation; students; value cache: absel-368.pdf plain text: absel-368.txt item: #2098 of 2743 id: absel-369 author: Brozik, Dallas; Brozik, Doris title: The Paradise Islands Revisited: Trouble in Paradise date: 2014 words: 4508 flesch: 45 summary: Having a student critique other students proved to be quite beneficial. BACKGROUND The Paradise Islands is a semester-long simulation created to give students an unstructured problem and help them develop critical thinking skills, conflict resolution, problem solution techniques, and formal presentation skills (Brozik, Joy, and Brozik, 2007). keywords: business; development; groups; instructors; islands; learning; paradise; simulation; students cache: absel-369.pdf plain text: absel-369.txt item: #2099 of 2743 id: absel-37 author: Goosen, Kenneth R. title: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation date: 2013 words: 1079 flesch: 29 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation Page 176 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 ABSTRACT This session will demonstrate two simulations that are now 100% Web-based. keywords: accounting; business; management; simulation cache: absel-37.pdf plain text: absel-37.txt item: #2100 of 2743 id: absel-370 author: Boscia, Marian W.; Mcgowan, Michele M. title: Developing and Assessing Student Information Literacy Competency date: 2014 words: 2746 flesch: 32 summary: American Library Association defines information literacy as the set of skills needed to acquire, evaluate, and use information To assess students’ critical thinking skills by analyzing, evaluating, and comparing information sources. keywords: american; association; business; information; learning; library; sources; students cache: absel-370.pdf plain text: absel-370.txt item: #2101 of 2743 id: absel-371 author: Micklich, Douglas L. title: Do First Mover Advantages Exist In Competitive Board Games: The Importance of Zugzwang date: 2014 words: 5571 flesch: 51 summary: THE IMPORTANCE OF ZUGZWANG Douglas L. Micklich Illinois State University dlmickl@ilstu.edu ABSTRACT The ability to move first in competitive games is thought to be the sole determinant on who wins the game. This is one important part of competitive games, one that leads to a desired winning position, and hence the win (which will be further defined later). keywords: advantage; chess; effect; game; middle; player; position; simulation; strategy cache: absel-371.pdf plain text: absel-371.txt item: #2102 of 2743 id: absel-372 author: Ichikawa, Arata; Nakamura, Mieko title: The Natural Debriefing Approach: A Case in a Simple Business Game Pursued for Perfect Communications date: 2014 words: 4979 flesch: 48 summary: Besides, the information that each player perceives from other team player containing many slight differences is abundant and noticeable. Business games themselves can be categorized into computer-modeled complex games and non- computer-based simple games. keywords: business; conversation; debriefing; dialogue; game; gaming; learning; players; simulation; team cache: absel-372.pdf plain text: absel-372.txt item: #2103 of 2743 id: absel-373 author: Schumacher, Terry title: New Product Development Simulation date: 2014 words: 2982 flesch: 44 summary: One issue that is mentioned in discussions of simulation use is that of ‘students gaming the system’. INTRODUCTION We conducted a review of simulations that addressed entrepreneurial situations (e.g., The Retail Entrepreneur Simulation, from Interpretive Software). keywords: business; design; game; learning; participants; product; simulation; students cache: absel-373.pdf plain text: absel-373.txt item: #2104 of 2743 id: absel-374 author: Bernard, Ricardo R. S.; De Souza, Moises Pacheco title: Dominance in Online Business Games Competitions date: 2014 words: 3929 flesch: 39 summary: This paper extends previous studies by using business simulation competitions administrated on line. General competitions are business simulation competitions composed participants of all kind of background. keywords: business; companies; competitions; dominance; learning; rounds; simulation cache: absel-374.pdf plain text: absel-374.txt item: #2105 of 2743 id: absel-375 author: Tanaka, Kenta Kenta; Tanabu, Motonari; Shirai, Hiroaki; Koji, Kotani; Managi, Shunsuke title: Cooperative Business Game with Framing Effect date: 2014 words: 4719 flesch: 45 summary: Percentage of cooperative choices per value orientation % in public goods % in public bads Individualistic(27/30 38 27.3 Cooperative(10/9) 38.9 55.5 All(40/40) 38.6 35.5 Table3: Summary of results Overall Goods vs Bads z = 1.220 Per condition Goods Ind.vs Coop. We now present the percentage of cooperative choices of subjects with different value orientations in each of the two treatments. keywords: bads; business; choices; effects; framing; game; goods; learning; setting; simulation cache: absel-375.pdf plain text: absel-375.txt item: #2106 of 2743 id: absel-376 author: Fekula, Michael J.; Duck, Janet M. title: Experiential Exercises in the Online Environment date: 2014 words: 900 flesch: 5 summary: Experiential Exercises in the Online Environment   302 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009  EXPERIENTIAL EXERCISES IN THE ONLINE ENVIRONMENT Michael J. “Mick” Fekula University of South Carolina Aiken mickf@usca.edu While computer-based simulations are greatly enhanced through web-based technology, experiential exercises that rely upon rich communication means are likely to be degraded in an online class. keywords: business; exercises; game; online cache: absel-376.pdf plain text: absel-376.txt item: #2107 of 2743 id: absel-377 author: Rahn, David R. title: Enhancing Web-Based Simulations with Game Elements for Increased Engagement date: 2014 words: 8238 flesch: 48 summary: Enhancing Web-Based Simulations with Game Elements for Increased Engagement ENHANCING WEB-BASED SIMULATIONS WITH GAME ELEMENTS FOR INCREASED ENGAGEMENT David Rahn California State University, Chico drahn@csuchico.edu Game elements are identified by evaluating recreational computer games to identify features which are engaging to users. keywords: business; company; decisions; egs; elements; engagement; game; hrm; knowledge; learning; marcia; participants; performance; play; simulation; team; work cache: absel-377.pdf plain text: absel-377.txt item: #2108 of 2743 id: absel-378 author: Cassidy, Christopher M.; Brozik, Dallas title: The Ginseng Game date: 2014 words: 5617 flesch: 54 summary: EMPLOYEE TRAINING It takes a full year of one-on-one training under the direct supervision of a trained harvester to become competent at ginseng harvesting, processing, and drying. Harvesters are required to replant the seeds from ginseng plants in the spot where harvested. keywords: business; capacity; game; ginseng; harvest; harvesting; learning; season; students; term; year cache: absel-378.pdf plain text: absel-378.txt item: #2109 of 2743 id: absel-379 author: Jordan, David A. title: Experience Business Using a Simple Business Simulation date: 2014 words: 862 flesch: 26 summary: Experience Business Using A Simple Business Simulation 320 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009  EXPERIENCE BUSINESS USING A SIMPLE BUSINESS SIMULATION   David A. Jordan Geneva College A Triadic Multi-Disciplinary Approach To Enhancing The Efficacy Of Experiential Learning Movement Toward Increased Student Roles In The Design Of Experiential Exercises Ready-Mix Concrete Company: An Experiential Exercise In Management Theory Using Portfolio Theory In A General Management Simulation An Experimental Analysis Of Advertising Strategies And Advertising The Relationship Between Goal Orientation And Simulation Performance With Attitude Change And Perceived Learning Beyond The Profitable-Product Death Spiral: Managing Product Mix In An Environment Of Constrained Resources Online Marketing Control With The Strategic Business Unit Analysis Package Beat The Market Game Creating Decision Support Systems In Business Simulation Games keywords: business; game; learning; simulation cache: absel-379.pdf plain text: absel-379.txt item: #2110 of 2743 id: absel-38 author: Wolfe, Joseph title: A Large-Scale Game Test of Early-Determined Game Finishes date: 2013 words: 3666 flesch: 51 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) A Large-Scale Game Test of Early-Determined Game Finishes Page 177 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 ABSTRACT Teach and Patel (2007) reported that teams playing CAPSTONE (Smith, n.d.) arrived at their final financial standings early in the game. keywords: business; exhibit; experiential; game; learning; patel; place; round; simulation; teach cache: absel-38.pdf plain text: absel-38.txt item: #2111 of 2743 id: absel-382 author: Boscia, Marian W.; Turner, Linda F. title: Linking Team Covenants to Peer Assessment of Simulation and Experiential Performance date: 2014 words: 6173 flesch: 47 summary: The covenanting process channels the ability and motivation of team members toward their personal development, understanding of science and technology, analytical skills gains and openness to diversity. Covenants enhance the motivation of the team as a whole, provide beneficial resolutions to conflict between team members, and contribute to team performance during the simulation. keywords: business; conflict; covenants; group; learning; members; performance; potency; simulation; students; task; team; team members cache: absel-382.pdf plain text: absel-382.txt item: #2112 of 2743 id: absel-383 author: Boscia, Marian W.; McAfee, R. Bruce title: Using the Balance Scorecard Approach: A Group Exercise date: 2014 words: 3696 flesch: 43 summary: The Big Picture Question Project: Explorations in Teaching Creativity within a Force-Field Research Framework Viva Voce: Oral Exams as a Teaching & Learning Experience Internships And Occupational Socialization: What Are Students Learning? Second, since the exercise is done by student groups, it also helps to meet two of AACSB’s recommendations. keywords: business; college; exercise; learning; measures; performance; perspective; scorecard; simulation; skills; students cache: absel-383.pdf plain text: absel-383.txt item: #2113 of 2743 id: absel-384 author: Brozik, Dallas; Cassidy, Christopher M.; Brozik, Doris title: IndoAmerican Enterprises date: 2014 words: 7399 flesch: 48 summary: Exercises are typically designed for a group of a certain size, often a class size of 20-40 people, and it can be difficult to scale-up the experience for larger groups. Smaller groups tend to be dominated by a single personality, and larger groups suffer from the “free rider” problem. keywords: business; consumer; goods; group; indoam; learning; management; production; products; simulation; solution; students cache: absel-384.pdf plain text: absel-384.txt item: #2114 of 2743 id: absel-385 author: Cassidy, Christopher M.; Brozik, Dallas; Brozik, Doris title: Class Size and Game Design date: 2014 words: 5211 flesch: 48 summary: The Big Picture Question Project: Explorations in Teaching Creativity within a Force-Field Research Framework Viva Voce: Oral Exams as a Teaching & Learning Experience Internships And Occupational Socialization: What Are Students Learning? It seems that a linear increase in the number of students requires more than a linear increase in the amount of administrator time needed for control. keywords: administrator; business; classes; game; learning; number; players; simulation; students; teams cache: absel-385.pdf plain text: absel-385.txt item: #2115 of 2743 id: absel-386 author: Cormany, Dan; Feinstein, Andrew Hale title: Implementation of Effective Experiential Learning Environments date: 2014 words: 14589 flesch: 55 summary: Assignment of other roles was made as near as possible to correspond to erience filling. It was expected that the person in the role of General Manager would need to actively encourage a consideration by the other roles of the ramifications their needs and suggestions had on other roles. keywords: business; business simulation; case; class; developments; experience; group; guests; kolb; learning; meeting; need; notes; play; process; property; responsibilities; role; simulation; start; storm; students; thinking; time; volume cache: absel-386.pdf plain text: absel-386.txt item: #2116 of 2743 id: absel-387 author: Fekula, Michael J. title: Simulation Sensemaking: The BusinessWeek Approach to Effective Debriefing date: 2014 words: 5995 flesch: 49 summary: As previously discussed, student teams present their experience in the game to other student teams that competed in the same industry. Uses more closely akin to ABSEL work include reference to the BusinessWeek Index as a means to link simulation games to the real world economy (Arellano &Hopkins, 1992; Biggs & Halpin, 2004; Hall, 1987; Hsu, 1994; Keys, 1987; Keys & Biggs, 1990; Larson, 1985). keywords: article; business; business simulation; businessweek; developments; experience; game; learning; process; simulation; strategy; students; team cache: absel-387.pdf plain text: absel-387.txt item: #2117 of 2743 id: absel-388 author: Gamlath, Suresh L. title: A Lesson in Hide-And-Go-Seek: A Team Building Game date: 2014 words: 4296 flesch: 56 summary: Teams of this nature are highly goal-oriented and competitive - collaboration with other teams is virtually a taboo. Students become more accountable for their actions and teams tend to manage team members through peer pressure. keywords: business; game; learning; play; students; target; team; teamwork; type cache: absel-388.pdf plain text: absel-388.txt item: #2118 of 2743 id: absel-389 author: Gentry, James W.; McGinnis, Lee title: Thoughts on How to Motivate Students Experientially date: 2014 words: 4141 flesch: 49 summary: Thoughts on how to Motivate Students Experientially THOUGHTS ON HOW TO MOTIVATE STUDENTS EXPERIENTIALLY James W. Gentry University of Nebraska-Lincoln jgentry@unl.edu Lee Phillip McGinnis Washburn University lee.mcginnis@washburn.edu ABSTRACT Previous work presented at ABSEL has dealt with the need to motivate students and has presented theoretical perspectives such as Loewenstein’s (1994) Students are aware that some people are greedy and opportunistic, but surely not the largely homogeneous group of students in their class. keywords: absel; business; curiosity; game; gap; gentry; learning; simulation; students cache: absel-389.pdf plain text: absel-389.txt item: #2119 of 2743 id: absel-39 author: Wolfe, Joseph title: Large-Scale Business Games for Assurance of Learning Purposes date: 2013 words: 6912 flesch: 51 summary: The hypotheses were: H1: High tier companies will demonstrate more Variety in their decision-making processes than low tier companies. H2: High tier companies will demonstrate more Depth in their decision-making processes than low tier companies. keywords: business; companies; company; decision; game; learning; making; players; problem; screen; simulation; tier; time; variety cache: absel-39.pdf plain text: absel-39.txt item: #2120 of 2743 id: absel-390 author: Hoover, J. Duane title: Experiential Learning is not just Experiential Teaching: Measurement of Student Skill Acquisition via Assessment Centers date: 2014 words: 6083 flesch: 36 summary: definition (Hoover, 1974), more specific to whole person learning, describes experiential learning as a process: Experiential learning exists when a personally responsible participant (s) cognitively, emotionally, and behaviorally processes knowledge, skills and/or attitudes in a learning situation characterized by a high level of active involvement. To do this, let’s look at a definition of experiential learning as an educational methodology (Hoover, 1974; Hoover and Whitehead, 1976): Experiential learning may be viewed as a methodology of education whereby structure and individual or group experiences are contrived to develop learning and perceptual capacities, to develop and reinforce cognitions, to impact on emotions and attitudes, and, importantly, to function in developing capacities to behave consistently with the insights of these processes and experiences. keywords: assessment; behavioral; business; design; learning; paper; person; research; results; simulation; skill; student; teaching cache: absel-390.pdf plain text: absel-390.txt item: #2121 of 2743 id: absel-391 author: Hoover, J. Duane title: ABSEL Redux: Reflections after a 25 Year Hiatus date: 2014 words: 4097 flesch: 48 summary: Simulation games and Experiential Learning in Action, ABSEL Proceedings, Volume 2 Butler, Richard J., Peter M. Markulis, and Daniel Strang (1985), “Learning Theory and Research Design: How Has ABSEL Fared?” On the Road to a New Frontier, ABSEL Proceedings, Vol. 1 Hoover, J. Duane (1975), “Process and Content in Experiential Learning” ” in Richard Buskirk (Ed.), Simulation games and Experiential Learning in Action, ABSEL Proceedings, Volume 2 Hoover, J. Duane (1979), “Foreword” in Samuel Certo and Daniel Brenenstuhl (Eds.), Insights in Experiential Pedagogy, ABSEL Proceedings, Volume 6 Hoover, J. Duane (1980), “Foreword” in Daniel Brenenstuhl and William Biggs (Eds.), Experiential Learning Enters the Eighties, ABSEL Proceedings, Vol. 7 Kolb, D.A., I.M. Rubin and J.M. McIntyre (1971), Organizational Psychology: An Experiential Approach, Englewood Cliffs, N.J.: keywords: absel; business; faculty; foreword; learning; new; proceedings; simulation; students; years cache: absel-391.pdf plain text: absel-391.txt item: #2122 of 2743 id: absel-392 author: Jackson, Mary Jo; Helms, Marilyn M.; Jackson, William T. title: College Student’s Expectations of Technology- Enhanced Classrooms: Comparing 1996 And 2006 date: 2014 words: 7104 flesch: 50 summary: The Big Picture Question Project: Explorations in Teaching Creativity within a Force-Field Research Framework Viva Voce: Oral Exams as a Teaching & Learning Experience Internships And Occupational Socialization: What Are Students Learning? Projections are that technology usage will transform higher education learning and teaching in the future (Kiernan, 2006) while at the same time research on the use of technology in higher education and of the link between the technology- enhanced classroom and student learning is limited and conflicting. keywords: business; classroom; college; computer; education; environment; expectations; exposure; journal; learning; percent; simulation; students; technology; use; vol cache: absel-392.pdf plain text: absel-392.txt item: #2123 of 2743 id: absel-393 author: Maddox, E. Nick; Nicholson, Carolyn Y. title: The Business Student Satisfaction Inventory (BSSI): Development and Validation of a Global Measure of Student Satisfaction date: 2014 words: 7338 flesch: 50 summary: Ultimately, the authors intend to develop a straightforward, reliable assessment instrument that can measure business student satisfaction and be used to enhance positive learning climate for students. After a thorough literature review of the major business and management education literature we noted that business student satisfaction and its measurement have received scarce direct attention. keywords: bssi; business; education; factor; faculty; items; learning; quality; satisfaction; school; simulation; student; student satisfaction cache: absel-393.pdf plain text: absel-393.txt item: #2124 of 2743 id: absel-394 author: Maddox, E. Nick title: The “Big Picture Question” Project: Explorations in Teaching Creativity within a Force-Field Research Framework date: 2014 words: 4392 flesch: 44 summary: Hence, while there is some predictable overlap between the generic model of creative problem solving and the cognitive processes of divergent and convergent thinking, the different dynamics of each reinforced the breadth and depth of student research and problem solving. With the BPQP, observation comes via intense study of the central research question across multiple disciplines while flow emerges through intense contemplation of the problem in total inclusive of the forces that drive toward problem solution and those forces that restrain problem solution. keywords: bpqp; creativity; learning; problem; project; research; solving; students; thinking cache: absel-394.pdf plain text: absel-394.txt item: #2125 of 2743 id: absel-395 author: Markulis, Peter M.; Strang, Daniel R. title: “Viva Voce”: Oral Exams as a Teaching & Learning Experience date: 2014 words: 6287 flesch: 51 summary: The paper discusses the history and rationale for using oral exams, and provides a model for instructors of upper level business courses to augment their course pedagogy by using the oral exam format. INTRODUCTION Viva Voce is a Latin expression that was used in Catholic seminary education to refer to oral exams (it literally means, “living voice”). keywords: business; communication; course; exam; exam format; format; learning; management; oral; simulation; skills; students; use cache: absel-395.pdf plain text: absel-395.txt item: #2126 of 2743 id: absel-396 author: McManus, Amy; Feinstein, Andrew Hale title: Internships and Occupational Socialization: What are Students Learning? date: 2014 words: 6714 flesch: 47 summary: A second intentional learning component is to focus internship learning experiences in fewer areas and make the learning in depth in nature; rather than having interns skim the surface of several learning areas. Here, it can be used to gauge interns motivation to socialize and assume new occupational roles, which in turn may predict their future contributions to the industry and their career success. keywords: business; control; interns; internships; journal; learning; motivation; self; simulation; socialization; students; work cache: absel-396.pdf plain text: absel-396.txt item: #2127 of 2743 id: absel-397 author: Micklich, Douglas L. title: Does Learning Occur In One-Shot, Non-Cooperative Games? date: 2014 words: 6375 flesch: 58 summary: This is a direct result of positive knowledge transfer between game situations where greater parity would tend to exist. A central hallmark of game play is not that users play a game and then put it down but that users are drawn into playing the game over and over (Garris, 2002) . keywords: business; game; knowledge; learning; play; question; round; simulation; strategy; team; tournament; transfer cache: absel-397.pdf plain text: absel-397.txt item: #2128 of 2743 id: absel-398 author: Oppenheimer, Robert J. title: Beliefs and Behavior, an Ancient Perspective and Modern Application date: 2014 words: 2872 flesch: 52 summary: Developments in Business Simulation and Experiential Learning, Volume 35, 2008 153 Note: these responses may be used to discuss the difficulty people may have in accepting that others have the right to hold beliefs different than their own. It discusses and provides an example of the relationship amongst beliefs, values, attitudes, intended behaviors and actual behaviors. keywords: attitude; behavior; belief; business; learning; person cache: absel-398.pdf plain text: absel-398.txt item: #2129 of 2743 id: absel-399 author: Prasad, Teegalapally title: Developing Enterprise Culture among the Students through Intercollegiate Competitions: A Case of Student Enterprise Competition (SEC) 2007 date: 2014 words: 4011 flesch: 38 summary: This paper focuses on the concept of student enterprises and its importance and implications in entrepreneurship education. This paper focuses on the importance of the concept of student enterprises in entrepreneurship education as a solution for improving entrepreneurship education. keywords: academic; business; competition; education; enterprises; enterprising; entrepreneurship; learning; simulation; student; student enterprises cache: absel-399.pdf plain text: absel-399.txt item: #2130 of 2743 id: absel-4 author: Lopez, Miguel David Rojas; Alis, Juan Esteban; Londono, Laura Marcela title: Serious Play: On-Line Game "Manage-Art" date: 2013 words: 1145 flesch: 16 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) On-Line Game MANAGE-ART” Page 3 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 ABSTRACT On-line game “Manage-Art” is a game to determine the affectivity of group decision making versus individual deci- sions. keywords: business; game; learning; line; simulation cache: absel-4.pdf plain text: absel-4.txt item: #2131 of 2743 id: absel-40 author: Miller, Craig title: The Gamification Of Education date: 2013 words: 3258 flesch: 48 summary: I have added two other essential elements to strategy games such as chess, monopoly, and business simulation games. The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) keywords: business; education; game; gamification; gaming; learning; management; play; simulation; students; work cache: absel-40.pdf plain text: absel-40.txt item: #2132 of 2743 id: absel-400 author: Scalzo, Christopher M. title: Student Views of Management Skills and Their Future Careers after Using Business Simulations date: 2014 words: 7540 flesch: 41 summary: Focus groups indicated no change in their views of management skills; rather, the simulation solidified student views. Recommendations for further study of student views on management skills include simulation effects and student preparation for future careers. keywords: business; data; experience; focus; future; learning; management; management skills; results; simulation; skills; students; study; survey; views cache: absel-400.pdf plain text: absel-400.txt item: #2133 of 2743 id: absel-401 author: Scherpereel, Christopher M.; Bowers, Mary Y. title: Back to the Future: Gender Differences in Self-Ratings of Team Performance Criteria date: 2014 words: 6923 flesch: 47 summary: Self-consistency and gender differences in the accuracy of self evaluations. One of the most significant problems with peer evaluations is the observed discrepancies between self-ratings and peer ratings. keywords: assessment; business; differences; evaluation; feedback; gender; learning; males; peer; performance; ratings; self; team; women cache: absel-401.pdf plain text: absel-401.txt item: #2134 of 2743 id: absel-402 author: Wates, Kathleen W.; Ritchie, C. Michael title: A Case for Experiential Learning: Using Central Europe as a Classroom date: 2014 words: 2578 flesch: 46 summary: The Big Picture Question Project: Explorations in Teaching Creativity within a Force-Field Research Framework Viva Voce: Oral Exams as a Teaching & Learning Experience Internships And Occupational Socialization: What Are Students Learning? This paper focuses on student perceptions of a study abroad program and how their perceptions of international business and culture vary from what they expected to find and what they actually found during the exposure to the foreign culture. keywords: abroad; business; experience; learning; program; simulation; students; study cache: absel-402.pdf plain text: absel-402.txt item: #2135 of 2743 id: absel-403 author: Cannon, James N.; Cannon, Hugh M. title: Modeling Strategic Opportunities in Product-Mix Strategy: A Customer- Versus Product-Oriented Perspective date: 2014 words: 5127 flesch: 46 summary: By focusing on customer rather than product profitability, marketers look at the portfolios of products their customers want rather than disrupting portfolios for the sake of individual product profitability. Budget: * 1 1 1, 1 π π − = − − ∑ = t n i ti tt n BB t (7) Developments in Business Simulation and Experiential Learning, Volume 35, 2008 187 Where B Budget in time t, Bt = πi,t = profits associated with product i in time t, Π* = represents a target level of profit expected of each product, nt = the number of products selected in time t, The budget must cover all fixed product costs. keywords: business; cost; customer; demand; mix; product; profitability; segment; simulation cache: absel-403.pdf plain text: absel-403.txt item: #2136 of 2743 id: absel-404 author: Markulis, Peter M.; Strang, Daniel R. title: Assessment in the Modern Large High-Tech Classroom date: 2014 words: 4686 flesch: 54 summary: The Big Picture Question Project: Explorations in Teaching Creativity within a Force-Field Research Framework Viva Voce: Oral Exams as a Teaching & Learning Experience Internships And Occupational Socialization: What Are Students Learning? Table 2 shows the pattern of missed clicker classes for the students for an entire semester. keywords: assessment; attendance; business; class; clickers; instructor; learning; quizzes; students; technology; use cache: absel-404.pdf plain text: absel-404.txt item: #2137 of 2743 id: absel-405 author: Palia, Aspy P. title: Target Profit Pricing With the Web-Based Breakeven Analysis Package date: 2014 words: 6722 flesch: 54 summary: Target Profit Pricing with the Web-Based Breakeven Analysis Package Developments in Business Simulation and Experiential Learning, Volume 35, 2008 197 TARGET PROFIT PRICING WITH THE WEB-BASED BREAKEVEN ANALYSIS PACKAGE Aspy P. Palia University of Hawaii at Manoa aspy@hawaii.edu Developments in Business Simulation and Experiential Learning, Volume 35, 2008 198 PRICING CONSIDERATIONS A variety of factors need to be considered when setting price for an offering (Bagozzi, Rosa, Celly, & Coronel, 1998; Churchill, & Peter, 1995; Dalrymple, & Parsons, 1995; Kotler, 2003; Kotler, & Keller, 2007; Lamb, Hair, & McDaniel, 2004; Lynn, 1967; McCarthy, & Perreault, Jr., 1984; McCarthy, & Perreault, Jr., 1987; Nagle, & Holden, 2002; O’Dell, 1984; Palda, 1971; keywords: analysis; breakeven; business; cost; developments; learning; library; marketing; price; sales; simulation; total; unit cache: absel-405.pdf plain text: absel-405.txt item: #2138 of 2743 id: absel-406 author: Teach, Richard D.; Murff, Elizabeth title: Are the Business Simulations we Play too Complex? date: 2014 words: 5597 flesch: 36 summary: Clarkson College was an early pioneer in using business simulation games in the curriculum of its business school. J Faria and David Hutchinson (2007), “Consistency of participant simulation performance across simulation games of growing complexity,” Developments in Business Simulations and Experiential Exercises, Vol. 34, pages 24 - 31 Whiteley, T. Richard. keywords: business; business simulation; developments; enterprise; exercises; games; learning; management; pages; performance; simulation; time; vol cache: absel-406.pdf plain text: absel-406.txt item: #2139 of 2743 id: absel-407 author: Thavikulwat, Precha; Chang, Jimmy; Sanford, Douglas title: Shared Experience as Incentive for Horizontal Integration in Business Simulations date: 2014 words: 6151 flesch: 51 summary: If the maximum size of a family of firms is Z firms, then the maximum average integration ratio (r*) for an economy of firms is as follows: Z Zr 1* − = . We propose an integration ratio (r) as a measure of the degree to which a firm is integrated with other firms, such that r is the ratio of the number of shares owned by other firms (s) divided by the number of shares the firm has outstanding (S) as follows: Developments in Business Simulation and Experiential Learning, Volume 35, 2008 216 S sr = . keywords: business; experience; firm; incentive; integration; learning; participants; simulation cache: absel-407.pdf plain text: absel-407.txt item: #2140 of 2743 id: absel-408 author: Thavikulwat, Precha title: Affinity Propagation: A Clustering Algorithm for Computer-Assisted Business Simulations and Experiential Exercises date: 2014 words: 3653 flesch: 54 summary: Affinity propagation is a graph theoretic clustering method recently developed by Frey and Dueck (2007), who have tested it against k-centers clustering, an iterative partitioning method similar to the popular k-means procedure that is available on SPSS 15, differing in that k- means clusters items around a computed central values whereas k-centers clusters them around exemplars, each one being the most central item of its cluster. When applied to a large database of human faces and a large database of mouse DNA segments, Frey and Dueck found that affinity propagation gave rise to smaller errors and arrived at its Developments in Business Simulation and Experiential Learning, Volume 35, 2008 220 mailto:pthavikulwat@towson.edu solution at least two orders of magnitude faster, an important consideration because clustering data is inherently a computationally intensive problem. keywords: affinity; algorithm; alice; bob; business; learning; matrix; participants; simulation cache: absel-408.pdf plain text: absel-408.txt item: #2141 of 2743 id: absel-409 author: Rudd, David V.; Brooks, Bradley W.; Burson, Timothy E. title: Marketing Simulation Results as Embedded Forms of Program Assessment date: 2014 words: 4380 flesch: 35 summary: This gives rise to the potential for the use of comparative data to see how whole programs compare in terms of simulation performance and whether or not simulation performance improves over time. This study, however, calls for an additional stream of research to examine benefits of marketing simulations that may be gaining significant attention in actual practice. keywords: assessment; business; developments; game; learning; marketing; performance; program; results; simulation; student cache: absel-409.pdf plain text: absel-409.txt item: #2142 of 2743 id: absel-41 author: Anne, Kirk M.; Markulis, Peter M.; Strang, Daniel R. title: OB Simulation: A Hands-On Demonstration date: 2013 words: 1202 flesch: 31 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) OB Simulation: A Hands-On Demonstration Kirk M. Anne SUNY-Geneseo KMA@Geneseo.edu Peter Markulis SUNY-Geneseo Markulis@Geneseo.edu Daniel Strang SUNY-Geneseo Strang@Geneseo.edu Page 202 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 TIME 1 ½ to 2 hours MATERIALS 1. keywords: business; game; learning; simulation cache: absel-41.pdf plain text: absel-41.txt item: #2143 of 2743 id: absel-410 author: Ichikawa, Manabu; Koyama, Yuhsuke; Deguchi, Hiroshi title: Human and Agent Playing the “Beer Game” date: 2014 words: 4196 flesch: 58 summary: When you play the original board based Beer Game, all processes have to be done by players. When playing the original board based Beer Game, all records, such as the number of ordered beers, the number of demanded beers, costs and so on, are recorded in some sheets. keywords: agent; beer; beer game; game; human; players; simulation; soars; strategies cache: absel-410.pdf plain text: absel-410.txt item: #2144 of 2743 id: absel-411 author: Pillutla, Sharma title: Issues in Porting a LAN-Based Total Enterprise Simulation Game to a Web-Based Environment date: 2014 words: 5236 flesch: 43 summary: The paper first lays out the different types of simulation games and narrows down the scope to the type of simulation game considered in this paper. The most recent incarnation of simulation games was a client- server based approach where a client program is installed on the user’s computer (players program on the student’s computer) and a server program (game administrator’s program on the faculty/instructor’s computer). keywords: administrator; business; environment; game; issues; lan; simulation; web cache: absel-411.pdf plain text: absel-411.txt item: #2145 of 2743 id: absel-412 author: Murff, Elizabeth; Teach, Richard D. title: Partners or Competitors? A B2B Simulation date: 2014 words: 3782 flesch: 49 summary: Aggregate industry demand is influenced by changes in the national economy, government contracts for road building and other macro-economic conditions. -70*en1 • held over from prior round enH1(prior round) • bought from Lynx (en12) -(pen,12) - pen,12*en12 • bought from Puma (en13) -(pen,13) - pen,13*en13 • bought from Wildcat (en14) -(pen,14) - pen,14*en14 • sold to Lynx (en21) +(pen,21) +pen,21*en21 • sold to Puma (en31) +(pen,31) +pen,31*en31 • sold to Wildcat (en41) +(pen,41) +pen,41*en41 • available for loaders enA1 = min[0, en1 + enH1(prior round) + en12 + en13 + en14 – en21 – en31 – en41] Developments in Business Simulation and Experiential Learning, Volume 35, 2008 249   Transmission/drive trains • produced (tr1) -80 keywords: business; cost; demand; game; learning; level; round; simulation; team cache: absel-412.pdf plain text: absel-412.txt item: #2146 of 2743 id: absel-413 author: Bernard, Ricardo R. S.; De Souza, Moises Pacheco; Lyrio, Mauricio V. L. title: Evaluation Model of the Global Performance of a Management Simulation for the Academic Environment date: 2014 words: 8210 flesch: 47 summary: Key-words: Management simulation; Business game; Performance evaluation, Multiple Criteria Decision Aid, MCDA. Moisés Pacheco de Souza Universidade Federal de Santa Catarina mpsouza1980@yahoo.com.br Maurício V. L. Lyrio Universidade Federal de Santa Catarina mauriciovll@gmail.com ABSTRACT This paper proposes and tests an evaluation model of performance in an exercise of management simulation taking into account the indicators identified by the ones involved in the process, i.e., professor and students. keywords: business; business simulation; class; criteria; decision; evaluation; experience; learning; levels; management; management simulation; model; performance; professor; simulation; students; value cache: absel-413.pdf plain text: absel-413.txt item: #2147 of 2743 id: absel-414 author: Ben-Zvi, Tal; Carton, Thomas C. title: Applying Bloom's Revised Taxonomy in Business Games date: 2014 words: 6569 flesch: 40 summary: This paper discusses business games as teaching tools in business schools. Our findings indicate that business games represent a novel instructional approach: this pedagogy has a real potential to promote the exchange of new ideas on teaching and learning within and across courses in the business curriculum. keywords: business; business games; cognitive; education; games; gaming; journal; knowledge; learning; process; simulation; students; taxonomy; teaching; vol cache: absel-414.pdf plain text: absel-414.txt item: #2148 of 2743 id: absel-415 author: Goosen, Kenneth R. title: Do Price Strategies Work In Business Simulations? date: 2014 words: 10101 flesch: 60 summary: Is it possible that the total enterprise simulation has inherent design features that cause the development and implementation of price strategy to be an exercise in futility? TYPES OF PRICE STRATEGIES The purpose of a price strategy in a business simulation is not entirely clear. keywords: business; demand; demand curve; elasticity; firm; income; industry demand; price; price strategy; simulation; zone cache: absel-415.pdf plain text: absel-415.txt item: #2149 of 2743 id: absel-416 author: Ichikawa, Arata title: Early Japanese Gaming Simulation Efforts date: 2014 words: 8163 flesch: 48 summary: This research from a historical perspective would assist in the establishment of the science of gaming simulations. The science of gaming simulation can be seen as essentially a social science discipline. keywords: ayukawa; business; business gaming; business simulation; game; gaming; gaming simulation; institute; japanese; learning; management; military; minister; mooney; players; research; simulation; war cache: absel-416.pdf plain text: absel-416.txt item: #2150 of 2743 id: absel-417 author: Biggs, William D. title: Using Par Players to Enhance Learning in Business Simulations date: 2014 words: 3161 flesch: 46 summary: The original plan was to eliminate one or both of the firms or run random decisions; however, a few days prior to the semester the author read an article by Wellington and Faria (1997) entitled, “The Impact of an Artificial Market Leader on Simulation Competitive Strategies,” which raised some interesting points related to introducing instructor operated par player firms. The Big Picture Question Project: Explorations in Teaching Creativity within a Force-Field Research Framework Viva Voce: Oral Exams as a Teaching & Learning Experience Internships And Occupational Socialization: What Are Students Learning? keywords: business; firms; learning; market; product; simulation; strategies; students cache: absel-417.pdf plain text: absel-417.txt item: #2151 of 2743 id: absel-418 author: Hall, Jeremy J. S. B. title: Corporate Cartooning: The Art of Computerized Business Simulation Design date: 2014 words: 7798 flesch: 45 summary: Likewise, with business simulations we are looking at how a sequence of interactions with mathematical algorithms (models) are used to derive didactic responses from the participating learners. Why can business simulations be seen as the mathematical equivalent of the cartoon or comic strip? keywords: aspect; business; business simulation; cartoon; comic; decisions; design; domain; figure; learning; mccloud; model; outcomes; picture; price; progression; simulation; strip; volume cache: absel-418.pdf plain text: absel-418.txt item: #2152 of 2743 id: absel-419 author: Wolfe, Joseph; McCoy, Robin title: Should Business Game Players Choose Their Teammates: A Study with Pedagogical Implications date: 2014 words: 10804 flesch: 59 summary: An examination of two diametrically opposed methods for creating game teams was conducted. Those who have used learning groups have noted, however, that not all in the group learn equally, assigning individual grades to group results is diffi- cult to achieve and there can be “free riders” and social loafers who reap the benefits of the team’s results without expending any effort (Joyce, 1999; Latane, Williams and Harkins, 1979).The presence of non or low-participating team members can lead to a sense of inequity or a belief that it is inherently unfair for the instructor to use a team ap- proach to learning where the group as a whole is graded al- though not all members participated equally in earning or being responsible for the award given. keywords: business; cohesion; company; education; experiential; firm; game; group; journal; learning; management; method; performance; players; results; self; simulation; table; teams; work cache: absel-419.pdf plain text: absel-419.txt item: #2153 of 2743 id: absel-42 author: Cassidy, Christopher M.; Powers, Jennie; Brozik, Dallas title: Converting Simulations for the Online Environment: The New Ginseng Game date: 2013 words: 3257 flesch: 39 summary: This paper describes general principles related to the creation of online games and simulations as well as describing the conversion of the Ginseng Game from a PC version to a Web version. The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) keywords: business; data; game; ginseng; information; learning; online; simulation; students; team cache: absel-42.pdf plain text: absel-42.txt item: #2154 of 2743 id: absel-420 author: Anderson, Philip H.; Lawton, Leigh; Wellington, William J. title: Goal Orientation and Simulation Performance date: 2014 words: 5244 flesch: 43 summary: Our hypotheses for this study, therefore, did not posit the results for performance goal oriented versus learning goal oriented students. This contrasts with 12 (10.5%) who were singular in their learning goal orientation (i.e., top one-third in learning goal orientation and bottom one-third in performance goal orientation) and six (5.3%) who were singular in their performance goal orientation (i.e., top one-third in performance goal orientation and bottom one-third in learning goal orientation). keywords: business; exercise; goal; goal orientation; learning; orientation; performance; simulation; students; study cache: absel-420.pdf plain text: absel-420.txt item: #2155 of 2743 id: absel-421 author: Gold, Steven C. title: Design and Demonstration of an Online Managerial Economics Game with Automated Coaching for Learning and Graded Exercises for Assessment date: 2014 words: 2744 flesch: 40 summary: The Big Picture Question Project: Explorations in Teaching Creativity within a Force-Field Research Framework Viva Voce: Oral Exams as a Teaching & Learning Experience Internships And Occupational Socialization: What Are Students Learning? Simulation games are well suited to measure these types of cognitive skills. keywords: business; coaching; game; learning; performance; simulation; student cache: absel-421.pdf plain text: absel-421.txt item: #2156 of 2743 id: absel-422 author: Wellington, William J.; Faria, A. J.; Hutchinson, David title: Are Good Strategy Decisions Consistently Good? A RealTime Investigation date: 2014 words: 5293 flesch: 47 summary: Developments in Business Simulation and Experiential Learning, Volume 35, 2008 340 mailto:r87@unwindsor.ca mailto:ad9@uwindsor.ca mailto:dhutch@uwindsor.ca The merit of simulation games versus other teaching approaches has been investigated by a number of researchers (e.g., Greenlaw and Wyman 1973; Keys 1976; Snow 1976; Waggener 1979; Wolfe 1985; Miles, Biggs and Shubert 1986; Hall 1987; Spect and Sandine 1991; Washbush and Gosenpud 1991; Randle, Morris, Wetzel and Whitehall 1992; Wolfe 1997). Developments in Business Simulation and Experiential Learning, Volume 35, 2008 341 In yet another study, Wellington, Faria and Whiteley (1997) took the repeat play idea one step further. keywords: business; business simulation; decision; developments; exercises; faria; games; learning; performance; simulation; strategy cache: absel-422.pdf plain text: absel-422.txt item: #2157 of 2743 id: absel-423 author: Platt, Richard G.; Peach, E. Brian title: Active Learning 2.0 or Wiki is not a 4-Letter Word date: 2014 words: 3970 flesch: 53 summary: The question remained: how to combine the MediaWiki software with course learning objectives to achieve student learning. The Big Picture Question Project: Explorations in Teaching Creativity within a Force-Field Research Framework Viva Voce: Oral Exams as a Teaching & Learning Experience Internships And Occupational Socialization: What Are Students Learning? keywords: articles; class; content; learning; mediawiki; page; software; students; wiki; wikipedia cache: absel-423.pdf plain text: absel-423.txt item: #2158 of 2743 id: absel-424 author: Ledman, Robert E. title: Comparing Student Learning In Online and Classroom Formats of the Same Course date: 2014 words: 1790 flesch: 47 summary: The author is currently exploring the lower class participation levels of online students since that is counter to anecdotal evidence from colleagues. Comparing Student Learning in Online and Classroom Formats of the Same Course COMPARING STUDENT LEARNING IN ONLINE AND CLASSROOM FORMATS OF THE SAME COURSE Robert E. Ledman Georgia Southwestern State University rledman@gsw.edu ABSTRACT This study examines student learning in two formats for the same course. keywords: course; learning; online; students; study; test cache: absel-424.pdf plain text: absel-424.txt item: #2159 of 2743 id: absel-425 author: Duck, Janet M.; Parente, Diane H. title: How Do We Get To Tomorrow? The Path to Online Learning date: 2014 words: 1668 flesch: 45 summary: The Big Picture Question Project: Explorations in Teaching Creativity within a Force-Field Research Framework Viva Voce: Oral Exams as a Teaching & Learning Experience Internships And Occupational Socialization: What Are Students Learning? INSTRUCTORS Will online instructors be ready to meet the challenges brought by the projected increases in learner demands for online education? keywords: business; classroom; education; learning; online; students cache: absel-425.pdf plain text: absel-425.txt item: #2160 of 2743 id: absel-426 author: Potosky, Denise title: Similar Media Attributes Lead to Similar Learning Outcomes date: 2014 words: 4688 flesch: 35 summary: For example, in examining the quality of MBA programs, Kretovics and McCambridge (2002) compared “the extent to which student learning was influenced by one of three distinct types of instructional delivery: traditional on-campus, face-to-face (f2f) instruction; distance education (in this case, distribution of video recordings of on-campus classes combined with online faculty/student and student/student interaction), and executive education (f2f, cohort).” Virtual classroom versus physical classroom: An exploratory study of class discussion patterns and student learning in an asynchronous Internet-based MBA course. keywords: aacsb; attributes; business; education; learning; media; medium; online; students cache: absel-426.pdf plain text: absel-426.txt item: #2161 of 2743 id: absel-427 author: Motonari, Tanabu title: Facilitating Business Gaming Simulation Modeling date: 2014 words: 4766 flesch: 42 summary: Real World Conceptual Model Mathematical Model Simulation Procedure Diagrams Structural Model Natural Language Non Structured Mathematical Formulae Implementation Model Inventory(t)=Inventory(t-1)+ Received(t)-Shipped(t) Figure 6 A Framework for business game development (modified by the author) Conceptual Level Output items -Order received -Surplus Basic Level Output items -number of sales -profit OUT Programs -prop Ord_Recived = Demand by Sales_Power; -tlet Comp_Adv = (2000/Price)+(Items*30) GAME OBJECTIVE AND GOAL In order to realize our idea or experience as a business simulation game, YBG game developer should start with identifying game objective and game goal. keywords: business; developer; development; game; input; learning; model; modeling; play; simulation; system; value; variables; ybg cache: absel-427.pdf plain text: absel-427.txt item: #2162 of 2743 id: absel-43 author: Palia, Aspy P.; De Ryck, Jan title: Repositioning Brands with the Web-Based Product Positioning Map Graphics Package date: 2013 words: 10164 flesch: 43 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Page 207 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 keywords: bernie; brands; business; business simulation; data; decision; developments; exhibit; graphics; keys; learning; library(13th; marketing; online; package; positioning; ppm; product; simulation; students; support cache: absel-43.pdf plain text: absel-43.txt item: #2163 of 2743 id: absel-435 author: Gentry, James W.; McGinnis, Lee title: Experiential Teaching May Lead To Experiential Learning date: 2014 words: 2689 flesch: 32 summary: Developments in Simulation and Experiential Learning, Volume 34, 2007 3 REFERENCES Anderson, Philip and Leigh Lawton (1996), “How Do We Measure the ‘Learning’ in Experiential Learning?” Developments in Business Simulation and Experiential Learning, Vol. 23, 97. Developments in Business Simulation and Experiential Learning, Vol. 10, 139-142. _________ and Alvin C. Burns (1996), Experiential Learning's Role in Motivating Students: A Model Based on Curiosity, Developments in Business Simulation and Experiential Learning, Vol. 23, 197. _________ and Alvin C. Burns (1997), “Thoughts About the Measurement of Learning: The Case for Guided Learning and Associated Measurement Issues,” Developments in Business Simulation and Experiential Learning, Vol. 24, 241-246. __________, Suraj Commuri, Alvin C. Burns, and John R. Dickinson (1998), “The Second Component to Experiential Learning: keywords: absel; business; developments; enthusiasm; learning; simulation; students; teaching cache: absel-435.pdf plain text: absel-435.txt item: #2164 of 2743 id: absel-436 author: Gentry, James W.; Dickinson, John R.; Burns, Alvin C.; McGinnis, Lee; Park, Ju Young title: The Role of Learning versus Performance Orientations When Reacting to Negative Outcomes in Simulation Games: Further Insights date: 2014 words: 5518 flesch: 40 summary: This is no doubt a likely scenario for those students with learning orientations; however, that well may not be case for those with performance orientations. Drawing on Dweck’s (1990) body of work, we expect that students with learning orientations will react very favorably to negative outcomes, but that students with performance orientations will not. keywords: business; dweck; feedback; items; learning; orientation; outcomes; performance; results; simulation; students; study cache: absel-436.pdf plain text: absel-436.txt item: #2165 of 2743 id: absel-437 author: Goosen, Kenneth R. title: An Analysis of the Interaction of Firm Demand and Industry Demand in Business Simulations date: 2014 words: 9321 flesch: 55 summary: AN ANALYSIS OF THE INTERACTION OF FIRM DEMAND AND INDUSTRY DEMAND IN BUSINESS SIMULATIONS Developments in Business Simulation and Experiential Learning, Volume 34, 2007 11 AN ANALYSIS OF THE INTERACTION OF FIRM DEMAND AND INDUSTRY DEMAND IN BUSINESS SIMULATIONS Kenneth R. Goosen University of Arkansas ABSTRACT Demand algorithms in business simulations involve two basic demand curves: (1) a firm demand curve and (2) an industry demand curve. The results demonstrated that the relationship of the elasticity of demand is critically important and that the slope of the firm demand curves is irrelevant to allocating industry demand as long as the values of the Y intercepts are not changed. keywords: b c; demand curve; firm; firm y; industry demand; industry y; price; slope; y intercept cache: absel-437.pdf plain text: absel-437.txt item: #2166 of 2743 id: absel-438 author: Wellington, William J.; Faria, A. J.; Hutchinson, David title: Consistency of Participant Simulation Performance across Simulation Games of Growing Complexity date: 2014 words: 5716 flesch: 41 summary: CONSISTENCY OF PARTICIPANT SIMULATION PERFORMANCE ACROSS SIMULATION GAMES OF GROWING COMPLEXITY Developments in Business Simulation and Experiential Learning, Volume 34, 2007 24 CONSISTENCY OF PARTICIPANT SIMULATION PERFORMANCE ACROSS SIMULATION GAMES OF GROWING COMPLEXITY William J. Wellington University Of Windsor mailto:R87@Unwindsor. Ca mailto:dhutch@uwindsor.ca Developments in Business Simulation and Experiential Learning, Volume 34, 2007 25 found no such relationship (Faria 1986; Glomnes 2004; Gosenpud 1987; Gosenpud and Washbush 1991; Norris and Niebuhr 1980 and Wellington and Faria 1994). keywords: business; business simulation; compete; competition; developments; faria; game; learning; marketing; performance; simulation; study cache: absel-438.pdf plain text: absel-438.txt item: #2167 of 2743 id: absel-439 author: Maddox, E. Nick title: Assessing and Incentivizing Learner Contribution and Performance Excellence: Creating Win-Win Evaluation Options date: 2014 words: 4338 flesch: 46 summary: On average, 20-25% of a learner’s final grade is based on class contribution. As with class contribution, I will audit the number of postings you make within a given forum and assign a quality rating of between 1 and 6 points per posting based on the criteria below. keywords: class; classes; contribution; discussion; grade; learners; learning; performance; points cache: absel-439.pdf plain text: absel-439.txt item: #2168 of 2743 id: absel-44 author: Carlson, James; Hoover, J. Duane; Mitchell, Ronald K. title: Implications of Regulatory Focus Theory for Simulation and Experiential Learning date: 2013 words: 6741 flesch: 41 summary: This study is helpful in highlighting the ramifications of the regulatory focus of the teacher in a classroom, but offers little in the way of understanding student regulatory focus. The present paper adds the concept of regulatory focus to this list. keywords: approach; focus; goals; higgins; learning; motivation; performance; prevention; promotion; self; simulation; students; theory cache: absel-44.pdf plain text: absel-44.txt item: #2169 of 2743 id: absel-440 author: Maddox, E. Nick; Boozer, Robert W.; Forte, Monique title: The Technological Impact Analysis: A Research-Based Exercise to Heighten Learners’ Technological Sensitivity date: 2014 words: 2442 flesch: 37 summary: In studying the technology literature, it became readily apparent that there has been minimal conceptual and empirical work done on the positive and negative aspects of technology, in general, and specific technologies in mailto:nmaddox@stetson.edu mailto:bboozer@stetson.edu mailto:mforte@stetson.edu Developments in Business Simulation and Experiential Learning, Volume 34, 2007 38 particular. The TIA exercise was developed as a result of this work and was designed to allow undergraduate and MBA learners to research and assess the impact of specific technologies they chose to study. keywords: business; impact; learners; learning; research; technology; tia cache: absel-440.pdf plain text: absel-440.txt item: #2170 of 2743 id: absel-441 author: Morgan, Sandra W.; Wall, Kathleen H. title: Beginnings: How We Start The Semester And Individual Classes : A Roundtable Discussion date: 2014 words: 2779 flesch: 46 summary: Developing An On-Line Advanced Communication Course World Café: Simulating Seminar Dialogues in a Large Class The Programming Game: An Exploratory Collaboration Between Business Simulation And Instructional Design The Canary Principle: An Alternative Model for Providing Real-Time Coaching in an On-Line Discussion Environment Assessing Character Development Using A Direct-Approach Business Ethics Exercise Persistence Of Decisions By Simulation Game Participants The Invalidity of Profit = f(Product Quality) PIMS Validation of Marketing Games A Study of The Applicability of The Perceptions of Organizational Politics Scale (POPS) BEGINNINGS: HOW WE START THE SEMESTER AND INDIVIDUAL CLASSES : A Roundtable Discussion Developments in Business Simulation and Experiential Learning, Volume 34, 2007 40 BEGINNINGS: HOW WE START THE SEMESTER AND INDIVIDUAL CLASSES : A Roundtable Discussion Sandra Morgan University of Hartford morgan@hartford.edu Kathleen H. Wall Central Connecticut State University wallkah@ccsu.edu ABSTRACT In this roundtable discussion, the facilitators will first provide information on the importance of getting started on the right foot (“first impressions”) with a new class each semester as well as setting the tone for each class session. keywords: business; class; exercise; learning; morgan; music; sandra; simulation; start; students cache: absel-441.pdf plain text: absel-441.txt item: #2171 of 2743 id: absel-442 author: Anderson, Philip H.; Lawton, Leigh title: Simulation Performance and Its Effectiveness as a PBL Problem: A Follow-Up Study date: 2014 words: 5820 flesch: 44 summary: It also sought to address questions raised by Anderson and Lawton (2005) on the effectiveness of simulations as PBL problems throughout the duration of a course by assessing student perceptions of a simulation’s effectiveness at the beginning and end of a course. Table 3 shows the results of a test of the hypotheses stated above, constructed to assess the relationship between student perceptions and their financial success. keywords: assessment; business; exercise; learning; management; pbl; performance; problem; simulation; students; study cache: absel-442.pdf plain text: absel-442.txt item: #2172 of 2743 id: absel-443 author: Keller, Joyce; Li, Rui title: The Use of Multimedia Learning Tools to Facilitate Online Learning of Business Statistics date: 2014 words: 4115 flesch: 41 summary: If so, is the design of multimedia components based on multimedia learning principles proven to be effective? Are the web-based courses designed with sound cognitive learning theories? keywords: business; course; information; learning; load; memory; multimedia; simulation; students; theory; web cache: absel-443.pdf plain text: absel-443.txt item: #2173 of 2743 id: absel-444 author: Teach, Richard D. title: Forecasting Accuracy and Learning: A Key to Measuring Business Game Performance date: 2014 words: 7732 flesch: 51 summary: A KEY TO MEASURING BUSINESS GAME PERFORMANCE Richard Teach Georgia Institute of Technology richard.teach@mgt.gatech.edu ABSTRACT This paper looks at forecasting errors made by student participants of the CAPSTONE simulation. The link between a reduction in forecasting errors and learning was made by Mansfield (1996) when he claimed that learning had taken place because forecasting errors had decreased. keywords: accuracy; business; errors; firm; forecasting; forecasts; game; learning; performance; period; product; sales; simulation; unit; vol cache: absel-444.pdf plain text: absel-444.txt item: #2174 of 2743 id: absel-445 author: Goosen, Kenneth R.; Wolfe, Joseph; Gold, Steven C. title: Panel Discussion: Alternative Ways of Using the Internet for Business Simulations to Input Decisions, Process, and Present Financial and Economic Data Output date: 2014 words: 1366 flesch: 30 summary: PANEL DISCUSSION: ALTERNATIVE WAYS OF USING THE INTERNET FOR BUSINESS SIMULATIONS TO INPUT DECISIONS, PROCESS, AND PRESENT FINANCIAL AND ECONOMIC DATA OUTPUT Developments in Business Simulation and Experiential Learning, Volume 34, 2007 67 PANEL DISCUSSION: ALTERNATIVE WAYS OF USING THE INTERNET FOR BUSINESS SIMULATIONS TO INPUT DECISIONS, PROCESS, AND PRESENT FINANCIAL AND ECONOMIC DATA OUTPUT Panel members: Kenneth R. Goosen, Micro Business Publications, Inc. Joseph Wolfe Experiential Learning LLC Steven Gold Rochester Institute of Technology Computers technology has advanced so rapidly and has become so complex that these changes have profoundly affected business simulations. Will the availability of web based simulations increase the usage in simulations in collegiate education? 6. keywords: business; decisions; learning; simulation; web cache: absel-445.pdf plain text: absel-445.txt item: #2175 of 2743 id: absel-446 author: Strang, Daniel R. title: ABSEL Research -- One Additional Perspective on Where We Are and Where We Have Come From date: 2014 words: 6295 flesch: 49 summary: T ime S e r ie s P lot of C ita tions P e r P a pe r Developments in Business Simulation and Experiential Learning, Volume 34, 2007 74 Guide to Business Gaming and Experiential Learning has appeared in the references for a number of ABSEL papers. ABSEL RESEARCH -- ONE ADDITIONAL PERSPECTIVE ON WHERE WE ARE AND WHERE WE HAVE COME FROM Developments in Business Simulation and Experiential Learning, Volume 34, 2007 69 ABSEL RESEARCH -- ONE ADDITIONAL PERSPECTIVE ON WHERE WE ARE AND WHERE WE HAVE COME FROM Daniel R. Strang SUNY Geneseo Strang@Geneseo.edu ABSTRACT This study uses citation analysis to build on the work that has been done in the past by researchers who were attempting to assess the quality of research published in the venues most commonly used by ABSEL members. keywords: absel; analysis; business; citation; developments; gaming; learning; papers; proceedings; research; simulation cache: absel-446.pdf plain text: absel-446.txt item: #2176 of 2743 id: absel-447 author: Teach, Richard D.; Patel, Vishal title: Assessing Participant Learning in a Business Simulation date: 2014 words: 6713 flesch: 45 summary: And, if these results are confirmed for other business simulations, measures other than profits need to designed for business simulation participants While profitability may be used in the evaluation actual firms’ managers, it should not be used as an assessment tool for participants in business games. The courses that used business simulations were all taught at the junior and senior level.) keywords: assessment; business; business simulation; dominance; firm; game; learning; pages; patz; performance; place; profits; round; simulation; vol cache: absel-447.pdf plain text: absel-447.txt item: #2177 of 2743 id: absel-448 author: Markulis, Peter M. title: From Case Presentation to Case Facilitation: How Assessment Changed the Capstone Course date: 2014 words: 4672 flesch: 44 summary: Student teams usually make an oral case presentation near the end of the semester displaying the team’s abilities and skills at case analysis. The oral presentation provides a venue for student teams to perform—to be on stage--“to show their stuff”--as keywords: assessment; business; case; course; facilitation; goals; learning; presentation; simulation; students; team cache: absel-448.pdf plain text: absel-448.txt item: #2178 of 2743 id: absel-449 author: Chang, Jimmy; Mak, Wai Ming; To, Chester K.M.; Moon, Karen Ka-Leung; Choi, Ka-fai title: The Use of Computer-Assisted, Interactive Role-Play Simulation in Hong Kong date: 2014 words: 3863 flesch: 52 summary: THE USE OF COMPUTER-ASSISTED, INTERACTIVE ROLE-PLAY SIMULATION IN HONG KONG Developments in Business Simulation and Experiential Learning, Volume 34, 2007 94 THE USE OF COMPUTER-ASSISTED, INTERACTIVE ROLE-PLAY SIMULATION IN HONG KONG Jimmy Chang The Hong Kong Polytechnic University tcchangj@inet.polyu.edu.hk Thus, the authors wish to explore how students in Hong Kong view the use of such mailto:tcchangj@inet.polyu.edu.hk mailto:mswmmak@polyu.edu.hk mailto:tcchangj@inet.polyu.edu.hk mailto:tcchangj@inet.polyu.edu.hk mailto:tcchangj@inet.polyu.edu.hk Developments in Business Simulation and Experiential Learning, Volume 34, 2007 95 computer-assisted, interactive role-playing simulation as part of their learning experience. keywords: bank; business; fish; gaming; ltd; question; simulation; ο ο cache: absel-449.pdf plain text: absel-449.txt item: #2179 of 2743 id: absel-45 author: Jaramillo, Carlos Mario Zapata; Alvarez, Maria Clara Gomez; Gonzalez-Calderon, Guillermo title: Riskware: A Game for Teaching Software Project Risk Management date: 2013 words: 4267 flesch: 51 summary: Problems and programmers (Baker et al., 2005), requirements game (2009), and risk management game (Taran, 2007) are some examples of these games. This paper is organized as follows: first, we discuss the importance of software project risk management; then, we present games as learning strategies; next, we propose riskware, a game for teaching risk management skills; after that, we discuss some results of the game application; finally, we summarize conclusions and future work. keywords: business; game; learning; management; project; risk; riskware; simulation; software; students; teaching cache: absel-45.pdf plain text: absel-45.txt item: #2180 of 2743 id: absel-450 author: Ben-Zvi, Tal; Gordon, Goren title: Corporate Positioning: A Business Game Perspective date: 2014 words: 6833 flesch: 42 summary: The findings show the applicability of network theory in a business game and indicate the potential for business games to provide a realistic environment for applied research on strategic networks. This underlines the importance of understanding business networks, and highlights the need for focusing research in this area. keywords: business; companies; company; component; corporation; edges; game; journal; learning; network; number; performance; research; simulation cache: absel-450.pdf plain text: absel-450.txt item: #2181 of 2743 id: absel-451 author: Thavikulwat, Precha title: Demonstration of a Computer-Assisted Global Business Simulation date: 2014 words: 1599 flesch: 30 summary: Developing An On-Line Advanced Communication Course World Café: Simulating Seminar Dialogues in a Large Class The Programming Game: An Exploratory Collaboration Between Business Simulation And Instructional Design The Canary Principle: An Alternative Model for Providing Real-Time Coaching in an On-Line Discussion Environment Assessing Character Development Using A Direct-Approach Business Ethics Exercise Persistence Of Decisions By Simulation Game Participants The Invalidity of Profit = f(Product Quality) PIMS Validation of Marketing Games A Study of The Applicability of The Perceptions of Organizational Politics Scale (POPS) DEMONSTRATION OF A COMPUTER-ASSISTED GLOBAL BUSINESS SIMULATION Developments in Business Simulation and Experiential Learning, Volume 34, 2007 111 DEMONSTRATION OF A COMPUTER-ASSISTED GLOBAL BUSINESS SIMULATION keywords: business; developments; game; learning; performance; simulation cache: absel-451.pdf plain text: absel-451.txt item: #2182 of 2743 id: absel-452 author: Thavikulwat, Precha; Chang, Jimmy title: Applying .Net Remoting to a Business Simulation date: 2014 words: 5400 flesch: 46 summary: The two-version system greatly simplified debugging, generally considered the most time-consuming stage of computer program development. In some instances, the required updates were such that they could not be made compatible with outdated client programs. keywords: application; business; client; computer; data; dnf; internet; learning; program; server; simulation cache: absel-452.pdf plain text: absel-452.txt item: #2183 of 2743 id: absel-453 author: Fekula, Michael J.; Service, Robert W. title: Assessing Emotional Intelligence: The EQ Matrix Exercise date: 2014 words: 7927 flesch: 58 summary: Madden considered his quarterback Kenny Stabler a great leader with high EQ. EQ Scale 876543210-1-2-3-4-5-6-7-8 876543210-1-2-3-4-5-6-7-8 surro gates Developments in Business Simulation and Experiential Learning, Volume 34, 2007 125 Exercise can help leaders understand, assess, and modifying their EQ. keywords: assessment; business; change; control; emotions; intelligence; leaders; learning; matrix; people; score; self; simulation; traits cache: absel-453.pdf plain text: absel-453.txt item: #2184 of 2743 id: absel-454 author: Gamlath, Suresh L. title: Outcomes and Observations of an Extended Accounting Board Game date: 2014 words: 4547 flesch: 54 summary: Students in the treatment group unanimously petitioned that tutors continue using the game TABLE 2 CRITERIA TREATMENT GROUP CONTROL GROUP Total number of students in group: 31 46 Number of student responding to questionnaire: 31 (100%) 40 (87%) An Evaluation of an Accounting Simulation Game for University Students.” keywords: accounting; business; course; game; group; learning; simulation; students; treatment; tutor cache: absel-454.pdf plain text: absel-454.txt item: #2185 of 2743 id: absel-455 author: Mak, Wai Ming; Chang, Jimmy; Hsia, Paulene; Chan, Joyce; Yu, Bosco title: The Use of Learning Styles Questionnaire in Hong Kong date: 2014 words: 4028 flesch: 52 summary: When we compare the mean scores of PolyU students against the general norms in the UK, PolyU students perform better in Activist, Reflector, and Theorist. However, in terms of Theorist and Pragmatist, PolyU students only achieve moderate preference, i.e., middle scoring 40%. keywords: learning; management; pragmatist; preference; reflector; students; styles; sub cache: absel-455.pdf plain text: absel-455.txt item: #2186 of 2743 id: absel-456 author: Potosky, Denise; Duck, Janet M. title: Forming Teams for Classroom Projects date: 2014 words: 4428 flesch: 41 summary: Although A.A.C.S.B. does not require the creation of student teams per se, A.A.C.S.B. discourages a lecture-only teaching format and instead expects that business school curricula at all levels will encourage cooperation, collaboration, and exposure to diverse viewpoints. One of the most common ways to design learning experiences in which students are able to share knowledge and experience with other students is through the construction of student teams and the assignment of group projects. keywords: assignment; business; classroom; formation; group; learning; performance; simulation; students; teams cache: absel-456.pdf plain text: absel-456.txt item: #2187 of 2743 id: absel-457 author: Palia, Aspy P. title: Online Budgeting and Marketing Control with the Proforma Analysis Package date: 2014 words: 4163 flesch: 38 summary: ONLINE BUDGETING AND MARKETING CONTROL WITH THE PROFORMA ANALYSIS PACKAGE Developments in Business Simulation and Exoeriential Learning, Volume 34, 2007 149 ONLINE BUDGETING AND MARKETING CONTROL WITH THE PROFORMA ANALYSIS PACKAGE Aspy Palia University of Hawaii at Manoa aspy@hawaii.edu PROFORMA ANALYSIS Marketing managers are charged with the responsibility of planning, organizing, implementing, and controlling marketing plans and programs that are designed to achieve a specific set of objectives (Dyer and Horman 1991; Kotler 2003; Lehman and Winer 1988; Lilien 1993; Lilien and Rangaswamy 2003; McCarthy and Perreault 1984; mailto:aspy@hawaii.edu Developments in Business Simulation and Exoeriential Learning, Volume 34, 2007 150 McCarthy and Perreault 1987; Perreault and McCarthy 1996). keywords: analysis; business; decisions; income; indices; learning; marketing; performance; proforma; simulation; statement; worksheets cache: absel-457.pdf plain text: absel-457.txt item: #2188 of 2743 id: absel-458 author: Scalzo, Christopher M.; Turner, Linda F. title: The Effect of Experiential Learning Experiences on Management Skills Acquisition date: 2014 words: 5373 flesch: 42 summary: In-class simulation games: Assessing student learning. Business simulation games: The Hong Kong experience. keywords: business; course; decision; experience; game; learning; making; management; simulation; skills; students; team cache: absel-458.pdf plain text: absel-458.txt item: #2189 of 2743 id: absel-459 author: Bernard, Ricardo R. S. title: Students’ Perceptions on the Individual Managerial Performance date: 2014 words: 6371 flesch: 41 summary: “A survey of methods used for evaluating student performance on business simulations.” More specifically, it shows how the students reacted to the introduction of this methodology and their perceptions about the importance of individual managerial performance in the grading system. keywords: business; company; function; indicators; individual; learning; performance; process; simulation; students; team cache: absel-459.pdf plain text: absel-459.txt item: #2190 of 2743 id: absel-46 author: Rojas, Miguel David; Alis, Juan Esteban; Londono, Laura Marcela title: Teamwork for Decision-Making Through Games: The Case of On-Line “Manage-Art” date: 2013 words: 3711 flesch: 42 summary: Research in group decision making has discovered that, compared to individuals, groups sometimes make better decisions (Moon et al., 2003) and have tried to understand how people make decisions in real-world contexts that are meaningful and familiar to them (Moe, Aurum, & Dybå, 2012) by the use of simulation programs or games that allows participants to make decisions in controlled environments. Provide interactive and decision making-contexts Similarly Ben-Zvi (2010) argues that games present an effective alternative to traditional teaching methods because they provide a link between abstract concepts and real world problems, however the key to success is to reach a balance between fun and learning in a game (Moreno-Ger et al, 2008). keywords: decision; game; individual; learning; making; manage; participants; process; simulation cache: absel-46.pdf plain text: absel-46.txt item: #2191 of 2743 id: absel-460 author: Scherpereel, Christopher M. title: Orderness: A New Definition of Alignment date: 2014 words: 5608 flesch: 39 summary: This concept of micro decision problem alignment offers a number of possible applications. Even though decision alignment has a lot of intuitive appeal, identifying alignment in real business situations may be more difficult than it appears in theory. keywords: alignment; business; business simulation; capabilities; decision; decision problem; feedback; learning; macro; order; orderness; problem; simulation cache: absel-460.pdf plain text: absel-460.txt item: #2192 of 2743 id: absel-461 author: Feinstein, Andrew Hale; Dalbor, Michael C.; McManus, Amy title: An Exploratory Study of the Efficacy of ServSafe® Online date: 2014 words: 6272 flesch: 48 summary: Learning Gain Score Equal Variances Not Assumed 1.939 337 0.053 0.090 0.047 Developments in Business Simulation and Experiential Learning, Volume 34, 2007 182 difference between post-test and pre-test score, divided by pre-test score) on these respective structures (Tables 2 - 5). Pe rc en ta ge G ai n Developments in Business Simulation and Experiential Learning, Volume 34, 2007 184 compared to gain scores (post-test score minus pre-test score divided by pre-test score) transformed using an arc sine transformation. keywords: business; food; learning; online; participants; percent; pre; score; servsafe; simulation; study; table; test; total cache: absel-461.pdf plain text: absel-461.txt item: #2193 of 2743 id: absel-462 author: Hergeth, Helmut H. title: Team Behavior and Team Success: Results from a Board Game Simulation date: 2014 words: 3976 flesch: 39 summary: The case study shows that integrating team building exercises into a business simulation provides some very promising results as team behavior improved over the course of the simulation. If the board based simulation requires teams or groups to compete against each other, there is opportunity for individual learning, learning through within-team interaction, and through between-team interactions. keywords: behavior; business; leadership; learning; members; participants; results; simulation; strategy; team cache: absel-462.pdf plain text: absel-462.txt item: #2194 of 2743 id: absel-463 author: Howard, Barbara J. title: Telecommuting Internships – Do They Work? date: 2014 words: 3389 flesch: 46 summary: Internship sponsors complete an evaluation of the intern, which is a component of the final grade. Another significant outcome of internship programs is the relationship the college develops with the internship sponsors. keywords: business; college; experience; internship; learning; p&g; simulation; students; telecommuting; work cache: absel-463.pdf plain text: absel-463.txt item: #2195 of 2743 id: absel-464 author: Teach, Richard D.; Murff, Elizabeth title: The WEE GAME: A Pre-Game date: 2014 words: 3581 flesch: 39 summary: THE WEE GAME: A PRE-GAME Developments in Business Simulation and Experiential Learning, Volume 34, 2007 201 THE WEE GAME: A PRE-GAME Richard Teach Georgia Institute of Technology richard.teach@mgt.gatedh.edu Elizabeth J. T. Murff Eastern Washington University ejtmurff@gmail.com Graphs of demand and/or profit through the various rounds of a stage can be readily generated, as can graphs of demand and/or profit vs. the mailto:richard.teach@mgt.gatedh.edu mailto:ejtmurff@gmail.com Developments in Business Simulation and Experiential Learning, Volume 34, 2007 202 changeable variables. keywords: business; demand; game; learning; period; price; round; simulation; stage cache: absel-464.pdf plain text: absel-464.txt item: #2196 of 2743 id: absel-465 author: Edman, Jan; Bergman, Margo title: Effects on Learning When Students Have Information about Games and Their Outcomes When Playing Them date: 2014 words: 7081 flesch: 62 summary: EFFECTS ON LEARNING WHEN STUDENTS HAVE INFORMATION ABOUT GAMES AND THEIR OUTCOMES WHEN PLAYING THEM Developments in Business Simulation and Experiential Learning, Volume 34, 2007 205 EFFECTS ON LEARNING WHEN STUDENTS HAVE INFORMATION ABOUT GAMES AND THEIR OUTCOMES WHEN PLAYING THEM Jan Edman Penn State University jme22@psu.edu Margo Bergman Penn State University mwb12@psu.edu ABSTRACT Since playing games is commonly used as a teaching method in business and in economics, students can find information about games and their outcomes before they play them. Third, affective learning where the information can have an effect on how much the participants perceive that they learned and also on their attitude towards playing games as a teaching method. keywords: decisions; games; goods; info3; information; learning; outcomes; participants; simulation; test cache: absel-465.pdf plain text: absel-465.txt item: #2197 of 2743 id: absel-466 author: Hornyak, Martin J.; Peach, E. Brian; Snyder, Stephen J. title: Assessment and Simulations: Measuring the Academic Learning Compacts Within date: 2014 words: 5094 flesch: 39 summary: The second PM pilot study (Figure 3) shows results of team PM activities for 105 students. The exemplary, acceptable, and unacceptable scores are generated from summed averages of team members PM outcome categories. keywords: activities; business; course; expectation; learning; management; project; rubric; simulation; skills; student; team cache: absel-466.pdf plain text: absel-466.txt item: #2198 of 2743 id: absel-467 author: Shipley, Brad; Coombs, Michael; Govahi, Gita; Kim, Julia; Lavis, Salvo; Rocher, Scott title: Dangerous Business: An Interactive Ethics Case Activity date: 2014 words: 2512 flesch: 45 summary: AN INTERACTIVE ETHICS CASE ACTIVITY Developments in Business Simulation and Experiential Learning, Volume 34, 2007 223 DANGEROUS BUSINESS: The television news show “Frontline,” in cooperation with the New York Times, did some investigative reporting of the McWane Corporation regarding Environmental and Worker Safety mailto:brad.shipley@marshall.usc.edu http://msbstream01vid.usc.edu/ELC/DangerousBusiness.wmv http://msbstream01vid.usc.edu/ELC/DangerousBusiness.wmv http://msbstream01vid.usc.edu/ELC/DangerousBusiness.wmv http://msbstream01vid.usc.edu/ELC/DangerousBusiness.wmv Developments in Business Simulation and Experiential Learning, Volume 34, 2007 224 violations. keywords: business; case; exercise; learning; questions; simulation; students; teaching cache: absel-467.pdf plain text: absel-467.txt item: #2199 of 2743 id: absel-468 author: Brozik, Dallas; Joy, James; Brozik, Doris title: The Paradise Islands date: 2014 words: 5217 flesch: 40 summary: Developments in Business Simulation and Experiential Learning, Volume 34, 2007 241 EXHIBIT 9 Mission Statement We are the catalyst for ensuring that The Paradise Islands place first in the rankings of global competitiveness of nations. INTRODUCTION The Paradise Islands simulation was developed to present students with a complex, multi-faceted problem and give them the time to develop a solution. keywords: business; business simulation; developments; exhibit; groups; islands; learning; paradise islands; presentation; simulation; students; volume cache: absel-468.pdf plain text: absel-468.txt item: #2200 of 2743 id: absel-469 author: Oppenheimer, Robert J. title: Assessing and Applying “Appropriate” Conflict Management Styles date: 2014 words: 3725 flesch: 56 summary: ASSESSING AND APPLYING “APPROPRIATE” CONFLICT MANAGEMENT STYLES Developments in Business Simulation and Experiential Learning, Volume 34, 2007 246 ASSESSING AND APPLYING “APPROPRIATE” CONFLICT MANAGEMENT STYLES Robert J. Oppenheimer Concordia University roberto@jmsb.concordia.ca In some discussions the question as to what the issues are is an mailto:roberto@jmsb.concordia.ca Developments in Business Simulation and Experiential Learning, Volume 34, 2007 247 interesting subject. keywords: alternative; business; case; conflict; learning; management; simulation; style cache: absel-469.pdf plain text: absel-469.txt item: #2201 of 2743 id: absel-47 author: Lopez, Miguel David Rojas; Lopez, Carolina Rincon; Velasquez, Santiago Londono title: Virtual Pepulator, a Model for Teaching Negotiation date: 2013 words: 4268 flesch: 48 summary: The negotiation strategy is win-win, in other words, integral, the maximum utility that businesses can obtain Exhibit 7 Results Couple CUMULATIVE TOTAL UNIT PULSAR CONSOLIDATED 1 5510 3830 2 2050 850 3 5060 3770 4 5090 3800 5 2195 1780 6 1690 1950 7 1535 1710 8 1091 3010 9 1560 1790 10 1051 2950 11 1830 1420 12 2140 700 13 4490 4770 14 1830 1285 Page 257 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 after 12 rounds is 1960, the value used to look for the true relationship and application of the type of negotiation between players. Among the types of negotiation one finds distributive negotiation, being apparent when upon concluding there is a winner and a loser, in other words, there is not equilibrium between the parties, rewarding the benefit to the winning group; integrative negotiation, which sees the final result the product of an agreement between the parties involved, is characterized by the fact that the interests of the parties are similar, thus all look for the maximization of the benefits together, generally negotiation lends itself to long term periods and centers upon the Exhibit 3 Elements of Negotiation (Rojas, 2002) keywords: agreement; business; exhibit; game; interests; learning; negotiation; parties; simulation cache: absel-47.pdf plain text: absel-47.txt item: #2202 of 2743 id: absel-470 author: Vik, Gretchen N. title: Distance Learning in Communication: Blended or On-Line? Developing an On-Line Advanced Communication Course date: 2014 words: 2740 flesch: 41 summary: COMMUNICATION COURSE Developments in Business Simulation and Experiential Learning, Volume 34, 2007 252 DISTANCE LEARNING IN COMMUNICATION: BLENDED OR ON-LINE? The peer group and the instructor and facilitator asked questions and made comments; the peer group also Developments in Business Simulation and Experiential Learning, Volume 34, 2007 253 submitted peer evaluations using a detailed oral presentation rubric (Attachment 1). keywords: business; communication; course; learning; line; simulation; students; visuals cache: absel-470.pdf plain text: absel-470.txt item: #2203 of 2743 id: absel-471 author: Hornett, Andrea title: World Café: Simulating Seminar Dialogues in a Large Class date: 2014 words: 2866 flesch: 54 summary: World Café dialogue technique derives from a relatively recent and growing interest in appreciative inquiry (Cooperrider & Whitney, 2005). World Café participants. keywords: business; café; class; dialogue; inquiry; learning; simulation; table; world cache: absel-471.pdf plain text: absel-471.txt item: #2204 of 2743 id: absel-472 author: Byers, Celina; Cannon, Hugh M. title: The Programming Game: An Exploratory Collaboration between Business Simulation and Instructional Design date: 2014 words: 5609 flesch: 47 summary: The paper addresses three themes in the ABSEL literature: principles of game design, an application of general principles to a specific problem (teaching game design), and an introspective comment on the kinds of collaboration ABSEL scholars might seek (between business management educators and instructional technologists) in an effort to increase the professional quality of their work. They addressed the underlying theory of how people learn from games, and how this translates into game design, as suggested by the course objectives: Learners will be able to demonstrate understanding of principles, such as rules, goals and objectives, outcomes and feedback, conflict or competition and challenge or opposition, interaction, and representation or story, that should be present in a training game by applying and incorporating them both into an individual game project and into a group project that will involve an external client. keywords: business; client; design; game; gaming; knowledge; learning; principles; process; project; simulation; volume cache: absel-472.pdf plain text: absel-472.txt item: #2205 of 2743 id: absel-473 author: Cannon, Hugh M.; Feinstein, Andrew Hale title: The Canary Principle: An Alternative Model for Providing Real-Time Coaching In an On-Line Discussion Environment date: 2014 words: 6488 flesch: 51 summary: Their model suggests that student motivation depends on three factors: 1. AN INTEGRATIVE MODEL FOR EVALUATING STUDENT MOTIVATION AND PERFORMANCE Lawler’s (1971) expectancy-value model of motivation, as proposed by Yakonich, Cannon and Ternan (1997) promises to be particularly useful for two reasons: First, it provides a comprehensive platform for integrating a number of different psychological theories that might apply to student motivation. keywords: bird; business; comment; discussion; instructor; learning; model; motivation; performance; power; simulation; song; students cache: absel-473.pdf plain text: absel-473.txt item: #2206 of 2743 id: absel-474 author: Gosen, Jerry; Parboteeah, Praveen; Addae, Helena; Werner, Jon title: Assessing Character Development Using a Direct-Approach Business Ethics Exercise date: 2014 words: 5490 flesch: 49 summary: Of the 82 participants who turned in an assignment, 76 made value statements and 72 of the statements reflected personal moral values. Instead of drawing out moral values indirectly by eliciting them in the context of a hypothetical situation, this direct method simply asks the students what their moral values are and asks them to try to authenticate them for themselves by describing a real situation where they either act on them on them, act contrary to them, make decision based on them, or ignore them. keywords: business; development; dilemmas; ethics; exercise; kohlberg; learning; responses; simulation; students; study; values cache: absel-474.pdf plain text: absel-474.txt item: #2207 of 2743 id: absel-475 author: Edman, Jan; Dickinson, John R. title: Persistence of Decisions by Simulation Game Participants date: 2014 words: 4027 flesch: 39 summary: The central hypothesis of this study, then, is: H1: Decision makers performing relatively poorly during the early periods of a competition will change their strategy decisions in later periods more than will decision makers performing relatively well. H2: Decision makers performing relatively poorly during the early periods of a competition will increase their performance, i.e., profit, in later periods more than will decision makers performing relatively well. keywords: business; change; companies; competition; decisions; learning; performing; periods; simulation cache: absel-475.pdf plain text: absel-475.txt item: #2208 of 2743 id: absel-476 author: Dickinson, John R. title: The Invalidity of Profit=F(Product Quality) PIMS Validation Of Marketing Games date: 2014 words: 5489 flesch: 45 summary: (p. 127) Numerous PIMS-based studies have found ROI to be positively related to relative product quality, but also product quality being far from the most important explainer as F&W put forth. As stated above, PIMS product quality is estimated by company management. keywords: business; buzzell; f&w; faria; invalid; learning; market; pims; product; quality; simulation cache: absel-476.pdf plain text: absel-476.txt item: #2209 of 2743 id: absel-477 author: Buenger, Cynthia M.; Forte, Monique; Boozer, Robert W.; Maddox, E. Nick title: A Study of the Applicability of the Perceptions of Organizational Politics Scale (POPS) for Use in the University Classroom date: 2014 words: 5696 flesch: 45 summary: Further, the study reveals relationships between student perceptions of politics and instructor supportiveness, organizational commitment, classroom community, student impact, shared classroom governance, and student stress. Thus, the current study explores the extent to which the POPS model might capture student perceptions of politics in the classroom environment. keywords: classroom; environment; instructor; learning; perceptions; politics; pops; research; results; scale; simulation; students cache: absel-477.pdf plain text: absel-477.txt item: #2210 of 2743 id: absel-478 author: Leong, Scott; Crowley, Steve title: The ROI of Connected Projects: A Payroll Example date: 2014 words: 3279 flesch: 43 summary: THE ROI OF CONNECTED PROJECTS: A PAYROLL EXAMPLE Developments in Business Simulation and Experiential Learning, Volume 34, 2007 302 THE ROI OF CONNECTED PROJECTS: A PAYROLL EXAMPLE Scott Leong Illinois State University sleong@ilstu.edu Steve Crowley San Francisco State University scrowley@sfsu.edu ABSTRACT Projects requiring student investment can be leveraged by instructors to provide further learning opportunities such as additional assignments based upon the initial project. STUDENT INVESTMENT AND RETURN ON INVESTMENT keywords: business; investment; learning; payroll; project; returns; simulation; students; system cache: absel-478.pdf plain text: absel-478.txt item: #2211 of 2743 id: absel-479 author: Ichikawa, Arata title: Initiation of Research on Gaming Simulation in Japan date: 2014 words: 6036 flesch: 45 summary: Eventually, reading references on war games led the way to my digging out a social game in the book “Pearl Harbor” (Wohlstetter, 1962: 355-356). She tried to distinguish political-military games from war games as can be seen from the careful usage of the two terms. keywords: business; game; gaming; institute; japan; learning; military; minister; players; research; simulation; social; war cache: absel-479.pdf plain text: absel-479.txt item: #2212 of 2743 id: absel-48 author: Wolfe, Joseph title: Small-Scale Business Games for Assurance of Learning Purposes date: 2013 words: 8194 flesch: 56 summary: Small-Scale Business Games for Assurance of Learning Purposes Page 258 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 ABSTRACT Recent AACSB literature has suggested and cited the use of business games for Assur­ance of Learning (AoL) purposes. They have been advocating business games and experiential methods throughout their lifetimes. keywords: business; companies; ed o; game; io n; learning; n s; o n; s o; simulation; t w; tier; w o cache: absel-48.pdf plain text: absel-48.txt item: #2213 of 2743 id: absel-480 author: Platt, Richard G.; Peach, E. Brian title: Inappropriate Use of Citations and Corrupting the Body of Knowledge: Accepting Urban Legends as Truth date: 2014 words: 3822 flesch: 46 summary: INAPPROPRIATE USE OF CITATIONS AND CORRUPTING THE BODY OF KNOWLEDGE: ACCEPTING URBAN LEGENDS AS TRUTH Developments in Business Simulation and Experiential Learning, Volume 34, 2007 314 INAPPROPRIATE USE OF CITATIONS AND CORRUPTING THE BODY OF KNOWLEDGE: mailto:rplatt@uwf.edu mailto:bpeach@uwf.edu Developments in Business Simulation and Experiential Learning, Volume 34, 2007 315 INAPPROPRIATE CITATIONS keywords: business; citations; figure; learning; legend; references; research; simulation; source; urban cache: absel-480.pdf plain text: absel-480.txt item: #2214 of 2743 id: absel-481 author: DePorres, Daphne title: An Exploration of the Perceived Value of Highly SocioInductive Learning date: 2014 words: 4443 flesch: 41 summary: This paper examines the perception of student value of some of the Dehler, Welsh & Lewis, 2001). This paper examines the perception of student value of some of the core educational processes experienced by students who desire to become “change agents” or change practitioners in the tradition of the field of organization development and change. keywords: business; change; development; experience; inductive; knowledge; learning; organization; program; socio; students cache: absel-481.pdf plain text: absel-481.txt item: #2215 of 2743 id: absel-482 author: Hoover, J. Duane title: How “Whole” is Whole Person Learning? An Examination of Spirituality in Experiential Learning date: 2014 words: 5596 flesch: 29 summary: A conceptual and diagnostic model for integrating Spiritual Actualization learning systems concludes the presentation. Spiritual Actualization learning systems should go far beyond simply processing and presenting traditional or simplistic content. keywords: actualization; business; design; education; learning; management; organizations; person; simulation; spiritual; spirituality; students cache: absel-482.pdf plain text: absel-482.txt item: #2216 of 2743 id: absel-483 author: Perotti, Victor; Pray, Thomas F.; Wilson, Don title: Modeling Outsourcing and Strategy Alignment into a Business Game date: 2014 words: 4116 flesch: 44 summary: MODELING OUTSOURCING AND STRATEGY ALIGNMENT INTO A BUSINESS GAME Developments in Business Simulation and Experiential Learning, Volume 34, 2007 331 MODELING OUTSOURCING AND STRATEGY ALIGNMENT INTO A BUSINESS GAME Victor Perotti Rochester Institute of Technology Outsourcing some activities can be an effective option for mailto:vperotti@saunders.rit.edu mailto:tpray@saunders.rit.edu mailto:dwilson@saunders.rit.edu Developments in Business Simulation and Experiential Learning, Volume 34, 2007 332 firms since most organizations do not possess the resources and capabilities needed to excel in all value chain activities. keywords: business; company; cost; differentiation; firm; learning; outsourcing; simulation; strategy; supplier cache: absel-483.pdf plain text: absel-483.txt item: #2217 of 2743 id: absel-484 author: Patten, Lynne title: Successful Integration of WebCT into a Small Business School date: 2014 words: 6075 flesch: 42 summary: Finally, Meerts (2004) states, “Students have very high expectations about the availability, reliability, and ubiquity of information technology” (p. 5). Another form of communication technology that is gaining popularity on some of the more technologically advanced universities is the use of IPods. keywords: business; cau; course; education; faculty; learning; management; school; technology; university; use; webct cache: absel-484.pdf plain text: absel-484.txt item: #2218 of 2743 id: absel-485 author: Micklich, Douglas L. title: The Thinking Steps Model in Game Theory: A Qualitative Approach in Following the Rules date: 2014 words: 7137 flesch: 54 summary: First Mover Advantage Record First Move Advantage Wins Losses Ties Undetermined Board of Directors 4 0 2 5 0 1 Executive Management 4 3 5 2 1 0 Business Level 4 3 4 4 0 0 Marketing 3 3 3 5 0 0 Finance 2 0 2 4 1 1 Operations 7 0 4 4 0 0 Accounting 3 1 3 3 1 1 Management Info Systems 2 3 4 1 1 2 Human Resources 4 4 5 3 0 0 Developments in Business Simulation and Experiential Learning, Volume 34, 2007 352 Table 2 Game Point Strategies Board of Directors Round Beginning Game Middle Game End Game Learning 1 Surround their chips with our chips Make lines of chips Playing to win - blocked their lines of chips 2 We really didn't have one We were always trying to stop them Playing to tie and keep them from winning Be more Aggressive 3 Mounting Look only at our stuff We were concentrating on ourselves Pay attention to the other teams' moves 4 Dominant strategies are one that for a player is one that is always strictly better than every other strategy for that player regardless of the strategies chosen by the other player. keywords: business; end; game; learning; middle; simulation; strategies; strategy; table; thinking; win cache: absel-485.pdf plain text: absel-485.txt item: #2219 of 2743 id: absel-486 author: Anitsal, M. Meral; Cadotte, Ernest R. title: The Application of Means-End Theory to Understanding the Value of Simulation-Based Learning date: 2014 words: 7697 flesch: 45 summary: Cadotte, Ernest R. (1995), Business Simulations: The Next Step in Management Training, in Selections: The Magazine of the Graduate Management Admission Council Vol. Selections. A Key To Measuring Business Game Performance Panel Discussion: Alternative Ways of Using the Internet for Business Simulations to Input Decisions, Process, and Present Financial and Economic Data Output Absel Research -- One Additional Perspective On Where We Are And Where We Have Come From Assessing participant learning in a business simulation From Case Presentation To Case Facilitation: How Assessment Changed The Capstone Course The Use Of Computer-Assisted, Interactive Role-Play Simulation In Hong Kong Corporate Positioning: A Business Game Perspective Demonstration Of A Computer-Assisted Global Business Simulation Applying .NET Remoting To A Business Simulation Assessing Emotional Intelligence: The EQ Matrix Exercise Outcomes And Observations Of An Extended Accounting Board Game The Use Of Learning Styles Questionnaire In Hong Kong Forming Teams For Classroom Projects Online Budgeting And Marketing Control With The Proforma Analysis Package The Effect Of Experiential Learning Experiences On Management Skills Acquisition Students' Perceptions on the Individual Managerial Performance Orderness: A New Definition Of Alignment An Exploratory Study Of The Efficacy Of Servsafe® Online Team Behavior And Team Success Results From A Board Game Simulation Telecommuting Internships - Do They Work? keywords: analysis; attributes; business; consequences; end; executives; goals; items; learning; means; simulation; students; use; value; variables cache: absel-486.pdf plain text: absel-486.txt item: #2220 of 2743 id: absel-487 author: Sampson, Della C.; Jackson, Mary Jo title: Armchair Travel: An Active Learning Approach to Increasing Global Awareness and Participant Self-Efficacy. date: 2014 words: 4195 flesch: 52 summary: One of the greatest challenges in recruiting students for study mailto:dsampson@daltonstate.edu mailto:mjackson@daltonstate.edu Developments in Business Simulation and Experiential Learning, Volume 34, 2007 375 abroad programs has been convincing the students that they can function and enjoy an extended stay in a foreign country. Developments in Business Simulation and Experiential Learning, Volume 34, 2007 374 ARMCHAIR TRAVEL: keywords: business; efficacy; exchange; group; learning; project; self; simulation; students; travel; use cache: absel-487.pdf plain text: absel-487.txt item: #2221 of 2743 id: absel-488 author: Taylor, Lloyd J.; Jackson, Mary Jo; Jackson, William T.; Seanard, Elizabeth title: Goldratt’s Thinking Process: Is There a Place for it in the Total Enterprise Simulation date: 2014 words: 5154 flesch: 52 summary: GOLDRATT’S THINKING PROCESS: IS THERE A PLACE FOR IT IN THE TOTAL ENTERPRISE SIMULATION Developments in Business Simulation and Experiential Learning, Volume 34, 2007 379 GOLDRATT’S THINKING PROCESS: IS THERE A PLACE FOR IT IN THE TOTAL ENTERPRISE SIMULATION Lloyd J. Taylor, III University of Texas at the Permian Basin Taylor_L@utpb.edu Mary Jo Jackson Dalton State College mjackson@daltonstate.edu William T. Jackson Dalton State College wjackson@daltonstate.edu Elizabeth Seanard Midland College ABSTRACT Designers of business simulations attempt to achieve representational validity through the use of algorithms that mimic the business world (Feinstein & Cannon, 2002). Designers of business simulations must translate concepts into student decisions, which are then tested in a simulated marketplace (Cannon & Schwaiger, 2005). keywords: business; employees; goldratt; management; process; sales; simulation; skills; start; work cache: absel-488.pdf plain text: absel-488.txt item: #2222 of 2743 id: absel-489 author: Boscia, Marian W.; McAfee, R. Bruce title: Assessing and Developing Student Skills Using a Group Exercise date: 2014 words: 4090 flesch: 42 summary: In addition, the exercise helps to develop student skills in several areas: critical thinking, oral and written communication, technology, quantitative reasoning, and information literacy. Its primary purpose is to assess student skills on six different competencies: critical thinking, effective writing, library and information literacy, oral communication, technology, and quantitative reasoning. keywords: analysis; assessment; business; company; exercise; group; information; learning; presentation; simulation; skills; student cache: absel-489.pdf plain text: absel-489.txt item: #2223 of 2743 id: absel-49 author: Teach, Richard; Tipton, Elizabeth title: Incorporating Intellectual Property Issues into a Business Simulation© date: 2013 words: 4632 flesch: 44 summary: Firms research the potential of new products and then protect their newly discovered IP through the use of either patents or trade secrets. However, Pray and Methè’s model uses a single market place and is not designed to account for new products for new markets. keywords: business; firm; game; learning; market; patent; potential; product; property; simulation cache: absel-49.pdf plain text: absel-49.txt item: #2224 of 2743 id: absel-490 author: Hall, Jeremy J. S. B. title: Computer Business Simulation Design: Novelty & Complexity Issues date: 2014 words: 7676 flesch: 43 summary: This paper suggests the aspects of simulation novelty and complexity that are the sources of design risk and explores these in the context of a range of actual simulation designs so that designers can take action when forecasting costs, the development schedule and starting the design and development work. In conclusion, the paper suggests that design time can be forecast from simulation duration provided the forecast is adjusted to take into account simulation novelty. keywords: average; business; complexity; design; distrain; duration; learning; model; novelty; prospector; s.e.e.d; simulation; size; time cache: absel-490.pdf plain text: absel-490.txt item: #2225 of 2743 id: absel-491 author: Hall, Owen P.; Ko, Kenneth title: Learning Assurance Using Business Simulations Applications to Executive Management Education date: 2014 words: 3456 flesch: 32 summary: Learning Assurance Using Business Simulations: Applications to Executive Management Education Developments in Business Simulation and Experiential Learning, Volume 33, 2006 LEARNING ASSURANCE USING BUSINESS SIMULATIONS APPLICATIONS TO EXECUTIVE MANAGEMENT EDUCATION Owen P. Hall, Jr. Kenneth Ko Pepperdine University ABSTRACT Today the number of working managers returning to the classroom is growing rapidly as a result of globalization and technological developments. 1 Developments in Business Simulation and Experiential Learning, Volume 33, 2006 Figure 1 – Learning Assurance Process using Simulation Table 1 - Example EMBA Learning Goal & Objectives Goal: Students develop an integrated, multi-disciplinary, holistic approach to business management. keywords: assessment; assurance; business; emba; learning; management; performance; plan; process; programs; simulation; student cache: absel-491.pdf plain text: absel-491.txt item: #2226 of 2743 id: absel-492 author: Scherpereel, Christopher M.; Bowers, Mary Y. title: Team Teaching in an Integrated Business Course date: 2014 words: 5319 flesch: 44 summary: The team teaching literature discusses obstacles to successful team teaching which often include time available for organizing a course, the lack of appreciation for the difficulty of team teaching, and the difficulty of finding satisfactory evaluation approaches (Davis, 1995; Napier et al., 2002). Repairing the disconnects in faculty teaching teams. keywords: bizblock; business; course; education; faculty; learning; management; motif; simulation; students; teaching; team; time cache: absel-492.pdf plain text: absel-492.txt item: #2227 of 2743 id: absel-493 author: Scherpereel, Christopher M.; Bowers, Mary Y. title: Using Critical Problem Based Learning Factors in an Integrated Undergraduate Business Curriculum: A Business Course Success date: 2014 words: 7793 flesch: 45 summary: Problem-based learning (PBL) is encouraged by Sherwood (2004), “Problems are what business students will ultimately grapple with in their professional lives, and thus a problem-based approach presents a hopeful marriage between student needs and pedagogy” (p. 536). FORMING THE TEAM IN BIZBLOCK Because team balance is an important factor in a team’s ultimate success, student teams are not self-selected in BizBlock. keywords: bizblock; business; class; course; education; faculty; knowledge; learning; management; pbl; problem; simulation; students; success; teaching; team cache: absel-493.pdf plain text: absel-493.txt item: #2228 of 2743 id: absel-494 author: Jennings, David; Chang, Jimmy title: Personality Type and Strategic Planning date: 2014 words: 5860 flesch: 35 summary: THE STUDY AND ITS METHODOLOGY To further develop understanding of the relationships between personality type and strategic planning preferences 24 Developments in Business Simulation and Experiential Learning, Volume 33, 2006 8. 964 to planning, 155 of which refer to strategic planning. keywords: business; decision; learning; management; managers; personality; planning; preferences; process; simulation; strategy; study; type cache: absel-494.pdf plain text: absel-494.txt item: #2229 of 2743 id: absel-495 author: Wolfe, Joseph; Castroviovanni, Gary title: Business Games as Strategic Management Laboratories date: 2014 words: 7904 flesch: 48 summary: al., 1964) to determine the existence of any link between game player strategy, the strategic man- agement process, and company performance. While this was originally a gen- eral call, the use of business games for controlled strategic management research has been more recently made (Nees, 1983; Schwenk, 1982; Lant, 1994). keywords: business; complex; decision; environment; experiential; factors; firm; game; learning; management; organization; players; research; simulation; static; strategy; study; wolfe cache: absel-495.pdf plain text: absel-495.txt item: #2230 of 2743 id: absel-496 author: Anderson, Philip H.; Lawton, Leigh title: The Relationship between Students’ Success on a Simulation Exercise and Their Perception of Its Effectiveness as a PBL Problem date: 2014 words: 5232 flesch: 44 summary: PURPOSE OF THE STUDY The question is not whether simulation exercises meet the criteria for serving as a good PBL problem, but whether student performance on the exercise is related to their perception of its usefulness for Problem Based Learning. Specifically, does financial success on a business simulation affect student perceptions of its effectiveness as a PBL problem? keywords: business; course; exercise; learning; management; pbl; perception; performance; problem; simulation; students; study cache: absel-496.pdf plain text: absel-496.txt item: #2231 of 2743 id: absel-497 author: Teach, Richard title: Forecasting Accuracy and Learning: The Key to Measuring Simulation Performance date: 2014 words: 6834 flesch: 51 summary: THE KEY TO MEASURING SIMULATION PERFORMANCE Richard Teach Georgia Institute of Technology richard.teach@mgt.gatech.edu ABSTRACT This paper looks at forecasting errors made by student participants of the CAPSTONE simulation. As a result of the above background research, a study was designed in an attempt to measure forecasting errors as learning phenomena by individuals and the impact of forecasting accuracy upon performance from an individual as well as a team basis. keywords: accuracy; business; contribution; firm; forecasting; forecasts; game; learning; performance; period; product; simulation; unit cache: absel-497.pdf plain text: absel-497.txt item: #2232 of 2743 id: absel-498 author: Patz, Alan L. title: The Business Strategy Game: A Performance Review of the New Online Edition date: 2014 words: 2545 flesch: 50 summary: The Business Strategy Game: A Performance Review of the New Online Edition Developments in Business Simulation and Experiential Learning, Volume 33, 2006 THE BUSINESS STRATEGY GAME: A PERFORMANCE REVIEW OF THE NEW ONLINE EDITION Alan L. Patz University of Southern California alanpatz@mac.com H2: 58 mailto:alanpatz@mac.com Developments in Business Simulation and Experiential Learning, Volume 33, 2006 keywords: business; developments; game; learning; simulation; strategy; teams; volume cache: absel-498.pdf plain text: absel-498.txt item: #2233 of 2743 id: absel-499 author: Whiteley, T. Rick title: Using The Socratic Method and Bloom’s Taxonomy of the Cognitive Domain to Enhance Online Discussion, Critical Thinking, and Student Learning date: 2014 words: 6257 flesch: 51 summary: Using The Socratic Method and Bloom’s Taxonomy of the Cognitive Domain to Enhance Online Discussion, Critical Thinking, and... Developments in Business Simulation and Experiential Learning, Volume 33, 2006 USING THE SOCRATIC METHOD AND BLOOM’S TAXONOMY OF THE COGNITIVE DOMAIN TO ENHANCE ONLINE DISCUSSION, CRITICAL THINKING, AND STUDENT LEARNING T. Rick Whiteley Calabash Educational Software, drtrw@calabash.ca University of Western Ontario twhitele@uwo.ca Ryerson University ABSTRACT The virtual world of learning is assuming its place in the field of education. Incorporating the Socratic Method and Bloom’s Taxonomy of the cognitive domain to enhance online discussion, critical thinking, and student learning is one step in this direction. keywords: approach; business; course; discussion; instructor; learning; method; online; student; tcs; vcs cache: absel-499.pdf plain text: absel-499.txt item: #2234 of 2743 id: absel-5 author: Wardaszko, Marcin title: Leo Investor date: 2013 words: 982 flesch: 31 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) Leo Investor Page 1 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 keywords: business; game; learning; simulation cache: absel-5.pdf plain text: absel-5.txt item: #2235 of 2743 id: absel-50 author: Thavikulwat, Precha; Chang, Jimmy title: Nationalization and Privatization in a Computer-Assisted Business Game date: 2013 words: 6286 flesch: 47 summary: We argue that business games with idealized features can lead participants to question why similar features are not present in the everyday world, thereby inducing the participants to look forward into the future. The case for systematizing the role of government is more compelling in business games than in the everyday world, because the standards that apply to games are higher than the standards that apply to everyday events. keywords: business; duration; exercise; firms; game; government; ownership; participants; period; shares; simulation; theory cache: absel-50.pdf plain text: absel-50.txt item: #2236 of 2743 id: absel-500 author: Page, Diana; Mukherjee, Arup title: Using Negotiation Exercises to Promote Critical Thinking Skills date: 2014 words: 4735 flesch: 46 summary: Using Negotiation Exercises to Promote Critical Thinking Skills Developments in Business Simulation and Experiential Learning, Volume 33, 2006 USING NEGOTIATION EXERCISES TO PROMOTE CRITICAL THINKING SKILLS Diana Page University of West Florida In the previous four semesters, student negotiation ranged from salary increases and promotions to the purchase of automobiles from respected friends. keywords: business; course; exercises; learning; negotiation; order; simulation; skills; students; thinking; use cache: absel-500.pdf plain text: absel-500.txt item: #2237 of 2743 id: absel-501 author: Maiberger, George; Page, Diana; Mukherjee, Arup title: Effective Leadership Experiences for Management Majors in a Futures Class date: 2014 words: 4622 flesch: 46 summary: Thus, the Futures course offers students opportunities to visualize the future of selected industries through analysis of an industry. At the end of their literature search, student groups submit a report. keywords: business; course; future; goals; industry; leadership; learning; life; management; state; students; university cache: absel-501.pdf plain text: absel-501.txt item: #2238 of 2743 id: absel-502 author: Gentry, James W.; Dickinson, John R.; Burns, Alvin C.; Mcginnis, Lee; Park, Ju Young title: The Role of Learning Versus Performance Orientations When Reacting to Negative Outcomes in Simulation Games date: 2014 words: 4046 flesch: 39 summary: This is no doubt a likely scenario for those students with learning orientations; however, that well may not be case for those with performance orientations. on and Dweck (1990) findings discussed at those with learning orientations but poor rformances were able to handle and grow experiences associated with the transition ose with performance orientations, even if nt prior academic records, fared far less those challenges. keywords: business; dweck; goals; journal; learning; orientations; outcomes; people; performance; simulation; students cache: absel-502.pdf plain text: absel-502.txt item: #2239 of 2743 id: absel-503 author: McAfee, R. Bruce; Glassman, Myron; Boscia, Marian W. title: Is Pay Inversion Ethical? A Three-Part Exercise date: 2014 words: 6327 flesch: 50 summary: Pay inversion is defined here, based on the work of O’Boyle (2001), as “the hiring of new employees at a higher compensation level than that of current employees who have better performance records.” Pay inversion has also been justified by saying that there are two different markets, one for current employees and one for new employees (See Gomez-Mejia & Balkin, 1987). keywords: business; employees; ethics; exercise; inversion; learning; market; new; pay; salary; scenario; simulation; students cache: absel-503.pdf plain text: absel-503.txt item: #2240 of 2743 id: absel-504 author: Howard, Barbara J.; Markulis, Peter M.; Strang, Daniel R.; Wixom, Joshua title: Simulations and Experiential Exercises -Do They Result in Learning? Have We Figured it out Yet? date: 2014 words: 4988 flesch: 48 summary: Finally, and potentially most disturbing, the appearance of a long term trend of published ABSEL articles for which none 104 Developments in Business Simulation and Experiential Learning, Volume 33, 2006 of the elements of research design are present is unquestionably upward. “Research on the Learning Effectiveness of Business Simulation Games—A Review of the State of the Science.” keywords: absel; articles; business; control; domain; figure; learning; percentage; research; simulation; treatment; year cache: absel-504.pdf plain text: absel-504.txt item: #2241 of 2743 id: absel-505 author: Hornyak, Martin J.; Peach, E. Brian; Bowen, Adam; Moes, William; Wheeler, Roberta title: Examining Program Management in Business Simulations: Student and Faculty Views date: 2014 words: 6984 flesch: 44 summary: Group processes, assessed by student team members, look at the scheduling and controlling activities performed by team members. Based on these definitions, we are presently creating a new rubric to measure a project management component for student teams. keywords: analysis; business; capsim; course; decisions; learning; management; member; process; program; project; project management; simulation; skills; student; team cache: absel-505.pdf plain text: absel-505.txt item: #2242 of 2743 id: absel-506 author: Wellington, William J.; Faria, A. J. title: Validating Business Simulations: Do Simulations Exhibit Natural Market Structures? date: 2014 words: 4899 flesch: 44 summary: A major concern of simulation game users through the years has been how realistic are business simulation games and this has lead to numerous validation studies of business simulations. Faria (2001) provides a history and complete list of references covering research on skills training through the use of business simulation games. keywords: business; faria; findings; games; industries; learning; market; pims; research; share; simulation; size cache: absel-506.pdf plain text: absel-506.txt item: #2243 of 2743 id: absel-507 author: Bernard, Ricardo R. S. title: Characterizing Business Games Used in Distance Education date: 2014 words: 4794 flesch: 45 summary: First, it proposes a taxonomy to the different types of business games used in distance education, presenting their characterizations, advantages and disadvantages. Simulation, business games, distance education, e-learning. keywords: business; business games; distance; education; games; hybrid; instructor; internet; learning; model; simulation; web cache: absel-507.pdf plain text: absel-507.txt item: #2244 of 2743 id: absel-508 author: Byers, Celina title: Utilizing Games in a Graduate Level Instructional Game Course date: 2014 words: 6658 flesch: 53 summary: Video game players achieve a level of involvement with the game that Csikszentmihalyi (1991) has named “the flow,” or “flow state.” Keywords: instructional game, game design, innovative teaching INTRODUCTION In training and education, technology-based games and simulations are now popular and becoming more so, but thinking of games and simulations as learning tools has a long history. keywords: business; class; course; design; elements; game; group; learning; level; player; project; reading; simulation; students cache: absel-508.pdf plain text: absel-508.txt item: #2245 of 2743 id: absel-509 author: Hansen, Katharine; Hansen, Randall S. title: Employment Interview Preparation: Assessing the Writing-To-Learn Approach date: 2014 words: 7524 flesch: 44 summary: 145 Developments in Business Simulation and Experiential Learning, Volume 33, 2006 Table 1 Interview Results Comparing Writing-to-Learn Participants with Participants with No Written Preparation Interview evaluations used a scale of 1-5 (1=lowest; 5=highest) Evaluation Criterion Mean Interview Preparation (N = 38) Mean No Preparation (N =29) Confidence 4.14 3.67 Evidence of Preparedness for Interview 3.91 3.60 Relevance of Response Content (address question asked) 3.89 3.74 Thoroughness of Response Content (detailed, yet concise) 3.91 3.57 Delivery of Responses (natural, not over-rehearsed) 4.01 3.59 Chi Square Analy Evaluation Criterion Confidence Evidence of Preparedness for Interview Relevance of Response Content (address question Thoroughness of Response Content (detailed, yet Delivery of Responses (natural, not over-rehearsed Students in interview prep group, n=38; s CONCLUSIONS Based on the possible trend indication of the study, well as the extant literature dealing with intervi preparation and writing-to-learn, we still conjecture relationship between written interview preparation a interview success. Research by Perry and Goldberg (1998) suggests that interview preparation is important because when recruiters were asked about college students they interviewed, interviewing skills surpassed the students’ background or experience in recruiter assessments of the likelihood that their companies would consider hiring a given student. keywords: authors; business; employment; interview; interview preparation; job; learn; learning; preparation; questions; research; responses; simulation; students; study; writing cache: absel-509.pdf plain text: absel-509.txt item: #2246 of 2743 id: absel-51 author: Wellington, William J.; Hutchinson, David; Faria, A. J. title: An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations date: 2013 words: 6158 flesch: 40 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) For all of the simulation competitions, all of the teams were evaluated according to the following criteria: simulation performance in terms of earnings achievement (weight of 5% to 10% of final grade), accuracy of forecasting of sales and earnings on a period by period basis (weight of 5% to 10% of the final grade), and the development of a strategic marketing plan report (weight of 25% to 35% of the final grade). keywords: accuracy; business; compete; developments; earnings; forecast; forecasting; game; learning; performance; plan; quality; relationship; simulation cache: absel-51.pdf plain text: absel-51.txt item: #2247 of 2743 id: absel-510 author: Kenworthy, John title: Simulations – Bridging from Thwarted Innovation to Disruptive Technology date: 2014 words: 8079 flesch: 39 summary: Summers (2004) suggests a number of impediments to the diffusion of simulation technology including cultural obstacles that simulations place more responsibility on the learner, and that if learners are self-motivated, this threatens human resource departments (and presumably academic teachers). How could simulation technology diffuse and genuinely become the ‘killer application’ of both e-learning and management development? keywords: business; education; games; industry; learning; management; market; new; performance; potential; product; research; simulation; technologies; technology; training; vebeats cache: absel-510.pdf plain text: absel-510.txt item: #2248 of 2743 id: absel-511 author: Betters-Reed, Bonita L.; Moore, Lynda L. title: Creating an Authentic Cultural Lens Using Case Dialogue date: 2014 words: 3480 flesch: 49 summary: 161 Developments in Business Simulation and Experiential Learning, Volume 33, 2006 APPENDIX I KIJA KIM CASE OVERVIEW This case documents cultural origins of Kija Kim, the founder of Harvard Design and Mapping and the critical leadership challenges she faced throughout the development of the firm. Creating an Authentic Cultural Lens Using Case Dialogue Developments in Business Simulation and Experiential Learning, Volume 33, 2006 CREATING AN AUTHENTIC CULTURAL LENS USING CASE DIALOGUE Bonita L. Betters-Reed Simmons College School of Management Bonita. keywords: business; case; cultural; interview; kija; kim; learning; lens; management; research; simulation cache: absel-511.pdf plain text: absel-511.txt item: #2249 of 2743 id: absel-512 author: Ledman, Robert E. title: Learning by Fire: Reflections of a First Time Online Instructor date: 2014 words: 1064 flesch: 27 summary: Learning by Fire: Reflections of a First Time Online Instructor Developments in Business Simulation and Experiential Learning, Volume 33, 2006 LEARNING BY FIRE: 164 mailto:rledman@canes.gsw.edu Table of Contents Volume 33, 2006 Learning Assurance Using Business Simulations Applications keywords: business; learning; online; simulation; time cache: absel-512.pdf plain text: absel-512.txt item: #2250 of 2743 id: absel-513 author: Biggs, William D. title: An International Internship with a Service-Learning Focus date: 2014 words: 3510 flesch: 44 summary: The fact that Arcadia University offers all aspects of the Sydney Internship Program on its own, rather than offering some courses through another institution, as is done in the London Internship Program, defines the differences between the two programs. An International Internship with a Service-learning Focus Developments in Business Simulation and Experiential Learning, Volume 33, 2006 AN INTERNATIONAL INTERNSHIP WITH A SERVICE-LEARNING FOCUS William Biggs Arcadia University biggs@arcadia.edu ABSTRACT This article describes an international internship program that has a service-learning focus. keywords: business; course; internship; internship program; learning; program; service; students; sydney cache: absel-513.pdf plain text: absel-513.txt item: #2251 of 2743 id: absel-514 author: Peach, E. Brian; Platt, Richard G.; Hornyak, Martin J. title: Learner Participation in the Online Learning Experience: Help or Hindrance? date: 2014 words: 4686 flesch: 48 summary: This anomaly in the relationship between group test performance score averages and group participation event score averages is illustrated in Figure 2. Data from four online courses compared the various levels of performance on tests with the amount of online participation in a threaded discussion. keywords: business; course; group; learning; online; participation; performance; relationship; scores; students; test cache: absel-514.pdf plain text: absel-514.txt item: #2252 of 2743 id: absel-515 author: Fekula, Michael J.; Ritchie, C. Michael title: Any Given Sunday: Intervention In Pursuit Of Simulation Team Parity date: 2014 words: 4521 flesch: 45 summary: In order to ach ctively assign members to teams in order to influence team performance (Schellenberger, Eckstein, & Tomkiewicz, 1990). Lastly, training interventions are expected to have an impact upon team performance (Green, McQuaid, & Snow, 2002). keywords: 2nd; business; cannon; game; hugh; learning; performance; simulation; teams; volume cache: absel-515.pdf plain text: absel-515.txt item: #2253 of 2743 id: absel-516 author: Gosen, Jerry; Morgan, Sandra W. title: Beginning with the End: Creating an Experiential Exercise from Assessment Criteria date: 2014 words: 1851 flesch: 31 summary: He uses simulations in his graduate and undergraduate core strategy classes, teaches organizational behavior with a method dominated by an experiential philosophy and uses experiential exercises, some of them graded, in organizational structure and business ethics 182 mailto:gosenpuj@uww.edu mailto:morgan@hartford.edu Developments in Business Simulation and Experiential Learning, Volume 33, 2006 classes. Beginning with the End: Creating an Experiential Exercise from Assessment Criteria Developments in Business Simulation and Experiential Learning, Volume 33, 2006 BEGINNING WITH THE END: CREATING AN EXPERIENTIAL EXERCISE FROM ASSESSMENT CRITERIA A ROUNDTABLE DISCUSSION Jerry Gosen University of Wisconsin, Whitewater gosenpuj@uww.edu Sandra Morgan University of Hartford morgan@hartford.edu ABSTRACT In this roundtable discussion, the facilitators will first provide an introduction to assessing/evaluating experiential exercises and then share their own experience with a very successful exercise. keywords: business; criteria; exercise; learning; management; morgan; sandra; simulation cache: absel-516.pdf plain text: absel-516.txt item: #2254 of 2743 id: absel-517 author: Thavikulwat, Precha title: Simulating Life Cycles: Life Span as the Measure of Performance in Business Gaming Simulations date: 2014 words: 5914 flesch: 53 summary: Although business gaming simulations heretofore may not have addressed the human life cycle in their design, the related concepts of product and company life cycles have been modeled (Carvalho, 1991, 1992; Chiesl, 1986; Thavikulwat, 1989) and incorporated into many marketing and total enterprise simulations (Breinholt, Chesteen, Cooper, 1992; Cannon, Yaprak, & Mokra, 1999; Chiesl, 1980, 1990; Dickinson & Faria, 1993, 1995; Faria & Nulsen, 1981; Gandhi, 1993; Gentry, Macintosh, Stoltman, & Wilson, 1994; Gold & Pray, 1998; Hsu, 1990 ; Jones, 1980; Keys & Biggs, 1990; Lerviks, 1979; Malik & Howard, 1995; Pasold, 1987; Rashid, Cannon, & Morgan, 1988; Schaffer, 1999; Schwartz, 2001; Shane & Collins, 1984; Teach & Schwartz, 1999). As for the last two life cycles, both began and ende the same time, so all participants experienced life cycle the same length. keywords: business; cycles; developments; learning; life; life span; measure; performance; simulation; span cache: absel-517.pdf plain text: absel-517.txt item: #2255 of 2743 id: absel-518 author: Cassidy, Christopher M.; Brozik, Dallas title: It’s Puzzling: Communications, Competition, And Cooperation date: 2014 words: 4991 flesch: 59 summary: By considering puzzle pieces as resources during the 194 Developments in Business Simulation and Experiential Learning, Volume 33, 2006 CONCLUSION debriefing, the instructor can highlight student behaviors during that round that are consistent with resource dependency theory. It's Puzzling: Communications, Competition and Cooperation Developments in Business Simulation and Experiential Learning, Volume 33, 2006 IT’S PUZZLING: COMMUNICATIONS, COMPETITION, AND COOPERATION Christopher M. Cassidy Marshall University cassidyc@marshall.edu keywords: business; game; learning; pieces; players; puzzle; round; rules; task; teams cache: absel-518.pdf plain text: absel-518.txt item: #2256 of 2743 id: absel-519 author: Kallas, David; Sauaia, Antonio Carlos Aidar title: Balanced Scorecard Implementation for Strategy Management: Variation of Manager Opinion in Real and Simulated Companies date: 2014 words: 4285 flesch: 44 summary: Mobilize everybody to work with the BSC 3,0 3,5 4,0 1,8 3,0 4,0 0,267 Link BSC with budget 2,0 3,0 4,0 3,0 3,5 4,0 0,259 Conciliate strategy and operational analysis 3,0 3,5 4,0 2,0 3,0 4,0 0,264 * Mann-Whitney U Test Developments in Business Simulation and Experiential Learning, Volume 33, 2006 200 - The issue of total group mobilization was one of the most difficult items, mainly for real companies. This study aims to verify whether simulated environments provide students experiences and challenges similar to those faced by real company managers. keywords: bsc; business; companies; games; implementation; learning; management; managers; scorecard; simulation; strategy cache: absel-519.pdf plain text: absel-519.txt item: #2257 of 2743 id: absel-52 author: Wellington, William J.; Hutchinson, David; Faria, A. J. title: Measuring the Performance Ranking Curve in Marketing Simulation Games date: 2013 words: 5476 flesch: 39 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) Since that time, the use of business simulation games has grown enormously. keywords: business; decision; developments; game; learning; marketing; performance; period; rank; simulation; students cache: absel-52.pdf plain text: absel-52.txt item: #2258 of 2743 id: absel-520 author: Sauaia, Antonio Carlos Aidar title: Cases and Business Games: The Perfect Match! date: 2014 words: 8531 flesch: 48 summary: Anderson and Woodhouse’s research (1984:152) reported student perceptions of the relationship between three pedagogies (lecture, case study, and simula- tion) and course objectives relating to knowledge, attitude, and skill acquisition. In regards linking case studies and reality, Mintzberg and Quinn in their well known book The Strategy Process: Context and Cases (1993:xii-iii) propose that cases are not intended to emphasize any particular theory but present a Exhibit 1: Teaching and Learning inventory 1. keywords: business; business games; business simulation; case; decision; developments; discussion; games; learning; management; method; simulation; students; studies; study; teaching; volume cache: absel-520.pdf plain text: absel-520.txt item: #2259 of 2743 id: absel-521 author: Murff, Elizabeth; Teach, Richard; Schwartz, Robert G. title: Three-Attribute Interrelationships for Industry-Level Demand Equations date: 2014 words: 4594 flesch: 50 summary: Three-Attribute Interrelationships for Industry-Level Demand Equations Developments in Business Simulation and Experiential Learning, Volume 33, 2006 THREE-ATTRIBUTE INTERRELATIONSHIPS FOR INDUSTRY-LEVEL DEMAND EQUATIONS Elizabeth J Tipton Murff Eastern Washington University ejtmurff@ewu.edu Richard D. Teach Georgia Institute of Technology, richard.teach@mgt.gatech.edu Robert G. Schwartz Eastern Washington University, robert.schwartz@ewu.edu ABSTRACT where P is price, M is marketing and promotion effort, and R is the research (and development) effort for the particular product. Additionally, the Gold and Pray model does not control for relationships between the primary demand generating variables: A joint distribution Over twenty years ago, Gold and Pray (1983) presented the now frequently cited industry-level demand equation: (see equation 1) )()()( 765432),,( RggMggPgg RMPgRMPQ +++−= (1) 1 Figur fo 3 9 15 21 27 33 39 45 0 20000 40000 60000 80000 100000 Demand Promotion Price e 1: Surface map of Gold and Pray’s industry-level demand equation r price and promotion inputs (Price scale reversed for readability) 213 mailto:ejtmurff@ewu.edu mailto:richard.teach@mgt.gatech.edu mailto:robert.schwartz@ewu.edu Developments in Business Simulation and Experiential Learning, Volume 33, 2006 keywords: -0.1; -0.5; -0.6; -0.7; -0.8; -0.9; business; demand; equation; price; promotion; simulation cache: absel-521.pdf plain text: absel-521.txt item: #2260 of 2743 id: absel-522 author: Vik, Gretchen title: Using a Web-Based Module to Teach Information Literacy date: 2014 words: 2992 flesch: 47 summary: While students have often analyzed companies in finance classes as to investment value, using stock value and other basic measures, this assignment asks students to look at a variety of larger issues, both internal and external. Using a Web-Based Module to Teach Information Literacy Developments in Business Simulation and Experiential Learning, Volume 33, 2006 USING A WEB-BASED MODULE TO TEACH INFORMATION LITERACY keywords: business; company; industry; information; learning; report; simulation; sources; students cache: absel-522.pdf plain text: absel-522.txt item: #2261 of 2743 id: absel-523 author: Honaiser, Eduardo; Sauaia, Antonio Carlos Aidar title: Decision Support System for Demand Forecasting in Business Games date: 2014 words: 6020 flesch: 44 summary: Teach (1984) provided a geometric model for calculating market share to be used with Gold and Pray’s (1983) market demand function. Because there are typically significant variations in market demand growth over the course of the simulation (instructor controlled), coeteris paribus, a team’s projected sales should rise and fall with market demand”. keywords: business; business simulation; demand; firm; industrial; learning; market; model; period; share; simulation; variables cache: absel-523.pdf plain text: absel-523.txt item: #2262 of 2743 id: absel-524 author: Dickinson, John R. title: The Invalidity of Profit=F(Market Share) PIMS Validation of Marketing Games date: 2014 words: 5122 flesch: 49 summary: They argue that market share can increase beyond the point of maximum return on investment: “...we feel that an organization’s goal should not be to maximize market share, but rather to attain optimal market share...a company that has exceeded [its optimal market share] should seek to reduce its current share.” One PIMS-based “law” is that profit is a function of market share. keywords: business; f&w; game; learning; market; pims; profit; relationship; share; simulation cache: absel-524.pdf plain text: absel-524.txt item: #2263 of 2743 id: absel-525 author: Palia, Aspy P.; Roussos, Dean S. title: Online Market Test Laboratory with The MINSIM* Program date: 2014 words: 3935 flesch: 42 summary: Competing student teams plan, implement, and control a marketing program for three high-tech products in three 239 Developments in Business Simulation and Experiential Learning, Volume 33, 2006 240 regions within the United States. Online Market Test Laboratory with the MINISIM* Program Developments in Business Simulation and Experiential Learning, Volume 33, 2006 ONLINE MARKET TEST LABORATORY keywords: business; decision; learning; marketing; minisim; online; performance; program; sales; simulation; team; test cache: absel-525.pdf plain text: absel-525.txt item: #2264 of 2743 id: absel-526 author: Bos, Nathan title: The Gas Mileage Game – A Policy Simulation date: 2014 words: 1086 flesch: 28 summary: The Gas Mileage Game – A Policy Simulation Developments in Business Simulation and Experiential Learning, Volume 33, 2006 THE GAS MILEAGE GAME – A POLICY SIMULATION Nathan Bos University of Michigan nbos@umich.edu Why aren’t cars more fuel efficient? When Reacting To Negative Outcomes In Simulation Games Is Pay Inversion Ethical? keywords: business; companies; game; learning; performance; simulation cache: absel-526.pdf plain text: absel-526.txt item: #2265 of 2743 id: absel-527 author: Parks, Don M. title: Delivered Cost and Differentiation Applied to Threshold 3rd Ed. date: 2014 words: 1543 flesch: 42 summary: Delivered Cost and Differentiation Applied to Threshold 3rd Ed Developments in Business Simulation and Experiential Learning, Volume 33, 2006 DELIVERED COST AND DIFFERENTIATION APPLIED TO THRESHOLD 3RD ED Don M. Parks Southwestern University parksd@southwestern.edu 243 mailto:parksd@southwestern.edu Developments in Business Simulation and Experiential Learning, Volume 33, 2006 244 APPENDIX A: THRESHOLD COST CHAIN Threshold Cost Chain Product 1 keywords: business; cost; differentiation; learning; simulation; threshold cache: absel-527.pdf plain text: absel-527.txt item: #2266 of 2743 id: absel-528 author: Markulis, Peter M.; Jassawalla, Avan R.; Sashittal, Hemant; Strang, Daniel R.; Scipione, Paul title: The Effect of Team-Leadership Modes on Team Performance: A Preliminary Study date: 2014 words: 3983 flesch: 52 summary: The impact of leader and team member characteristic upon simulation performance: A start-up study. Developments in Business Simulation & Experimental Exercises, 16, 13-16. 251 Developments in Business Simulation and Experiential Learning, Volume 33, 2006 252 APPENDIX A Survey (of team leader modes) Team Number_________ (to determine which team leader mode the student team was assigned to use) Using the scale below, write the appropriate number next to the questions 1-18. A highly touted book on teams, for example, covers many subjects relating to the development; structure and constructive use of student teams in the college classroom, but makes no mention of team-leadership (Michaelson, 2002). keywords: business; group; leader; leadership; learning; mode; performance; project; simulation; students; study; team cache: absel-528.pdf plain text: absel-528.txt item: #2267 of 2743 id: absel-529 author: Snarr, Hal W.; Gold, Steven C. title: The Design and Use of a Macroeconomics Simulation Using Maple Software: A Pilot Study date: 2014 words: 5686 flesch: 49 summary: course evaluations summarized in s in the Spring 2005 course rated the han the 22 students in the Fall 2004 However, according to the last column of Table 1, the differences in course evaluations were all insignificant. keywords: -0.1; business; course; economics; figure; gdp; instructor; learning; level; maple; simulation; students cache: absel-529.pdf plain text: absel-529.txt item: #2268 of 2743 id: absel-53 author: Yang, Beiyu; Tanabu, Motonari title: The Effectiveness of SDM Method in Business Simulation Game date: 2013 words: 8096 flesch: 50 summary: ABSTRACT Many researchers acknowledge that debriefing is important in simulation game. In this paper, we give attention to knowledge acquisition in simulation game. keywords: debriefing; game; game debriefing; knowledge; method; model; player; sdm; sdm method; simulation; simulation game cache: absel-53.pdf plain text: absel-53.txt item: #2269 of 2743 id: absel-530 author: Potosky, Denise title: The Instructor’s Toolbox: A Meaning-Centered Framework for the Social Construction of Experiential Learning date: 2014 words: 4724 flesch: 42 summary: When viewed from this perspective, the choices presented in an experiential toolbox to a skilled instructor take into account different kinds of communication goals associated with different experiential learning tools. When viewed from this perspective, the choices presented in an experiential toolbox to a skilled instructor take into account different kinds of communication goals associated with various experiential learning tools. keywords: business; communication; conversation; course; developments; instructor; learning; meaning; simulation; students; tools; use cache: absel-530.pdf plain text: absel-530.txt item: #2270 of 2743 id: absel-531 author: Cannon, James N.; Cannon, Hugh M.; Schwaiger, Manfred title: Incorporating Strategic Product-Mix Decisions into Simulation Games: Modeling the “Profitable-Product Death Spiral” date: 2014 words: 6753 flesch: 49 summary: That is, it likely to respond rated “5” is drop How does this c examining both (product mix) tog own model for es different products In the real w through a market based on actual This is importan product mix info selected for pr importance of the with at least som may not have sele SUMMA The purpose inclusion of pro marketing simula product-mix inter assume that consu a single vendor, from several diff 2,000 papers cont were not able to f The importa increasingly imp Many marketers TABLE 1: An illustrative research report conveying critical information regarding segment product preferences and company performance Segment 1 Product Preferences Available products Average preference for segment (1 to 10) One of the implications of taking a CE approach is an increased emphasis on product mix. keywords: business; clv; company; customer; equation; learning; marketing; mix; portfolio; product; segment; simulation; value cache: absel-531.pdf plain text: absel-531.txt item: #2271 of 2743 id: absel-532 author: Edman, Jan title: Group Composition and Groupthink in a Business Game date: 2014 words: 5142 flesch: 60 summary: This paper examines whether group composition and groupthink are related to decisions and performances of groups acting as firms in a business game. This paper examines whether group compositions and groupthink are related to decisions and performances of firms in a business game. keywords: business; decisions; equity; firms; game; group; groupthink; performances; period; simulation cache: absel-532.pdf plain text: absel-532.txt item: #2272 of 2743 id: absel-533 author: Gosen, Jerry; Werner, Jon title: A Direct Approach to Teaching Business Ethics date: 2014 words: 5063 flesch: 51 summary: Don’t teach Business Ethics to business students Developments in Business Simulation & experiential Learning, 21, 155-156. It presents a relatively straightforward approach to encouraging business students to articulate their core personal values, and then apply them to a real- life situation that they encountered. keywords: approach; business; class; ethics; exercise; learning; simulation; students; teaching; values cache: absel-533.pdf plain text: absel-533.txt item: #2273 of 2743 id: absel-534 author: Halpin, Annette L. title: A Decision Support System for Planning Sales, Production, and Plant Addition with Manager: A Computer Simulation date: 2014 words: 3882 flesch: 44 summary: A Decision Support System for Planning Sales, Production, and Plant Addition with MANAGER: A Computer Simulation Developments in Business Simulation and Experiential Learning, Volume 33, 2006 A Simulation (Smith & Golden, 1997), in forecasting three elements of 289 mailto:halpin@arcadia.edu Developments in Business Simulation and Experiential Learning, Volume 33, 2006 their operations – sales, production levels, and plant addition. keywords: business; decision; firm; plant; production; quarter; sales; simulation; students cache: absel-534.pdf plain text: absel-534.txt item: #2274 of 2743 id: absel-535 author: Kuvshinikov, Joseph T. title: Polish -American Entrepreneurial Business Cooperation Workshop Utilizing the Income/Outcome Simulation date: 2014 words: 2563 flesch: 24 summary: Polish - American Entrepreneurial Business Cooperation Workshop Utilizing the Income/Outcometm Simulation Developments in Business Simulation and Experiential Learning, Volume 33, 2006 POLISH - AMERICAN ENTREPRENEURIAL BUSINESS COOPERATION WORKSHOP UTILIZING THE INCOME/OUTCOMETM SIMULATION Biographical sketches of the workshop leadership 295 mailto:jkuvshin@kent.edu http://www.sister-cities.org/ Developments in Business Simulation and Experiential Learning, Volume 33, 2006 team are included as Appendix B. Twenty-three Polish companies, regional government and national consultants sent representatives to participate. keywords: american; business; cooperation; education; learning; management; polish; simulation; state; volume; workshop cache: absel-535.pdf plain text: absel-535.txt item: #2275 of 2743 id: absel-536 author: Parks, Don M.; Fleet, David D. Van; Peterson, Tim O. title: Student Leader Training Exercise date: 2014 words: 5617 flesch: 57 summary: What we do is dangerous, and group members are anxious about safety. What we do is difficult and frustrating, and group members may become frustrated and discouraged by setbacks and lack of progress. keywords: business; group; leadership; learning; members; organizations; simulation; student; training; use; yukl cache: absel-536.pdf plain text: absel-536.txt item: #2276 of 2743 id: absel-537 author: Chan, Sek-Foo; Moon, Karen Ka-Leung; Chang, Jimmy; Yu, Bosco; Chan, Lai-Kuen; To, Chester K.M.; Choi, Ka-Fai; Hsia, Paulene title: Student Preference to Mode of Learning in Hong Kong date: 2014 words: 4485 flesch: 47 summary: The importance of multimedia is used in information presentation and the coordination of all these audio-visual technologies combined to apply in the medium Keywords: mode of learning, student ideal learning environment, Hong Kong student study behavior 315 mailto:tcchangj@inet.polyu.edu.hk Developments in Business Simulation and Experiential Learning, Volume 33, 2006 of multimedia (Bruder, 1991, Synder, 1996, Snyder & Vaughan, 1996, Snyder & Vaughan, 1998). Student Preference to Mode of Learning in Hong Kong Developments in Business Simulation and Experiential Learning, Volume 33, 2006 STUDENT PREFERENCE TO MODE OF LEARNING IN HONG KONG Sek-foo Chan The Hong Kong Polytechnic University Karen Ka-leung Moon The Hong Kong Polytechnic University Jimmy Chang The Hong Kong Polytechnic University tcchangj@inet.polyu.edu.hk keywords: business; factor; hong; items; kong; learning; professor; simulation; students; teaching cache: absel-537.pdf plain text: absel-537.txt item: #2277 of 2743 id: absel-538 author: Chan, Joyce; Chan, Lai-Kuen; To, Chester K.M.; Moon, Karen Ka-leung; Hsia, Paulene; Chan, Sek-Foo; Chang, Jimmy title: Experiential Learning For Technology-Based And Management Programme In Hong Kong: A China Study Tour date: 2014 words: 5869 flesch: 38 summary: A CHINA STUDY TOUR Joyce Chan The Hong Kong Polytechnic University Lai-kuen Chan The Hong Kong Polytechnic University Chester KM To The Hong Kong Polytechnic University Karen Ka-leung Moon The Hong Kong Polytechnic University Paulene Hsia The Hong Kong Polytechnic University Sek-foo Chan The Hong Kong Polytechnic University Jimmy Chang The Hong Kong Polytechnic University tcchangj@inet.polyu.edu.hk ABSTRACT The preliminary study of the use of the China Study tour to enhance students to better understand the complicated matter in the areas of global supply chain operations in the textile and clothing industry on the basis of student centric learning method that emphaises on the development of personal competence through experiential approach. This project fits into the university curriculum re-design which allows students to learn complicated but interdependent hands-on textile and clothing knowledge experientially. keywords: activities; business; chain; china; delta; experience; hong; kong; learning; river; shanghai; simulation; students; study; supply; tour; university cache: absel-538.pdf plain text: absel-538.txt item: #2278 of 2743 id: absel-539 author: Edman, Jan title: A Price Game with Product Differentiation in the Classroom date: 2014 words: 5122 flesch: 64 summary: In sequential decision making, the students Figure 2: Computer screen with price decisions and sold quantities. In a short period of time, the playing of the game shows that the theory can predict price decisions fairly well. keywords: business; decisions; firms; game; learning; making; price; simulation; students cache: absel-539.pdf plain text: absel-539.txt item: #2279 of 2743 id: absel-54 author: Barcante, Luiz Cesar; Beltrao, Kaizo Iwakami title: 40 years of Brazilian S&G - Analysis and Perspectives date: 2013 words: 4231 flesch: 39 summary: The main subject of this work is to present a methodology called, in Brazil, by some authors, as Company Games (Sauaia, 1995), Business Games (Barçante, 2007) or Business Simulation (Bernard & Kopittke, 1990). The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) keywords: brazil; business; games; gaming; learning; management; s&g; simulation; universidade; use cache: absel-54.pdf plain text: absel-54.txt item: #2280 of 2743 id: absel-540 author: Jordan, David A.; Bruce, Michael L. title: Discrete Event Modeling in a New Transportation Simulation date: 2014 words: 2138 flesch: 50 summary: Discrete Event Modeling in a New Transportation Simulation Developments in Business Simulation and Experiential Learning, Volume 33, 2006 DISCRETE EVENT MODELING IN A NEW TRANSPORTATION SIMULATION David A. Jordan Geneva College dajordan@geneva.edu Michael L. Bruce Anderson University mlbruce@anderson.edu Figure 1 Example Timeline Event 1 Event 2 Event 3 Event 4 Entity A Start Clock 0 2 10 20 35 50 End Activity 1 Activity 2 341 mailto:dajordan@geneva.edu mailto:mlbruce@anderson.edu Developments in Business Simulation and Experiential Learning, Volume 33, 2006 Entity A Start Clock 0 Sta Entity B Entity C 1 2 With multiple en down the timeline. keywords: business; clock; entity; event; figure; learning; simulation; time cache: absel-540.pdf plain text: absel-540.txt item: #2281 of 2743 id: absel-541 author: Jordan, David A. title: Supply-Side Modeling in a Total Enterprise Simulation date: 2014 words: 1827 flesch: 33 summary: Supply-Side Modeling in a Total Enterprise Simulation Developments in Business Simulation and Experiential Learning, Volume 33, 2006 SUPPLY-SIDE MODELING IN A TOTAL ENTERPRISE SIMULATION David A. Jordan Geneva College dajordan@geneva.edu ABSTRACT SUPPLY-SIDE DECISIONS IN A TOTAL ENTERPISE SIMULATION SUPPLY-SIDE MODELING In many business simulations, supply-side modeling Figure 1 Decision Flow in a Total Enterprise Simulation Capital Decisions Purchasing Finished Goods Inventory Marketing Scheduling/ Inventory Decisions Human Resources Compensation Development Recruiting Staffing Operators Equipment Raw Materials Productivity OPERATIONS R & D Engineering F I N A N C E C O N S U M E R S SUPPLY-SIDE D em an d C as h 345 mailto:dajordan@geneva.edu Developments in Business Simulation and Experiential Learning, Volume 33, 2006 RAW MATERIALS SUPPLIERS INVENTORY CAPACITY DELIVERY PRODUCTION combines cost and production function theory. keywords: business; decisions; enterprise; learning; modeling; production; simulation; supply cache: absel-541.pdf plain text: absel-541.txt item: #2282 of 2743 id: absel-542 author: Ryan, John M. title: The Quality Game date: 2014 words: 3645 flesch: 53 summary: Let's face it; quality problems come from all directions and all departments. Problem You need a rest. keywords: 200,0; business; company; department; game; learning; level; manufacturing; problem; quality; ryan; sales; simulation cache: absel-542.pdf plain text: absel-542.txt item: #2283 of 2743 id: absel-543 author: Perotti, Victor title: Towards A Massive Multiplayer Online Business Simulation date: 2014 words: 2969 flesch: 37 summary: For advocates of business simulations, two important points are mentioned. The present article explores the current trends in simulation research as well as remaining issues that support business simulations becoming more similar to massively multiplayer online games. keywords: business; games; learning; mmogs; multiplayer; online; players; simulation; volume cache: absel-543.pdf plain text: absel-543.txt item: #2284 of 2743 id: absel-544 author: Duck, Janet M. title: Making the Connection: Improving Virtual Team Performance through Behavioral Assessment Profiling and Behavioral Cues date: 2014 words: 1902 flesch: 23 summary: The assessment information can be translated into behavioral cues to be used by team members in virtual teams. Virtual teams are not only responsible for basic team communication but also for activities such as problem solving, conflict resolution, leadership, project design, team building and innovation. keywords: assessment; business; cues; learning; online; team cache: absel-544.pdf plain text: absel-544.txt item: #2285 of 2743 id: absel-545 author: Pernell, Richard title: Individual Learning Producing A Learning Organization: “Playing Dice With Polar Bears” date: 2014 words: 1594 flesch: 40 summary: Individual Learning Producing a Learning Organization: “Playing Dice with Polar Bears” Developments in Business Simulation and Experiential Learning, Volume 33, 2006 INDIVIDUAL LEARNING PRODUCING A LEARNING ORGANIZATION: “PLAYING DICE WITH POLAR BEARS” Richard Pernell Embry Riddle Aeronautical University Stetson University perneb32@erau.edu ABSTRACT This demonstration sets a context for individual and group learning within the group. Step #3 is the 360 mailto:perneb32@erau.edu Developments in Business Simulation and Experiential Learning, Volume 33, 2006 ‘learned’ stage of the interaction. keywords: business; dice; learning; participants; simulation; step cache: absel-545.pdf plain text: absel-545.txt item: #2286 of 2743 id: absel-546 author: McManus, Amy; Feinstein, Andrew Hale title: Narratology and Ludology: Competing Paradigms or Complementary Theories in Simulation date: 2014 words: 6649 flesch: 39 summary: Narratology and Ludology: Competing Paradigms or Complementary Theories in Simulation Developments in Business Simulation and Experiential Learning, Volume 33, 2006 NARRATOLOGY AND LUDOLOGY: COMPETING PARADIGMS OR COMPLEMENTARY THEORIES IN SIMULATION Amy McManus William F. Harrah School of Hotel Administration mcmanus4@unlv.nevada.edu Andrew Hale Feinstein William F. Harrah School of Hotel Administration andyf@unlv.nevada.edu ABSTRACT Two philosophical positions have been examined in the literature surrounding simulation and gaming: narratology and ludology. This parallels the difficulty that simulation and gaming designers 363 mailto:mcmanus4@unlv.nevada.edu mailto:andyf@unlv.nevada.edu Developments in Business Simulation and Experiential Learning, Volume 33, 2006 themselves have fought for decades in combining high- quality, high-power stories and interactivity (Manovich, in Frasca, 2003b). keywords: business; computer; debate; game; gaming; learner; learning; ludology; narrative; narratology; new; paradigms; research; shift; simulation; studies; theories cache: absel-546.pdf plain text: absel-546.txt item: #2287 of 2743 id: absel-547 author: Smith, J. Alexander title: Framework for Evaluating Internet Research date: 2014 words: 4121 flesch: 47 summary: As such, the final keywords used (Internet, online, education and 373 mailto:Smith82@slu.edu Developments in Business Simulation and Experiential Learning, Volume 33, 2006 Additional research has compared the efficacy of Internet education versus the more traditional methods. keywords: business; education; framework; inputs; internet; learning; methods; online; process; research; simulation cache: absel-547.pdf plain text: absel-547.txt item: #2288 of 2743 id: absel-548 author: Micklich, Douglas L. title: Using Children’s Games to Illustrate Strategy Concepts: Is Less Better? date: 2014 words: 695 flesch: 14 summary: Using Children’s Games to Illustrate Strategy Concepts: Is Less Better? Developments in Business Simulation and Experiential Learning, Volume 33, 2006 USING CHILDREN’S GAMES TO ILLUSTRATE STRATEGY CONCEPTS: IS LESS BETTER? Characterizing Business Games Used In Distance Education Utilizing Games In A Graduate Level Instructional Game Course Employment Interview Preparation: Assessing The Writing-To-Learn Approach Simulations - Bridging From Thwarted Innovation To Disruptive Technology Creating An Authentic Cultural Lens Using Case Dialogue Learning By Fire: Reflections Of A First Time Online Instructor An International Internship With A Service-Learning Focus Learner Participation In The Online Learning Experience: Help Or Hindrance? keywords: business; games; learning; simulation cache: absel-548.pdf plain text: absel-548.txt item: #2289 of 2743 id: absel-549 author: Amerine, Kelli; Potosky, Denise title: Learner Behavior in the Online Classroom Experience date: 2014 words: 7431 flesch: 50 summary: This may point to the possibility that students in online courses do not participate for an equivalent quantity of course participation in the online format as opposed to the classroom experience. The first of these involves other factors that contribute to student performance in online courses, such as student proficiency with the Internet and the web-based course technology, past experience taking online courses, and the impact of a residential component during an online learning program. keywords: class; classroom; course; discussion; hybrid; learning; message; online; participation; research; students; time cache: absel-549.pdf plain text: absel-549.txt item: #2290 of 2743 id: absel-55 author: Cannon, Hugh M.; Cannon, James N.; Koksal, Ahmet B.; Verma, Swati title: Accounting For Externalities: Harnessing The "Face-In-The-Mirror" Phenomenon date: 2013 words: 10924 flesch: 43 summary: To rebalance the equation, one must impute externality costs that do not accurately represent the true interests of party(ies) involved. We then discuss the various approaches that have been proposed for addressing externalities, after which we present a series of illustrative experiential exercises addressing the issues. keywords: approach; business; company; cost; decision; discussion; economic; externalities; learning; marketing; motivation; party; price; rewards; simulation; society; utility; value cache: absel-55.pdf plain text: absel-55.txt item: #2291 of 2743 id: absel-550 author: Anderson, Philip H.; Lawton, Leigh title: The Effectiveness of a Simulation Exercise for Integrating Problem-Based Learning in Management Education date: 2014 words: 6904 flesch: 47 summary: Given their wide-spread use in business programs (Faria and Nulsen, 1996), simulation exercises could provide instructors with a familiar vehicle for introducing PBL into the business curricula to reap the pedagogy’s benefits. Our review of the literature found support that simulation exercises meet the three criteria needed to be a good PBL problem identified above. keywords: business; course; exercise; learning; management; pbl; post; problem; simulation; solo; students; team cache: absel-550.pdf plain text: absel-550.txt item: #2292 of 2743 id: absel-551 author: Anderson, Philip H.; Kaliski, John A.; Lawton, Leigh; Scott, Timothy W. title: A Demonstration of Four Web-Based Simulations Threshold Competitor: A Management Simulation; Entrepreneur: A New Venture Simulation; Merlin: A Marketing Simulation; Micromatix: A Stragetic Management Simulation date: 2014 words: 2271 flesch: 28 summary: THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT It is a moderately complex total enterprise simulation requiring students to make approximately 40 decisions involving elements of the marketing mix (e.g., price, quality, promotion), operations (e.g., hire and fire workers, order raw materials, set production levels), and finance (manage cash flow, borrow long-term funds) for each period of play. keywords: business; decisions; instructor; learning; management; marketing; simulation; students cache: absel-551.pdf plain text: absel-551.txt item: #2293 of 2743 id: absel-552 author: Batista, Igor V. C.; Cornachione, Edgard B. title: Learning Styles Influences On Satisfaction and Perceived Learning: Analysis of an Online Business Game date: 2014 words: 6429 flesch: 44 summary: These ideas from Keys & Wolfe indicate that, when related to business game facilitated learning, the experiential learning cycle, as proposed by Kolb (1984), should be considered. One of the relevant parameters of this research is the perceived learning of business games participants. keywords: accounting; business; education; game; kolb; learning; management; online; participants; satisfaction; simulation; students; styles; theory; use cache: absel-552.pdf plain text: absel-552.txt item: #2294 of 2743 id: absel-553 author: Biggs, William D. title: International Internships: Design and Experiences date: 2014 words: 6206 flesch: 49 summary: It is clear, therefore, that international internship experiences offer the potential to meet two important aspects for student learning. I never had the social experience of living with other students in a dorm-like situation while attending college and wasn’t sure how my age would affect my time in London. keywords: arcadia; business; courses; experience; internship; learning; london; program; project; simulation; students; university; work cache: absel-553.pdf plain text: absel-553.txt item: #2295 of 2743 id: absel-554 author: Bos, Nathan; Naab, Sara; Gordon, Michael title: Sim MAP: Turning Action-Based Learning into Simulated Consulting Projects date: 2014 words: 5383 flesch: 46 summary: A smaller number of student teams address problems for nonprofits, often in the developing world, or examine targeted research issues requiring field data collection. These proposals were partly based on real proposal that had been floated at Aravind either internally or by student teams. keywords: action; business; class; data; learning; map; model; project; simulation; students; teams; video cache: absel-554.pdf plain text: absel-554.txt item: #2296 of 2743 id: absel-555 author: Boscia, Marian W.; Lyons, Joseph P. title: Notel Health Services: A Role-Playing Simulation date: 2014 words: 4446 flesch: 46 summary: On the first day of classes PA students are presented with the above documents and team role playing and operational guidelines( goals, trends, and expectations). THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT keywords: business; health; learning; management; notel; play; practice; role; services; simulation; students; team cache: absel-555.pdf plain text: absel-555.txt item: #2297 of 2743 id: absel-556 author: Burns, Alvin C. title: Teaching Experientially With the Madeline Hunter Method: An Application in a Marketing Research Course date: 2014 words: 4795 flesch: 47 summary: DECIDING ON AND CREATING MODELS In applying the Hunter model as a learning platform across marketing research project student teams, three steps in the marketing research process are critically important. This approach allows student teams to select different topics, but they must use identical research objectives. keywords: business; hunter; learning; marketing; method; model; project; research; simulation; students; team cache: absel-556.pdf plain text: absel-556.txt item: #2298 of 2743 id: absel-557 author: Cannon, Hugh M.; Cannon, James N.; Schwaiger, Manfred title: Simulating Customer Lifetime Value: Implications for Game Design and Student Performance date: 2014 words: 7955 flesch: 42 summary: This paper addresses the failing, discussing the nature of CLV and customer equity, demonstrating how they might be incorporated into marketing simulations. Assuming that it is easier to retain and service old customers than it is to win new ones; a company’s customer base represents a type of asset -- customer equity, the value of which is captured in the discounted net present value of expected sales extending over the lifetime of the customer. keywords: brand; business; company; customer; customer equity; equity; game; learning; marketing; performance; product; retention; segment; simulation; value cache: absel-557.pdf plain text: absel-557.txt item: #2299 of 2743 id: absel-558 author: Cannon, Hugh M.; Smith, J. Alexander title: Virtual Progress: Simulating Economic Development Online date: 2014 words: 8564 flesch: 51 summary: The difficulties involved in developing and consuming new products creates a host of opportunities for entrepreneurial activities on the part of game players. This provides a critical wrap-up to student learning. keywords: business; credits; development; game; labor; learning; performance; period; players; products; progress; sats; simulation; students; unit; value cache: absel-558.pdf plain text: absel-558.txt item: #2300 of 2743 id: absel-559 author: Chang, Jimmy; Jennings, David; To, Chester K.M.; Sun, Lai-ngun title: Strategic Management: An Evaluation of the Use of Three Learning Methods in China date: 2014 words: 4120 flesch: 42 summary: INTRODUCTION Instructors in strategic management often use a variety of learning methods. THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT keywords: business; case; consultancy; jennings; learning; management; method; simulation; students; teaching; use cache: absel-559.pdf plain text: absel-559.txt item: #2301 of 2743 id: absel-56 author: Cannon, Hugh M.; Feinstein, Andrew H.; Friesen, Daniel P.; Yaprak, Attila title: The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity date: 2013 words: 8016 flesch: 35 summary: This paper builds a bridge to the relatively neglected management literature on organizational learning, specifically addressing the problem of absorptive capacity. However, it will link the principles of individual learning and the associated methodology of experiential learning to organizational learning and absorptive capacity, suggesting how to use these principles as a guide for simulation design. keywords: business; cannon; capacity; educational; exhibit; experience; knowledge; learning; management; model; new; objectives; organizational; process; simulation; students cache: absel-56.pdf plain text: absel-56.txt item: #2302 of 2743 id: absel-560 author: Chang, Jimmy; Jennings, David; Chan, Sek-foo; Wong, Calvin title: Adoption of Discussion-Based Teaching and Assessment in Teaching Strategic Management in China date: 2014 words: 2758 flesch: 34 summary: THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT While Alexander, O'Neill, Snyder and Townsend's study of US BP / SM strategy professors (1986) finds class participation to be the most common means for evaluating student performance with over 94% of respondents using evaluations based upon class participation, within UK higher education such assessment, other than for formal presentations by students, appears to be little used. keywords: assessment; business; discussion; learning; management; method; students; teaching cache: absel-560.pdf plain text: absel-560.txt item: #2303 of 2743 id: absel-561 author: Chang, Jimmy; Ng, Kwan-ling; Moon, Karen Ka-Leung; Yu, Bosco; Chan, Lai-kuen title: Students’ View on the Use of Case Method in China date: 2014 words: 3298 flesch: 52 summary: When compared with the previous Hong Kong study on case method, less than eight percent of the respondents disagreed on all the thirteen items. In fact, over eighty percent of the students in China indicated their agreement with the objectives stated in case method. keywords: business; case; learning; management; method; simulation; students; study cache: absel-561.pdf plain text: absel-561.txt item: #2304 of 2743 id: absel-562 author: Chang, Jimmy; Ng, Kwan-ling; Moon, Karen Ka-Leung; To, Chester K.M. title: Chinese Students’ Perceptions of Business Gaming date: 2014 words: 3355 flesch: 48 summary: % Frequency (out of 57) % 1. Others 4 4.3 5 5.3 Note: 1. * - Current survey responses from China 2. # - Previous survey responses from Hong Kong 94 Developments in Business Simulation and Experiential Learning, Volume 32, 2005 Table 6 Perceived Disadvantages of Business Gaming by Students Frequency (out of 93) % Frequency (out of 57) % 1. keywords: business; china; gaming; learning; management; simulation; students; survey cache: absel-562.pdf plain text: absel-562.txt item: #2305 of 2743 id: absel-563 author: Chisholm, James; Warman, Greg title: ExperienceCSR – A Corporate Social Responsibility Simulation date: 2014 words: 2434 flesch: 29 summary: A DEMONSTRATION CAPABILITIES OF EXPERIMENTAL BUSINESS GAMING A COMPARISON BETWEEN SOLUTIONS AND DECISIONS IN A BUSINESS GAME VALIDATING BUSINESS SIMULATIONS: DOES HIGH PRODUCT QUALITY LEAD TO HIGH PROFITABILITY? ONLINE CUMULATIVE SIMULATION TEAM PERFORMANCE PACKAGE WHEN PROPHECY FAILS: A SMALL SAMPLE, PRELIMINARY STUDY USING EXPERIENTIAL LEARNING TO INTEGRATE THE BUSINESS CURRICULUM FORECASTING STOCK VALUE EMPLOYING PROGRESSIVE PRACTICES AND PRINCIPLES TO FACILITATE SEMINAR ROOM LEADERSHIP AMONG LEARNERS: SHARED POWER AND COLLECTIVE ACCOUNTABILITY INDIVIDUAL ACHIEVEMENT DOES NOT GUARANTEE TEAM PERFORMANCE: AN EVIDENCE OF ORGANIZATIONAL LEARNING WITH BUSINESS GAMES DECISION MAKING IN BUSINESS SIMULTION DESIGN ZUG UM ZUG 2015: COLLECTIVE BARGAINING AS A TWO-LEVEL GAME A NEW METHOD FOR MODELING INNOVATION AND R&D IN BUSINESS SIMULATIONS: ILLUSTRATED WITH A SIMULATION OF A NEW PRODUCT DEVELOPMENT PORTFOLIO DEVELOPING A MICRO SIMULATION EFFECT OF MARKET SHARE AND PRODUCTION EXPERIENCE ON COMPANY PROFITABILITY RE-DESIGNING A CURRICULUM keywords: business; experiencecsr; experiencepoint; learning; participants; simulation; ucsm cache: absel-563.pdf plain text: absel-563.txt item: #2306 of 2743 id: absel-564 author: Duck, Janet M. title: Creating Dynamic Interaction in a Virtual World: Add Value to Online Classrooms through Live E-learning and Collaboration: A Demonstration date: 2014 words: 2082 flesch: 39 summary: Much has been happening in the world of online learning and yet the challenge of developing dynamic, captivating online environments still exists. THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT keywords: business; elearning; session; simulation; student cache: absel-564.pdf plain text: absel-564.txt item: #2307 of 2743 id: absel-565 author: Edman, Jan title: Capabilities of Experimental Business Gaming date: 2014 words: 4596 flesch: 40 summary: Finally, comparisons between behavior in business games, in empirical industrial organization and in experimental economics and to economic theory add to the listing of what business game can teach (Washbush and Gosen, 2001). CAPABILITIES OF EXPERIMENTAL BUSINESS GAMING Developments in Business Simulation and Experiential Learning, Volume 32, 2005 CAPABILITIES OF EXPERIMENTAL BUSINESS GAMING Jan Edman Penn State University jme22@psu.edu ABSTRACT Throughout the history of the field, business games have been used for basic research, but business games offer a greater potential for research than has been realized. keywords: business; economics; games; gaming; learning; organization; participants; research; results; simulation cache: absel-565.pdf plain text: absel-565.txt item: #2308 of 2743 id: absel-566 author: Edman, Jan title: A Comparison between Solutions and Decisions in a Business Game date: 2014 words: 6210 flesch: 55 summary: Calculations based on solution decisions in Table 1 show that one firm with a strategy of competitive solution decisions compared to cooperative solution decisions can earn much higher equity (from 1414 to 3980) and that the other four firms with a strategy of cooperative solution decisions earn less equities (from 1414 to 597). In the 115 Developments in Business Simulation and Experiential Learning, Volume 32, 2005 game we analyzed, participants presumably learn to make noncooperative solution decisions, since firms making these decisions had the highest performance. keywords: business; decisions; equity; firms; game; performance; reply; simulation; solution; solution decisions cache: absel-566.pdf plain text: absel-566.txt item: #2309 of 2743 id: absel-567 author: Faria, A. J.; Wellington, William J. title: Validating Business Simulations: Does High Product Quality Lead to High Profitability? date: 2014 words: 4540 flesch: 41 summary: PAST RESEARCH Meaningfulness, as applied to the business simulation gaming experience, has taken on a number of interpretations as reflected in past research including: (1) the learning, or skills training, aspects of business games; (2) the relative merit of business games versus other teaching approaches; (3) the external validity of business simulation games; and (4) the internal validity of business games. The reported types of learning brought about by the use of business games include goal setting and information processing; organizational behavior and personal interaction skills; sales forecasting; entrepreneurial skills; financial analysis; basic economic concepts; inventory management; mathematical modeling; personnel skills such as hiring, training, leading and motivating; creative skills; communication skills; data analysis; formal planning and report preparation; and much more. Faria (2001) provides a history and complete list of references covering research on skills training through the use of business simulation games. keywords: business; findings; games; learning; pims; product; profitability; quality; research; simulation cache: absel-567.pdf plain text: absel-567.txt item: #2310 of 2743 id: absel-568 author: Fekula, Michael J. title: Aligning Art and Epistemology: Illustrations to Distinguish Discovery from Knowledge date: 2014 words: 6427 flesch: 48 summary: THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT The objective is to move students toward employing methods of genuine discovery. keywords: art; beliefs; business; knowledge; learning; method; new; painting; reality; simulation; students; view cache: absel-568.pdf plain text: absel-568.txt item: #2311 of 2743 id: absel-569 author: Fritzsche, David J. title: Building Tutorials Using Wink date: 2014 words: 2080 flesch: 45 summary: THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT The Wink program will again be shown with thumbnails of all the screenshots referred to as frames as shown in Figure 4. keywords: business; capture; frame; learning; program; wink cache: absel-569.pdf plain text: absel-569.txt item: #2312 of 2743 id: absel-57 author: Hornyak, Martin J.; Lawlor, K. Blaine title: Assessing Project Management as an Academic Learning Outcome (ALO) date: 2013 words: 4584 flesch: 41 summary: This paper looks at our effort toward a more accurate measure of the Project Management ALO using team members and faculty rating each team member on their PM activity performance. For team members to rating people a 4 (Excellent) or 5 (Outstanding) the person’s particular behavior and skills significantly gave more value to the team’s simulation effort. keywords: business; expectation; learning; management; member; performance; project; simulation; team cache: absel-57.pdf plain text: absel-57.txt item: #2313 of 2743 id: absel-570 author: Gentry, James W.; McGinnis, Lee; Dickinson, John R.; Burns, Alvin C. title: Students as Lab Rats: The Ethics of Conducting Non-Pedagogical Research in the Context of Classroom Simulations and Experiential Learning date: 2014 words: 4994 flesch: 32 summary: Don’t students have the right to expect that the primary focus of a class is student learning, as opposed to faculty research generation? We advocate that student learning should be the focus of our classroom efforts, and note the possible conflicts of interest occurring when one attempts to generate non-pedagogical publishable research simultaneously with teaching. keywords: business; business ethics; business simulation; classroom; developments; ethics; game; learning; management; research; simulations; students; teaching; use cache: absel-570.pdf plain text: absel-570.txt item: #2314 of 2743 id: absel-571 author: Glohmnes, Svein Jahr title: The Effect on Game Performance of Different Measures and Units of Analysis in Quantitative Analysis date: 2014 words: 4083 flesch: 51 summary: Hornaday (2001) “Sex composition, cohesion, consensus, potency and performance of simulation teams.” Developments in Business Simulation and Experiential Learning, 28, 102-105. no independent variable consistently predicts simulation performance. keywords: analysis; basis; business; game; learning; performance; simulation; team; variable cache: absel-571.pdf plain text: absel-571.txt item: #2315 of 2743 id: absel-572 author: Gosen, Jerry; Washbush, John title: Analyzing and Thinking While Playing a Simulation date: 2014 words: 2840 flesch: 40 summary: ONLINE CUMULATIVE SIMULATION TEAM PERFORMANCE PACKAGE WHEN PROPHECY FAILS: A SMALL SAMPLE, PRELIMINARY STUDY USING EXPERIENTIAL LEARNING TO INTEGRATE THE BUSINESS CURRICULUM FORECASTING STOCK VALUE EMPLOYING PROGRESSIVE PRACTICES AND PRINCIPLES TO FACILITATE SEMINAR ROOM LEADERSHIP AMONG LEARNERS: SHARED POWER AND COLLECTIVE ACCOUNTABILITY INDIVIDUAL ACHIEVEMENT DOES NOT GUARANTEE TEAM PERFORMANCE: AN EVIDENCE OF ORGANIZATIONAL LEARNING WITH BUSINESS GAMES DECISION MAKING IN BUSINESS SIMULTION DESIGN ZUG UM ZUG 2015: COLLECTIVE BARGAINING AS A TWO-LEVEL GAME A NEW METHOD FOR MODELING INNOVATION AND R&D IN BUSINESS SIMULATIONS: ILLUSTRATED WITH A SIMULATION OF A NEW PRODUCT DEVELOPMENT PORTFOLIO DEVELOPING A MICRO SIMULATION EFFECT OF MARKET SHARE AND PRODUCTION EXPERIENCE ON COMPANY PROFITABILITY RE-DESIGNING A CURRICULUM ALIGNING ART AND EPISTEMOLOGY: ILLUSTRATIONS TO DISTINGUISH DISCOVERY FROM KNOWLEDGE BUILDING TUTORIALS USING WINK STUDENTS AS LAB RATS: THE ETHICS OF CONDUCTING NON-PEDAGOGICAL RESEARCH IN THE CONTEXT OF CLASSROOM SIMULATIONS AND EXPERIENTIAL LEARNING THE EFFECT ON GAME PERFORMANCE OF DIFFERENT MEASURES AND UNITS OF ANALYSIS IN QUANTITATIVE ANALYSIS ANALYZING AND THINKING WHILE PLAYING A SIMULATION COMPUTER BUSINESS SIMULATION DESIGN: THE ROCK POOL METHOD EXPANDING THE ROLE OF E-ROOMS IN DISTANCE LEARNING APPLICATIONS TO MANAGEMENT EDUCATION APPLICATION OF TRADITIONAL AND ONLINE JOURNALING AS PEDAGOGY AND MEANS FOR ASSESSING LEARNING IN AN ENTREPRENEURIAL SEMINAR DEVELOPING MANAGERIAL EFFECTIVENESS: keywords: analysis; business; learning; management; process; reflection; simulation cache: absel-572.pdf plain text: absel-572.txt item: #2316 of 2743 id: absel-573 author: Hall, Jeremy J. S. B. title: Computer Business Simulation Design: The Rock Pool Method. date: 2014 words: 8023 flesch: 42 summary: Jeremy J. S. B. Hall Hall Marketing jeremyhall@simulations.co.uk ABSTRACT This paper explores software design methodologies in the context of business simulation design and proposes a methodology - the rock pool method that provides structure while maintaining creative freedom. Experience developing several simulations suggests that the agile, lightweight approach within a rock pool is appropriate to the immature (creative) nature of simulation design. keywords: business; decisions; design; development; hall; learning; marketing; model; participants; pool; results; rock; rock pool; seed; simulation; software; stage; use cache: absel-573.pdf plain text: absel-573.txt item: #2317 of 2743 id: absel-574 author: Hall, Owen P.; Dudley, Thomas J. title: Expanding the Role of E-Rooms in Distance Learning Applications to Management Education date: 2014 words: 2587 flesch: 35 summary: E-room learning has been found to be effective for developing reflection, collective inquiry and skillful discussion skills (Driver, 2003). THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT keywords: aln; business; distance; education; learning; management; rooms; simulation; students cache: absel-574.pdf plain text: absel-574.txt item: #2318 of 2743 id: absel-575 author: Hansen, Katharine title: Application of Traditional and Online Journaling as Pedagogy and Means for Assessing Learning in an Entrepreneurial Seminar date: 2014 words: 5424 flesch: 41 summary: Cobine (1995) adds that instead of responding to grammatical and mechanical errors in student journals, teachers can “lead by example, modeling grammatical and mechanical correctness in ... written responses.” Journaling was chosen for this class to promote reflective thinking and for the instructor to gain a sense of the level and scope of student learning. keywords: business; class; discussion; journaling; journals; learning; online; seminar; simulation; students cache: absel-575.pdf plain text: absel-575.txt item: #2319 of 2743 id: absel-576 author: Kenworthy, John; Wong, Annie title: Developing Managerial Effectiveness: Assessing and Comparing the Impact of Development Programmes Using a Management Simulation or a Management Game date: 2014 words: 7637 flesch: 41 summary: Generate and evaluate creative ideas for new strategic directions Build the assets, relationships and capabilities required to sustain superior returns Plan an achievable implementation strategy How to align organisation strategy and stakeholder needs Present new strategic plans to senior management It has been suggested that management simulations have advantages over games (Mitchell, 2004). Charting the experiential territory: Clarifying definitions and uses of computer simulation, games, and role play. keywords: business; case; change; development; evaluation; game; group; learning; management; research; simulation; study; table; test; training cache: absel-576.pdf plain text: absel-576.txt item: #2320 of 2743 id: absel-577 author: Lamont, David L.; Volkov, Andrei; Shoptenko, Vyacheslav V. title: International Management Game – An Integrated Tool for Teaching Strategic Management Internationally date: 2014 words: 4533 flesch: 38 summary: As the experience shows, the schedule shown in Figure 6 is the most adequate for organizing business simulations for audiences consisting of acting middle and top-level executives in Russia. The IMG is based on the same principles as many other business simulations. keywords: business; environment; game; international; learning; management; market; participants; product; simulation; teaching cache: absel-577.pdf plain text: absel-577.txt item: #2321 of 2743 id: absel-578 author: Ledman, Robert E. title: Student Expectations of Simulations date: 2014 words: 2639 flesch: 40 summary: This is consistent with Wolfe’s (1990) suggestion that simulation games require more labor- intensive effort on the part of the faculty and the students. A DEMONSTRATION CAPABILITIES OF EXPERIMENTAL BUSINESS GAMING A COMPARISON BETWEEN SOLUTIONS AND DECISIONS IN A BUSINESS GAME VALIDATING BUSINESS SIMULATIONS: DOES HIGH PRODUCT QUALITY LEAD TO HIGH PROFITABILITY? keywords: business; expectations; game; learning; simulation; students; wolfe cache: absel-578.pdf plain text: absel-578.txt item: #2322 of 2743 id: absel-579 author: Letnick, Norm title: Distance Education Delivery of an Intensive Simulation Based Course date: 2014 words: 5145 flesch: 40 summary: During question and answer sessions, DE students were obligated to respond in real-time with the same verbal justifications for their strategic decisions as their in-class counterparts, making LEARNLINC a necessary component of the DE course content delivery. DE students were graded against the same criteria as in-class students (as outlined above). keywords: board; business; class; course; education; learning; learnlinc; management; performance; policy; simulation; students; team; time cache: absel-579.pdf plain text: absel-579.txt item: #2323 of 2743 id: absel-58 author: Long, Ken; Harris, Bernard F. title: At the Inflection Point: Designing Army Assessments date: 2013 words: 7792 flesch: 43 summary: The development of curriculum assessments for these venues is a challenge. College leadership will review recommendations and provide guidance at the Mini-PIC, such as the reduction or redesign of lesson assessments and teaching departments will use this guidance to prepare for the Post Instruction Conference (PIC). keywords: army; assessments; cgsc; college; command; curriculum; development; faculty; general; learning; lesson; process; simulation; staff; states; students; united cache: absel-58.pdf plain text: absel-58.txt item: #2324 of 2743 id: absel-580 author: Licari, A. Andrea; Ovedovitz, Albert C. title: Teaching Service Learning Using A Business Game Role-Play Simulation date: 2014 words: 5840 flesch: 50 summary: THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT The hypothesis is accepted: management students learn more about management concept through the use of service learning projects than through the lecture method of instruction. keywords: business; concepts; game; group; learning; lecture; management; role; service; simulation; students; study; teaching cache: absel-580.pdf plain text: absel-580.txt item: #2325 of 2743 id: absel-581 author: Mak, Wai Keong; Palia, Aspy P. title: Educational Perspective of Collaborative Virtual Communication and Multi-User Virtual Environments for Business Simulations date: 2014 words: 5143 flesch: 32 summary: Hence, there is potentially a good fit among games (with the element of fun), social construction of knowledge, computer business simulations and the Internet to “making sense out of uncertainty”. THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT keywords: analysis; business; computer; education; environments; game; learning; muve; palia; participants; simulation; students; system; tools cache: absel-581.pdf plain text: absel-581.txt item: #2326 of 2743 id: absel-582 author: Markulis, Peter M.; Strang, Daniel R. title: Simulation Performance & Predictor Variables: Are We Looking In The Wrong Places To Measure The Right Learning? date: 2014 words: 5765 flesch: 57 summary: Goosen’s “know little” theory (2002) suggests that students (and presumably student teams) can do well on simulation performance due to luck and other factors not related to knowledge or skill. For example, in their study of the relationship between formal planning and simulation performance in student teams, Hornaday and Curran state, “No attempt was made to determine whether the student plans accurately predicted what actually occurred during the course of the simulation. keywords: ed o; firm; ki ng; ng b; ng firm; ng r; period cache: absel-582.pdf plain text: absel-582.txt item: #2327 of 2743 id: absel-583 author: Moore, Lynda L.; Betters-Reed, Bonita L. title: Video Case: Jet-A-Way Inc. – Focusing On Diversity and Entrepreneurial Leadership date: 2014 words: 4419 flesch: 61 summary: VIDEO CASE: The solid waste and recycling businesses are good businesses because they are day in and day out profitable businesses. keywords: business; case; company; jesse; jet; jeter; leadership; learning; video; way cache: absel-583.pdf plain text: absel-583.txt item: #2328 of 2743 id: absel-584 author: Morgan, Sandra W.; Martin, Linda; Howard, Barbara J.; Mihalek, Paul H. title: Active Learning: What is it and Why Should I Use it? date: 2014 words: 4567 flesch: 52 summary: THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT TABLE 1 Definitions of Active Learning Definition Author/Source Multi-directional learning experience in which learning occurs teacher- to-student, student-to-teacher, and student-to-student. keywords: analysis; business; classroom; data; education; experience; groups; learning; management; simulation; students; teaching; use cache: absel-584.pdf plain text: absel-584.txt item: #2329 of 2743 id: absel-585 author: Mujtaba, Bahaudin G.; Kennedy, Joseph W. title: Facilitating Through Collaborative Reflections to Accommodate Diverse Learning Styles for Long-Term Retention date: 2014 words: 7812 flesch: 47 summary: THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT Collaborative learning objectives bring forth structured open discussions on the course material and lectures with students in order to obtain effective learning in the classroom. keywords: bloom; business; case; experience; information; learning; level; memory; people; process; students; taxonomy; term; theories; thinking; use cache: absel-585.pdf plain text: absel-585.txt item: #2330 of 2743 id: absel-586 author: Palia, Aspy P. title: Online Cumulative Simulation Team Performance Package date: 2014 words: 4305 flesch: 36 summary: The intent here is to convey to simulation participants that team performance is multivariate rather than univariate in nature. Yet, the approximately 16-page performance output does not provide an overall measure of team performance. keywords: business; developments; learning; market; marketing; measures; performance; sales; share; simulation; team cache: absel-586.pdf plain text: absel-586.txt item: #2331 of 2743 id: absel-587 author: Patz, Alan L. title: When Prophecy Fails: A Small Sample, Preliminary Study date: 2014 words: 2995 flesch: 47 summary: However, with regard to GPAs and using all teams involved in the competition—not just the Wand L ones—the second one is: H2: Firms with high ending simulation scores will be composed of members with high course grade point averages. In this study, firms with high ending simulation scores are composed of members with higher grade point averages. keywords: business; game; learning; results; simulation; strategy; study; teams cache: absel-587.pdf plain text: absel-587.txt item: #2332 of 2743 id: absel-588 author: Payne, Elaine; Whittaker, Lesley title: Using Experiential Learning To Integrate The Business Curriculum date: 2014 words: 8557 flesch: 38 summary: The process of presenting their views and engaging in intellectual negotiation to solve problems consolidates student learning. THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT keywords: assessment; business; company; development; knowledge; learning; module; performance; problems; process; role; simulation; skills; students; team cache: absel-588.pdf plain text: absel-588.txt item: #2333 of 2743 id: absel-589 author: Pillutla, Sharma; Thavikulwat, Precha title: Forecasting Stock Value date: 2014 words: 5449 flesch: 43 summary: In making a forecast based on the previous book value, this study asks if using data on market share and production experience available at the same previous time can improve the forecast, finding that the answer, as supplied by firms of a computer-assisted gaming simulation, is affirmative. Two variables, market share and production experience, would seem to be especially good candidates for investigation. keywords: book; business; companies; experience; learning; market; period; production; share; simulation; value cache: absel-589.pdf plain text: absel-589.txt item: #2334 of 2743 id: absel-59 author: Wardaszko, Marcin; Jakubowski, Michael title: Economics in Practice A Simulation Game for High School Students Teaching the Basics of Economics and Entrepreneurship date: 2013 words: 5439 flesch: 51 summary: Potential of applying simulation games in high schools  Elements of the game that teachers find important  Technical requirements for the game  Place of residence Page 370 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 game reporting  Experiential gaming activities and excesses  Grading systems with simulation games in high schools  keywords: business; design; focus; game; group; learning; new; research; schools; simulation; simulation game; students; teachers; teaching cache: absel-59.pdf plain text: absel-59.txt item: #2335 of 2743 id: absel-590 author: Platt, Alan; Alexakis, George title: Employing Progressive Practices and Principles to Facilitate Seminar Room Leadership among Learners: Shared Power and Collective Accountability date: 2014 words: 3367 flesch: 35 summary: Throughout the completed, original manuscript, there are various HRD theories and solid training research, which inform leadership learning and the context in which it exceeds. THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT keywords: business; classroom; development; leadership; learning; management; new; power; simulation; training cache: absel-590.pdf plain text: absel-590.txt item: #2336 of 2743 id: absel-591 author: Sauaia, Antonio Carlos Aidar; Umeda, Guilherme Mirage title: Individual Achievement Does Not Guarantee Team Performance: An Evidence of Organizational Learning with Business Games date: 2014 words: 5386 flesch: 41 summary: Gosenpud and Washbush (1991) compared different antecedents and their relationship to simulation performance when a game was played in teams versus played by individuals. Doing so, the marks correlated with simulation performance could be carried out without the previous statistic restrictions. keywords: achievement; business; game; individual; knowledge; learning; performance; results; simulation; students; study; team; year cache: absel-591.pdf plain text: absel-591.txt item: #2337 of 2743 id: absel-592 author: Scherpereel, Christopher M. title: Decision Making in Business Simulation Design date: 2014 words: 8208 flesch: 41 summary: Following the presentation of the normative line of decision theory is the alternative descriptive perspective on decision making. Chester I. Barnard, a career practitioner of business decision making, attempted to develop a comprehensive theory of cooperative behavior within organizations in his 1938 book The Functions of the Executive. keywords: business; decision; decision making; klein; learning; making; model; new; problem; process; satisficing; simulation; theory; uncertainty; view cache: absel-592.pdf plain text: absel-592.txt item: #2338 of 2743 id: absel-593 author: Schilling, Martin S.; Mulford, Matthew A.; Geiger, Ingmar R. title: Zug um Zug 2015: Collective Bargaining as a Two-Level Game date: 2014 words: 5067 flesch: 47 summary: Collective bargaining negotiations are seldom purely distributive in nature. Negotiation teams have to agree on how this break time will be integrated into total paid working time. keywords: bargaining; business; experts; game; learning; level; management; negotiation; simulation; teams; union; volume; zug cache: absel-593.pdf plain text: absel-593.txt item: #2339 of 2743 id: absel-60 author: Long, Ken title: Fueling the Force: Exploring Leader Priorities date: 2013 words: 6336 flesch: 49 summary: See Appendix 2 for a complete list of standardized questions that have been developed for these kinds of practical exercise GENERAL RESULTS Following a thorough after-action review that included faculty and student questionnaires and focus groups, and a review of student reflective learning essays, the design team concluded that all primary lesson objectives had been met. Upon return, in the second hour, the facilitator asked a series of directed questions to unpack student experiences and generate discussions, and noted the use of critical thinking concepts and terms in the discussion. keywords: army; battalion; business; exercise; fuel; group; leader; learning; problem; simulation; students; thinking; use cache: absel-60.pdf plain text: absel-60.txt item: #2340 of 2743 id: absel-61 author: Robinson, Rboert; Mitchell, Ronald K.; Hoover, J. Duane title: Implementing Mental Models: Extending Insight and Whole Person Learning date: 2013 words: 4264 flesch: 37 summary: The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) Implementing Mental Models: Extending Insight and Whole Person Learning Page 388 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 keywords: business; cognitions; exercise; game; learning; process; simulation; students; transaction cache: absel-61.pdf plain text: absel-61.txt item: #2341 of 2743 id: absel-612 author: Summers, Gary title: A New Method for Modeling Innovation and R&D in Business Simulations: Illustrated With a Simulation of a New Product Development Portfolio date: 2014 words: 1700 flesch: 28 summary: simsumm@verizon.net ABSTRACT Though appropriate for total enterprise simulations, the common method of modeling innovation and R&D in business simulations is not suitable for teaching the management of innovation and R&D. Building upon research from complexity science, this discussion paper presents a new method for modeling innovation and R&D in business simulations (Summers, 2004). keywords: business; innovation; learning; method; r&d; simulation cache: absel-612.pdf plain text: absel-612.txt item: #2342 of 2743 id: absel-613 author: Teach, Richard title: Developing a Micro Simulation date: 2014 words: 5219 flesch: 54 summary: Golf courses have a lot in common with many industries. GOLF COURSE SELECTION keywords: business; course; game; golf; learning; market; play; player; price; probability; simulation; time cache: absel-613.pdf plain text: absel-613.txt item: #2343 of 2743 id: absel-614 author: Thavikulwat, Precha title: Effect of Market Share and Production Experience on Company Profitability date: 2014 words: 5711 flesch: 45 summary: It is in understanding how variable interact that business gaming simulations can make a distinctive contribution to the understanding of strategic business processes. At this level of acceptance, the case for the utility of business simulations has been made. keywords: business; correlation; dms; experience; learning; market; production; profitability; service; share; simulation cache: absel-614.pdf plain text: absel-614.txt item: #2344 of 2743 id: absel-615 author: To, Chester K.M.; Moon, Karen Ka-Leung; Hsia, Paulene; Chan, Sek-foo; Choi, Ka-fai; Chan, Lai-kuen; Chan, Priscilla; Kwan, Roberta; Chu, Alice; Chang, Jimmy title: Re-Designing a Curriculum That Values a Work-Integrated Approach to Student Learning date: 2014 words: 5135 flesch: 25 summary: THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT However, non-formal workplace learning did not guarantee perfect merits in every pedagogical aspect. keywords: business; curriculum; design; development; education; knowledge; learning; management; marketing; merchandising; simulations; students; teaching; team; workplace cache: absel-615.pdf plain text: absel-615.txt item: #2345 of 2743 id: absel-616 author: Vik, Gretchen; Micklich, Douglas L.; Forte, Monique title: How Simulations and Experiential Learning Fit As We Comply With Legislative and AACSB Assessment Guidelines: How to Develop Academically Sound Courses That Also Meet Stakeholder Needs date: 2014 words: 1823 flesch: 23 summary: THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT Many schools have implemented indirect measures such as student, alumni, employer, and stakeholder surveys (Attachment 1: Sample Indirect Assessment Plan), but the AACSB advice on assessment is to include direct measures, use grading rubrics shared with the students ahead of time, and list learning outcomes on each syllabus. keywords: assessment; business; learning; management; simulation; students cache: absel-616.pdf plain text: absel-616.txt item: #2346 of 2743 id: absel-617 author: Vik, Gretchen; Doran, Martha S. title: Evaluating Service Learning: Reflection and Assessment from the Student Point of View date: 2014 words: 4997 flesch: 65 summary: Nashville, TN: Vanderbilt University. Includes a bibliography on reflection as well as lots of material on using and organizing student reflection on service learning activities. This section deals with student reflection on their projects and the assigned periodic reports on the project. keywords: accounting; business; community; course; learning; organization; project; reflection; service; simulation; students; team cache: absel-617.pdf plain text: absel-617.txt item: #2347 of 2743 id: absel-618 author: Washbush, John title: Simplifying and Enhancing Financial Analysis in Cases and Simulations date: 2014 words: 2537 flesch: 36 summary: In that time, I have been repeatedly saddened and disillusioned by the inability (or perhaps unwillingness) of the majority of business students to make sense out of and effectively use financial data in cases and simulations. Unfortunately, most business students don’t appreciate the importance of cash in commerce—except, perhaps when they can only make minimum payments on their credit cards. keywords: analysis; business; cash; income; learning; simulation; students; use cache: absel-618.pdf plain text: absel-618.txt item: #2348 of 2743 id: absel-619 author: Wolfe, Joseph title: Overcoming the Business Game Complexity Paradox date: 2014 words: 1808 flesch: 37 summary: ONLINE CUMULATIVE SIMULATION TEAM PERFORMANCE PACKAGE WHEN PROPHECY FAILS: A SMALL SAMPLE, PRELIMINARY STUDY USING EXPERIENTIAL LEARNING TO INTEGRATE THE BUSINESS CURRICULUM FORECASTING STOCK VALUE EMPLOYING PROGRESSIVE PRACTICES AND PRINCIPLES TO FACILITATE SEMINAR ROOM LEADERSHIP AMONG LEARNERS: SHARED POWER AND COLLECTIVE ACCOUNTABILITY INDIVIDUAL ACHIEVEMENT DOES NOT GUARANTEE TEAM PERFORMANCE: AN EVIDENCE OF ORGANIZATIONAL LEARNING WITH BUSINESS GAMES DECISION MAKING IN BUSINESS SIMULTION DESIGN ZUG UM ZUG 2015: COLLECTIVE BARGAINING AS A TWO-LEVEL GAME A NEW METHOD FOR MODELING INNOVATION AND R&D IN BUSINESS SIMULATIONS: ILLUSTRATED WITH A SIMULATION OF A NEW PRODUCT DEVELOPMENT PORTFOLIO DEVELOPING A MICRO SIMULATION EFFECT OF MARKET SHARE AND PRODUCTION EXPERIENCE ON COMPANY PROFITABILITY RE-DESIGNING A CURRICULUM A DEMONSTRATION CAPABILITIES OF EXPERIMENTAL BUSINESS GAMING A COMPARISON BETWEEN SOLUTIONS AND DECISIONS IN A BUSINESS GAME VALIDATING BUSINESS SIMULATIONS: DOES HIGH PRODUCT QUALITY LEAD TO HIGH PROFITABILITY? keywords: business; decisions; experiential; game; learning; management; simulation cache: absel-619.pdf plain text: absel-619.txt item: #2349 of 2743 id: absel-62 author: Kulkarni, Bindu; Sivaraman, Vasant title: Using Business Simulations To Introduce Business Concepts date: 2013 words: 5345 flesch: 49 summary: Traditionally, business simulations have been used as a capstone course in a business program. The purpose of this article is to present and elaborate how business simulations can be used to introduce business concepts at the beginning of a program.1 keywords: business; course; decision; firm; learning; management; participants; performance; phase; simulation; team cache: absel-62.pdf plain text: absel-62.txt item: #2350 of 2743 id: absel-620 author: Yu, Bosco; Chan, Priscilla; Chan, S. F.; Chang, Jimmy title: Exploring the Preference in Learning Approach among the Hong Kong University Students: Case Study, Problem-Based or Traditional Textbook Question date: 2014 words: 3681 flesch: 55 summary: THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT This study attempts to investigate students’ experience in learning credit analysis using case study approach in Bank Credit Management and compare students’ preference on case study to problem-based learning. keywords: approach; babs; business; case; credit; learning; management; problem; students; study cache: absel-620.pdf plain text: absel-620.txt item: #2351 of 2743 id: absel-621 author: Boozer, Robert W. title: An Exercise for Exploring the Relationship between Jungian Psychological Types and Political Style in the Workplace date: 2014 words: 2620 flesch: 28 summary: Subsidiary objectives include encouraging learners to deepen their understanding of psychological type as well as learning more about the politics of organizational life. Our target group thus is any group interested in learning more about psychological type and organizational politics that has had an introduction to type dynamics concepts. keywords: business; dynamics; exercise; learning; politics; simulation; style; type cache: absel-621.pdf plain text: absel-621.txt item: #2352 of 2743 id: absel-622 author: Smith, J. Alexander title: Evaluating the Direction of Research in Online Education: Are We Going Anywhere? date: 2014 words: 3426 flesch: 45 summary: Mergendoller (1996) expressed a similar question when he suggested the need to understand better, “…the relationship between technology, pedagogy, project oriented curricula, and student learning”. THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT keywords: business; education; internet; learning; online; research; simulation; teaching; volume cache: absel-622.pdf plain text: absel-622.txt item: #2353 of 2743 id: absel-623 author: Mckee, A. James title: AIS Rail System: A Computer-Based Job-Order Cost Simulation date: 2014 words: 1979 flesch: 35 summary: Yet they are designed so that the (student) user can better focus on concepts and architectural design of accounting systems. AECC’s Position Statement Number Two (1991, 250) asserts the first accounting course should address “…the principles underlying the design, integrity, and effectiveness of accounting information systems”. keywords: accounting; ais; business; cost; education; learning; simulation; system cache: absel-623.pdf plain text: absel-623.txt item: #2354 of 2743 id: absel-624 author: Cannon, Hugh M.; Feinstein, Andrew Hale title: Bloom beyond Bloom: Using the Revised Taxonomy to Develop Experiential Learning Strategies date: 2014 words: 6264 flesch: 43 summary: THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT As one moves from factual knowledge to metacognitive knowledge, knowledge structures become increasingly abstract and difficult work with. keywords: bloom; business; developments; dimension; education; knowledge; learning; management; new; objectives; process; simulation; students; taxonomy cache: absel-624.pdf plain text: absel-624.txt item: #2355 of 2743 id: absel-625 author: Schlosser, Francine; Scholey, Cam title: Delivering a Technology-Based Case in a Technological Way: The SmartCart Case date: 2014 words: 2950 flesch: 41 summary: Indeed, just prior to case delivery, IBM announced the introduction of its own “Shopping Buddy”; a concept very similar to that of the SmartCart. THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT keywords: business; case; learning; management; method; product; simulation; smartcart; students; technology cache: absel-625.pdf plain text: absel-625.txt item: #2356 of 2743 id: absel-626 author: Wellington, William J.; Hutchinson, David; Faria, A. J. title: Using the Internet to Enhance Course Presentation: A Help or Hindrance to Student Learning date: 2014 words: 5485 flesch: 44 summary: For the student, learning can take place at a pace the student wants to establish, most students are very comfortable with computers and the Internet, it is convenient, Internet courses may offer more flexibility for the student than in-class instruction, students can interact with the instructor and other students in a non-threatening environment, and students become actively involved in the learning process. This attitude with regard to Internet course enhancements will have to be changed if use of this new technology is to be successfully implemented in our courses. keywords: attendance; business; class; course; delivery; developments; education; internet; learning; marketing; performance; research; simulation; students cache: absel-626.pdf plain text: absel-626.txt item: #2357 of 2743 id: absel-627 author: Chang, Jimmy; Choi, Ka-fai; Moon, Karen Ka-leung; Chan, Priscilla; Chan, Theresa L. K.; To, Chester K.M. title: Teaching Practices: A Cluster Analysis of Students in Hong Kong date: 2014 words: 3791 flesch: 50 summary: The questions 1 to 18 for current classroom teaching practice and questions 19 to 36 for ideal classroom teaching practice. Group activities in class ❏ ❏ ❏ ❏ ❏ 25. keywords: class; cluster; count; count count; group; learning; student; teaching cache: absel-627.pdf plain text: absel-627.txt item: #2358 of 2743 id: absel-628 author: Chang, Jimmy; Choi, Ka-fai; Ng, Kwan-ling; Chu, Alice; Hsia, Paulene; Kwan, Roberta title: Teaching Practices: A Cluster Analysis of Teaching Staff in Hong Kong date: 2014 words: 3457 flesch: 46 summary: The study reported a continuation of analysis on Hong Kong teaching staff teaching practices. Group activities in class ❏ ❏ ❏ ❏ ❏ 25. keywords: business; count; faculty; group; learning; practices; student; teaching cache: absel-628.pdf plain text: absel-628.txt item: #2359 of 2743 id: absel-629 author: Schreier, James title: Evaluating a Simulation with a Strategic Exploration Tool date: 2014 words: 4361 flesch: 41 summary: The Implications Wheel® works by creating a process in which groups of individuals explore the possible implications of a trend, an innovation, a new strategic objective, a policy change, or any event worth considering “what might happen if…” It is a decision-enhancing tool that can identify possible implications before they happen, which gives an organization time to prepare alternative responses. THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT keywords: business; implications; implications wheel; learning; management; order; process; simulation; wheel cache: absel-629.pdf plain text: absel-629.txt item: #2360 of 2743 id: absel-630 author: Cudworth, Alan L.; Cudworth, Jonathan R.; Cudworth, Alexandra C. title: A Symbolic Model of the Simultaneous Achievement of Concrete Benefits and Learning by Participating Groups in Experiential Activities: The Sphere of Experiential Learning date: 2014 words: 5765 flesch: 35 summary: Yet other practices and theories are also noticeable, such as experiential learning (Jarvis, 1987) and self directed learning (Brookfield, 1986) both particularly important to ABSEL members and a wide body of academics and trainers worldwide. the view expressed by Dickenson and Gentry(1999) in a recent ABSEL paper (when referring to a previous paper by Gentry et al, 1998, p. 63) concluded that: Measurement in the domain of experiential learning does not have a rich history. keywords: action; activities; business; control; groups; learning; model; new; participants; processes; simulation; teaching; volume cache: absel-630.pdf plain text: absel-630.txt item: #2361 of 2743 id: absel-631 author: Helge, Fischer; Michael, Jackstein; Joerg, Biethahn title: Controlling the Complexity and Orienting Target Groups by a Modular, Server-Based Business Game System date: 2014 words: 4159 flesch: 44 summary: For the past 30 years business games have become an inherent part of departments of business sciences at German universities. The main reason for the use of business games, besides the transformation of theoretical to practical knowledge, is the promotion of holistic thinking and the exercise of decision- making. keywords: business; business game; data; game; java; learning; modules; processing; simulation; system; variables; xml cache: absel-631.pdf plain text: absel-631.txt item: #2362 of 2743 id: absel-632 author: Hall, Owen P. title: Learning Network Demonstration: Delivering Business Education In A Distance Learning Environment date: 2014 words: 3230 flesch: 38 summary: The experienced gained from the use of ALN indicates that business students remained current with the assignments even while on extended travel status. Graham, M.; Scarborough, H., 2001, “Enhancing the learning environment for distance education students,” Distance Education, v22, i2, p232. keywords: aln; business; course; distance; education; figure; learning; management; simulation; students; system cache: absel-632.pdf plain text: absel-632.txt item: #2363 of 2743 id: absel-633 author: Sawyer, Edward A. title: Economic Evolution, Human Capital Investment, And Adult Distributed Electronic Learning: A Literature Review date: 2014 words: 6945 flesch: 42 summary: In distributed learning, a direct relationship between the level of interactivity (interpersonal communication) involved and the approaches for applying them effectively developed. An analysis of the ADEL marketplace among British colleges and universities by the Council for Excellence in Management and Leadership (2002) found that there was considerable market potential for a diverse range of business school offerings through distributed learning. keywords: adel; business; course; development; distance; education; games; high; knowledge; learning; management; new; online; simulation; student; technology; time; training cache: absel-633.pdf plain text: absel-633.txt item: #2364 of 2743 id: absel-634 author: Shami, N. Sadat; Box, Nathan; Fort, Timothy; Gordon, Michael title: Designing a Globalization Simulation to Teach Corporate Social Responsibility date: 2014 words: 4855 flesch: 42 summary: Neysmith-Roy and Kleisinger report about a biography writing project in which students role play a person with a psychological disorder. ABSTRACT There is an increasing need for business students to be taught the ability to wade through ethical dilemmas faced by corporations conducting business on a global scale. keywords: bid; business; companies; company; game; issues; learning; public; role; simulation; students; tradeoffs cache: absel-634.pdf plain text: absel-634.txt item: #2365 of 2743 id: absel-635 author: Potosky, Denise title: Developing and Teaching An Online/In-Class Hybrid: A Demonstration date: 2014 words: 3614 flesch: 39 summary: What technological features of online courseware enhance the quality of online courses? • Maintain a clear “presence” online and use good online facilitation techniques to achieve the desired degree of control over online class interaction. keywords: class; course; discussion; hybrid; instructor; online; students; teaching cache: absel-635.pdf plain text: absel-635.txt item: #2366 of 2743 id: absel-636 author: Feinstein, Andrew Hale title: A Model for Evaluating Online Instruction date: 2014 words: 5013 flesch: 41 summary: I hope that this model will assist instructional system designers develop rubrics of assessment for their online courses and contribute to the body of literature on instructional systems assessment. A MODEL FOR EVALUATING ONLINE INSTRUCTION Andrew Hale Feinstein UNLV Department of Food and Beverage Management andyf@unlv.nevada.edu ABSTRACT This paper describes a step-by-step procedure for evaluating the effectiveness of online instruction. keywords: analysis; assessment; business; group; instruction; knowledge; learning; model; online; phase; scores; simulation; variables cache: absel-636.pdf plain text: absel-636.txt item: #2367 of 2743 id: absel-637 author: Smith, J. Alexander title: An Evaluation of a Distributed Learning Course: A Students'-Eye Perspective date: 2014 words: 4654 flesch: 54 summary: Already we have seen this in the field of student research. (b) Independent Learning: Contact between students and faculty is maintained by telephone, voice-mail, computer conferencing, electronic and regular mail – time and place independent (c) Open Learning + Class: Self-paced learning through occasional contact using interactive telecommunications technologies – place independent. keywords: business; class; course; discussion; education; learning; new; online; simulation; students cache: absel-637.pdf plain text: absel-637.txt item: #2368 of 2743 id: absel-638 author: Browning, Amy; Leffe, Anita title: Blended Learning Strategy Improves Business Writing Skills date: 2014 words: 5164 flesch: 46 summary: Our team of one faculty member and two graduate students from the Department of Management initiated an informal survey and general grammar quiz to Business Communication students in a prior semester. So rather than re-teaching college students with limited lecture time and resources, universities can use their course management systems (CMS), which are educational web-based software programs, to enhance classroom instruction and accommodate student learning. keywords: assessment; business; communication; course; education; learning; modules; owl; post; pre; simulation; students; team; writing cache: absel-638.pdf plain text: absel-638.txt item: #2369 of 2743 id: absel-639 author: Cabaniss, Roy F.; Portis, Ron title: How to Receive and Process Attachments While Greatly Reducing the Risk of Viruses and Trojans. date: 2014 words: 4229 flesch: 60 summary: Developments in Business Simulation and Experiential Learning, Volume 31, 2004 HOW TO RECEIVE AND PROCESS ATTACHMENTS WHILE GREATLY REDUCING THE RISK OF VIRUSES AND TROJANS. All of the programs which this article addresses (and many more) are contained in the iso image under the teaching materials link on the authors website ( http://cabanisspc.uamont.edu/ ) and may be freely downloaded 51 mailto:cabaniss@uamont.edu mailto:portis@uamont.edu http://cabanisspc.uamont.edu/ Developments in Business Simulation and Experiential Learning, Volume 31, 2004 and burned onto cd's. keywords: business; computer; file; learning; linux; server; simulation; software; students; system cache: absel-639.pdf plain text: absel-639.txt item: #2370 of 2743 id: absel-640 author: Ledman, Robert E.; Roby, Teshia Young title: Introducing Online Components to a Class: How to Increase the Likelihood of Success date: 2014 words: 2161 flesch: 32 summary: The focus will be finding solutions to the challenges presented when online components of a course are introduced for the first time to students. The presenters will discuss an effort currently underway to implement online course enhancements and tips for increasing the likelihood that students will be receptive to online instructional components. keywords: business; collaboration; course; discussion; online; simulation; students cache: absel-640.pdf plain text: absel-640.txt item: #2371 of 2743 id: absel-641 author: Weintraub, Rebecca; Tisinai, Robert title: Teaching Strategic Communications Online: Using Learning Outcomes to Develop a Case-Based Course date: 2014 words: 2254 flesch: 40 summary: Employees will receive health care credits depending upon their family situation (single, married, married with children, single with children) • Employees will be able to use these credits to purchase the health plan that best serves their family needs • Employee Stock Ownership Plan (ESOP) • Employees may put aside up to $300 per salary period to purchase CE stock • keywords: business; case; communications; course; employees; learning; online; simulation cache: absel-641.pdf plain text: absel-641.txt item: #2372 of 2743 id: absel-642 author: Baugher, Dan; Butler, Richard J.; Morgan, Sandra W.; Varanelli, Andrew title: Implementing Distance Approaches to Education a Panel Discussion for ABSEL Las Vegas, 2004 date: 2014 words: 3265 flesch: 40 summary: IMPLEMENTING DISTANCE APPROACHES TO EDUCATION: A PANEL DISCUSSION FOR ABSEL, LAS VEGAS, 2004 Developments in Business Simulation and Experiential Learning, Volume 31, 2004 IMPLEMENTING DISTANCE APPROACHES TO EDUCATION A PANEL DISCUSSION FOR ABSEL LAS VEGAS, 2004 Dan Baugher Pace University Dbaugher@Pace.edu Richard J. Butler SUNY Empire State College dick.butler@esc.edu Sandra Morgan University of Hartford morgan@mail.hartford.edu Andrew Varanelli, Jr. Pace University Avaranelli@Pace.edu ABSTRACT Panelists lead discussion of implementation issues in distance education. 62 mailto:Dbaugher@Pace.edu mailto:dick.butler@esc.edu mailto:morgan@mail.hartford.edu mailto:Avaranelli@Pace.edu Developments in Business Simulation and Experiential Learning, Volume 31, 2004 OVERVIEW STATEMENT IMPLEMENTING DISTANCE APPROACHES TO EDUCATION Since its founding in 1974, ABSEL has been in the forefront of implanting innovations in higher education. keywords: business; course; distance; education; faculty; learning; mba; new; program; simulation; students cache: absel-642.pdf plain text: absel-642.txt item: #2373 of 2743 id: absel-643 author: Prasad, Teegalapally title: Mandi : Learning Management Through Field Sales Experience date: 2014 words: 3931 flesch: 54 summary: The Students: The students who will be taking active part in the field exercise The Facilitator: The faculty who conducts the field exercise and facilitates the learning process Inventory supplying organization: The organisation, which provides the products and necessary inventory for the students to sell in the market place The Customers: The Customers at the market place - to whom the students will be selling the products NUMBER OF STUDENTS Mandi is a real life experience where students are exposed to real market where they have to understand and manage the multiple uncontrolled variables effectively to continue with the field exercise. PREPARATION NEEDED BY STUDENTS BEFORE THE FIELD EXPERIENCE Before beginning of the Phase – I, students need to have general understanding of managerial processes, managerial skills, selling process, customers and markets. keywords: business; exercise; field; learning; phase; process; products; sales; students; time cache: absel-643.pdf plain text: absel-643.txt item: #2374 of 2743 id: absel-644 author: Tangedahl, Lee; Manuel, Timothy A. title: An International Capital Budgeting Experiential Exercise date: 2014 words: 1783 flesch: 32 summary: As A Roadway For Change: A Service Learning Quality Improvement Project Avoiding Catastrophe: The Role Of Individual Accountability In Team Effectiveness Omega Systems: A Change Management Exercise The Risks And Rewards Of Providing Students A Structured Cheating Opportunity Experimentation With Assessment Techniques: A Proposal For Panel Discussion Using A 2 - Page Case To Introduce Concepts Of Business Strategy Interactive Session The Integration Of Appreciative Inquiry And Experiential Learning For Peak Performance Appreciative Inquiry Case Story: New York City Leadership Challenge Individual Achievement Versus Team Performance: An Empirical Study With Business Games Some Strategists Don't Learn Or Can't Learn Computer Simulation: A Design Architectonic On The Value Of Bugs In Simulation Environments Online Sales Forecasting With The Multiple Regression Analysis Data Matrices Package Simulation Exercises And Problem Based Learning: Is There A Fit? A Study Of Business Game Stock Price Algorithms Assessing Individual Performance In A Total Enterprise Simulation Information Use In A Business Game Determining The Value Of A Firm Unsorting Algorithms For An Ordered List And Its Application AN INTERNATIONAL CAPITAL BUDGETING EXPERIENTIAL EXERCISE Developments in Business Simulation and Experiential Learning, Volume 31, 2004 AN INTERNATIONAL CAPITAL BUDGETING EXPERIENTIAL EXERCISE Lee Tangedahl The University of Montana lee.tangedahl@business.umt.edu Tim Manuel The University of Montana ABSTRACT This paper describes an experiential exercise, based on a simulation model, which is intended to introduce students to the financial concepts arising from investments in foreign countries. keywords: business; country; decisions; rates; simulation; students cache: absel-644.pdf plain text: absel-644.txt item: #2375 of 2743 id: absel-645 author: Elango, B.; Graf, Lee A.; Hemmasi, Masoud title: A Primer to Combating Terrorism: Playing it Safe While on Overseas Assignment (An Experiential Exercise) date: 2014 words: 916 flesch: -1 summary: As A Roadway For Change: A Service Learning Quality Improvement Project Avoiding Catastrophe: The Role Of Individual Accountability In Team Effectiveness Omega Systems: A Change Management Exercise The Risks And Rewards Of Providing Students A Structured Cheating Opportunity Experimentation With Assessment Techniques: A Proposal For Panel Discussion Using A 2 - Page Case To Introduce Concepts Of Business Strategy Interactive Session The Integration Of Appreciative Inquiry And Experiential Learning For Peak Performance Appreciative Inquiry Case Story: New York City Leadership Challenge Individual Achievement Versus Team Performance: An Empirical Study With Business Games Some Strategists Don't Learn Or Can't Learn Computer Simulation: A Design Architectonic On The Value Of Bugs In Simulation Environments Online Sales Forecasting With The Multiple Regression Analysis Data Matrices Package Simulation Exercises And Problem Based Learning: Is There A Fit? A Study Of Business Game Stock Price Algorithms Assessing Individual Performance In A Total Enterprise Simulation Information Use In A Business Game Determining The Value Of A Firm Unsorting Algorithms For An Ordered List And Its Application A PRIMER TO COMBATING TERRORISM: PLAYING IT SAFE WHILE ON OVERSEAS ASSIGNMENT (AN EXPERIENTIAL EXERCISE) Developments in Business Simulation and Experiential Learning, Volume 31, 2004 keywords: assignment; business; exercise; learning; simulation cache: absel-645.pdf plain text: absel-645.txt item: #2376 of 2743 id: absel-646 author: Markulis, Peter M.; Strang, Daniel R.; Howe, Harry title: Integrating the Business Curriculum with a Comprehensive Case Study: A Prototype date: 2014 words: 3592 flesch: 42 summary: Students often read about and analyze business cases in a sort of jejune fashion. Part of that failure can be traced to the lack of integration among business school courses. keywords: business; case; course; curriculum; firm; insurance; integration; learning; school; simulation; students cache: absel-646.pdf plain text: absel-646.txt item: #2377 of 2743 id: absel-647 author: Washbush, John title: THE CASE BRIEF A Model For Case Analysis, Writing And Discussion date: 2014 words: 2300 flesch: 40 summary: THE CASE BRIEF: A MODEL FOR CASE ANALYSIS, WRITING AND DISCUSSION Developments in Business Simulation and Experiential Learning, Volume 31, 2004 THE CASE BRIEF A Model for Case Analysis, Writing and Discussion John Washbush University of Wisconsin-Whitewater washbusj@uww.edu ABSTRACT Each of you will write a case brief. Assessment of the company’s financial situation i. General economic situation and trends (macro econ- omy) that affect the industry and the company 79 mailto:washbusj@uww.edu Developments in Business Simulation and Experiential Learning, Volume 31, 2004 j. International business factors and implications for the industry and the company II. keywords: actions; brief; business; case; company; learning; management; simulation cache: absel-647.pdf plain text: absel-647.txt item: #2378 of 2743 id: absel-648 author: Micklich, Douglas L.; Vik, Gretchen; Platt, Richard G. title: Technology Infused Pedagogy and Delivery ... a Sure Bet? A Proposal for Panel Discussion ABSEL Conference 2004 date: 2014 words: 2951 flesch: 36 summary: ABSEL CONFERECNE 2004 Developments in Business Simulation and Experiential Learning, Volume 31, 2004 TECHNOLOGY INFUSED PEDAGOGY AND DELIVERY….A SURE BET? 83 mailto:dlmickl@ilstu.edu mailto:gvik@mail.sdsu.edu mailto:rplatt@uwf.edu Developments in Business Simulation and Experiential Learning, Volume 31, 2004 Low Technology One of the earliest instances reported in the ABSEL literature was the use of video tape and computer learning experiences (Cotlar, 1974). keywords: business; course; developments; discussion; learning; simulation; technology; use; vol cache: absel-648.pdf plain text: absel-648.txt item: #2379 of 2743 id: absel-649 author: Smith, J. Alexander; Cannon, Hugh M. title: Research Strategy and the BKL: Getting the Most from the ABSEL Archives date: 2014 words: 7031 flesch: 59 summary: The best way to begin discussing the BKL search engine is by addressing search engines in general, the nature of which are familiar to most people who worked with the World-Wide Web. An Index of Search Quality Each time a search is performed, the results are displayed in a separate window labeled “Search Results,” as you can see in Exhibit 6. keywords: absel; achievement; articles; bkl; box; business; find; learning; motivation; research; search; simulation cache: absel-649.pdf plain text: absel-649.txt item: #2380 of 2743 id: absel-650 author: McGinnis, Lee title: Simple but Effective: Rediscovering the Class Discussion date: 2014 words: 2702 flesch: 41 summary: Student-led discussions force and encourage students to perform several tasks that are important in learning and acquiring business skills. Students learn to integrate and apply course topic material in an interesting fashion, to be more accountable for classroom material, and how to think on their feet when discussions fall flat or when material becomes confusing or unclear. keywords: business; class; discussion; learning; material; simulation; students cache: absel-650.pdf plain text: absel-650.txt item: #2381 of 2743 id: absel-651 author: Ettinger, Judith S. title: Needle and Thread: An Activity for Examining Various Management Behaviors date: 2014 words: 3552 flesch: 46 summary: NEEDLE AND THREAD: AN ACTIVITY FOR EXAMINING VARIOUS MANAGEMENT BEHAVIORS Developments in Business Simulation and Experiential Learning, Volume 31, 2004 NEEDLE AND THREAD: AN ACTIVITY FOR EXAMINING VARIOUS MANAGEMENT BEHAVIORS Judith S. Ettinger University of Illinois at Springfield ettinger.judith@uis.edu ABSTRACT The Needle and Thread activity serves several purposes and can be designed to meet a variety of objectives. When all 99 mailto:ettinger.judith@uis.edu Developments in Business Simulation and Experiential Learning, Volume 31, 2004 triads have the requisite materials and are ready to begin, the facilitator starts all groups together. keywords: activity; business; learning; management; needle; round; task; thread cache: absel-651.pdf plain text: absel-651.txt item: #2382 of 2743 id: absel-652 author: Burns, Alvin C.; Burns, Keith R.; Bush, Ronald F.; Burns, Jeanne M. title: A Customized Excel Data Analysis System for Use in Undergraduate Marketing Research date: 2014 words: 4023 flesch: 38 summary: As Tam and Siu (1996) have noted, “…students may feel stranded 102 mailto:alburns@lsu.edu mailto:keith@keithburns.com mailto:rbush@uwf.edu mailto:burnsj@gov.state.la.us Developments in Business Simulation and Experiential Learning, Volume 31, 2004 when faced with the required use of unfamiliar computer packages for statistical analysis in marketing research courses.” A CUSTOMIZED EXCEL DATA ANALYSIS SYSTEM FOR USE IN UNDERGRADUATE MARKETING RESEARCH Developments in Business Simulation and Experiential Learning, Volume 31, 2004 A CUSTOMIZED EXCEL DATA ANALYSIS SYSTEM FOR USE IN UNDERGRADUATE MARKETING RESEARCH Alvin C. Burns Louisiana State University alburns@lsu.edu Keith R. Burns Independent Programmer keith@keithburns.com keywords: analysis; analyst; business; data; learning; marketing; research; simulation; spss; volume cache: absel-652.pdf plain text: absel-652.txt item: #2383 of 2743 id: absel-653 author: Markulis, Peter M.; Howard, Barbara J.; Strang, Daniel R.; Butler, John K. title: Team Leader Selection -- Does It Matter? date: 2014 words: 2255 flesch: 43 summary: There is also copious research on team leaders; their characteristics, styles, and behavior, and inventories for leader selection. There is also considerable research on team leaders. keywords: business; leader; leadership; learning; performance; selection; session; simulation; team cache: absel-653.pdf plain text: absel-653.txt item: #2384 of 2743 id: absel-654 author: Brown, Randall B.; Murti, Ajit K. title: The Power of Perspective: “Reframing” Your Framing Skills for Innovative Instruction in Leadership and Influence date: 2014 words: 2608 flesch: 40 summary: THE POWER OF PERSPECTIVE: “REFRAMING” YOUR FRAMING SKILLS FOR INNOVATIVE INSTRUCTION IN LEADERSHIP AND INFLUENCE Developments in Business Simulation and Experiential Learning, Volume 31, 2004 THE POWER OF PERSPECTIVE: “REFRAMING” YOUR FRAMING SKILLS FOR INNOVATIVE INSTRUCTION IN LEADERSHIP AND INFLUENCE Randall B. Brown California State University, Stanislaus rbrown@toto.csustan.edu Ajit K. Murti California State University, Stanislaus gmurti@csustan.edu ABSTRACT BACKGROUND: THEORETICAL GROUNDING OF CONCEPTS This interactive session will offer a hands-on strategy for integrating reframing techniques into classroom experience. 113 mailto:rbrown@toto.csustan.edu mailto:gmurti@csustan.edu Developments in Business Simulation and Experiential Learning, Volume 31, 2004 or organizational culture. keywords: business; course; frame; influence; leadership; learning; reframing; simulation cache: absel-654.pdf plain text: absel-654.txt item: #2385 of 2743 id: absel-655 author: McAfee, R. Bruce; Boscia, Marian W. title: Exercise: How Should Merit Raises be Allocated? date: 2014 words: 4033 flesch: 48 summary: EXERCISE: HOW SHOULD MERIT RAISES BE ALLOCATED? Developments in Business Simulation and Experiential Learning, Volume 31, 2004 EXERCISE: HOW SHOULD MERIT RAISES BE ALLOCATED? 116 mailto:rmcafee@odu.edu mailto:mwboscia@kings.edu Developments in Business Simulation and Experiential Learning, Volume 31, 2004 TABLE 1 PROFESSOR PROFILES: keywords: business; exercise; learning; management; pay; prof; raises; simulation; students; teaching; years cache: absel-655.pdf plain text: absel-655.txt item: #2386 of 2743 id: absel-656 author: Bigelow, John D. title: An Online Situation for Problem-Based Learning in a Junior-Level Management Course date: 2014 words: 4034 flesch: 46 summary: When faced with new problem students tend to use a strategy of pattern recog- nition to develop a solution; that is, they try to match the new situation with their remembrances of solutions to previous problems (Woods, 1995, Ch. 4). AN ONLINE SITUATION FOR PROBLEM-BASED LEARNING IN A JUNIOR-LEVEL MANAGEMENT COURSE Developments in Business Simulation and Experiential Learning, Volume 31, 2004 AN ONLINE SITUATION FOR PROBLEM-BASED LEARNING IN A JUNIOR-LEVEL MANAGEMENT COURSE John D. Bigelow Boise State University jbigelow@boisestate.edu EXTENDED ABSTRACT Two questions must be answered when incorporating Prob- lem-Based Learning into an undergraduate business curriculum: keywords: business; case; course; graduates; learning; online; problem; simulation; skills; solving; students cache: absel-656.pdf plain text: absel-656.txt item: #2387 of 2743 id: absel-657 author: Chesteen, Susan A. title: The Eden Alternative as a Roadway for Change: A Service Learning Quality Improvement Project date: 2014 words: 4894 flesch: 40 summary: However, if the acquisition of new skills, knowledge, and social networks can help enhance students’ learning, expand their horizons, and foster good citizenship behaviors, then this service learning quality improvement project was worth the risks. THE EDEN ALTERNATIVE AS A ROADWAY FOR CHANGE: A SERVICE LEARNING QUALITY IMPROVEMENT PROJECT Developments in Business Simulation and Experiential Learning, Volume 31, 2004 THE EDEN ALTERNATIVE AS A ROADWAY FOR CHANGE: A SERVICE LEARNING QUALITY IMPROVEMENT PROJECT Susan A. Chesteen University of Utah mgtsc@business.utah.edu The author wishes to acknowledge the work, dedication and contributions of the following students who participated in this project: Meagan Greider, Allen Michaelis, and Gregory Moesinger. keywords: alternative; care; eden; facility; learning; management; project; quality; residents; service; staff; students cache: absel-657.pdf plain text: absel-657.txt item: #2388 of 2743 id: absel-658 author: Bane, K. Denise title: Avoiding Catastrophe: The Role of Individual Accountability in Team Effectiveness date: 2014 words: 1833 flesch: 38 summary: AVOIDING CATASTROPHE: THE ROLE OF INDIVIDUAL ACCOUNTABILITY IN TEAM EFFECTIVENESS Developments in Business Simulation and Experiential Learning, Volume 31, 2004 AVOIDING CATASTROPHE: THE ROLE OF INDIVIDUAL ACCOUNTABILITY IN TEAM EFFECTIVENESS K. Denise Bane Bloomfield College Denise_Bane@bloomfield.edu ABSTRACT OVERVIEW OF THE EXERCISE 130 mailto:Denise_Bane@bloomfield.edu Developments in Business Simulation and Experiential Learning, Volume 31, 2004 DEBRIEFING During the debriefing, the session facilitator should entertain questions from the participants and generate discussion with questions such as: 1. keywords: business; exercise; game; individual; simulation; team cache: absel-658.pdf plain text: absel-658.txt item: #2389 of 2743 id: absel-659 author: Shipley, Brad; Govahi, Gita title: Omega Systems: A Change Management Exercise date: 2014 words: 6759 flesch: 57 summary: Omega Enterprises is in the early stages of development of a new Home Video Game system, but they are already failing to reach expected milestones on time. The timeline might run as follows: Participants read materials (20 minutes), Consultants interview executives (30 minutes), Consultants prepare presentations (30 minutes), Consultants give presentations (20 minutes), Executives deliver their decision and give feedback to consultants (5 minutes), general debrief (15 minutes). keywords: appendix; business; consultants; executives; games; home; learning; manager; new; omega; software; systems; video cache: absel-659.pdf plain text: absel-659.txt item: #2390 of 2743 id: absel-66 author: Hall, Jeremy J. S. B. title: Designing the Training Challenge date: 2012 words: 10903 flesch: 48 summary: Although a wide range of business simulations exist to develop business acumen, as far as the author is aware Page 3 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 there is no simulation that replicates a training company, its financial, marketing and operational structures and the issues facing it. Other business simulations with a similar purpose and scope (business acumen and financial understanding simulations) all had durations of a full day or more. keywords: afternoon; business; business simulation; client; course; decisions; design; issues; learners; learning; new; quarter; results; simulation; time; training; work cache: absel-66.pdf plain text: absel-66.txt item: #2391 of 2743 id: absel-660 author: Pittenger, Khushwant K. S. title: The Risks and Rewards of Providing Students a Structured Cheating Opportunity date: 2014 words: 2536 flesch: 49 summary: A great deal of concern is being expressed in higher education literature about student cheating (Cole and Kiss, 2001; Schmelkin, Kaufman, Liefling, 2001). The delicate task of combating student cheating. keywords: business; cheating; class; learning; opportunity; simulation; students cache: absel-660.pdf plain text: absel-660.txt item: #2392 of 2743 id: absel-661 author: None title: absel-661 date: None words: 2422 flesch: 48 summary: Sandra Morgan - University of Hartford ASSESSMENT TECHNIQUES Experimentation in student assessment is just as critical as it is in teaching pedagogy. A PROPOSAL FOR PANEL DISCUSSION Developments in Business Simulation and Experiential Learning, Volume 31, 2004 EXPERIMENTATION WITH ASSESSMENT TECHNIQUES: keywords: assessment; business; class; course; discussion; learning; simulation; students cache: absel-661.htm plain text: absel-661.txt item: #2393 of 2743 id: absel-662 author: Anderson, Philip H.; Peach, E. Brian title: Using a 2-Page Case to Introduce Concepts of Business Strategy Interactive Session date: 2014 words: 1367 flesch: 39 summary: USING A 2 - PAGE CASE TO INTRODUCE CONCEPTS OF BUSINESS STRATEGY INTERACTIVE SESSION Developments in Business Simulation and Experiential Learning, Volume 31, 2004 USING A 2 - PAGE CASE TO INTRODUCE CONCEPTS OF BUSINESS STRATEGY INTERACTIVE SESSION Philip H. Anderson University of St. Thomas phanderson@stthomas.edu Brian Peach The University of West Florida bpeach@uwf.edu MATERIALS AND EQUIPMENT REQUIRED KEYWORDS: cases, strategy, concepts OBJECTIVE(S) OF THE SESSION • Blackboards or at least three pads and easels THEORY • 149 mailto:phanderson@stthomas.edu mailto:bpeach@uwf.edu Developments in Business Simulation and Experiential Learning, Volume 31, 2004 particular case. keywords: business; case; concepts; learning; session; simulation cache: absel-662.pdf plain text: absel-662.txt item: #2394 of 2743 id: absel-663 author: Ricketts, Miriam; Willis, Jim title: The Integration of Appreciative Inquiry and Experiential Learning for Peak Performance Appreciative Inquiry Case Story: New York City Leadership Challenge date: 2014 words: 2953 flesch: 25 summary: Creating a new foundation, supported by the firm and run by junior executives, to provide just-in-time resources for community organizations in need. NEW... Developments in Business Simulation and Experiential Learning, Volume 31, 2004 THE INTEGRATION OF APPRECIATIVE INQUIRY AND EXPERIENTIAL LEARNING FOR PEAK PERFORMANCE APPRECIATIVE INQUIRY CASE STORY: NEW YORK CITY LEADERSHIP CHALLENGE Miriam Ricketts Executive Edge, Inc mricketts@executiveedgeinc.com Jim Willis Executive Edge, Inc jwillis@executiveedgeinc.com keywords: business; challenge; community; experience; firm; leadership; learning; new; organization cache: absel-663.pdf plain text: absel-663.txt item: #2395 of 2743 id: absel-664 author: Sauaia, Antonio Carlos Aidar title: Individual Achievement versus Team Performance: An Empirical Study with Business Games date: 2014 words: 5073 flesch: 45 summary: 156 Developments in Business Simulation and Experiential Learning, Volume 31, 2004 Exhibit 4: Individual achievement vs. Team performance (Pearson correlations, 2-tailed test) Given the above results from North-American studies, the aim of the present paper is to verify whether in an academic environment from a different country, in this case Brazil, any consistent and significant correlation exists between individual academic achievement and team performance as reflected in a business game. keywords: business; class; game; individual; knowledge; learning; performance; simulation; students; study; team; test cache: absel-664.pdf plain text: absel-664.txt item: #2396 of 2743 id: absel-665 author: Patz, Alan L. title: Some Strategists Don't Learn or Can't Learn date: 2014 words: 2863 flesch: 50 summary: SOME STRATEGISTS DON’T LEARN OR CAN’T LEARN Developments in Business Simulation and Experiential Learning, Volume 31, 2004 SOME STRATEGISTS 160 mailto:alanpatz@mac.com Developments in Business Simulation and Experiential Learning, Volume 31, 2004 Second, all teams were expected to end their management tenure with a going concern, not a firm stripped of long term potential in order to gain short-term ranking enhancements. keywords: business; firms; game; learning; simulation; strategy; study; teams cache: absel-665.pdf plain text: absel-665.txt item: #2397 of 2743 id: absel-666 author: Hall, Jeremy J. S. B. title: Computer Simulation: A Design Architectonic date: 2014 words: 5430 flesch: 37 summary: ARCHITECTURAL NEEDS Having defined the design elements these translate into a product architecture that supports: Model Development Delivery Process The Tutor Multiple Versions Model Development There are two starting points for simulation model design. From this the paper explores the architectural needs of business simulations, describes a software architecture, and experience using the architecture to design seven new simulations and re-engineer nineteen other simulations dating from the 1970s, 1980s, and early 1990s. keywords: architecture; business; design; development; hall; learning; management; model; needs; product; reports; simulation; training; use cache: absel-666.pdf plain text: absel-666.txt item: #2398 of 2743 id: absel-667 author: Biggs, William D.; Halpin, Annette L. title: On the Value of Bugs in Simulation Environments date: 2014 words: 4723 flesch: 51 summary: ON THE VALUE OF BUGS IN SIMULATION ENVIRONMENTS Developments in Business Simulation and Experiential Learning, Volume 31, 2004 ON THE VALUE OF BUGS IN SIMULATION ENVIRONMENTS William D. Biggs Arcadia University biggs@arcadia.edu A review of some of the stronger views, as found in The Bernie Keys Library CD, which contains the annual conference proceedings of the Association of Business Simulation and Experiential Learning from its founding in 1974 to the most recent conference (2003), clearly demonstrates this concern (Carvalho, 1992; Decker, LaBarre and Adler, 1987; Dickinson, Whitely, and Faria, 1990; Dittrich, 1976; Goosen, 1991; Norris (1986); Norris and Snyder (1981); Snyder, 1994; and Whitney, 1984;). keywords: bugs; business; developments; game; learning; price; realism; simulation; stock; students; world cache: absel-667.pdf plain text: absel-667.txt item: #2399 of 2743 id: absel-668 author: Palia, Aspy p. title: Online Sales Forecasting with the Multiple Regression Analysis Data Matrices Package date: 2014 words: 2937 flesch: 34 summary: ONLINE SALES FORECASTING WITH THE MULTIPLE REGRESSION ANALYSIS DATA MATRICES PACKAGE Developments in Business Simulation and Experiential Learning, Volume 31, 2004 ONLINE SALES FORECASTING WITH THE MULTIPLE REGRESSION ANALYSIS DATA MATRICES PACKAGE Aspy Palia University of Hawaii at Manoa aspy@cba.hawaii.edu SALES FORECASTING ABSTRACT The Web-based Multiple Regression Analysis Data Matrices Package (developed jointly with Justin Yost) enables competing participant teams in the marketing simulation COMPETE to apply their knowledge of multiple regression analysis in sales forecasting. These techniques include trend extension, the factor method (using one or more factors such as the Buying Power Index, and the SIC code to forecast the sales of industrial products), time series analysis, the use of leading series, and indices such as the consumer price index, producer price index, and the index of leading economic indicators (McCarthy and 180 mailto:aspy@cba.hawaii.edu Developments in Business Simulation and Experiential Learning, Volume 31, 2004 Perreault 1987). keywords: analysis; business; data; forecasting; learning; marketing; model; regression; sales; simulation cache: absel-668.pdf plain text: absel-668.txt item: #2400 of 2743 id: absel-669 author: Anderson, Philip H.; Lawton, Leigh title: Simulation Exercises and Problem Based Learning: Is There a Fit? date: 2014 words: 5538 flesch: 43 summary: Washbush, J.B. and J.J. Gosenpud (1991), “Student Attitudes about Policy Course Simulations”, Developments in 188 http://ecatalog.thomsonlearning.com/150L/lpext.dll?f=XMLHitList&qf=DCQuery&ht=catalog.xml&q=%5bfield,ISBN:0030250331%5d&xsl=productdescription.xsl http://ecatalog.thomsonlearning.com/150L/lpext.dll?f=XMLHitList&qf=DCQuery&ht=catalog.xml&q=%5bfield,ISBN:0030250331%5d&xsl=productdescription.xsl http://www.harcourtcollege.com/ http://www.styluspub.com/getpage.cfm?file=books/book5231.html&userid=71525717 http://www.styluspub.com/ http://vig.prenhall.com/catalog/academic/product/1,4096,013083534X,00.html http://vig.prenhall.com/catalog/academic/product/1,4096,013083534X,00.html http://vig.prenhall.com/ Developments in Business Simulation and Experiential Learning, Volume 31, 2004 Business Simulations and Experiential Exercises, 18, 105- 110. However, the capstone course students were also more likely than introductory course students to see the course as helpful for improving their performance on the simulation exercise (91% and 61%, respectively). keywords: business; concepts; course; exercise; learning; management; marketing; pbl; problem; simulation; students cache: absel-669.pdf plain text: absel-669.txt item: #2401 of 2743 id: absel-67 author: Markulis, Peter M.; Strang, Daniel R. title: Follow the Leader: Are We Teaching Our Students to be Thinkers or Followers? date: 2012 words: 5533 flesch: 56 summary: First, in terms of price decisions, more than half the decisions teams make seem to be based, at least to some extent, upon a FtL strategy. Fourth, it appears that teams are slightly more likely to utilize a FtL strategy to make price decisions instead of promotion decisions. keywords: leader; period; price; strategy; team cache: absel-67.pdf plain text: absel-67.txt item: #2402 of 2743 id: absel-670 author: Wolfe, Joseph; Gold, Steven C. title: A Study of Business Game Stock Price Algorithms date: 2014 words: 6398 flesch: 55 summary: Exhibit 3 presents a one-time, static analysis of stock price results. It was noted that as stock prices rise, the level of exu- berance increases in a circular and self-feeding fashion due to the previous rise in stock prices. keywords: algorithms; business; company; earnings; firm; game; learning; period; price; results; simulation; stock; stock price; valuation cache: absel-670.pdf plain text: absel-670.txt item: #2403 of 2743 id: absel-671 author: Bernard, Ricardo R. S. title: Assessing Individual Performance in a Total Enterprise Simulation date: 2014 words: 4549 flesch: 40 summary: Answers showed that 13% of respondents considered this indicator graded below that they expected, 84 % considered individual performance as a good indicator to grade learning; and 3% of participants reported individual performance indicator attributed more grade than they expected to receive. Although empirical studies have demonstrated there is no positive correlation between simulation performance and learning, in almost all business simulation exercises such indicator is used to evaluate participants. keywords: business; function; indicators; individual; learning; management; methodology; performance; score; simulation; team cache: absel-671.pdf plain text: absel-671.txt item: #2404 of 2743 id: absel-672 author: Edman, Jan title: Information Use in a Business Game date: 2014 words: 5317 flesch: 52 summary: A business game was used as an experiment to study what information firms use in their decision making. Information conditions, number of firms and number of bankruptcies. keywords: advertising; business; conditions; decisions; firms; game; information; periods; reports cache: absel-672.pdf plain text: absel-672.txt item: #2405 of 2743 id: absel-673 author: Thavikulwat, Precha title: Determining the Value of a Firm date: 2014 words: 4349 flesch: 49 summary: The deductive judgment measure reverses the customary procedure of computing an index of company performance by combining market value with accounting values. This method also is used when acquiring the firm is under consideration, in which case the acquiring party adjusts book value to obtain replacement value, because one alternative to the acquisition is to build an equivalent firm from scratch. keywords: assets; business; cost; firm; learning; measure; simulation; tobin; value cache: absel-673.pdf plain text: absel-673.txt item: #2406 of 2743 id: absel-674 author: Thavikulwat, Precha; Pillutla, Sharma title: Unsorting Algorithms for an Ordered List and Its Application to Business Simulations date: 2014 words: 3337 flesch: 51 summary: Unsorting Algorithms for an Ordered List and Its Application to Business Simulations Developments in Business Simulation and Experiential Learning, Volume 31, 2004 UNSORTING ALGORITHMS FOR AN ORDERED LIST AND ITS APPLICATION TO BUSINESS SIMULATIONS Precha Thavikulwat Towson University pthavikulwat@towson.edu If the preceding period’s ordering is grand fathered, so that, in the case of LRP-FIFO, a firm’s lot retains its place of the previous period, then the first-mover advantage of the firm that first engages the equilibrium reserve price to which all other 216 mailto:pthavikulwat@towson.edu mailto:spillutla@towson.edu Developments in Business Simulation and Experiential Learning, Volume 31, 2004 competitive firms gravitate will be preserved forever, or at least until the end of the competition, unless reserved prices change. keywords: algorithm; business; item; learning; list; lots; movement; simulation cache: absel-674.pdf plain text: absel-674.txt item: #2407 of 2743 id: absel-675 author: Volkov, Andrei; Klimov, Alexander A.; Tugaev, Michael J.; Lysova, Svetlana I.; Shoptenko, Vyacheslav V. title: Teaching Public Finance Management through Simulation date: 2014 words: 3318 flesch: 27 summary: The following particular cases and situations of regional public finance management are simulated in the game. In determining the winner instructors can also consider how carefully teams followed their strategies, how they organized their teamwork and how thoroughly they analyzed situation in simulated regional budgetary system. . keywords: budget; business; finance; game; management; public; simulation; state; system; teams cache: absel-675.pdf plain text: absel-675.txt item: #2408 of 2743 id: absel-676 author: Glomnes, Svein J. title: Antecedents of Game Performance date: 2014 words: 4079 flesch: 47 summary: When contradictory findings show up, it is perhaps worthwhile paying attention to Gosenpud (1987) who concluded that no independent variable consistently predicts simulation performance. DISCUSSION Also the results of this study should be viewed in the light of Gosenpud (1987) who concluded that no independent variable consistently predicts simulation performance. keywords: business; course; game; grade; learning; performance; simulation; students; study cache: absel-676.pdf plain text: absel-676.txt item: #2409 of 2743 id: absel-677 author: Chang, Jimmy; Choi, Ka-fai; Moon, Karen Ka-Leung; Chan, Priscilla; Chan, Lai-kuen title: Student Expectations of Classroom Teaching Practices in Developing and Presenting Course Information in Hong Kong date: 2014 words: 3459 flesch: 49 summary: Group activities in class ❏ ❏ ❏ ❏ ❏ 7. Computer activities in class ❏ ❏ ❏ ❏ ❏ 15. keywords: business; classroom; factor; groups; ideal; learning; student; teaching cache: absel-677.pdf plain text: absel-677.txt item: #2410 of 2743 id: absel-678 author: Kallas, David; Sauaia, Antonio Carlos Aidar title: Implementation and Impacts of the Balanced Scorecard: An Experiment with Business Games date: 2014 words: 5635 flesch: 45 summary: IMPLEMENTATION AND IMPACTS OF THE BALANCED SCORECARD: AN EXPERIMENT WITH BUSINESS GAMES Developments in Business Simulation and Experiential Learning, Volume 31, 2004 IMPLEMENTATION AND IMPACTS OF THE BALANCED SCORECARD: AN EXPERIMENT WITH BUSINESS GAMES David Kallás University of São Paulo david@symnetics.com.br Antonio Carlos Aidar Sauaia University of São Paulo asauaia@usp.br ABSTRACT Treated initially as a performance measure system, the balanced scorecard has evolved and today it is possible to state that it is a management tool. The links in the measurement of cause 242 mailto:david@symnetics.com.br mailto:asauaia@usp.br Developments in Business Simulation and Experiential Learning, Volume 31, 2004 and effect relations at the strategy mappings show how intangible assets turn into (financial) tangible results. keywords: analysis; average; bsc; business; companies; group; indicators; kaplan; learning; management; norton; performance; scorecard; simulation; strategy cache: absel-678.pdf plain text: absel-678.txt item: #2411 of 2743 id: absel-679 author: Scherpereel, Christopher M.; Lefebvre, Jeffrey R. title: Impact: Shocking the Legacy Mindset date: 2014 words: 8390 flesch: 46 summary: IMPACT: SHOCKING THE LEGACY MINDSET Developments in Business Simulation an Experiential Learning, Volume 31, 2004 IMPACTTM: SHOCKING THE LEGACY MINDSETTM Christopher M. Scherpereel Northern Arizona University chris.scherpereel@nau.edu Jeffrey R. Lefebvre Northwestern University j-lefebvre@northwestern.edu www.PriSim.com ABSTRACT This paper presents business professionals with a primer on Internet business strategy and serves as a design guide for future Internet business simulation efforts. The next several sections present a primer on Internet business strategy as well as a design guide for future simulation efforts. keywords: activities; business; business simulation; change; cost; firm; game; impact; information; internet; learning; legacy; new; participants; performance; simulation; systems; technology; user; value cache: absel-679.pdf plain text: absel-679.txt item: #2412 of 2743 id: absel-68 author: Thavikulwat, Precha; Chang, Jimmy title: Two Free-Rider-Accepting Methods of Organizing Groups for a Business Game date: 2012 words: 6486 flesch: 48 summary: The study’s finding is gener- ally consistent with the observations of others, who recom- mend that group sizes should be kept below 4, 5, or 6 (Biggs, 1986; Our analysis is focused on group size and based on two assumptions: observable conduct and incre- mental performance. keywords: business; game; group; http://www.absel.org; learning; members; participants; performance; scores; simulation; size cache: absel-68.pdf plain text: absel-68.txt item: #2413 of 2743 id: absel-680 author: Leong, Scott title: Implementation of the EEPAD Framework of Business Processes in an Accounting Information Systems Course date: 2014 words: 2724 flesch: 36 summary: IMPLEMENTATION OF THE EEPAD FRAMEWORK OF BUSINESS PROCESSES IN AN ACCOUNTING INFORMATION SYSTEMS COURSE Developments in Business Simulation and Experiential Learning, Volume 31, 2004 IMPLEMENTATION OF THE EEPAD FRAMEWORK OF BUSINESS PROCESSES IN AN ACCOUNTING INFORMATION SYSTEMS COURSE Scott Leong Illinois State University sleong@ilstu.edu However, in order to enhance student learning there is a need to complement the theoretical aspects with additional course materials that provide a semblance of practical experience desired by IFAC (2003) and embodied by the Association for Business Simulation and Experiential Learning (Gentry [Ed.] 1990). keywords: accounting; ais; business; eepad; information; learning; processes; simulation; students cache: absel-680.pdf plain text: absel-680.txt item: #2414 of 2743 id: absel-681 author: Teach, Richard; Schwartz, Robert G. title: Are Business Games Really Delivering What Students are led to Believe?? date: 2014 words: 5648 flesch: 47 summary: The research found several points that seemed to raise learning expectation too high. The belief that simulations, in general, will increase learning expectations was very strongly related to the level of expected learning from participating in games in general Prior knowledge of accounting was marginally supportive of the same thing. keywords: business; degree; expectations; game; learning; regression; simulation; students; table; variables cache: absel-681.pdf plain text: absel-681.txt item: #2415 of 2743 id: absel-682 author: Hornyak, Martin J. title: Reporting Lessons Learned: What Gets Reported; Who Gains Value date: 2014 words: 2724 flesch: 42 summary: REPORTING LESSONS LEARNED: WHAT GETS REPORTED; WHO GAINS VALUE Developments in Business Simulation and Experiential Learning, Volume 31, 2004 REPORTING LESSONS LEARNED: WHAT GETS REPORTED; WHO GAINS VALUE Martin J. Hornyak University of West Florida mhornyak@uwf.edu E. Brian Peach University of West Florida bpeach@uwf.edu ABSTRACT Lessons Learned Reports (LLR) outline a team’s activities and experiences when participating in a course simulation. 273 Developments in Business Simulation and Experiential Learning, Volume 31, 2004 Our capstone policy course is developed around strategic management theory and based on the COB mandates. keywords: business; course; learning; llr; simulation; strategy; students; team; value cache: absel-682.pdf plain text: absel-682.txt item: #2416 of 2743 id: absel-683 author: Chang, Jimmy; Choi, Ka-fai; Chu, Alice; Ng, Kwan-ling title: Teacher Expectations of Classroom Teaching Practices in Developing and Presenting Course Information in Hong Kong date: 2014 words: 3434 flesch: 46 summary: Group activities in class ❏ ❏ ❏ ❏ ❏ 7. Computer activities in class ❏ ❏ ❏ ❏ ❏ 15. keywords: business; classroom; factor; faculty; information; learning; practices; teaching cache: absel-683.pdf plain text: absel-683.txt item: #2417 of 2743 id: absel-684 author: Green, Jack C. title: Student Reactions to the Use of a Computer-Based Simulation as an Integrating Mechanism for a MBA Curriculum date: 2014 words: 3633 flesch: 38 summary: Keywords: experiential learning; business simulation; integrated curriculum INTRODUCTION The purpose of this paper is to describe student feedback and reactions to the multiple uses of a simulation throughout the revised curriculum for fully employed MBA students. This paper describes student reactions to the multiple uses of a simulation and the faculty requirements to support the Integration Modules. keywords: business; course; curriculum; faculty; integration; interventions; module; simulation; students; use cache: absel-684.pdf plain text: absel-684.txt item: #2418 of 2743 id: absel-685 author: Whiteley, T. Rick; Leduc, Ray; Dawson, Bill title: A Cognitive Investigation of the Internal Validity of a Management Strategy Simulation Game date: 2014 words: 6843 flesch: 48 summary: LITERATURE REVIEW Simulation Literature Despite the long history (Horn & Cleaves, 1980) and widespread use of business simulation games in academia and business (Faria, 1987, 1998; Vaidyanathan & Rochford, 1998), no definitive answer can be given pertaining to the internal validity of this pedagogical tool, despite the fact that a number of research studies have empirically investigated the internal validity of simulation games (Dickinson & Faria, 1997) or have at least shown concern for this issue (Engeholm & Bigel, 1996; Wolfe, 1976). The present study focuses on the internal validity issue of simulation games from a cognitive perspective. keywords: business; cognitive; demand; faria; game; importance; learning; simulation; table; variables; whiteley cache: absel-685.pdf plain text: absel-685.txt item: #2419 of 2743 id: absel-686 author: Hall, Jeremy J. S. B. title: The Casino Challenge: Making Simulation Delivery a Safe Bet! date: 2014 words: 901 flesch: 8 summary: As A Roadway For Change: A Service Learning Quality Improvement Project Avoiding Catastrophe: The Role Of Individual Accountability In Team Effectiveness Omega Systems: A Change Management Exercise The Risks And Rewards Of Providing Students A Structured Cheating Opportunity Experimentation With Assessment Techniques: A Proposal For Panel Discussion Using A 2 - Page Case To Introduce Concepts Of Business Strategy Interactive Session The Integration Of Appreciative Inquiry And Experiential Learning For Peak Performance Appreciative Inquiry Case Story: New York City Leadership Challenge Individual Achievement Versus Team Performance: An Empirical Study With Business Games Some Strategists Don't Learn Or Can't Learn Computer Simulation: A Design Architectonic On The Value Of Bugs In Simulation Environments Online Sales Forecasting With The Multiple Regression Analysis Data Matrices Package Simulation Exercises And Problem Based Learning: Is There A Fit? A Study Of Business Game Stock Price Algorithms Assessing Individual Performance In A Total Enterprise Simulation Information Use In A Business Game Determining The Value Of A Firm Unsorting Algorithms For An Ordered List And Its Application Developments in Business Simulation and Experiential Learning, Volume 31, 2004 THE CASINO CHALLENGE: MAKING SIMULATION DELIVERY A SAFE BET! keywords: business; casino; delivery; learning; simulation cache: absel-686.pdf plain text: absel-686.txt item: #2420 of 2743 id: absel-687 author: Cannon, Hugh M.; Schwaiger, Manfred title: Accounting for Company Reputation: Variations on the Gold Standard date: 2014 words: 7361 flesch: 41 summary: For instance, if gamers were interested in modeling the effect of company reputation, they would only need to identify those variables within Gold’s model that would be affected by reputational considerations, and make the appropriate adjustments. This paper tests the robustness of this approach by using Gold’s model as a vehicle for simulating the effects of company reputation, a phenomenon that has emerged from a totally different (management and marketing) research tradition. keywords: business; company; company reputation; competence; cost; firm; gold; learning; marketing; model; reputation; simulation; value cache: absel-687.pdf plain text: absel-687.txt item: #2421 of 2743 id: absel-688 author: Brozik, Dallas; Zapalska, Alina title: Foreign Currency Hedging: A Simulation date: 2014 words: 3510 flesch: 48 summary: A SIMULATION Developments in Business Simulation and Experiential Learning, Volume 31, 2004 FOREIGN CURRENCY HEDGING: This allows the 310 Developments in Business Simulation and Experiential Learning, Volume 31, 2004 students to experience the results of their decisions immediately, to change their strategies in response to market conditions, and to see the effects of those changes. keywords: business; contracts; currency; exchange; games; hedging; learning; simulation; students cache: absel-688.pdf plain text: absel-688.txt item: #2422 of 2743 id: absel-689 author: Gosen, Jerry title: The Influence of Variables Easily Controlled by the Instructor/Administrator on Simulation Outcomes: In Particular, the Variable, Reflection. date: 2014 words: 5371 flesch: 46 summary: The Influence of Variables easily Controlled by the Instructor/Administrator on Simulation Outcomes: In Particular, the Var... Developments in Business Simulation and Experiential Learning, Volume 31, 2004 THE INFLUENCE OF VARIABLES EASILY CONTROLLED BY THE INSTRUCTOR/ADMINISTRATOR ON SIMULATION OUTCOMES: IN PARTICULAR, THE VARIABLE, REFLECTION. 318 Developments in Business Simulation and Experiential Learning, Volume 31, 2004 5) keywords: business; debriefing; developments; game; gaming; influence; instructor; learning; process; reflection; simulation; students; wolfe cache: absel-689.pdf plain text: absel-689.txt item: #2423 of 2743 id: absel-69 author: Karl, Christian K. title: Additional Benefit Through Competency Models date: 2012 words: 7100 flesch: 33 summary: The concept includes room for the development of basic functions on the one hand and recommendations for the practical realization on the other hand. FRAMEWORK FOR DEVELOPING COMPETENCY MODELS Core element of the development framework is the formulation of competency models. IMPLEMENTATION IN THE FIELD OF CONSTRUCTION MANAGEMENT DEVELOPING A SPECIFIC COMPETENCY MOD- EL A domain-specific competency model was developed following the authors six-stage framework for the concep- tualization of competency models (Framework for the De- velopment of Competency Models (FDCM). keywords: business; business simulation; competencies; competency; der; development; framework; group; individual; karl; learning; model; objectives; simulation; skills; stage; target; teaching cache: absel-69.pdf plain text: absel-69.txt item: #2424 of 2743 id: absel-690 author: Wellington, William J.; Faria, A. J. title: ABSEL Awareness among Business School Faculty date: 2014 words: 5290 flesch: 46 summary: The survey was addressed to simulation game users, former game users, and non-users of business simulation games. ABSEL AWARENESS AND BUSINESS SIMULATION USAGE BEHAVIOUR Developments in Business Simulation and Experiential Learning, Volume 31, 2004 ABSEL AWARENESS AMONG BUSINESS SCHOOL FACULTY William J. Wellington Odette School of Business University of Windsor r87@uwindsor.ca A. J. Faria Odette School of Business University of Windsor ad9@uwindsor.ca ABSTRACT An e-mail survey of 14,497 business faculty members across all business disciplines was undertaken to investigate business simulation game adoption and usage behavior. keywords: absel; awareness; business; games; information; learning; mail; non; simulation; survey; users cache: absel-690.pdf plain text: absel-690.txt item: #2425 of 2743 id: absel-691 author: Faria, A. J.; Wellington, William J. title: Validating Business Simulations: Does High Market Share Lead to High Profitability? date: 2014 words: 4506 flesch: 39 summary: Across all of the reported studies, simulation games were found to be more effective teaching tools, as measured by performance on course final exam performance, than conventional instructional methods (generally cases and lectures) in 75 of the comparisons, conventional methods of instruction were found to be superior in 332 Developments in Business Simulation and Experiential Learning, Volume 31, 2004 27 of the comparisons, while no differences were reported in 58 of the comparisons. A major concern of simulation users through the years is how realistic are business simulation games. keywords: business; data; earnings; games; learning; market; market share; research; share; simulation cache: absel-691.pdf plain text: absel-691.txt item: #2426 of 2743 id: absel-692 author: Fritzsche, David J.; Leonard, Nancy H.; Boscia, Marian W.; Anderson, Philip H. title: Simulation Debriefing Procedures date: 2014 words: 1829 flesch: 43 summary: SIMULATION DEBRIEFING PROCEDURES Developments in Business Simulation and Experiential Learning, Volume 31, 2004 SIMULATION DEBRIEFING PROCEDURES David J. Fritzsche Penn State Great Valley Nancy H. Leonard West Virginia University Marian W. Boscia Kings College Phil H. Anderson University of St. Thomas ABSTRACT STRUCTURE Debriefing has been an assumed part of the simulation process, but there has been little discussion of debriefing in simulation circles. 337 Developments in Business Simulation and Experiential Learning, Volume 31, 2004 keywords: business; debriefing; decisions; discussion; learning; management; simulation cache: absel-692.pdf plain text: absel-692.txt item: #2427 of 2743 id: absel-693 author: Vequist, David George title: Coaching and Business Simulations: A Formula for Success? date: 2014 words: 4669 flesch: 41 summary: As stated in a relevant article about business simulations in management training: Virtual business simulations are a form of combative training in which students pit their business skills against those of formidable opponents under the watchful eye of a training coach. The data, most likely because of the small sample size, did not fully support the expected findings that students would benefit from coaching on strategy, which would result in higher levels of performance on an off-the-shelf business simulator. keywords: business; coaching; game; group; learning; level; research; simulation; students; study; training cache: absel-693.pdf plain text: absel-693.txt item: #2428 of 2743 id: absel-694 author: Dickinson, John R.; Gentry, James W.; Burns, Alvin C. title: A Seminal Inventory of Basic Research Using Business Simulation Games date: 2014 words: 5260 flesch: 40 summary: “Use of Business Simulation Games in Hong Kong,” Simulation & Gaming: An International Journal, Vol. 34, September, 358-366. A SEMINAL INVENTORY OF BASIC RESEARCH USING BUSINESS SIMULATION GAMES Developments in Business Simulation and Experiential Learning, Volume 31, 2004 A SEMINAL INVENTORY OF BASIC RESEARCH USING BUSINESS SIMULATION GAMES John R. Dickinson University of Windsor bjd@uwindsor.ca James W. Gentry University of Nebraska–Lincoln jgentry@unlnotes.unl.edu Alvin C. Burns Louisiana State University alburns@lsu.edu ABSTRACT The vast bulk of research in simulation gaming focuses on either the design of games or their use in education and training. keywords: business; business simulation; decision; games; gaming; journal; learning; management; marketing; research; simulation; simulation games; use; vol cache: absel-694.pdf plain text: absel-694.txt item: #2429 of 2743 id: absel-695 author: Dickinson, John R. title: The Influence of Scorecard Evaluation on Decisions and Outcomes date: 2014 words: 6224 flesch: 38 summary: THE INFLUENCE OF SCORECARD EVALUATION ON DECISIONS AND OUTCOMES Developments in Business Simulation and Experiential Learning, Volume 31, 2004 THE INFLUENCE OF SCORECARD EVALUATION ON DECISIONS AND OUTCOMES John R. Dickinson University of Windsor bjd@uwindsor.ca ABSTRACT The Balanced Scorecard represents a well-grounded and well-developed type of multiple-item index that potentially may be effectively adapted to performance evaluation in business games. [Kaplan & Norton, 1992]) 352 Developments in Business Simulation and Experiential Learning, Volume 31, 2004 FEASIBILITY OF THE BALANCED SCORECARD IN SIMULATION GAMING keywords: business; business simulation; companies; criteria; evaluation; experiment; learning; performance; perspective; profit; sales; scorecard; simulation cache: absel-695.pdf plain text: absel-695.txt item: #2430 of 2743 id: absel-696 author: Anderson, Philip H.; Lawton, Leigh title: The Optimal Timing for Introducing Business Simulations date: 2014 words: 3748 flesch: 44 summary: Washbush, J.B. and J.J. Gosenpud (1991), “Student Attitudes about Policy Course Simulations”, Developments in Business Simulations and Experiential Exercises, 18, 105-110. Other simulations, such as a total enterprise simulation, are designed to cover the full range of issues in the discipline. keywords: business; concepts; course; learning; marketing; simulation; students; timing cache: absel-696.pdf plain text: absel-696.txt item: #2431 of 2743 id: absel-697 author: Boscia, Marian W.; McAfee, R. Bruce title: Can Handicapped Students Access Your Class Web Site? date: 2014 words: 4261 flesch: 45 summary: ABSTRACT While most ABSEL members have developed web sites for the classes that they teach, many may not be aware that recent legislation regarding access for the handicapped require that these sites be accessible to all. This paper provides a brief review of the laws pertaining to making web sites available to the handicapped. keywords: accessibility; business; content; disabilities; guidelines; information; internet; page; sites; technology; text; web cache: absel-697.pdf plain text: absel-697.txt item: #2432 of 2743 id: absel-698 author: Brozik, Dallas; Zapalska, Alina title: The Competition Game: Decision Making In a Dynamic Environment date: 2014 words: 8603 flesch: 56 summary: THE COMPETITION GAME: DECISION MAKING IN A DYNAMIC ENVIRONMENT Developments in Business Simulation and Experiential Learning, Volume 30, 2003 THE COMPETITION GAME: DECISION MAKING IN A DYNAMIC ENVIRONMENT Dallas Brozik Marshall University brozik@marshall.edu Additional benefit can be gained if an 10 mailto:brozik@marshall.edu mailto:zapalska@marshall.edu Developments in Business Simulation and Experiential Learning, Volume 30, 2003 ethical dimension can be designed into the exercise (Scott, Schumann, & Anderson, 1998). keywords: business; game; government; information; learning; product; production; profit; round; total cache: absel-698.pdf plain text: absel-698.txt item: #2433 of 2743 id: absel-699 author: Brozik, Dallas; Zapalska, Alina title: Pan-Pacific Enterprises: Strategic Decision Making date: 2014 words: 5387 flesch: 45 summary: 52 Developments in Business Simulation and Experiential Learning, Volume 30, 2003 PRODUCTION MANAGEMENT GROUP The Production Management Group is responsible for controlling production costs throughout the entire organization. 59 Developments in Business Simulation and Experiential Learning, Volume 30, 2003 PAN-PACIFIC ENTERPRISES PRODUCTION MANAGEMENT GROUP The Production Management Group is responsible for controlling production costs throughout the entire organization. keywords: business; costs; group; market; pan; planning; production; products; simulation cache: absel-699.pdf plain text: absel-699.txt item: #2434 of 2743 id: absel-70 author: Palia, Aspy P. title: Assessing Brand Portfolio Normative Consistency & Trends with the Normative Position of Brands & Trends Package date: 2012 words: 21076 flesch: 50 summary: Ratios Worksheet (Tab) Period 1 Earnings per Share Company 1 Period 1 B9 from ==> EPS, Mkt%, SF Activity 8 Company 1 EPS By Time Period E9 Earnings per Share Company 2 Period 1 C9 from ==> EPS, Mkt%, SF Activity 8 Company 2 EPS By Time Period E10 Earnings per Share Company 3 Period 1 D9 from ==> EPS, Mkt%, SF Activity 8 Company 3 EPS By Time Period E11 Earnings per Share Company 4 Period 1 E9 from ==> EPS, Mkt%, SF Activity 8 Company 4 EPS By Time Period E12 Earnings per Share Company 5 Period 1 F9 from ==> EPS, Mkt%, SF Activity 8 Company 5 EPS By Time Period E13 Sales (In '000s) Company 1 Period 1 B26 from ==> Quality, Dollar Sales 14 Company 1 Dollar Sales * 1000 G29 Sales (In '000s) Company 2 Period 1 C26 from ==> Quality, Dollar Sales 14 Company 2 Dollar Sales * 1000 G30 Sales (In '000s) Company 3 Period 1 D26 from ==> Quality, Dollar Sales 14 Company 3 Dollar Sales * 1000 G31 Sales (In '000s) Company 4 Period 1 E26 from ==> Quality, Dollar Sales 14 Company 4 Dollar Sales * 1000 G32 Sales (In '000s) Company 5 Period 1 F26 from ==> Quality, Dollar Sales 14 Company 5 Dollar Sales * 1000 G33 Profitability Worksheet (Tab) Net Profit After Tax Company 1 Year 1 B6 from ==> EPS, Mkt%, SF Activity 8 Period 4 Company 1 EPS for Year F9 Net Profit After Tax Company 2 Year 1 B7 from ==> EPS, Mkt%, SF Activity 8 Period 4 Company 2 EPS for Year F10 Net Profit After Tax Company 3 Year 1 B8 from ==> EPS, Mkt%, SF Activity 8 Period 4 Company 3 EPS for Year F11 Net Profit After Tax Company 4 Year 1 B9 from ==> EPS, Mkt%, SF Activity 8 Period 4 Company 4 EPS for Year F12 Net Profit After Tax Company 5 Year 1 B10 from ==> EPS, Mkt%, SF Activity 8 Period 4 Company 5 EPS for Year F13 Net Profit After Tax Company 1 Cumulative C6 from ==> EPS, Mkt%, SF Activity 8 Period 4 Company 1 EPS for Game G9 Net Profit After Tax Company 2 Cumulative C7 from ==> EPS, Mkt%, SF Activity 8 Period 4 Company 2 EPS for Game G10 Net Profit After Tax Company 3 Cumulative C8 from ==> EPS, Mkt%, SF Activity 8 Period 4 Company 3 EPS for Game G11 Net Profit After Tax Company 4 Cumulative C9 from ==> EPS, Mkt%, SF Activity 8 Period 4 Company 4 EPS for Game G12 Net Profit After Tax Company 5 Cumulative C10 from ==> EPS, Mkt%, SF Activity 8 Period 4 Company 5 EPS for Game G13 Net Profit After Tax Company 1 Year 2 B14 from ==> EPS, Mkt%, SF Activity 8 Period 8 Company 1 EPS for Year F9 Net Profit After Tax Company 2 Year 2 B15 from ==> EPS, Mkt%, SF Activity 8 Period 8 Company 2 EPS for Year F10 Net Profit After Tax Company 3 Year 2 B16 from ==> EPS, Mkt%, SF Activity 8 Period 8 Company 3 EPS for Year F11 Net Profit After Tax Company 4 Year 2 B17 from ==> EPS, Mkt%, SF Activity 8 Period 8 Company 4 EPS for Year F12 Net Profit After Tax Company 5 Year 2 B18 from ==> EPS, Mkt%, SF Activity 8 Period 8 Company 5 EPS for Year F13 Net Profit After Tax Company 1 Cumulative C14 from ==> EPS, Mkt%, SF Activity 8 Period 8 Company 1 EPS for Game G9 Net Profit After Tax Company 2 Cumulative C15 from ==> EPS, Mkt%, SF Activity 8 Period 8 Company 2 EPS for Game G10 Net Profit After Tax Company 3 Cumulative C16 from ==> EPS, Mkt%, SF Activity 8 Period 8 Company 3 EPS for Game G11 Net Profit After Tax Company 4 Cumulative C17 from ==> EPS, Mkt%, SF Activity 8 Period 8 Company 4 EPS for Game G12 Net Profit After Tax Company 5 Cumulative C18 from ==> EPS, Mkt%, SF Activity 8 Period 8 Company 5 EPS for Game G13 Net Profit After Tax Company 1 Year 3 B22 from ==> EPS, Mkt%, SF Activity 8 Period 12 Company 1 EPS for Year F9 Net Profit After Tax Company 2 Year 3 B23 from ==> EPS, Mkt%, SF Activity 8 Period 12 Company 2 EPS for Year F10 Net Profit After Tax Company 3 Year 3 B24 from ==> EPS, Mkt%, SF Activity 8 Period 12 Company 3 EPS for Year F11 Net Profit After Tax Company 4 Year 3 B25 from ==> EPS, Mkt%, SF Activity 8 Period 12 Company 4 EPS for Year F12 Net Profit After Tax Company 5 Year 3 B26 from ==> EPS, Mkt%, SF Activity 8 Period 12 Company 5 EPS for Year F13 Net Profit After Tax Company 1 Cumulative C22 from ==> EPS, Mkt%, SF Activity 8 Period 12 Company 1 EPS for Game G9 Net Profit After Tax Company 2 Cumulative C23 from ==> EPS, Mkt%, SF Activity 8 Period 12 Company 2 EPS for Game G10 Net Profit After Tax Company 3 Cumulative C24 from ==> EPS, Mkt%, SF Activity 8 Period 12 Company 3 EPS for Game G11 Net Profit After Tax Company 4 Cumulative C25 from ==> EPS, Mkt%, SF Activity 8 Period 12 Company 4 EPS for Game G12 Net Profit After Tax Company 5 Cumulative C26 from ==> EPS, Mkt%, SF Activity 8 Period 12 Company 5 EPS for Game G13 Data Extraction from COMPETE Results Workbook.xls To NPB & Trends Workbook COMPETE NPB & Trends Workbook COMPETE Results Workbook x.xls (x = Period Number) Ratios & Profitability Worksheets Figure 7 Data Extraction Table – Ratios & Profitability Worksheets Page 58 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 Figure 8 Data Extraction Table – Coordinates Worksheet – Sales (in Units) Coordinates Worksheet (Tab) Company 1 TST - Reg 1 Period 1 Sales (in Units) B113 from ==> Market Share 13 Company 1 TST - Reg 1 Market Share (in Units) D10 Company 1 TST - Reg 2 Period 1 Sales (in Units) C113 from ==> Market Share 13 Company 1 TST - Reg 2 Market Share (in Units) D20 Company 1 TST - Reg 3 Period 1 Sales (in Units) D113 from ==> Market Share 13 Company 1 TST - Reg 3 Market Share (in Units) D30 Company 1 CVE - Reg 1 Period 1 Sales (in Units) E113 from ==> Market Share 13 Company 1 CVE - Reg 1 Market Share (in Units) F10 Company 1 CVE - Reg 2 Period 1 Sales (in Units) F113 from ==> Market Share 13 Company 1 CVE - Reg 2 Market Share (in Units) F20 Company 1 CVE - Reg 3 Period 1 Sales (in Units) G113 from ==> Market Share 13 Company 1 CVE - Reg 3 Market Share (in Units) F30 Company 1 SSL - Reg 1 Period 1 Sales (in Units) H113 from ==> Market Share 13 Company 1 SSL - Reg 1 Market Share (in Units) keywords: = =; business; company; company company; cve reg; cve region; eps; market; market share; period; price; region; sales; sbu; share; simulation; ssl reg; tax company; tst reg; tst region; units; year cache: absel-70.pdf plain text: absel-70.txt item: #2435 of 2743 id: absel-700 author: Dong-Qing, Yao title: Simulation Study of Stochastic Channel Redistribution date: 2014 words: 3136 flesch: 47 summary: Since it is difficult to get a closed-form solution when market size is stochastic, we will use simulation to study the effect of market size on channel redistribution. We model the dynamics of the inter-channel diffusion by a system of two differential equations, and then obtain a simple analytical expression of stability conditions for channel redistribution when the market demand is deterministic. keywords: channel; market; redistribution; simulation cache: absel-700.pdf plain text: absel-700.txt item: #2436 of 2743 id: absel-701 author: Scherpereel, Christopher M. title: The Impact of Business War Games: Quantifying Training Effectiveness date: 2014 words: 9745 flesch: 50 summary: These six concepts cover a large range of business decisions, from personnel management to business strategy, and span the common decision set of the participants. Using the semantic differential technique and a one-group pretest-posttest design, tests are conducted to assess changes in characterization and approaches to business decision problems. keywords: block; business; change; data; decision; exercise; fail; hiring; posttest; pretest; simulation; sourcing; strategy; targeting; time; training cache: absel-701.pdf plain text: absel-701.txt item: #2437 of 2743 id: absel-702 author: Hornyak, Martin J.; Page, Diana title: Experiential Learning: Introducing Faculty and Staff to a University Leadership Development Program date: 2014 words: 5317 flesch: 46 summary: Over the years both outdoor and indoor courses have been developed for conducting experiential learning programs. Experiential learning is used as the catalyst introducing participants to its program. keywords: business; development; education; experience; faculty; group; lead; leadership; learning; program; simulation; team; university cache: absel-702.pdf plain text: absel-702.txt item: #2438 of 2743 id: absel-703 author: Dickinson, John R. title: The Feasibility of the Balanced Scorecard for Business Games date: 2014 words: 6856 flesch: 39 summary: Such specific criteria, though, have only a very small presence in core Balanced Scorecard measures (Kaplan and Norton 1996a, p. 306) and an even smaller presence in the scorecard menus of the games listed earlier. Outside the realm of simulation gaming, the multiple-item approach to measuring performance has received widespread endorsement by companies, specifically in the form of the Balanced Scorecard first introduced by Kaplan and Norton in 1992 (Kaplan and Norton 1992, hereafter K&N). keywords: business; business simulation; components; criterion; evaluation; games; learning; measures; participants; performance; perspective; scorecard; simulation; volume cache: absel-703.pdf plain text: absel-703.txt item: #2439 of 2743 id: absel-704 author: Dickinson, John R. title: Marketing Management Simulation Games date: 2014 words: 5406 flesch: 38 summary: There is relatively little information in the PIMS data base that would provide a basis for concluding that the effectiveness of marketing strategy is anything but dependent on competitor strategies. TABLE 1: PIMS Marketing Mix Measures Competitor-Independent Expenditures Strategy Relative to Competitors product/service R & D ($) sales force ($) advertising and sales promotion including media ($) advertising media only ($) new products (percent of sales) vertical integration (value added as percent of sales) other marketing expenses ($) product quality sales force expenditures sales promotion expenditures advertising expenditures new products (percent of sales) backward vertical integration forward vertical integration product/company image prices breadth of product line quality of services Sources: Abell and Hammond (1979, pp. Competitor strategies would have impaired the effectiveness of the focal strategy, yet the ordinal measure of effectiveness would not change. keywords: business; companies; company; competitors; g&f; industry; leading; marketing; neal; simulation; strategies; strategy cache: absel-704.pdf plain text: absel-704.txt item: #2440 of 2743 id: absel-705 author: Forte, Monique; Mueller, Carolyn B.; Nicholson, Carolyn Y. title: Century Classroom: Are We Facilitating Academic Dishonesty? date: 2014 words: 1803 flesch: 35 summary: Improving The Effectiveness Of Peer Evaluations The Use Of A Simulation In An Integrated Mba Curriculum Student Portfolios In Business Education Student Portfolios In Business Education At Ashland University Using SAP ERP Technology To Integrate The Undergraduate Business Curriculum Board Games And Teaching Textile Marketing And Finance Blogging: A New Threat To Student Research? Developments in Business Simulation and Experiential Learning, Volume 30, 2003 INCORPORATING TECHNOLOGY INTO THE 21ST CENTURY CLASSROOM: keywords: business; cheating; classroom; dishonesty; learning; simulation; technology cache: absel-705.pdf plain text: absel-705.txt item: #2441 of 2743 id: absel-706 author: Gentry, James W.; Howard, Barbara J.; Vaughan, Mary Jo; Cudworth, Alan L.; Vik, Gretchen N. title: Improving the Effectiveness of Peer Evaluations date: 2014 words: 2709 flesch: 44 summary: The Organizational Behavior Teaching Review, 9, 8–17. 110 Developments in Business Simulation and Experiential Learning, Volume 30, 2003 Overby, John D. and Festus Olorunniwo (1986) Pilot Analysis of Self-Peer Evaluation in an Experiential Exercise Human Resources Management Case. Developments in Business Simulations and Experiential Exercises, 23, 131-135. 111 Developments in Business Simulation and Experiential Learning, Volume 30, 2003 112 Teach, Richard (1992) Using Forecasting Accuracy as a Measure of Success in Business Simulation. Developments in Business Simulations and Experiential Exercises, 19, 103-107. keywords: business; business simulations; developments; education; evaluation; exercises; group; journal; learning; peer; performance; simulations cache: absel-706.pdf plain text: absel-706.txt item: #2442 of 2743 id: absel-707 author: Green, Jack C.; McQuaid, Robert title: The Use of a Simulation in an Integrated MBA Curriculum date: 2014 words: 4955 flesch: 40 summary: Keywords: experiential learning; business simulation; integrated curriculum Increasingly, the business community has placed demands on universities to develop students who are able to think and act holistically (DeConick and Steiner, 1999). Business simulation games: Current usage levels – and update. keywords: business; faculty; firm; information; integration; learning; management; module; sales; simulation; students; systems; teams; use cache: absel-707.pdf plain text: absel-707.txt item: #2443 of 2743 id: absel-708 author: Harmych, Paul; Simpson, Brandi; Myers, Renee; Heimann, Beverly A. title: Student Portfolios in Business Education date: 2014 words: 1197 flesch: 21 summary: Student portfolios are an effective and innovative assessment technique that provide distinct and valuable benefits to students, instructors, and prospective employers. The objective of our panel discussion is to illustrate how student portfolios were integrated successfully into a business management course at Ashland University. keywords: business; learning; portfolios; simulation; student cache: absel-708.pdf plain text: absel-708.txt item: #2444 of 2743 id: absel-709 author: Hejazi, Sassan S.; Halpin, Annette L.; Biggs, William D. title: Using SAP ERP Technology to Integrate the Undergraduate Business Curriculum date: 2014 words: 3261 flesch: 42 summary: USING SAP ERP TECHNOLOGY TO INTEGRATE THE UNDERGRADUATE BUSINESS CURRICULUM Developments in Business Simulation and Experiential Learning, Volume 30, 2003 USING SAP ERP TECHNOLOGY TO INTEGRATE THE UNDERGRADUATE BUSINESS CURRICULUM SAP R/3 is introduced at four different junctures of the course. keywords: business; course; learning; management; r/3; sap; simulation; software; students; system cache: absel-709.pdf plain text: absel-709.txt item: #2445 of 2743 id: absel-71 author: Boehner, Robert; Gold, Steven C. title: Modeling the Impact of Marketing Mix On the Diffusion of Innovation in the Generalized Bass Model of Firm Demand date: 2012 words: 12422 flesch: 50 summary: These conclusions have important implications for the strategies of firms competing in specific product markets. As advertising increases we see that the low elasticity demand curve becomes much steeper (more vertical) indi- cating that the gain in market demand eventually becomes very small as advertising increases. keywords: adopters; advertising; bass; bass model; business; demand; diffusion; elasticity; impact; market; market size; marketing; marketing mix; mix; model; new; price; product; total cache: absel-71.pdf plain text: absel-71.txt item: #2446 of 2743 id: absel-710 author: Hergeth, Helmut H.; Jones, Michelle R. title: Board Games and Teaching Textile Marketing and Finance date: 2014 words: 2292 flesch: 37 summary: To be prepared for this changing business environment students have to be familiar with the technologies, business concepts, and financial aspects of the business, using business simulation games is a particularly efficient way to convey such concepts to textile students. BOARD GAMES AND TEACHING TEXTILE MARKETING AND FINANCE Developments in Business Simulation and Experiential Learning, Volume 30, 2003 BOARD GAMES AND TEACHING TEXTILE MARKETING AND FINANCE Dr. Helmut H. Hergeth North Carolina State University HHH@ncsu.edu Dr. Michelle R. Jones North Carolina State University Michelle_Jones@ncsu.edu Abstract This preliminary study of the use of experiential learning reports on the use of the Income/Outcome™ financial game for students taking courses in textile marketing, accounting, and finance. keywords: business; company; game; management; marketing; simulation; students; textile cache: absel-710.pdf plain text: absel-710.txt item: #2447 of 2743 id: absel-711 author: Hornyak, Martin J.; Peach, E. Brian; Fekula, Michael J. title: Blogging: A New Threat to Student Research? date: 2014 words: 1258 flesch: 39 summary: A NEW THREAT TO STUDENT RESEARCH? Developments in Business Simulation and Experiential Learning, Volume 30, 2003 BLOGGING: A NEW THREAT TO STUDENT RESEARCH? 131 mailto:mhornyak@uwf.edu mailto:bpeach@uwf.edu mailto:fekulamj@hotmail.com Developments in Business Simulation and Experiential Learning, Volume 30, 2003 QUESTIONS FOR EDUCATORS Who does the review and editing of blog documents being offered to anyone with net access? keywords: blogging; blogs; business; research; student cache: absel-711.pdf plain text: absel-711.txt item: #2448 of 2743 id: absel-712 author: Howard, Barbara J.; Strang, Daniel R. title: The Way We Talk! Take II date: 2014 words: 5765 flesch: 49 summary: TAKE II Developments in Business Simulation and Experiential Learning, Volume 30, 2003 THE WAY WE TALK! 133 mailto:howardb@geneseo.edu mailto:strang@geneseo.edu Developments in Business Simulation and Experiential Learning, Volume 30, 2003 keywords: absel; analysis; authors; business; content; developments; learning; paper; research; simulation; word cache: absel-712.pdf plain text: absel-712.txt item: #2449 of 2743 id: absel-713 author: Chang, Jimmy title: Strategic Management: An Evaluation of the Use of Three Learning Methods in Hong Kong date: 2014 words: 3720 flesch: 45 summary: INTRODUCTION Courses in strategic management often use a variety of learning methods. STRATEGIC MANAGEMENT: AN EVALUATION OF THE USE OF THREE LEARNING METHODS IN HONG KONG Developments in Business Simulation and Experiential Learning, Volume 30, 2003 STRATEGIC MANAGEMENT: keywords: business; case; hong; kong; learning; management; method; simulation; teaching; use cache: absel-713.pdf plain text: absel-713.txt item: #2450 of 2743 id: absel-714 author: Chang, Jimmy title: Adoption of Discussion-Based Teaching and Assessment in Teaching Strategic Management in Hong Kong date: 2014 words: 2154 flesch: 37 summary: Tutorial activity centred upon papers presented by individual students, addressing the academic literature and including the consideration of case situations. While Alexander, O'Neill, Snyder and Townsend's study of US BP / SM strategy professors (1986) finds class participation to be the most common means for evaluating student performance with over 94% of respondents using evaluations based upon class participation, within UK higher education such assessment, other than for formal presentations by students, appears to be little used. keywords: assessment; business; class; discussion; method; students; teaching cache: absel-714.pdf plain text: absel-714.txt item: #2451 of 2743 id: absel-715 author: Wolfe, Joseph; Sauaia, Antonio Carlos Aidar title: The Tobin q as a Company Performance Indicator date: 2014 words: 3862 flesch: 48 summary: Where: MVS = Market value of all outstanding shares, i.e. the firm's Stock Price * Outstanding Shares 157 Developments in Business Simulation and Experiential Learning, Volume 30, 2003 strongly related to the performance scores found in BPG and MMG while almost no variance in game performance scores in BSG and GBG are explained by the Altman Z. Tobin q vs. Altman Z .829 .100 .429 -.429 keywords: assets; business; firm; game; management; performance; simulation; tobin cache: absel-715.pdf plain text: absel-715.txt item: #2452 of 2743 id: absel-716 author: Butler, John K. title: Using Representative Nominal Group Technique for Course Review and an Interactive Solicitation of Ways to Enhance ABSEL's Image date: 2014 words: 2183 flesch: 49 summary: In all of these situations, group members failed to challenge bad assumptions and failed to disagree with each other for fear of destroying the feeling of harmony. That is, group members do not communicate freely as they do in real (free-interacting) groups. keywords: absel; course; group; ideas; review; students; topics cache: absel-716.pdf plain text: absel-716.txt item: #2453 of 2743 id: absel-717 author: Pittenger, Khushwant K. S.; Miller, Mary C. title: Making Teaching Matter: The Art and Science of Teaching Business Communication date: 2014 words: 5341 flesch: 52 summary: It may not be possible to sharpen student skills on all components of business communication in a single course. INTRODUCTION The importance of teaching business students how to communicate effectively in the business world is well recognized by the academicians and the practitioners (Pollock, 2001; Robar, 1998; Wardrope & Bayless, 1999). keywords: audience; business; class; communication; company; interview; learning; simulation; skills; students; use cache: absel-717.pdf plain text: absel-717.txt item: #2454 of 2743 id: absel-718 author: Ledman, Robert E. title: Beyond Sex, Age, and Race: Exploring the Deeper Contents of Diversity date: 2014 words: 1309 flesch: 35 summary: BEYOND SEX, AGE, AND RACE: EXPLORING THE DEEPER CONTENTS OF DIVERSITY Developments in Business Simulation and Experiential Learning, Volume 30, 2003 BEYOND SEX, AGE, AND RACE: EXPLORING THE DEEPER CONTENTS OF DIVERSITY Robert E. Ledman Morehouse College rledman@morehouse.edu It is useful to also point out how the students were able, with some reflection, to discover characteristics about 173 mailto:rledman@morehouse.edu Developments in Business Simulation and Experiential Learning, Volume 30, 2003 themselves that can make them valuable assets to organizations. keywords: business; differences; diversity; management; students cache: absel-718.pdf plain text: absel-718.txt item: #2455 of 2743 id: absel-719 author: Markulis, Peter M.; Malik, S. Dolly; Howard, Barbara J.; Strang, Daniel R. title: Teaching & Learning the Facilitation Process date: 2014 words: 1070 flesch: 32 summary: And Staff To A University Leadership Development Program The Feasibility Of The Balanced Scorecard For Business Games A Misuse Of Pims For The Validation Of Marketing Management Simulation Games Incorporating Technology Into The 21st Century Classroom: Are We Facilitating Academic Dishonesty? TEACHING & LEARNING THE FACILITATION PROCESS Developments in Business Simulation and Experiential Learning, Volume 30, 2003 TEACHING & LEARNING THE FACILITATION PROCESS Peter M. Markulis SUNY Geneseo Markulis@Geneseo. keywords: business; facilitation; group; learning; simulation cache: absel-719.pdf plain text: absel-719.txt item: #2456 of 2743 id: absel-72 author: Miller, Craig title: Play it Forward! The Design And Development of a Forward Contract Simulation, date: 2012 words: 5664 flesch: 55 summary: Again, turning to Appendix 3 a plot of predicted vs. actual spot prices over the model period shows model 2 tracks the price path better than model 1. Spot prices and daily variability are displayed in Figure 2. keywords: business; contract; jun; learning; mar; model; price; simulation; spot; volume cache: absel-72.pdf plain text: absel-72.txt item: #2457 of 2743 id: absel-720 author: Markulis, Peter M.; Strang, Daniel R. title: A Brief on Debriefing: What it is and What it Isn't date: 2014 words: 5437 flesch: 41 summary: Debriefing is variously defined as learning through reflection on a simulation experience (Thatcher, 1990; Pearson and Smith, 1983; Raths, 1987; Lederman, 1983; Lederman & Stewart, 1985; Lee, 1984); emotional recovery from critical incidents (Bergmann & Queen, 1987; Donovan, 1983); work-related tasks, such as appraisal and synthesis of input from focus groups (DeNicola, 1990) or job performance analysis (Bobele, 1987), or to team ♦ the purposes, assumptions and definitions of debriefing; ♦ debriefing strategies and techniques; 177 mailto:Markulis@Geneseo.edu mailto:Strang@Geneseo.edu Developments in Business Simulation and Experiential Learning, Volume 30, 2003 build and identify managerial strengths (Bailey, 1990; Lederman, 1992, p. 147). WHAT IT IS AND WHAT IT ISN’T Peter M. Markulis SUNY Geneseo Markulis@Geneseo.edu Daniel R. Strang SUNY Geneseo Strang@Geneseo.edu ABSTRACT ♦ debriefing taxonomies and categories; ♦ research on debriefing; Debriefing has been an important topic for ABSEL scholars over the past several years. keywords: business; business simulation; debriefing; developments; exercises; game; learning; process; simulation; volume cache: absel-720.pdf plain text: absel-720.txt item: #2458 of 2743 id: absel-721 author: Micklich, Douglas L. title: Changing Perceptions of the Importance of Leadership: The Contribution of Individual Spirit Harmonics in Leadership date: 2014 words: 3823 flesch: 37 summary: CHANGING PERCEPTIONS OF THE IMPORTANCE OF LEADERSHIP: THE CONTRIBUTION OF INDIVIDUAL SPIRIT HARMONICS IN LEADERSHIP Developments in Business Simulation and Experiential Learning, Volume 30, 2003 CHANGING PERCEPTIONS OF THE IMPORTANCE OF LEADERSHIP: THE CONTRIBUTION OF INDIVIDUAL SPIRIT HARMONICS IN LEADERSHIP Douglas L. Micklich Illinois State University Abstract Individual Spirit Harmonics are those consonant and dissonant values that contribute both to harmony and disharmony in a given management situation. Knowledge of these factors and 185 Developments in Business Simulation and Experiential Learning, Volume 30, 2003 changes in how they are perceived can contribute to understanding the importance of leadership. keywords: affective; business; change; leadership; learning; perceptions; simulation; values; volume cache: absel-721.pdf plain text: absel-721.txt item: #2459 of 2743 id: absel-722 author: Morse, Kenneth O. title: Knowledge, Skills and Sustainable Values in Learning Organizations: Some Implications from the Multicultural Virtual Classroom date: 2014 words: 3974 flesch: 31 summary: Reflecting trans-national realities, technology itself is a hurdle that must be overcome for the effective operation of cross-cultural virtual teams. The forgoing indicates that not only is technology itself a hurdle that must be overcome for the effective operation of cross-cultural virtual teams, but the wide range of differences in cross-national ICT technical skills also presents a hurdle. keywords: business; communication; context; environment; group; learning; participants; simulation; skills; team; teamwork cache: absel-722.pdf plain text: absel-722.txt item: #2460 of 2743 id: absel-723 author: Page, Diana; Mukherjee, Arup title: Challenges of Teaching Undergraduate Organizational Behavior in a Nontraditional Time Format date: 2014 words: 2057 flesch: 43 summary: The first description explains the assessments used to measure individual student outcomes. Challenges faced to provide an effective learning experience for students are presented along with a description of strategies used to overcome these challenges. keywords: business; class; group; learning; simulation; students; week cache: absel-723.pdf plain text: absel-723.txt item: #2461 of 2743 id: absel-724 author: Palia, Aspy P.; De Ryck, Jan; Keong, Mak Wai title: Interactive Online Positioning With the Web-based Product Positioning Map Graphics Package date: 2014 words: 2696 flesch: 30 summary: INTERACTIVE ONLINE POSITIONING WITH THE WEB-BASED PRODUCT POSITIONING MAP GRAPHICS PACKAGE Developments in Business Simulation and Experiential Learning, Volume 30, 2003 Interactive Online Positioning With the Web-based Product Positioning Map Graphics Package Aspy P. Palia University of Hawaii at Manoa aspy@cba.hawaii.edu Jan De Ryck University of Hawaii at Manoa brabo@cba.hawaii.edu Mak Once the market segments are identified and evaluated, 202 mailto:aspy@mktg.cba.hawaii.edu mailto:dsroussos@cc.ysu.edu mailto:makwk@singnet.com.sg Developments in Business Simulation and Experiential Learning, Volume 30, 2003 the company decides which target market/s (market segment/s) to serve, and uses either a single-target-market segmentation strategy, a multiple-target-market segmentation strategy, or a combined-target-market segmentation strategy (Perreault and McCarthy 1996). keywords: business; map; market; marketing; package; positioning; product; segmentation; simulation; web cache: absel-724.pdf plain text: absel-724.txt item: #2462 of 2743 id: absel-725 author: Parry, Linda E.; Wharton, Robert R.; Fugate, Douglas title: The Longitudinal Effects of Entrepreneurship Training on Risk Tolerance: A Look at Similarities and Differences between Male and Female Undergraduate Students date: 2014 words: 4630 flesch: 51 summary: Students researched area residents, students, music retailers and secondary sources. THE ENTREPRENEURSHIP COURSE In 2000, we supervised an entrepreneurship class whose goal was to allow business students to actually create, manage and market a musical CD. keywords: business; class; course; entrepreneurship; learning; new; project; risk; simulation; students; taking cache: absel-725.pdf plain text: absel-725.txt item: #2463 of 2743 id: absel-726 author: Patz, Alan L. title: Revisiting Strategy Learning in a Total Enterprise Simulation date: 2014 words: 2637 flesch: 51 summary: REVISITING STRATEGY LEARNING IN A TOTAL ENTERPRISE SIMULATION Developments in Business Simulation and Experiential Learning, Volume 30, 2003 REVISITING STRATEGY LEARNING IN A TOTAL ENTERPRISE SIMULATION Alan L. Patz University of Southern California alanpatz@mac.com All students were 213 mailto:alanpatz@mac.com Developments in Business Simulation and Experiential Learning, Volume 30, 2003 seniors majoring in the various fields of business administration. keywords: business; firms; game; learning; simulation; strategy; volume cache: absel-726.pdf plain text: absel-726.txt item: #2464 of 2743 id: absel-727 author: Peach, E. Brian; Hornyak, Martin J. title: What are Simulations For?: Learning Objectives as a Simulation Selection Device date: 2014 words: 4221 flesch: 46 summary: Some researchers have embarked on a more explicit identification of simulation learning objectives. Operationalizing a test of a model of the use of simulation games and experiential exercises. keywords: analysis; business; course; developments; game; learning; objectives; simulation; students; use; version cache: absel-727.pdf plain text: absel-727.txt item: #2465 of 2743 id: absel-728 author: Thavikulwat, Precha title: Gaming Agency Markets date: 2014 words: 4843 flesch: 55 summary: A taxonomy of markets, based on the extent to which traders delegate transaction-executing decisions to a principal of the market, is set forth that classifies markets into three types: bazaar, auction market, and agency market. Inasmuch as neither the buyers nor the sellers need to be present to execute trades, the volume of transactions can be greatest in agency markets. keywords: agency; auction; business; company; gaming; market; offers; price; simulation cache: absel-728.pdf plain text: absel-728.txt item: #2466 of 2743 id: absel-729 author: Sauaia, Antonio Carlos Aidar; Kallas, David title: Cooperate for Profits or Compete for Market? Study of Oligopolistic Pricing with a Business Game date: 2014 words: 6518 flesch: 40 summary: workers at overtime (average) - 280 - Results Turnover and absenteeism (average) 7.50% 7.25 -3.3% 239 Developments in Business Simulation and Experiential Learning, Volume 30, 2003 In the same way as for suppliers and consumers, the workers – factory workers and sales representatives – were benefited by management actions in the competitive industry situation as in Exhibit 12 working conditions were improved, wages were 0.3% higher, more jobs were supplied and programming of overtime was increased with a 50.0% premium paid. Initial profits were transformed into longer-term losses and company share prices fell. keywords: average; business; companies; company; competition; cooperation; exhibit; game; industry; market; price; results; sales; simulation; value cache: absel-729.pdf plain text: absel-729.txt item: #2467 of 2743 id: absel-73 author: Yang, Hui; Xi, Lin title: Positioning the Company: Increasing Profits in Social Networks date: 2012 words: 5778 flesch: 45 summary: Hu and Pekin (2010) looked at social behavior in social networks analysis. LITERATURE REVIEW The evolution and development of social networks over the past decade supported decision-making in various fields. keywords: analysis; business; data; decision; government; information; international; knowledge; making; management; network; simulation; vol cache: absel-73.pdf plain text: absel-73.txt item: #2468 of 2743 id: absel-730 author: Gold, Steven C. title: The Design of a Business Simulation Using a System-Dynamics-Based Approach date: 2014 words: 5425 flesch: 53 summary: THE DESIGN OF A BUSINESS SIMULATION USING A SYSTEM-DYNAMICS-BASED APPROACH Developments in Business Simulation and Experiential Learning, Volume 30, 2003 THE DESIGN OF A BUSINESS SIMULATION USING A SYSTEM-DYNAMICS-BASED APPROACH Steven Gold Rochester Institute of Technology scgbbu@rit.edu ABSTRACT Research on business simulation design has been mostly on a sub-system level. The focus of business simulation design in the literature has been mostly on a sub-system level. keywords: business; costs; demand; design; firm; learning; market; model; production; simulation; system cache: absel-730.pdf plain text: absel-730.txt item: #2469 of 2743 id: absel-731 author: Teach, Richard; Schwartz, Robert G. title: Function for an Entrepreneurial Firm date: 2014 words: 3515 flesch: 46 summary: While not the major decision orientation of major business games, product development has been utilized in previous business games and simulations. The first game primarily devoted to product development was described in a paper by Wynne, Klosky and Snyder (1979). keywords: business; development; function; game; learning; process; product; product development; simulation; values cache: absel-731.pdf plain text: absel-731.txt item: #2470 of 2743 id: absel-732 author: Washbush, John title: Simulation Performance and Forecast Accuracy -- Is That All? date: 2014 words: 3154 flesch: 42 summary: Gosenpud (1987), reviewed research on the extent to which academic ability, major, personality, motivation, team cohesion and organizational formality predicted simulation performance and concluded that performance varies with combinations of variables and that some relationships are conditional. Anderson and Lawton (2002) found that the application of previously-learned marketing concepts was positively associated with simulation performance. keywords: business; developments; learning; performance; play; sect; simulation; vol cache: absel-732.pdf plain text: absel-732.txt item: #2471 of 2743 id: absel-733 author: Wellington, William J.; Faria, A. J. title: Business Manager Identification of Competitors in Real World and Simulation Settings date: 2014 words: 3772 flesch: 38 summary: The second research question indicates that the differences in attributes used when ranking real-world versus simulation competitors would be due to the manner in which the simulation participants were graded or evaluated. In addition, designers of simulation games may want to take note of the kinds of competitive attributes used to both identify real world competitors and to measure competition. keywords: attributes; business; competitors; executives; game; marketing; simulation; study; world cache: absel-733.pdf plain text: absel-733.txt item: #2472 of 2743 id: absel-734 author: Yu, Bosco title: Monte Carlo Simulation Analysis on the Costs Reduction Argument of Interest Rate Swaps date: 2014 words: 8039 flesch: 60 summary: In addition to the conventional assumptions, I make specific assumptions on the evolution of default free interest rate and the firm’s financial structure and payoff conditions of liabilities in developing my valuation model. Journal of Financial Economics, 3, 145-166. 265 Developments in Business Simulation and Experiential Learning, Volume 30, 2003 TABLE 1 REPRESENTATIVE VALUES OF DEFAULT RISKY FIXED AND FLOATING RATES For r = 3% σB = 3% Time to Maturity T = 2 d* σv XF MK 20 20 3.84 0.03 40 “ 3.84 0.04 50 “ 3.89 0.08 70 “ 4.82 0.96 100 “ 47 50 30 10 3.84 0.03 “ 20 3.84 0.03 “ 30 3.86 0.06 “ 50 5.05 1.23 Time to Maturity T = 10 20 20 3.52 0.65 40 “ 3.78 0.89 50 “ 4.08 0.29 70 “ 5.30 1.47 100 “ 16.07 13.13 30 10 3.51 0.64 “ 20 3.60 0.72 “ 30 4.24 0.46 “ 50 7.66 3.86 *d = debt / asset ratio in % 266 Developments in Business Simulation and Experiential Learning, Volume 30, 2003 TABLE 2 QUALITY SPREAD DIFFERENTIAL BETWEEN DEFAULT RISKY FIRMS UNDER LOW VOLATILITY OF DEFAULT FREE RATE For r = 3% σB = 1% Time to maturity = 2 Firm d keywords: assets; coupon; debt; default; firm; interest rate; period; rate; value cache: absel-734.pdf plain text: absel-734.txt item: #2473 of 2743 id: absel-735 author: Lai, Yuen Pohl; Siau, Tan Long title: eBiz Game: A Scalable Online Business Simulation Game for Entrepreneurship Training date: 2014 words: 5714 flesch: 54 summary: Business simulation games should not stand alone in classroom use. Adequate responsiveness (web page loading time) for the game-play front end used by the players and game administrator. keywords: administrator; business; calculate; demand; firm; game; learning; market; model; r&d; report; simulation; students cache: absel-735.pdf plain text: absel-735.txt item: #2474 of 2743 id: absel-736 author: Gosen, Jerry title: A Model for Online Education Delivery and a Look at Online Delivery Effectiveness date: 2014 words: 6652 flesch: 44 summary: Relationships between outcomes on one hand and inputs and delivery variables on the other suggest directions for research on the effectiveness of internet course delivery. Such research is needed to properly assess the effectiveness of online course delivery. keywords: arbaugh; business; courses; delivery; education; face; internet; learning; online; outcomes; research; students; studies; teaching; variables cache: absel-736.pdf plain text: absel-736.txt item: #2475 of 2743 id: absel-737 author: Cannon, Hugh M.; Schwaiger, Manfred title: Incorporating "Company Reputation" into Total Enterprise Simulations date: 2014 words: 6878 flesch: 41 summary: INCORPORATING COMPANY REPUTATION INTO TOTAL ENTERPRISE SIMULATIONS Developments in Business Simulation and Experiential Learning, Volume 30, 2003 Incorporating “Company Reputation” into Total Enterprise Simulations Hugh M. Cannon, Ph.D* Wayne State University Hugh.Cannon@wayne.edu Prof. Dr. Manfred Schwaiger Institute of Corporate Development and Organization schwaiger@bwl.uni-muenchen.de *Address correspondence to Hugh Cannon ABSTRACT The literature on simulation and gaming has done very little to address emerging concepts such as relationship marketing, brand equity, and company reputation. It then presents a model for incorporating the concept of company reputation into a total enterprise simulation. keywords: bernie; business; business simulation; company; game; learning; library; marketing; performance; product; reputation; simulation; stakeholders; students cache: absel-737.pdf plain text: absel-737.txt item: #2476 of 2743 id: absel-738 author: Cannon, Hugh M.; Smith, J. Alexander title: The Genesis and Future Of The ABSEL "Classicos" Initiative date: 2014 words: 5166 flesch: 41 summary: In response to their criticism, Patz and Morgan (1994) suggest that ABSEL might pursue three alternative courses of action to address the quality of ABSEL research: 306 Developments in Business Simulation and Experiential Learning, Volume 30, 2003 1. Wolfe (1986) proposed a research consortium to address the problems, noting that ABSEL research was “…limited, non-cumulative and counterproductive [based on] discursive and often unsound methodological approaches, unique applications and small sample sizes, poor instrumentation, and ill-defined criteria” (p. 1). keywords: absel; business; business simulation; developments; exercises; journal; learning; management; papers; research; simulation; vol cache: absel-738.pdf plain text: absel-738.txt item: #2477 of 2743 id: absel-739 author: Anderson, Philip H.; Beveridge, David A.; Lawton, Leigh; Scott, Timothy W. title: Threshold Marketer a Family of Marketing Simulations: Basic Marketer and Advanced Marketer Team Mode and Solo Mode date: 2014 words: 1890 flesch: 36 summary: Whereas the Team mode of Threshold Marketer places participants in competition with other participant-run companies, the Solo mode uses “expert logic” to create a competitive environment that places participants in competition with semi-intelligent companies managed by the computer. Threshold Solo Marketer is available only for Advanced Marketer, not Basic Marketer. keywords: marketer; marketing; mode; participants; simulation; threshold cache: absel-739.pdf plain text: absel-739.txt item: #2478 of 2743 id: absel-74 author: Bernard, Ricardo R. S. title: Merger of Companies in Business Game Exercise date: 2012 words: 3486 flesch: 44 summary: This questionnaire asked positive and negative aspects of the merger considering company performance, student learning and teamwork. First, the merged companies had operational and financial benefits that become such companies practically invincible. keywords: business; companies; company; merger; participants; process; simulation cache: absel-74.pdf plain text: absel-74.txt item: #2479 of 2743 id: absel-740 author: Brenenstuhl, Daniel C.; Gresham, Larry title: Globalization as an Extended Experiential Exercise: The benefits and planning considerations of short term Study Abroad Programs date: 2014 words: 1629 flesch: 26 summary: GLOBALIZATION AS AN EXTENDED EXPERIENTIAL EXERCISE Developments in Business Simulation and Experiential Learning, Volume 29, 2002 GLOBALIZATION AS AN EXTENDED EXPERIENTIAL EXERCISE Consider the 3 mailto:Daniel.Brenenstuhl@asu.edu mailto:lgresham@tamu.edu Developments in Business Simulation and Experiential Learning, Volume 29, 2002 difficulty of developing students' appreciation of the following cultural nuances in a classroom setting: • British sense of humor • French appreciation for the value of food presentation • Swiss concern for their environment • German fetish with schedules • Italian disdain for schedules • Dutch liberalism These are just a few of the thousands of cultural components more easily understood and appreciated by actually being in the culture. keywords: abroad; business; learning; simulation; students; study cache: absel-740.pdf plain text: absel-740.txt item: #2480 of 2743 id: absel-741 author: Cabaniss, Roy F. title: How 2 Setup Your Office Computer to Run Linux For Teaching E-Commerce: Without Messing Everything Else Up. date: 2014 words: 3404 flesch: 63 summary: Simply go to a search engine and type Linux. HOW 2 SETUP YOUR OFFICE COMPUTER TO RUN LINUX FOR TEACHING E-COMMERCE WITHOUT MESSING EVERYTHING ELSE UP Developments in Business Simulation and Experiential Learning, Volume 29, 2002 keywords: commerce; computer; database; learning; linux; need; simulation; web cache: absel-741.pdf plain text: absel-741.txt item: #2481 of 2743 id: absel-742 author: Cannon, Hugh M.; Yaprak, Attila; Sasser, Sheila title: Incorporating Cosmopolitan-Related Focus-Group Research into Global Advertising Simulations date: 2014 words: 7179 flesch: 50 summary: If focus group data do not mselves to clear, unambiguous interpretation, they be valid? Simulation participants, then, may order focus groups, examine the transcripts, and pick out the patterns embedded in the data, just as they would in an actual research situation. keywords: business; cosmopolitan; exhibit; focus; global; group; learning; noun; people; simulation; verb; world cache: absel-742.pdf plain text: absel-742.txt item: #2482 of 2743 id: absel-743 author: Thavikulwat, Precha title: Demonstration of Advanced Features in Computer-Assisted Gaming of International Business date: 2014 words: 1154 flesch: 27 summary: DEMONSTRATION OF ADVANCED FEATURES IN COMPUTER-ASSISTED GAMING OF INTERNATIONAL BUSINESS Developments in Business Simulation and Experiential Learning, Volume 29, 2002 Demonstration of Advanced Features in Computer-Assisted Gaming of International Business Thavikulwat, Precha Towson University pthavikulwat@towson.edu Basic considerations for computer-assisted gaming of international business were discussed earlier by Thavikulwat (1995) and a business gaming simulation that incorporated these features has been demonstrated at previous ABSEL meetings (Thavikulwat & Chang, 1995, 1999). Computerized demonstration at the 22nd Annual Meeting of the Association for Business Simulation and Experiential Learning, San Antonio, TX. keywords: business; computer; gaming; learning; simulation cache: absel-743.pdf plain text: absel-743.txt item: #2483 of 2743 id: absel-744 author: Dickinson, John R. title: A Comparison of Discrimination-Based Versus Conventional Simulation Game Scoring date: 2014 words: 3258 flesch: 39 summary: A COMPARISON OF DISCRIMINATION-BASED VERSUS CONVENTIONAL SIMULATION GAME SCORING Developments in Business Simulation and Experiential Learning, Volume 29, 2002 A COMPARISON OF DISCRIMINATION-BASED VERSUS CONVENTIONAL SIMULATION GAME SCORING Dickinson, John R. University of Windsor bjd@uwindsor.ca ABSTRACT Discrimination-based scoring is a potentially more philosophically and empirically compelling approach to scoring simulation game participants than the conventional cumulative performance approach. If they do not, then motivation for future research 22 mailto:bjd@uwindsor.ca Developments in Business Simulation and Experiential Learning, Volume 29, 2002 of the approaches is reduced. keywords: business; company; discrimination; learning; performance; period; scoring; simulation cache: absel-744.pdf plain text: absel-744.txt item: #2484 of 2743 id: absel-745 author: Dickinson, John R. title: A Universal Mathematical Law Criterion for Algorithmic Validity date: 2014 words: 5379 flesch: 45 summary: The introduction of gaming dates from military strategy board games of 5,000 years ago (Wolfe & Crookall, 1998), though the Top Management Decision Simulation game developed in 1956 by the American Management Association is generally regarded as the first of the modern generation of business simulation games. It is estimated that 97 percent of universities accredited by the American Assembly of Collegiate Schools of Business (AACSB) use simulation games in their curricula and that 62 percent of U.S. corporations use business simulation games in their training programs (Faria, 1998). keywords: algorithms; benford; business; business simulation; developments; digit; games; income; law; learning; simulation; validity; volume cache: absel-745.pdf plain text: absel-745.txt item: #2485 of 2743 id: absel-746 author: Eisner, Alan B. title: The Impact of Public Policy on Innovation: A Simulation Project for Research and Teaching date: 2014 words: 3637 flesch: 29 summary: Industry consortia may play roles in developing new technologies, setting standards or norms, or interoperability parameters, etc. Are start-up firms or larger incumbents more likely to join and benefit from industry consortia? keywords: consortia; firms; industry; innovation; learning; level; model; organizations; research; simulation cache: absel-746.pdf plain text: absel-746.txt item: #2486 of 2743 id: absel-747 author: Faria, A. J.; Wellington, William J. title: Participant Identification of Competitors in a Marketing Simulation Competition date: 2014 words: 4395 flesch: 38 summary: The COMPETE participants were told that they would 39 Developments in Business Simulation and Experiential Learning, Volume 29, 2002 Based on the findings from the only study of the nature to be undertaken here, as with Clark and Montgomery (1999), it has been hypothesized that simulation competitors will more often identify supply-based attributes as the reason for selecting a company as its most important competitor than demand-based attributes. Due to the limited number of companies in the simulation competitions used in this study, and in line with the marketing literature, it is hypothesized that simulation competitors will most often look to the largest team in their industry (as measured by market share or dollar sales) and the leading earnings team in their industry as their major competitor. keywords: attributes; business; competitors; firms; identification; learning; managers; marketing; simulation; study cache: absel-747.pdf plain text: absel-747.txt item: #2487 of 2743 id: absel-748 author: Feinstein, Andrew Hale; Parks, Sara J. title: Simulation Research in the Hospitality Industry date: 2014 words: 10597 flesch: 37 summary: Using a symbolic method, simulation models attempt to replicate the characteristics of the system through the use of probability distributions, mathematics, or simple object representations. This scenario is one of the best ways to use simulation models as a managerial tool. keywords: business; business simulation; computer; development; education; foodservice; hospitality; hotel; industry; journal; learning; management; model; modeling; operations; publication; research; restaurant; simulation; simulation model; students; theory; use cache: absel-748.pdf plain text: absel-748.txt item: #2488 of 2743 id: absel-749 author: Feinstein, Andrew Hale; Mann, Stuart; Corsun, David L. title: Computer Simulation, Games and Roleplay: Drawing Lines of Demarcation date: 2014 words: 6313 flesch: 47 summary: DRAWING LINES OF DEMARCATION Developments in Business Simulation and Experiential Learning, Volume 29, 2002 COMPUTER SIMULATION, GAMES AND ROLEPLAY: DRAWING LINES OF DEMARCATION Andrew Hale Feinstein University of Nevada, Las Vegas andyf@unlv.edu Stuart Mann, Dean University of Nevada, Las Vegas shmann@ccmail.nevada.edu David L. Corsun University of Nevada, Las Vegas dcorsun@ccmail.nevada.edu Keywords: computer simulation, experiential learning, games, role-play ABSTRACT The literature around experiential learning is unclear regarding the similarities and differences among simulation, games, and role-play. In this article, we provide a definitional foundation and classification scheme for the topics of computer simulation, role-play, and games. keywords: business; computer; computer simulation; education; games; gaming; learning; management; model; play; role; simulation; system; training cache: absel-749.pdf plain text: absel-749.txt item: #2489 of 2743 id: absel-75 author: Moradkhani, Alireza; Baghdasaryan, Tadevos title: Towards a Knowledge-Based Approach for Autonomouse Trading Agent date: 2012 words: 4307 flesch: 54 summary: Finally we suggest a solution to SOARS beer game strategy design issue (Manabu Ichikawa, Yuhsuke Koyama and Deguchi, Hiro- shi 2008). This schema is further parsed using the tool to generate strategy plans in scripting lan- guage format which are readable for the agent (Baghdasaryan T., Grigoryan A., Naghashyan Z. 2009). keywords: agent; base; chain; game; knowledge; language; simulation; strategy; supply cache: absel-75.pdf plain text: absel-75.txt item: #2490 of 2743 id: absel-750 author: Fritzsche, David J.; Faria, A. J.; Goosen, Kenneth R.; Thavikulwat, Precha title: Simulation Distribution Alternatives: Author/User Considerations date: 2014 words: 1646 flesch: 33 summary: AUTHOR/USER CONSIDERATIONS Developments in Business Simulation and Experiential Learning, Volume 29, 2002 SIMULATION DISTRIBUTION ALTERNATIVES: AUTHOR/USER CONSIDERATIONS Fritzsche, David J. Penn State Great Valley djf7@psu.edu Faria, Tony University of Windsor ad9@server.uwindsor.ca Goosen, Kenneth University of Arkansas, Littlerock krgoosen@microbuspub.com Support may be needed for installing a simulation, for running a simulation, for interpreting the 65 mailto:djf7@psu.edu mailto:ad9@server.uwindsor.ca mailto:krgoosen@microbuspub.com mailto:pthavikulwat@towson.edu Developments in Business Simulation and Experiential Learning, Volume 29, 2002 results of a simulation run and for software problems that occur during a simulation run. keywords: author(s; distribution; simulation; support; users cache: absel-750.pdf plain text: absel-750.txt item: #2491 of 2743 id: absel-751 author: Gentry, James W.; Burns, Alvin C.; Dickinson, John R.; Putrevu, Sanjay; Chun, Seungwoo; Hongyan, Yu; Williams, Laura A.; Bare, Thomas; Gentry, Ruth Ann title: Managing The Curiosity Gap Does Matter: What Do We Need To Do About It? date: 2014 words: 4430 flesch: 49 summary: Perception Is Reality: Sharing Frames International Management Virtual Teamwork: A Simulation Financial Plan For Your Life And Career Goals Using Project-Based Experiential Learning Groups In The Principles Of Marketing Course Futures Course: Learning How To Anticipate The Future Of Business Interactive Online Strategic Market Planning With The Web-Based Boston Consulting Group (BCG) Matrix Graphics Package Strategy Learning In A Total Enterprise Simulation Investigation Of The Impact Of Decision Parameters For A Dutch Auction Simulation For Ipo Issues Integrating In-Class Learning With Out-Of-Classroom Experiences Through A Managerial Competency Development Framework War And Peace: Managing Students Learning Experience In A Competitive Simulation Game Virtually Experiential Classrooms Exercise: One obvious problem with a diverse sample of classes is that an extremely wide variety of measures is used to evaluate student performance. keywords: business; confidence; curiosity; game; gap; high; importance; learning; performance; simulation; students cache: absel-751.pdf plain text: absel-751.txt item: #2492 of 2743 id: absel-752 author: Green, Jack C.; McQuaid, Robert; Snow, Sheldon title: Use of External Interventions in a Computer Based Simulation date: 2014 words: 6394 flesch: 45 summary: In addition, faculty teams change each weekend and, hence, take on a different personality through diversity. In addition, team members develop their own procedures for handling the external transactions and interventions provided by the professors. keywords: business; business simulation; decisions; experience; faculty; game; interventions; labor; learning; management; module; production; simulation; students; team cache: absel-752.pdf plain text: absel-752.txt item: #2493 of 2743 id: absel-753 author: Hornyak, Martin J.; Green, Steve G.; Estes, Jereme A. title: Putting Service Learning Into Orbit date: 2014 words: 6020 flesch: 38 summary: Service learning projects present another medium for students to learn and demonstrate knowledge in much the same manner as taking exams or writing papers. A special offering senior capstone course involving engineering systems design and program management, where the final project (a small satellite) is actually placed in orbit, is used as a vehicle for service learning. keywords: air; community; course; engineering; experience; force; learning; program; project; satellite; service; service learning; simulation; students; usafa cache: absel-753.pdf plain text: absel-753.txt item: #2494 of 2743 id: absel-754 author: Howard, Barbara J.; Markulis, Peter M.; Strang, Daniel R. title: It's A Wonderful Life: Simulating the Golden Years, date: 2014 words: 5089 flesch: 49 summary: IT'S A WONDERFUL LIFE: SIMULATING THE GOLDEN YEARS Developments in Business Simulation and Experiential Learning, Volume 29, 2002 Our review of the ABSEL literature pertaining to simulations found that none of the simulations actually tried to simulate the financial ramifications of life’s decisions, particularly in the context 89 mailto:howardb@geneseo.edu mailto:markulis@geneseo.edu mailto:strang@geneseo.edu Developments in Business Simulation and Experiential Learning, Volume 29, 2002 of an aging population. keywords: business; business simulation; decisions; developments; exercises; game; learning; life; management; people; player; retirement; simulation; years cache: absel-754.pdf plain text: absel-754.txt item: #2495 of 2743 id: absel-755 author: Judge, William title: Adventures in Creating an Outdoor Leadership Challenge Course for an Emba Program date: 2014 words: 5163 flesch: 56 summary: Perception Is Reality: Sharing Frames International Management Virtual Teamwork: A Simulation Financial Plan For Your Life And Career Goals Using Project-Based Experiential Learning Groups In The Principles Of Marketing Course Futures Course: Learning How To Anticipate The Future Of Business Interactive Online Strategic Market Planning With The Web-Based Boston Consulting Group (BCG) Matrix Graphics Package Strategy Learning In A Total Enterprise Simulation Investigation Of The Impact Of Decision Parameters For A Dutch Auction Simulation For Ipo Issues Integrating In-Class Learning With Out-Of-Classroom Experiences Through A Managerial Competency Development Framework War And Peace: Managing Students Learning Experience In A Competitive Simulation Game Virtually Experiential Classrooms Exercise: ADVENTURES IN CREATING AN OUTDOOR LEADERSHIP CHALLANGE COURSE FOR AND EMBA PROGRAM Developments in Business Simulation and Experiential Learning, Volume 29, 2002 ADVENTURES IN CREATING AN OUTDOOR LEADERSHIP CHALLENGE COURSE FOR AN EMBA PROGRAM William Judge University of Tennessee judge@utk.edu Keywords: Leadership development, Outdoor- based experiential training, EMBA programs ABSTRACT Outdoor-based experiential training (OBET) experiences are a relatively new way to develop executive leadership potential. keywords: business; course; day; event; experience; faculty; leadership; learning; simulation; students; team cache: absel-755.pdf plain text: absel-755.txt item: #2496 of 2743 id: absel-756 author: Kuvshinikov, Joseph T. title: VBOTZ: A Pedagogical Cross-Disciplinary, Multi-Academic Level Manufacturing Corporate Simulation date: 2014 words: 2654 flesch: 37 summary: Students often learn concepts for the exam but “Solve this problem for Company A and Company B” or “Perform this analysis for Product A and Product B” leaves little lasting impact on students. Faculty believe that this level works best with graduate level students. keywords: business; faculty; learning; level; simulation; students; time cache: absel-756.pdf plain text: absel-756.txt item: #2497 of 2743 id: absel-757 author: Lamberton, Barbara title: Use of Computer Modeling In Management Accounting, date: 2014 words: 2301 flesch: 40 summary: The Relational Database as a link between operations and cost accounting: Developments in Business Simulation & Experiential Exercises, Volume 23, 88-89. 105 mailto:lambertonb@aol.com Developments in Business Simulation and Experiential Learning, Volume 29, 2002 When the material is presented in textbooks, authors usually emphasize that the cost hierarchy heuristic implies that there is a strong correlation between cost drivers and the activities they track. keywords: accounting; business; cost; costing; learning; model; product; simulation cache: absel-757.pdf plain text: absel-757.txt item: #2498 of 2743 id: absel-758 author: Anderson, Philip H.; Lawton, Leigh title: Is Simulation Performance Related To Application? An Exploratory Study date: 2014 words: 4215 flesch: 41 summary: The independent variable consisted of the number of marketing concepts that each student team reported attempting to use. 5 10 15 20 0.05 0.06 0.07 0.08 0.09 0.10 0.11 0.12 0.13 0.14 Number of marketing concepts used Y ea r 2 - Sa le s Relationship between 2nd year sales revenues and the number of marketing concepts used Exhibit 2. keywords: application; business; concepts; course; learning; marketing; number; simulation; students cache: absel-758.pdf plain text: absel-758.txt item: #2499 of 2743 id: absel-759 author: Markulis, Peter M.; Strang, Daniel R. title: Learning Cooperatively May Not Be Learning Collaborately! date: 2014 words: 4037 flesch: 41 summary: He notes that Cooperative learning was started with college students and continues to be a major factor in students' classroom success….At present there have been more than 100 experimental studies conducted with college student populations that confirm that cooperative learning is appropriate for--and effective with--college student populations. In that paper, we presented and described the concept of cooperative learning, presented the results of two case studies using cooperative learning, and recommended its use to readers. keywords: business; collaborative; cooperative; developments; differences; group; knowledge; learning; simulation; students cache: absel-759.pdf plain text: absel-759.txt item: #2500 of 2743 id: absel-76 author: Wellington, William J.; Hutchinson, David; Faria, A. J. title: An Exploratory Study of the Impact of a Simulation Exercise on the Managerial and Personality Traits and the Decision Making Styles of Marketing Students date: 2012 words: 5400 flesch: 42 summary: This allowed for simultaneous examination of changes over time and the interaction of these changes with simulation game performance. Since that time, the use of business simulation games has grown enormously. keywords: business; business simulation; decision; developments; game; learning; making; performance; performers; personality; simulation; traits cache: absel-76.pdf plain text: absel-76.txt item: #2501 of 2743 id: absel-760 author: Morgan, Sandra W.; Dennehy, Robert F. title: Perception Is Reality: Sharing Frames date: 2014 words: 3397 flesch: 52 summary: SHARING FRAMES Developments in Business Simulation and Experiential Learning, Volume 29, 2002 PERCEPTION IS REALITY: In a review of the Bernie Keys Library (a compilation of the ABSEL Proceedings from 1974 through 2001), we found a variety of papers related to the process and value of experiential learning (Hoover, 1974; Burns & Gentry, 1977; 121 mailto:morgan@mail.hartford.edu mailto:rdennehy@pace.edu Developments in Business Simulation and Experiential Learning, Volume 29, 2002 Graham, 1985). keywords: absel; business; exercises; learning; perception; reality; simulation; students cache: absel-760.pdf plain text: absel-760.txt item: #2502 of 2743 id: absel-761 author: Morse, Kenneth O. title: International Management Virtual Teamwork: A Simulation date: 2014 words: 4882 flesch: 32 summary: Virtual teams: Meeting the Next Challenge for Experiential Education, Developments in Business Simulation and Experiential Learning, 27, 201-2. Random House, (1997). A phased approach was used to compliment course content by requiring virtual team development of a term length offshore investment feasibility study in parallel with traditional lectures and technology support. keywords: business; communication; environment; exercise; ict; learning; management; phase; simulation; skills; team; technology cache: absel-761.pdf plain text: absel-761.txt item: #2503 of 2743 id: absel-762 author: Murphy, Angela J. title: Financial Plan for Your Life and Career Goals, date: 2014 words: 1921 flesch: 40 summary: FINANCIAL PLAN FOR YOUR LIFE AND CAREER GOALS Developments in Business Simulation and Experiential Learning, Volume 29, 2002 FINANCIAL PLAN FOR YOUR LIFE AND CAREER GOALS Murphy, Angela J. Florida A & M University 128 mailto:ajmurphy7@aol.com Developments in Business Simulation and Experiential Learning, Volume 29, 2002 Table 1: Financial Plan Template Name: Position: City: Revenues $Year $ Month Expenses $ Year $ Month Job1 Rent/Mortgage2 Investments Utilities Entrepreneurial Phone Inheritance/Trust Food Legal Settlement Dry Clean Gas Subtotal Revenues Car Payment3 Car Insurance4 Entertainment Music Gifts Travel Credit cards Student loans Clothes Federal Taxes5 Total Revenues Total Expenses Net Income = 1. keywords: career; expenses; learning; life; revenues; simulation; students cache: absel-762.pdf plain text: absel-762.txt item: #2504 of 2743 id: absel-763 author: Nicholson, Carolyn Y.; Oliphant, Becky J. title: Using Project-Based Experiential Learning Groups in the Principles of Marketing Course date: 2014 words: 2926 flesch: 42 summary: We have come to a several conclusions regarding student performance in the Principles of Marketing Course when it is taught using project-based experiential learning: • understanding of marketing principles increases dramatically; • understanding of the interrelated nature of the elements of the marketing mix is improved; • ability to appreciate time pressure, the sequential and iterative nature of marketing planning, and complex decision-making skills are improved; • learning about and appreciation of other cultures improves as international students bring their unique culture to the class as a valued commodity; • retention of concepts lasts longer, not only within the course but after completion of the course; • skills such as team management, time management, conflict resolution, and professional communication are emphasized; and • enjoyment and excitement become a part of the course, making the learning experience fun as well as educational and, not least of all, attractive to students as a major. The professor begins by visiting the foreign students office and obtaining a list of international students, organized by country of origin. keywords: course; learning; marketing; principles; product; project; simulation; students cache: absel-763.pdf plain text: absel-763.txt item: #2505 of 2743 id: absel-764 author: Hardy, Ida; Page, Diana title: Futures Course: Learning How to Anticipate the Future of Business date: 2014 words: 5417 flesch: 48 summary: The four components of the class which provide students direction are, class discussions led by student groups, an individual life planning paper, group industry analyses, and mid term and final essay exams. Student groups are responsible for leading class discussions that evoke open-ended discussion questions and are relevant to the assigned chapters. keywords: business; class; discussions; future; goals; group; leadership; learning; life; management; simulation; students cache: absel-764.pdf plain text: absel-764.txt item: #2506 of 2743 id: absel-765 author: Palia, Aspy P.; De Ryck, Jan; Mak, Wai Keong title: Interactive Online Strategic Market Planning With the Web-Based Boston Consulting Group (BCG) Matrix Graphics Package date: 2014 words: 2577 flesch: 34 summary: INTERACTIVE ONLINE STRATEGIC MARKET PLANNING WITH THE WEB-BASED BOSTON CONSULTING GROUP (BCG) MATRIX GRAPHICS PACKAGE Developments in Business Simulation and Experiential Learning, Volume 29, 2002 INTERACTIVE ONLINE STRATEGIC MARKET PLANNING WITH THE WEB-BASED BOSTON CONSULTING GROUP (BCG) MATRIX GRAPHICS PACKAGE Palia, Aspy P. University of Hawaii at Manoa De Ryck, Jan University of Hawaii at Manoa Mak, Wai Keong National University of Singapore ABSTRACT The Web-based Boston Consulting Group (BCG) package is an interactive online strategic market planning package that enables competing participant teams in the marketing simulation COMPETE to apply their knowledge of Product Portfolio Analysis developed by the Boston Consulting Group in strategic market planning. One of the best known and widely used models for this purpose is the Boston Consulting Group 140 Developments in Business Simulation and Experiential Learning, Volume 29, 2002 Product Portfolio Analysis model (Kotler 2000). keywords: business; market; marketing; package; planning; portfolio; product; simulation; web cache: absel-765.pdf plain text: absel-765.txt item: #2507 of 2743 id: absel-766 author: Patz, Alan L. title: Strategy Learning In a Total Enterprise Simulation date: 2014 words: 2597 flesch: 46 summary: STRATEGY LEARNING IN A TOTAL ENTERPRISE SIMULATION Developments in Business Simulation and Experiential Learning, Volume 29, 2002 STRATEGY LEARNING IN A TOTAL ENTERPRISE SIMULATION Patz, Alan L. University of Southern California alanpatz@home.com ABSTRACT Biased total enterprise (TE) simulations are helpful in determining what is learned and not learned and who does and does not learn it. All students were 143 mailto:alanpatz@home.com Developments in Business Simulation and Experiential Learning, Volume 29, 2002 seniors majoring in the various fields of business administration.. keywords: business; firms; learning; performance; simulation; strategy cache: absel-766.pdf plain text: absel-766.txt item: #2508 of 2743 id: absel-767 author: Pillutla, Sharma title: Investigation of the Impact of Decision Parameters for a Dutch Auction Simulation For IPO Issues date: 2014 words: 4139 flesch: 55 summary: Sorted Total $ Price/ Buyer # Bid Award Price Share Bid Award Price Share 1 18181 18181 $10.95 $199,082 $10.93 13135 13135 $10.97 $144,091 $10.71 2 17853 17853 $10.93 $195,133 $10.73 538 538 $10.92 $5,875 $10.04 3 2284 2284 $10.91 $24,918 $10.13 4856 4856 $10.85 $52,688 $10.85 4 12919 12919 $10.86 $140,300 $10.37 13380 13380 $10.85 $145,173 $10.02 5 19557 19557 $10.77 $210,629 $10.50 13256 13256 $10.74 $142,369 $10.85 6 10323 10323 $10.73 $110,766 $10.58 13311 13311 $10.71 $142,561 $10.68 7 3284 3284 $10.69 $35,106 $10.77 15197 15197 $10.69 $162,456 $10.58 8 16063 15599 $10.66 $166,285 $10.95 17933 17933 $10.68 $191,524 $10.74 9 15404 0 $10.65 $0 $10.62 2494 2494 $10.58 $26,387 $10.41 10 2990 0 $10.65 $0 $10.65 15965 5900 $10.57 $62,363 $10.97 11 12062 0 $10.62 $0 $10.02 17515 0 $10.54 $0 $10.24 12 5079 0 $10.58 $0 $10.86 16272 0 $10.41 $0 $10.54 13 6382 0 $10.53 $0 $10.69 12037 0 $10.35 $0 $10.07 14 6150 0 $10.52 $0 $10.52 1123 0 $10.29 $0 $10.57 15 3834 0 $10.50 $0 $10.65 8701 0 $10.29 $0 $10.29 16 1766 0 $10.37 $0 $10.53 17268 0 $10.24 $0 $10.92 17 3311 0 $10.26 $0 $10.22 12180 0 $10.11 $0 $10.29 18 19621 0 $10.22 $0 $10.91 6510 0 $10.07 $0 $10.11 19 19454 0 $10.13 $0 $10.66 15994 0 $10.04 $0 $10.35 20 19610 0 $10.02 $0 $10.26 4476 0 $10.02 $0 $10.69 216127 100000 $1,082,220 222141 100000 $1,075,487 Market- clearing price For the purposes of this Monte Carlo simulation, an estimated market price (EMP) was used as a base around which bid prices were generated using a uniform probability density function. Since a Dutch auction of this sort is not a common value auction but based on perceptions of investors as to the company’s one could conceivably have widely gyrating bid prices. keywords: auction; bid; buyer; company; dutch; learning; price; shares; simulation cache: absel-767.pdf plain text: absel-767.txt item: #2509 of 2743 id: absel-768 author: Pittenger, Khushwant K. S.; Sears, Paul A. title: Integrating In-Class Learning with Out-Of-Classroom Experiences through a Managerial Competency Development Framework date: 2014 words: 6126 flesch: 45 summary: 165 Developments in Business Simulation and Experiential Learning, Volume 29, 2002 166 FIGURE 7 DEAN’S SCHOLARSHIP/GRANT FOR STUDENT AND FACULTY PUBLICATION AND GRANT WRITING The faculty of the College of Business and Economics has chosen the fostering of better communication skills as a major focus of our efforts to enhance student competency. As part of our enhanced action-oriented bent, we started to emphasize the role of internships to business students. keywords: business; career; class; classroom; competencies; competency; development; faculty; internship; learning; management; simulation; skills; students cache: absel-768.pdf plain text: absel-768.txt item: #2510 of 2743 id: absel-769 author: Poon, T. H. Ted title: War and Peace: Managing Students Learning Experience In a Competitive Simulation Game date: 2014 words: 4283 flesch: 53 summary: Apparently students decisions were actually affected by their relationship with their classmates. In order to measure the satisfaction of the students toward the course, the questionnaires used in Round two asked whether the students would recommend the course to other students. keywords: business; course; experience; game; group; learning; simulation; students; team cache: absel-769.pdf plain text: absel-769.txt item: #2511 of 2743 id: absel-77 author: Goosen, Kenneth R. title: Should the Concept of Potential Customers be the Foundation of Demand Theory in Business Simulations date: 2012 words: 5174 flesch: 49 summary: Using informed potential customers as the basis of determining market share EXPRESSING DEMAND IN TERMS OF PERCENTAGES RATHER THAN UNITS It is possible to state demand in terms of percentages. The number of informed customers may be computed as follows: Informed potential customers = MPC x IAP Assume that maximum potential customers are equal to 10,000 and IAP is 60%. keywords: advertising; business; customers; demand; firm; industry; potential cache: absel-77.pdf plain text: absel-77.txt item: #2512 of 2743 id: absel-770 author: Potosky, Denise title: Virtually Experiential Classrooms date: 2014 words: 6438 flesch: 39 summary: All experiential formats are at least moderately easy to adapt to online experiential learning. VIRTUALLY EXPERIENTIAL CLASSROOMS Developments in Business Simulation and Experiential Learning, Volume 29, 2002 VIRTUALLY EXPERIENTIAL CLASSROOMS Potosky, Denise Pennsylvania State University Great Valley School of Graduate Professional Studies dxp16@psu.edu ABSTRACT There are few resources that address the possibilities for experiential learning in online courses. keywords: classroom; course; face; formats; group; information; internet; learning; role; simulation; students; web cache: absel-770.pdf plain text: absel-770.txt item: #2513 of 2743 id: absel-771 author: McAfee, R. Bruce; Boscia, Marian W. title: Exercise: Conducting Role Plays Using Student Generated Cases date: 2014 words: 3330 flesch: 51 summary: Totten and Overby (1991) had students role play a sales management case in which a copier saleswomen is attempting to qualify potential buyers when one of them attempts to “come-on” to her. The purpose here was to develop student skills in conducting these interviews. keywords: business; case; exercise; firm; learning; play; role; simulation; students cache: absel-771.pdf plain text: absel-771.txt item: #2514 of 2743 id: absel-772 author: Oppenheimer, Robert J.; Roberto, Michael A. title: Procedural Justice and Acceptance in Group Decision Making date: 2014 words: 4481 flesch: 55 summary: The exercise may also be used to distinguish between functional and dysfunction conflict in group decision making processes (Amason 1996). Overlaying the transparencies also showed the difference in the perceptions of the leaders and group members. keywords: decision; group; high; learning; low; making; method; simulation cache: absel-772.pdf plain text: absel-772.txt item: #2515 of 2743 id: absel-773 author: Schwartz, Robert G.; Teach, Richard D. title: The E-Commerce Game: A Strategic Business Board Game date: 2014 words: 5142 flesch: 53 summary: THE E-COMMERCE GAMETM: A STRATEGIC BUSINESS BOARD GAME Developments in Business Simulation and Experiential Learning, Volume 29, 2002 THE E-COMMERCE GAMETM: A STRATEGIC BUSINESS BOARD GAME Schwartz, Robert G. Mercer University Schwartz_rg@mercer.edu Teach, Richard D. Georgia Institute of Technology Richard.teach@mgt.gatech.edu ABSTRACT The E-Commerce GameTM teaches participants how to compete more effectively in E-commerce as they learn the importance of continuous strategic decision-making. Those choices are related to marketing and target markets, products/services, price, and promotion; and financial 195 mailto:Schwartz_rg@mercer.edu mailto:Richard.teach@mgt.gatech.edu Developments in Business Simulation and Experiential Learning, Volume 29, 2002 choices related to debt and equity. keywords: board; business; firm; game; learning; player; product; simulation; strategies; strategy; teach cache: absel-773.pdf plain text: absel-773.txt item: #2516 of 2743 id: absel-774 author: Snow, Sheldon; Gehlen, Frieda; Green, Jack C. title: Does Student Preparation Matter in A Simulation? A Comparison of Pedagogical Styles date: 2014 words: 7460 flesch: 47 summary: Behavior, design, and atmosphere variables, both alone and in combination, probably produce unique and substantial effects on student learning in simulation experiences (Gosen and Washbush, 1999, p. 302). Business simulation games: Current usage levels -- and update. keywords: business; cohesion; confidence; effort; experience; importance; learning; professor; simulation; students; team; team effort; variables cache: absel-774.pdf plain text: absel-774.txt item: #2517 of 2743 id: absel-775 author: Tangedahl, Lee title: The Game of Business - A Weekend MBA Course, date: 2014 words: 2171 flesch: 41 summary: Student teams must be small, there isn’t time to reach consensus among more then 2 or 3 students. The Game of Business–a Weekend MBA Course Developments in Business Simulation and Experiential Learning, Volume 29, 2002 THE GAME OF BUSINESS – A WEEKEND MBA COURSE Tangedahl, Lee The University of Montana lee.tangedahl@business.umt.edu ABSTRACT Weekend courses in an MBA program provide the opportunity to present a variety of electives and are available to working students who are unable to attend weekday classes. keywords: business; course; game; learning; simulation; students; weekend cache: absel-775.pdf plain text: absel-775.txt item: #2518 of 2743 id: absel-776 author: Thavikulwat, Precha title: Volume-Dependent Money Exchange Model for Gaming Simulations date: 2014 words: 2910 flesch: 48 summary: VOLUME-DEPENDENT MONEY EXCHANGE MODEL FOR GAMING SIMULATIONS Developments in Business Simulation and Experiential Learning, Volume 29, 2002 Volume-Dependent Money Exchange Model for Gaming Simulations Thavikulwat, Precha Towson University pthavikulwat@towson.edu Now, suppose that foreign holdings of Nation A’s and Nation B’s money amount to A$100 and B₤100, respectively, then the volume-independent exchange rate of Nation A’s money with respect to Nation B’s is equal to their relative value as determined by Equation 1, that is, at A$1 for B₤1. 220 mailto:pthavikulwat@towson.edu Developments in Business Simulation and Experiential Learning, Volume 29, keywords: business; exchange; money; nation; simulation cache: absel-776.pdf plain text: absel-776.txt item: #2519 of 2743 id: absel-777 author: Vik, Gretchen title: Implementing Service Learning For Accountants: The Not For Profit Project date: 2014 words: 3488 flesch: 48 summary: REFLECTING ON THE PROJECT The literature on community service learning projects emphasizes the importance of reflection. Perception Is Reality: Sharing Frames International Management Virtual Teamwork: A Simulation Financial Plan For Your Life And Career Goals Using Project-Based Experiential Learning Groups In The Principles Of Marketing Course Futures Course: Learning How To Anticipate The Future Of Business Interactive Online Strategic Market Planning With The Web-Based Boston Consulting Group (BCG) Matrix Graphics Package Strategy Learning In A Total Enterprise Simulation Investigation Of The Impact Of Decision Parameters For A Dutch Auction Simulation For Ipo Issues Integrating In-Class Learning With Out-Of-Classroom Experiences Through A Managerial Competency Development Framework War And Peace: Managing Students Learning Experience In A Competitive Simulation Game Virtually Experiential Classrooms Exercise: keywords: business; community; event; learning; organization; project; simulation; students; team cache: absel-777.pdf plain text: absel-777.txt item: #2520 of 2743 id: absel-778 author: Sondergaard, Mikael; Lemmergaard, Jeanette title: To Teach “Vikings” To Behave Among “Mandarins”Lessons from Teaching with a Simulation Model of Applied Business Ethics in International Management date: 2014 words: 5535 flesch: 46 summary: Simulation Responses Pregame Postgame Pregame Postgame Pregame Postgame n % n % n % n % n % n % Two Preferance Pre n Game % Post n Game % strong to moderate formalistic 29 52 29 56 no preferance 16 29 12 23 strong to moderate utilitarian 11 19 11 21 56 100 52 100 keywords: business; choices; game; learning; management; model; participants; simulation; situations; students; teaching cache: absel-778.pdf plain text: absel-778.txt item: #2521 of 2743 id: absel-779 author: Butler, John K. title: Maze Bright Teachers in the Classroom date: 2014 words: 6475 flesch: 59 summary: Teachers’ exposure (quantity of interactions with students) Students’ commitment Students’ involvement in exercises and simulations Students’ learning Students’ trust in their teachers Teachers’ maze brightness Maze bright teachers Maze dull teachers Students’ trust Teachers’ exposure Graph of the moderated relationship 242 Developments in Business Simulation and Experiential Learning, Volume 29, 2002 MEASURING MAZE BRIGHTNESS Maze bright teachers are aware of the informal and subtle cues, patterns, values, risks, influence processes, norms, and priorities that characterize their classroom dynamics. keywords: brightness; business; classroom; course; involvement; learning; maze; power; sense; simulation; students; teachers; trust cache: absel-779.pdf plain text: absel-779.txt item: #2522 of 2743 id: absel-780 author: Gosen, Jerry; Washbush, John title: The Validity Investigation of a Test Assessing Total Enterprise Simulation Learning date: 2014 words: 3244 flesch: 45 summary: THE VALIDITY INVESTIGATION OF A TEST ASSESSING TOTAL ENTERPRISE SIMULATION LEARNING Developments in Business Simulation and Experiential Learning, Volume 29, 2002 THE VALIDITY INVESTIGATION OF A TEST ASSESSING TOTAL ENTERPRISE SIMULATION LEARNING Gosen, Jerry & Washbush, John University of Wisconsin-Whitewater gosenpuj@uww.edu ABSTRACT This paper is the fourth in a series dealing with the construction of a test bank of items designed to assess the degree to which learning takes place from playing a total enterprise simulation. They show that those who reported that they learned the complexity of the game had almost significantly higher learning scores than those who did not, and those 247 mailto:gosenpuj@uww.edu Developments in Business Simulation and Experiential Learning, Volume 29, 2002 who reported that they learned financial analysis had almost significantly higher learning scores than those who did not. keywords: accuracy; forecasting; learning; simulation; study; test; validity cache: absel-780.pdf plain text: absel-780.txt item: #2523 of 2743 id: absel-781 author: Micklich, Douglas L. title: What Makes Strategy Possible: An Illustration Using Paper and Scissors date: 2014 words: 3152 flesch: 53 summary: AN ILLUSTRATION USING PAPER AND SCISSORS Developments in Business Simulation and Experiential Learning, Volume 29, 20002 What Makes Strategy Possible: An Illustration Using Paper and Scissors Douglas L. Micklich Illinois State University ABSTRACT METHODLOGY Abilities and Capabilities; Exercises in experiential learning are designed to help the participant or learner “experience” a concept firsthand. Here, 252 http://www.personal.psu.edu/users/h/x/hxl120/creat.html Developments in Business Simulation and Experiential Learning, Volume 29, 20002 imagination plays a much larger role in that it requires one to begin to apply additional thought processes to the situation. keywords: fold; learning; paper; simulation; strategy; thinking cache: absel-781.pdf plain text: absel-781.txt item: #2524 of 2743 id: absel-782 author: Mundell, Bryan; Silvestri, Giacomo title: Learning Micro-Ob Skills While Making Top Management Decisions in a Multinational Industrial Firm date: 2014 words: 2644 flesch: 32 summary: Participants will play key roles for 45 minutes, after which there will be a brief discussion of typical debrief themes and dynamics, followed by a broader debate about the development of other simulations on similar principles in order to build micro-level skills while students are learning macro-level concepts and problem-solving. 3. Encourage a broader debate about how we can develop other simulations on similar principles in order to build micro-level skills at the same time as students are learning macro-level concepts and problem-solving. keywords: business; learning; level; management; micro; participants; simulation; skills cache: absel-782.pdf plain text: absel-782.txt item: #2525 of 2743 id: absel-783 author: Peach, E. Brian; Platt, Richard G. title: The ABSEL Research Heritage and the BKL: Leveraging Their Value for Future Research date: 2014 words: 3554 flesch: 47 summary: It was found that simulation papers tended to use references more than experiential papers, some authors did not include references with published papers due to page limitations and many authors did not use or include reference lists. The papers cited nine or more times by other papers in the BKL were all simulation papers. keywords: absel; authors; bkl; learning; papers; references; research; simulation cache: absel-783.pdf plain text: absel-783.txt item: #2526 of 2743 id: absel-784 author: Perotti, Victor; Pray, Thomas F. title: New Product Development (NPD) Simulations: Some Challenging Questions and Tough Modeling Issues date: 2014 words: 3742 flesch: 53 summary: Unfortunately, most businesses don’t focus enough on one of today’s key challenges– maintaining a continuous stream of new products. Because the development of new products has many steps and potential pitfalls, successful organizations often adopt a formal process of phases and gates. keywords: breakthrough; business; development; learning; market; process; product; r&d; simulation cache: absel-784.pdf plain text: absel-784.txt item: #2527 of 2743 id: absel-785 author: Schultz, Marian; Schultz, James title: The Biofeedback Stress Test date: 2014 words: 2869 flesch: 45 summary: The ability to interpret a person's skin temperature has become a useful technique in biofeedback stress studies (Roberts, Kewman & MacDonald, 1973). Five previous studies utilized Biodots as a method of assessing skin temperature to measure stress levels. keywords: biodot; biofeedback; body; color; learning; schultz; simulation; stress; temperature cache: absel-785.pdf plain text: absel-785.txt item: #2528 of 2743 id: absel-786 author: Schultz, Marian title: The Power Circle Exercise date: 2014 words: 3589 flesch: 45 summary: Circle B, on the other hand, describes a manager who is currently recognized for his or her expertise and can therefore influence behavior through expert power, minimizing the need to utilize position power. Power Circle A indicates a situation in which the manager must rely almost totally on position power to obtain results; therefore, requests are emphasized by relying upon the authority of the position. keywords: circle; expert; learning; position; power; referent; schultz; simulation cache: absel-786.pdf plain text: absel-786.txt item: #2529 of 2743 id: absel-787 author: Washbush, John; Gosen, Jerry title: Total Enterprise Simulation Learning Compared To Traditional Learning in the Business Policy Course date: 2014 words: 4103 flesch: 46 summary: There was no relationship found be- tween simulation learning and simulation performance or for simulation learning and forecast accuracy. It is also faithful to the charge we made several years ago (Gosen & Washbush, 1999) that there now exist many issues that should be researched to improve the understanding of the impact of teacher behavior on simulation learning. keywords: accuracy; business; course; learning; performance; simulation; test cache: absel-787.pdf plain text: absel-787.txt item: #2530 of 2743 id: absel-788 author: Wolfe, Joseph; Flores, Luis; Ritchie, William J. title: A Business Game Distance Education Application: Learning Outcomes and Experiences date: 2014 words: 8915 flesch: 52 summary: A number of business games have been used in long-term distance education situations. Despite these failures, the success of the Apollo Group's Phoenix University proves profits can be made by online, DE-based universities Because the internet offers great outreach potential, and business schools have been high adopters of computer- driven teaching technologies, it is natural that a number of business games are now played on-line by degree-pursuing students. keywords: administrator; business; course; distance; education; experiential; feedback; firm; game; hisup; learning; losup; performance; players; results; simulation; study; table; teaching; test; university cache: absel-788.pdf plain text: absel-788.txt item: #2531 of 2743 id: absel-789 author: Sauaia, Antonio Carlos Aidar; Castro, Francisco Henrique Figueiredo title: Is Tobin's Q a Good Indicator of a Company's Performance? date: 2014 words: 5617 flesch: 45 summary: Just like in entrepreneurial reality, the hypothesis was proven that companies with a high performance exhibited at the end of ten rounds a higher value for the Tobin’s q than those with a poor performance. A hypothesis will be tested that the “companies with a better performance exhibit a higher Tobin’s q than companies with a poor performance”, in accordance with the parameters of the game in question. keywords: business; companies; company; game; learning; market; performance; simulation; tobin; value; volume cache: absel-789.pdf plain text: absel-789.txt item: #2532 of 2743 id: absel-79 author: Gosenpud, Jerry title: Teaching Sustainability Experientially date: 2012 words: 4211 flesch: 35 summary: Teaching Sustainability Experientially Drawing Upon Experience and Research to Improve Future Communications Improving Assessments of Student Learning Outcomes (SLO) Over Time The Effect of Affective Domain Characteristics on Behavioral or Psychomotor Outcomes Gossip? In An Hour or Less: Getting Closer to Reality into the Classroom Smart Goals: How the Application of SMART Goals can contribute to achievement of Student Learning Outcomes The Use of Data in Live Cases to Encourage Systems Thinking and Integrative Analysis: An Exercise Linking Human Resource Programs and Financial Outcomes in Real Organizations Experiential Education as a Process of Changing Mental Frames by Inducing Insight Learning Process and Content Integration in an Experiential Learning Guided Internship Program Good-bye Discussion Thread: keywords: business; carbon; course; development; exercise; game; learning; simulation; students; sustainability; teaching; vol cache: absel-79.pdf plain text: absel-79.txt item: #2533 of 2743 id: absel-790 author: Goosen, Kenneth R. title: A Critical Examination of the “Experiential” Premise Underlying Business Simulation Usage date: 2014 words: 7377 flesch: 44 summary: Patz in his conclusions section made the following statement: TE simulation learning remains an elusive concept. Furthermore, a core belief is that the experiential learning that takes place can be gauged by the level of simulation performance. keywords: business; business simulation; knowledge; learning; paper; performance; research; simulation; students; use; user cache: absel-790.pdf plain text: absel-790.txt item: #2534 of 2743 id: absel-791 author: Boscia, Marian W.; Mcafee, R. Bruce title: Using a Web Based Tutorial Program to Enhance Student Learning date: 2014 words: 3810 flesch: 48 summary: It is available free over the Internet and allows faculty to enter matching or multiple choice questions to meet specific and unique course objectives. Even medical schools have long considered multiple choice questions a valid and reliable way to access medical knowledge (Norcini et al., 1995; Piepmeiser, 1998). keywords: business; choice; learning; program; questions; simulation; student; tutorial; use cache: absel-791.pdf plain text: absel-791.txt item: #2535 of 2743 id: absel-792 author: Bruce, Michael L. title: Reflecting on Reflection: An Examination of Reflective Learning and Assessing Outcomes date: 2014 words: 4162 flesch: 48 summary: Reflection-in- action differs significantly, however, between HP teams and LP teams as shown in Figure 1. 10 Developments in Business Simulation and Experiential Exercises, Volume 28, 2001 The last hypothesis indicated that HP teams would have different reflection behaviors than LP teams. keywords: action; learning; reflection; simulation; teams; time cache: absel-792.pdf plain text: absel-792.txt item: #2536 of 2743 id: absel-793 author: Burns, Alvin C.; Yu, Hongyan; Veeck, Ann title: Overcoming Obstacles to a Cross-Global Collaborative Classroom date: 2014 words: 4429 flesch: 39 summary: Only recently have Chinese universities allowed relatively unrestricted access to the Internet by Chinese students and faculty; however, Microsoft Office (i.e. Word and PowerPoint ) is widely used by students and faculty members, but pc ownership is almost nonexistent among students. The Chinese students, however, were curious about American versus Chinese students, and it was discussed that the Chinese students would identify possible research topics, perform exploratory and qualitative research using the Blackboard system and American student informants, design a questionnaire that would be completed by American students, and the data file would be sent back. keywords: american; blackboard; business; chinese; course; cross; instructor; internet; learning; research; simulation; students cache: absel-793.pdf plain text: absel-793.txt item: #2537 of 2743 id: absel-794 author: Butler, John K.; Crino, Michael D.; Howard, Barbara J.; Markulis, Peter M.; Strang, Daniel R.; Malik, S. Dolly title: Panel Discussion on Building and Maintaining Trust in the ABSELesque Classroom date: 2014 words: 2100 flesch: 40 summary: Building upward trust can be a win- win process that enhances downward trust as well, because of the reciprocity of trust (Butler, 1983). Thus, upward trust leads to students’ openness and involvement and consequently to their learning. keywords: business; conditions; learning; simulation; students; teacher; trust cache: absel-794.pdf plain text: absel-794.txt item: #2538 of 2743 id: absel-795 author: Cannon, Hugh M.; Yaprak, Attila title: Cosmopolitan-Based Cross National Segmentation in Global Marketing Simulations date: 2014 words: 6817 flesch: 46 summary: Locals value local culture and relationships, while their opposites (globals) tend to eschew local attachments in favor of global culture and connections. When confronted with inconsistencies between local culture and their own cosmopolitan values, they would simply accept the difference. keywords: business; cosmopolitanism; culture; exhibit; game; learning; local; marketing; orientation; research; segment; simulation; strategy; world cache: absel-795.pdf plain text: absel-795.txt item: #2539 of 2743 id: absel-796 author: Chang, Jimmy; Lee, Mary; Ng, Kwan-Lin; Jennings, David title: Strategic Management and the Case Method: Survey and Evaluation in Hong Kong date: 2014 words: 3343 flesch: 45 summary: Lecturers can use case studies in many different ways and they can use their own views and interpretation of strategic management to shape the use of case studies. Taking into account the whole exercise of case studies (analysis, presentation, and discussion), respondents were asked to rate student participation on a five point scale from 1= excellent to 5=poor. keywords: analysis; case; lecturers; management; method; objectives; teaching; undergraduate cache: absel-796.pdf plain text: absel-796.txt item: #2540 of 2743 id: absel-797 author: Chiesl, Newell E. title: Designing Interactive Self-Learning Modules Using Macromedia Director date: 2014 words: 2334 flesch: 42 summary: DESIGNING INTERACTIVE SELF-LEARNING MODULES USING MACROMEDIA DIRECTOR Developments in Business Simulation and Experiential Learning, Volume 28, 2001 DESIGNING INTERACTIVE SELF-LEARNING MODULES USING MACROMEDIA DIRECTOR Newell E. Chiesl, Indiana State University mk1@befac.indstae.edu ABSTRACT This paper describes the use of Macromedia Director 8 Studio, a software program that allows professors to easily develop student interactive learning modules. Macromedia Director Studio provides a software vehicle allowing professors to perform a variety of tasks. keywords: business; cast; director; learning; macromedia; simulation; students; studio cache: absel-797.pdf plain text: absel-797.txt item: #2541 of 2743 id: absel-798 author: Cohn, Richard title: Teaching Financial Markets Using the Wall Street Journal date: 2014 words: 1616 flesch: 41 summary: TEACHING FINANCIAL MARKETS USING THE WALL STREET JOURNAL Developments in Business Simulation and Experiential Learning, Volume 28, 2001 TEACHING FINANCIAL MARKETS USING THE WALL STREET JOURNAL Richard Cohn, University of Hartford Cohn@mail.hartford.edu ABSTRACT This note describes how the Wall Street Journal can be employed as a substitute for a textbook in an M.B.A. course on money and capital markets. The instructor needs to be flexible enough to take advantage of major news stories, as they appear in order to 40 Developments in Business Simulation and Experiential Learning, Volume 28, 2001 introduce and develop substantive concepts. keywords: journal; markets; street; street journal; wall; wall street cache: absel-798.pdf plain text: absel-798.txt item: #2542 of 2743 id: absel-799 author: Drost, Donald; Chaney, John title: Core Course Outcomes Assessment and Program Continuous Improvement Using an Integrative Business Plan - an Empirical Evaluation date: 2014 words: 5041 flesch: 43 summary: This sc core course goals and objectiv 4 – business plan shows co objective, to 1 – business pla objective) used for the studen Outcomes Assessment Commi a sample of business plans e rubric. Each department in the College formed an Outcome Assessment Committee to review a sample of business plans on a quarterly basis. keywords: assessment; business; college; core; course; faculty; information; learning; management; outcomes; plan; students; use cache: absel-799.pdf plain text: absel-799.txt item: #2543 of 2743 id: absel-8 author: Rahn, David title: Managing Human Resources Simulation date: 2013 words: 1153 flesch: 33 summary: Managing Human Resources Simulation David Rahn Chico State University DRahn@csuchico.edu mailto:DRahn@csuchico.edu Table of Contents Volume 40, 2013 Leo Investor SERIOUS PLAY: ON-LINE PEPULATOR SERIOUS PLAY:ON-LINE GAME MANAGE-ART The Game Within the Simulation Game the Research Method Concept and Project With Game Design Implementation Managing Human Resources Simulation Rising Stars: A Study of Creativity as Experiental Learning in County Government The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line Manage-Art Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The Face-In-The-Mirror Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) keywords: business; game; learning; simulation cache: absel-8.pdf plain text: absel-8.txt item: #2544 of 2743 id: absel-80 author: Oppenheimer, Robert J. title: Drawing Upon Experience and Research to Improve Future Communications date: 2012 words: 2273 flesch: 54 summary: A fourth objective is to have them plan what they would do in the future to lessen the probability of their having communication breakdowns. The discussion that fol- lows demonstrates how and why defense provoking re- sponses (being person-oriented, evaluative and global) as well as advising and deflective listening responses are gen- erally associated with communication breakdowns. keywords: assignment; communication; learning; person; students cache: absel-80.pdf plain text: absel-80.txt item: #2545 of 2743 id: absel-800 author: Ettinger, Judith S. title: Using a Mock Trial Activity for Interdisciplinary Learning date: 2014 words: 4433 flesch: 43 summary: Students in one discipline not only interact with students in another or even multiple other disciplines, but they also are exposed to learning that 50 Developments in Business Simulation and Experiential Learning, Volume 28, 2001 pertains to those disciplines. Unlike more traditional classrooms having a focus in predominantly one disciplinary area, courses utilizing this activity encourage cross-disciplinary activity and thinking. keywords: activity; attorney; business; class; courtroom; learning; simulation; students; trial; witness cache: absel-800.pdf plain text: absel-800.txt item: #2546 of 2743 id: absel-801 author: Feinstein, Andrew Hale; Cannon, Hugh M. title: Fidelity, Verifiability, and Validity of Simulation: Constructs for Evaluation date: 2014 words: 8066 flesch: 43 summary: Several authors have argued that simulation validity does not need to be regarded as a dichotomous variable (Stanislaw, 1986, p. 178). Simulation models are typically designed as representations of pre-existing systems or systems that are under consideration. keywords: business; business simulation; developments; evaluation; fidelity; games; learning; model; new; research; simulation; system; training; validation; validity; world cache: absel-801.pdf plain text: absel-801.txt item: #2547 of 2743 id: absel-802 author: Fritzsche, David J.; Achtenhagen, Steven; Lightner, Sharon; Negri, Donald H. title: 2001 International Collegiate Business Strategy Competition: 37 Years of Collegiate Competition date: 2014 words: 1041 flesch: 21 summary: “Student Experiences in the International Collegiate Business Policy Game Competition,” Developments in Business Simulation and Experiential Learning, Volume Twenty Six, 216- 217. 2001 INTERNATIONAL COLLEGIATE BUSINESS STRATEGY COMPETITION: 37 YEARS OF COLLEGIATE COMPETITION Developments in Business Simulation and Experiential Learning, Volume 28, 2001 2001 International Collegiate Business Strategy Competition: 37 Years of Collegiate Competition David J. Fritzsche, Penn State Great Valley djf7@psu.edu Steven keywords: business; competition; learning; simulation; state cache: absel-802.pdf plain text: absel-802.txt item: #2548 of 2743 id: absel-803 author: Gentry, James W.; Burns, Alvin C.; Putrevu, Sanjay; Hongyan, Yu; Williams, Laura A.; Bare, Thomas; Gentry, Ruth Ann title: Motivating Students: An Initial Attempt to Operationalize the Curiosity Gap Model date: 2014 words: 4587 flesch: 43 summary: Given that most classes have students with curiosity gaps of both extremes, instructors may need to increase and decrease gaps simultaneously. Similarly, when discussing the more specific experiential learning context, Yakonich, Cannon, and Ternan (1997, p. 330) noted, Not withstanding the general recognition that simulations increase student motivation, there is little discussion of how this might take place. keywords: class; confidence; curiosity; gap; high; importance; knowledge; learning; performance; simulation; students cache: absel-803.pdf plain text: absel-803.txt item: #2549 of 2743 id: absel-804 author: Gold, Steven C. title: E-Learning: The Next Wave of Experiential Learning date: 2014 words: 2539 flesch: 37 summary: THE NEXT WAVE OF EXPERIENTIAL LEARNING Developments in Business Simulation and Experiential Learning, Volume 28, 2001 E-LEARNING: 76 Developments in Business Simulation and Experiential Learning, Volume 28, 2001 FIGURE 2 Distance Learning Courses Take Off, Fueled by Internet Growth 0 0.5 1 1.5 2 2.5 1998 1999 2000 2001 2002 M ill io ns o f S tu de nt s Source: IDC report, Online Distance Learning in Higher Education, 1998-2002 keywords: applications; business; education; experiential; growth; internet; learning; simulation; training cache: absel-804.pdf plain text: absel-804.txt item: #2550 of 2743 id: absel-805 author: Goosen, Kenneth R.; Mauri, Alfredo; Ritchie, William J.; Wolfe, Joseph title: Helping New Game Adopters: Four Perspectives date: 2014 words: 11544 flesch: 55 summary: This experience had a negative effect on my overall impression of simulation games in subsequent years. A NEW GAME- STER, NEW GAME USER My first exposure to business simulation games took place in 1990-1991 while I was a student in an international management class in an MBA program. keywords: administrator; business; business game; business simulation; class; decisions; experience; game; gbg; learning; making; manual; problems; simulation; software; students; teams; time; user cache: absel-805.pdf plain text: absel-805.txt item: #2551 of 2743 id: absel-806 author: Gosen, Jerry; Washbush, John title: Test Assessing Total Enterprise Simulation Learning date: 2014 words: 3173 flesch: 48 summary: One study in which learning measures have emerged from specific learning goals was 92 Developments in Business Simulation and Experiential Learning, Volume 28, 2001 performed by Wolfe (1976). AN INITIAL VALIDITY INVESTIGATION OF A TEST ASSESSING TOTAL ENTERPRISE SIMULATION LEARNING Developments in Business Simulation and Experiential Learning, Volume 28, 2001 AN INITIAL VALIDITY INVESTIGATION OF A TEST ASSESSING TOTAL ENTERPRISE SIMULATION LEARNING Jerry Gosen , University of Wisconsin -Whitewater John Washbush, University of Wisconsin -Whitewater ABSTRACT This paper is the third in a series dealing with the con- struction of a test bank of items designed to assess the de- gree to which learning takes place from playing a total en- terprise simulation. keywords: business; developments; forecasting; learning; simulation; study; test; validity cache: absel-806.pdf plain text: absel-806.txt item: #2552 of 2743 id: absel-807 author: Halpin, Annette L.; Palia, Aspy P.; Whiteley, T. Rick; Keen, Thomas R. title: Administering a Marketing Simulation - Common and Varied Practices among Instructors date: 2014 words: 1202 flesch: 28 summary: ADMINISTERING A MARKETING SIMULATION-COMMON AND VARIED PRACTICES AMONG INSTRUCTORS Developments in Business Simulation and Experiential Learning, Volume 28, 2001 ADMINISTERING A MARKETING SIMULATION - COMMON AND VARIED PRACTICES AMONG INSTRUCTORS 96 Developments in Business Simulation and Experiential Learning, Volume 28, 2001 4) Administration Issues. keywords: business; discussion; learning; marketing; simulation cache: absel-807.pdf plain text: absel-807.txt item: #2553 of 2743 id: absel-808 author: Hoh, Andrew K.; Wingender, John R. title: Issues in Case Method Instruction: Class Discussion Leadership date: 2014 words: 3507 flesch: 52 summary: The instructor must also control the process of case discussion in class and in this effort the students must join in collaboration with the instructor. As the facilitator of case discussion, Christensen (1991b) points out that the instructor faces many subtle issues. keywords: business; case; class; discussion; instructor; method; questions; simulation; students cache: absel-808.pdf plain text: absel-808.txt item: #2554 of 2743 id: absel-809 author: Hornaday, Robert W. title: Sex Composition, Cohesion, Consensus, Potency and Performance of Simulation Teams date: 2014 words: 3802 flesch: 50 summary: They found positive correlations between team performance and team cohesion and potency. As the simulation progressed, the correlation between team performance and the Morale and Potency Scales was positive and became stronger. keywords: business; cohesion; composition; decision; group; performance; potency; sex; simulation; team cache: absel-809.pdf plain text: absel-809.txt item: #2555 of 2743 id: absel-81 author: Hornyak, Martin J.; Lawlor, K. Blaine; Snyder, Stephen J. title: Improving Assessments of Student Learning Outcomes (SLO) Over Time date: 2012 words: 4521 flesch: 41 summary: Improving Assessments of Student Learning Outcomes (SLO) Over Time Page 157 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 ABSTRACT Looking back at your college’s Teaching Sustainability Experientially Drawing Upon Experience and Research to Improve Future Communications Improving Assessments of Student Learning Outcomes (SLO) Over Time The Effect of Affective Domain Characteristics on Behavioral or Psychomotor Outcomes Gossip? keywords: business; case; communication; course; instructors; learning; simulation; slo; student; thinking cache: absel-81.pdf plain text: absel-81.txt item: #2556 of 2743 id: absel-810 author: Hornyak, Martin J.; Blass, Fred R.; Holt, Eric S. title: Integrating Management Curriculum: Linking Courses with Frontpage date: 2014 words: 3933 flesch: 42 summary: Strategy course students are tasked to tie together various elements of the management curriculum into a small business plan. Student businesses included: a NASBAR (a sports bar leveraging the NASCAR craze), a resort golf course (using “trademark” holes from around the world); a light saber (capitalizing on the Star Wars/Phantom Menace rage); a computer services company (offering hardware/software consulting services); and a job search service (matching college students and potential employers). keywords: business; courses; curriculum; frontpage; integration; learning; management; marketing; plan; simulation; students; web cache: absel-810.pdf plain text: absel-810.txt item: #2557 of 2743 id: absel-811 author: Howard, Barbara J.; Strang, Daniel R. title: ABSEL: The Way We Talk! date: 2014 words: 4921 flesch: 49 summary: Developments in Business Simulation and Experiential Learning, Volume 28, 2001 ABSEL: THE WAY WE TALK! The uses of this type of content analysis include; to describe trends in communication, to trace the development of scholarship, and to reveal the focus of attention (Krippendorff, 1980). 111 Developments in Business Simulation and Experiential Learning, Volume 28, 2001 keywords: absel; analysis; authors; business; content; contributions; developments; exercises; john; learning; research; simulation cache: absel-811.pdf plain text: absel-811.txt item: #2558 of 2743 id: absel-812 author: Jennings, David title: Teaching Strategic Management: A Case Study in the Diffusion of Innovation in Education date: 2014 words: 3581 flesch: 32 summary: Tutorial activity centred upon papers presented by individual students, addressing the academic literature and including the consideration of case situations. While Alexander, O'Neill, Snyder and Townsend's study of US BP / SM strategy professors (1986) finds class participation to be the most common means for evaluating student performance with over 94% of respondents using evaluations based upon class participation, within UK higher education such assessment, other than for formal presentations by students, appears to be little used. keywords: assessment; class; discussion; innovation; learning; method; new; students; teaching cache: absel-812.pdf plain text: absel-812.txt item: #2559 of 2743 id: absel-813 author: Jordan, David A. title: A Demonstration of BusSim Strategy A Total Enterprise Simulation date: 2014 words: 1465 flesch: 36 summary: To Illustrate Conflicting Economic And Cultural Models Different Perceptions Of The Same Thing: An Experiential Exercise Current Use Of Agribusiness Simulation Games: Survey Results Of University Agribusiness And Agricultural Economics Programs Team Building 101 For Accountants An Online Evaluation Of The Compete Online Decision Entry System (Codes) Total Enterprise Simulation Winners And Losers: A Preliminary Study Gilding The Lily, Enhancing The Pedagogical Experience, Or Fixing What Isn™t Broke: A DEMONSTRATION OF BUSSIM STRATEGY – A TOTAL ENTERPRISE SIMULATION Developments in Business Simulation and Experiential Learning, Volume 28, 2001 keywords: business; decision; level; making; simulation; strategy cache: absel-813.pdf plain text: absel-813.txt item: #2560 of 2743 id: absel-814 author: Kelley, Lane; Bailey, Elaine K.; Brice, William David title: Teaching Methods: Etic or Emic date: 2014 words: 2464 flesch: 36 summary: Both groups chose active learning methods for developing interpersonal skills, and both chose group methods as the favored technique. TEACHING METHODS:ETIC OR EMIC Developments in Business Simulation and Experiential Learning, Volume 28, 2001 TEACHING METHODS: ETIC OR EMIC Lane Kelley, University of Hawaii Kelley@cba.hawaii.edu keywords: business; groups; learning; methods; simulation; students; teacher; teaching cache: absel-814.pdf plain text: absel-814.txt item: #2561 of 2743 id: absel-815 author: Kickul, Gerard title: Antecedents of Work Team Performance in a Business Simulation: Personality and Group Interaction date: 2014 words: 6560 flesch: 42 summary: Considering the various input factors, group processes and company performance decisions resulted in an overall research question for this study: What is the relationship between personality and group performance as affected through various group interactions and processes? Using Hackman's Input-Process-Output (IPO) model, this study investigated the theoretical relationship between individual personality factors and group performance as they are mediated by various group process variables. keywords: business; group; group process; performance; personality; process; relationship; simulation; study; team; variable cache: absel-815.pdf plain text: absel-815.txt item: #2562 of 2743 id: absel-816 author: Maddox, E. Nick; Forte, Monique title: Upon Their Craft: A Qualitative Research Report date: 2014 words: 3400 flesch: 37 summary: These results indicate agreement that experiential learning methods require not only the commitment of more time and energy than traditional pedagogies, but also departure from the normative instructor-controlled learning environment. As such, the results offer insight into the thinking and perspectives of an experienced group of experiential learning educators. BACKGROUND AND OVERVIEW OF CURRENT RESEARCH keywords: business; educators; learners; learning; methods; research; simulation; themes cache: absel-816.pdf plain text: absel-816.txt item: #2563 of 2743 id: absel-817 author: Markulis, Peter M.; Strang, Daniel R. title: Strategic Sensemaking in Organizations: Model Formulation and Operationalization date: 2014 words: 4626 flesch: 46 summary: STRATEGIC SENSEMAKING IN ORGANIZATIONS: MODEL FORMULATION AND OPERATIONALIZATION Developments in Business Simulation and Experiential Learning, Volume 28, 2001 STRATEGIC SENSEMAKING IN ORGANIZATIONS: 142 Developments in Business Simulation and Experiential Learning, Volume 28, 2001 Sensemaking is a bi-variate factor, which subsumes or accounts for the cognition-action process in decision- making. keywords: authors; business; developments; learning; performance; scanning; sensemaking; simulation; students; team cache: absel-817.pdf plain text: absel-817.txt item: #2564 of 2743 id: absel-818 author: Micklich, Douglas L.; Platt, Richard G.; Vik, Gretchen title: Panel Discussion: A Model for Initiative Development: Discussion and Ideas of Individual Spirit Harmonic date: 2014 words: 1386 flesch: 20 summary: A MODEL FOR INITIATIVE DEVELOPMENT: DISCUSSION AND IDEAS OF INDIVIDUAL SPIRITY HARMONICS Developments in Business Simulation and Experiential Learning, Volume 28, 2001 Panel Discussion: A Model for Initiative Development: Discussion and Ideas of Individual Spirit Harmonics Panel Discussants: Douglas L. Micklich, Illinois State University dlmickl@ilstu.edu Richard G. Platt, University of West Florida rplatt@uwf.edu 150 Developments in Business Simulation and Experiential Learning, Volume 28, 2001 keywords: discussion; individual; initiative; learning; simulation; values cache: absel-818.pdf plain text: absel-818.txt item: #2565 of 2743 id: absel-819 author: Morse, Kenneth O. title: Assessing the Efficacy of Experiential Learning in a Multicultural Environment date: 2014 words: 5310 flesch: 37 summary: Based on this test, some discussion of the apparent effectiveness of experiential learning exercises in a multicultural environment is offered, suggesting some caution may be advised in the extensive use of experiential learning exercises in the multicultural undergraduate context. Given the extensive treatment of both the value and the process of experiential learning exercises in the development of a foundation for future learning, and by intimation for the development of the individual’s decision making processes, the following question was developed. keywords: culture; data; exercise; group; increase; learning; new; performance; result; simulation; test cache: absel-819.pdf plain text: absel-819.txt item: #2566 of 2743 id: absel-82 author: Micklich, Douglas L. title: The Effect of Affective Domain Characteristics on Behavioral or Psychomotor Outcomes date: 2012 words: 5497 flesch: 41 summary: Therefore it is further hypothesized that; 1) that the stronger the relation- ship between affective variables and behavioral variables, the greater the degree of whole person learning takes place, 2) the strongest relationship should exist amongst all the variables. It is therefore further hypothesized that the strong- er the relationship between affective variables and behav- ioral, the greater the degree of whole person learning will take place. keywords: affective; behavioral; cognitive; domain; emotions; learning; person; psychomotor; variable cache: absel-82.pdf plain text: absel-82.txt item: #2567 of 2743 id: absel-820 author: Moschella, Paul; Morgan, Sandra W. title: Are Business Schools Producing 21st Century Managers? date: 2014 words: 953 flesch: 30 summary: To Illustrate Conflicting Economic And Cultural Models Different Perceptions Of The Same Thing: An Experiential Exercise Current Use Of Agribusiness Simulation Games: Survey Results Of University Agribusiness And Agricultural Economics Programs Team Building 101 For Accountants An Online Evaluation Of The Compete Online Decision Entry System (Codes) Total Enterprise Simulation Winners And Losers: A Preliminary Study Gilding The Lily, Enhancing The Pedagogical Experience, Or Fixing What Isn™t Broke: ARE BUSINESS SCHOOLS PRODUCING 21ST CENTURY MANAGERS Developments in Business Simulation and Experiential Learning, Volume 28, 2001 ARE BUSINESS SCHOOLS PRODUCING 21ST CENTURY MANAGERS? keywords: business; century; learning; schools; simulation cache: absel-820.pdf plain text: absel-820.txt item: #2568 of 2743 id: absel-821 author: Mueller, Carolyn B.; Van Deusen, Cheryl A.; Glover, W. Gerald; Avegalio, Papalii Failautusi; Friedman, Harris title: Blue Horizon Cruises: An International Simulation Exercise to Illustrate Conflicting Economic and Cultural Models date: 2014 words: 2956 flesch: 39 summary: The preferred approach is to reconcile the seemingly opposing cultural and economic values to create a new cultural design (operating guidelines) for Blue Horizon Cruises that will build on the strengths of the old stakeholder values and practices, while also minimizing the weaknesses of each. Producing 21st Century Managers? Blue Horizon Cruises: An International Simulation Exercise keywords: business; cruises; development; government; horizon; learning; models; simulation; values; village cache: absel-821.pdf plain text: absel-821.txt item: #2569 of 2743 id: absel-822 author: Oppenheimer, Robert J. title: Different Perceptions of the Same Thing: An Experiential Exercise date: 2014 words: 1634 flesch: 49 summary: DIFFERENT PERCEPTIONS OF THE SAME THING: AN EXPERIENTIAL EXERCISE Developments in Business Simulation and Experiential Learning, Volume 28, 2001 DIFFERENT PERCEPTIONS OF THE SAME THING: AN EXPERIENTIAL EXERCISE Robert J. Oppenheimer, Ph.D, Concordia University roberto@vax2.concordia.ca The 165 Developments in Business Simulation and Experiential Learning, Volume 28, 2001 Agrading@ for the ads is shown as exhibit 3 and would be the following. keywords: class; simulation; students; transparency cache: absel-822.pdf plain text: absel-822.txt item: #2570 of 2743 id: absel-823 author: O'Rourke, Patrick D.; Page, Diana; Donelan, Joseph G. title: Current Use of Agribusiness Simulation Games: Survey Results of University Agribusiness and Agricultural Economics Programs date: 2014 words: 3805 flesch: 32 summary: Out of the 88 responses, 54 responded as current business simulation users, and 34 responded as not currently using business simulations. This is the first known survey of those programs concerning the use of business simulations. keywords: agribusiness; business; economics; farm; management; programs; respondents; simulations; table cache: absel-823.pdf plain text: absel-823.txt item: #2571 of 2743 id: absel-824 author: Page, Diana; Donelan, Joseph G. title: Team Building 101 for Accountants date: 2014 words: 7528 flesch: 50 summary: Team members who prefer task roles may have little patience with the relationship roles, and those who prefer relationship roles may be offended by the seemingly abrupt manner of team members displaying task oriented behaviors. The processes include (1) define the task, (2) create a psychological contract, (3) establish appropriate team membership, (4) establish team member roles, (5) meet with team members, (6) manage team development stages, (7) create positive interdependence, and (8) hold individual team members accountable. keywords: accounting; business; group; instructor; learning; members; project; roles; simulation; skills; students; team; team members; teamwork; work cache: absel-824.pdf plain text: absel-824.txt item: #2572 of 2743 id: absel-825 author: Palia, Aspy P.; Mak, Wai Keong title: An Online Evaluation of the Compete Online Decision Entry System (CODES) date: 2014 words: 3140 flesch: 48 summary: AN ONLINE EVALUATION OF THE COMPETE ONLINE DECISION ENTRY SYSTEM (CODES) Developments in Business Simulation and Experiential Learning, Volume 28, 2001 AN ONLINE EVALUATION OF THE COMPETE ONLINE DECISION ENTRY SYSTEM (CODES) Learning serves an adaptive function; its role is to help the individual operate within his or her personal 188 Developments in Business Simulation and Experiential Learning, Volume 28, 2001 world; thus learning is not the storage of “truths,” but of useful personal knowledge. keywords: codes; decision; entry; knowledge; learning; output; results; simulation; web cache: absel-825.pdf plain text: absel-825.txt item: #2573 of 2743 id: absel-826 author: Patz, Alan L. title: Total Enterprise Simulation Winners and Losers: A Preliminary Study date: 2014 words: 2477 flesch: 51 summary: Compared to last place teams in a TE competition, first place teams do not price significantly above industry average prices. Compared to last place teams in a TE competition, first place teams will have sufficient production capacity, compared with industry averages, to meet market demand. keywords: business; industry; learning; place; results; simulation; teams cache: absel-826.pdf plain text: absel-826.txt item: #2574 of 2743 id: absel-827 author: Peach, E. Brian; Platt, Richard G. title: Gilding the Lily, Enhancing the Pedagogical Experience, or Fixing What Isn’t Broke: The Dilemma of New Simulation Versions date: 2014 words: 3897 flesch: 46 summary: Faria (1989) estimated that more than 5,000 U.S. companies use business simulations in corporate training and development programs. The BSG is a Total Enterprise Simulation that incorporates the major variables identified by Keys & Biggs (1990) for such simulations, such as marketing, production and finance variables. keywords: business; faria; game; learning; marketing; simulation; students; versions cache: absel-827.pdf plain text: absel-827.txt item: #2575 of 2743 id: absel-828 author: Platt, Richard G.; Peach, E. Brian title: The ABSEL Endnote Database: The Perfect Tool for the Bernie Keys Library date: 2014 words: 2896 flesch: 43 summary: However, Sally is sure that there is additional research published on the use of simulations in marketing, because when she printed the ABSEL articles from the BKL she found numerous citations of other works by ABSEL researchers and others. However, by its very size, the BKL does not facilitate dissemination of ABSEL research to persons who do not know ABSEL exists. keywords: absel; aed; bkl; endnote; reference; research; simulation cache: absel-828.pdf plain text: absel-828.txt item: #2576 of 2743 id: absel-829 author: Roberto, Michael A. title: Decision-Making Exercises (A), (B), and (C): Examining the Role of Conflict in Group Decision-Making date: 2014 words: 2108 flesch: 37 summary: DECISION-MAKING EXERCISES (A), (B), AND (C): EXAMINING THE ROLE OF CONFLICT IN GROUP DECISION-MAKING Developments in Business Simulation and Experiential Learning, Volume 28, 2001 Decision-Making Exercises (A), (B), and (C): On the other hand, attempts to increase 204 Developments in Business Simulation and Experiential Learning, Volume 28, 2001 discussion, disagreement, and debate over issues often lead to interpersonal friction and personality clashes, which scholars call affective conflict. keywords: conflict; decision; group; making; method; students cache: absel-829.pdf plain text: absel-829.txt item: #2577 of 2743 id: absel-83 author: Markulis, Peter M.; Strang, Daniel R.; Boscia, Marian W. title: Gossip? No, Not Me! An Experiential Exercise date: 2012 words: 4387 flesch: 61 summary: Using the so- cial dependency theory as a basis for gossip shows that gossip fulfills needs in both the one providing the gossip and the one receiving the gossip. An Experiential Exercise Page 180 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 ABSTRACT This paper presents an experiential exercise on the topic of gossip. keywords: business; exercise; gossip; learning; lecture; student; teacher cache: absel-83.pdf plain text: absel-83.txt item: #2578 of 2743 id: absel-830 author: Roberto, Michael A. title: Group Decision Simulation (A)-(F): Examining Procedural Justice in Group Decision-Making Processes date: 2014 words: 2102 flesch: 37 summary: GROUP DECISION SIMULATION (A)-(F): EXAMINING PROCEDURAL JUSTICE IN GROUP DECISION-MAKING PROCESS Developments in Business Simulation and Experiential Learning, Volume 28, 2001 Group Decision Simulation (A)-(F): 207 Developments in Business Simulation and Experiential Learning, Volume 28, 2001 Second, the students evaluate the processes they used by responding electronically to a survey via the Internet. keywords: decision; group; leader; making; process; simulation cache: absel-830.pdf plain text: absel-830.txt item: #2579 of 2743 id: absel-831 author: Sauaia, Antonio Carlos Aidar title: Evaluation of Performance in Business Games: Financial and Non Financial Approaches date: 2014 words: 3952 flesch: 42 summary: To these financial ones are added operational measures that quantify the customer's satisfaction, the internal procedures and the innovation activities and improvement of the organization – operational measures that represent vectors of future financial performance. BSC – BALANCED SCORECARD The BSC - Balanced Scoreboard proposed by Kaplan and Norton (1992) has been tested in many real world companies and encompasses financial measures that show the result of actions already adopted. keywords: business; company; evaluation; learning; market; measures; performance; share; simulation; value cache: absel-831.pdf plain text: absel-831.txt item: #2580 of 2743 id: absel-832 author: Schumann, Paul L.; Anderson, Philip H.; Scott, Timothy W.; Lawton, Leigh title: A Framework for Evaluating Simulations as Educational Tools date: 2014 words: 5191 flesch: 42 summary: And as Keys and Wolfe stated in their review of simulation research, “… Many of the claims and counterclaims for the teaching power of business games rest on anecdotal material or inadequate or poorly implemented research designs. Research on the Learning Effectiveness of Business Simulation Games: A Review of the State of the Art. keywords: business; control; course; group; kirkpatrick; knowledge; learning; research; simulation; skills cache: absel-832.pdf plain text: absel-832.txt item: #2581 of 2743 id: absel-833 author: Schwartz, Robert G.; Teach, Richard D. title: Congruence II: A Strategic Business Board Game date: 2014 words: 3262 flesch: 44 summary: Thus, teaching game players that working together, as a congruent team with congruent organizational goals is a performance-enhancing outcome. CONGRUENCE IITM: A STRATEGIC BUSINESS BOARD GAME Developments in Business Simulation and Experiential Learning, Volume 28, 2001 CONGRUENCE IITM: A STRATEGIC BUSINESS BOARD GAME Robert G. Schwartz, Mercer University Richard D. Teach, Georgia Institute of Technology ABSTRACT At the 1999 annual ISAGA meeting the authors introduced the original CongruenceTM game. keywords: board; business; congruence; firm; game; player; simulation; strategies; team cache: absel-833.pdf plain text: absel-833.txt item: #2582 of 2743 id: absel-834 author: Thavikulwat, Precha title: The Tournament Concept: Extending the Idea of Using Simulations as Instruments of Assessment date: 2014 words: 6419 flesch: 50 summary: Results of multiple regressions of stock purchases by participants with respect to company earnings in the three events of the immediately preceding phase are given in Table 3. In sum, the game ran for many more decision cycles each of which required a higher intensity of effort than is generally practiced with total enterprise simulations. keywords: business; companies; enterprise; events; gaming; learning; participants; performance; phase; scores; simulation; tournament cache: absel-834.pdf plain text: absel-834.txt item: #2583 of 2743 id: absel-835 author: Vargas-Hernandez, Jose G. title: The Economic and Political Transition of the Mexican State in the Threshold of Twenty First Century: From the Entrepreneurial State to the State of Entrepreneurs. date: 2014 words: 884 flesch: 5 summary: To Illustrate Conflicting Economic And Cultural Models Different Perceptions Of The Same Thing: An Experiential Exercise Current Use Of Agribusiness Simulation Games: Survey Results Of University Agribusiness And Agricultural Economics Programs Team Building 101 For Accountants An Online Evaluation Of The Compete Online Decision Entry System (Codes) Total Enterprise Simulation Winners And Losers: A Preliminary Study Gilding The Lily, Enhancing The Pedagogical Experience, Or Fixing What Isn™t Broke: THE ECONOMIC AND POLITICAL TRANSITION OF THE MEXICAN STATE IN THE THRESHOLD OF TWENTY FIRST CENTURY: FROM THE ENTREPRENEURI... Developments in Business Simulation and Experiential Learning, Volume 28, 2001 THE ECONOMIC AND POLITICAL TRANSITION OF THE MEXICAN STATE IN THE THRESHOLD OF TWENTY FIRST CENTURY: FROM THE ENTREPRENEURIAL STATE TO THE STATE OF ENTREPRENEURS. keywords: business; learning; simulation; state; transition cache: absel-835.pdf plain text: absel-835.txt item: #2584 of 2743 id: absel-836 author: Vik, Gretchen N.; Doran, Martha title: Experiential Learning for Accountants: The Not For Profit Project date: 2014 words: 2898 flesch: 37 summary: Using assignments that include narrative and budgets, flowcharts, and accounting formats begins to give accounting students a simulation of writing skills required in their future careers. A thorough overview of service learning; includes sections on Definition and Criteria (best practices), Research on the Effects of Service Learning, Reflection, Assessment and Evaluation, Publishing Opportunities, Resources in Service Learning, Service Learning in the CSU, Risk Management. keywords: accounting; business; learning; organization; profit; project; service; simulation; students cache: absel-836.pdf plain text: absel-836.txt item: #2585 of 2743 id: absel-837 author: Wellington, William J.; Faria, A. J. title: An Investigation of the Environmental Awareness Attained in a Simple Business Simulation Game date: 2014 words: 3794 flesch: 34 summary: AN INVESTIGATION OF THE ENVIRONMENTAL AWARENESS ATTAINED IN A SIMPLE BUSINESS SIMULATION GAME Developments in Business Simulation and Experiential Learning, Volume 28, 2001 AN INVESTIGATION OF THE ENVIRONMENTAL AWARENESS ATTAINED IN A SIMPLE BUSINESS SIMULATION GAME William Wellington, University of Windsor R87@UWINDSOR.CA A. J. Faria, University of Windsor AD9@UWINDSOR.CA ABSTRACT Past research examining participant adaptability to game parameters in computerized business simulation games has examined the degree to which game participants understand the environment into which they are placed. Overwhelmingly, 239 Developments in Business Simulation and Experiential Learning, Volume 28, 2001 the real companies outperformed the random strategy companies. keywords: business; index; learning; material; mean; period; simulation; volume cache: absel-837.pdf plain text: absel-837.txt item: #2586 of 2743 id: absel-838 author: Zahrly, Jan title: A Daily Exercise In Theory Application: Is This Why I Had To Take Marketing, Management, Finance …? date: 2014 words: 3245 flesch: 49 summary: Students enjoy more in-depth discussions of current events and I allow this when students can see the practical value of the theory applications. Students will often determine the order of reporting – some classes insist the “turn” move around the room from one student to the next one beside him, other classes urge students who rarely participate to go first, other classes want a random order. keywords: application; article; business; class; exercise; students; theory cache: absel-838.pdf plain text: absel-838.txt item: #2587 of 2743 id: absel-839 author: Dickinson, John R. title: An Alternative View to Scoring Selected Simulation Games and Experiential Exercises date: 2014 words: 4275 flesch: 41 summary: AN ALTERNATIVE VIEW TO SCORING SELECTED SIMULATION GAMES AND EXPERIENTIAL EXERCISES Developments in Business Simulation and Experiential Learning, Volume 28, 2001 253 AN ALTERNATIVE VIEW TO SCORING SELECTED SIMULATION GAMES AND EXPERIENTIAL EXERCISES John R. Dickinson, University of Windsor bjd@uwindsor.ca ABSTRACT Evaluating performance of participants in simulation games and experiential exercises is an ubiquitous need. Developments in Business Simulation and Experiential Learning, Volume 28, 2001 WHY? keywords: business; company; competition; games; learning; matrix; performance; period; simulation; thurstone cache: absel-839.pdf plain text: absel-839.txt item: #2588 of 2743 id: absel-84 author: Nichols, Charles A. title: Student Advisement Using Gantt Charts: An Experiential Exercise In Management Theory date: 2012 words: 3255 flesch: 59 summary: An Experiential Exercise Student Advisement Using Gantt Charts: An Experiential Exercise in Management Theory Practicing Teachers as Digital Game Creators: A Study of the Design Considerations Designing and Solving Crossword Puzzles: Examining Efficacy in a Classroom Exercise Difficult Times Call for Innovative Measures: Microfinance as Experiential Learning in Higher Education Catalysts, Client Services, and Community Change: EXPLANATION OF EXERCISE TO CLASS I explain the exercise to my class as follows: “Welcome to Self-Advisement 101, using Gantt Charts. keywords: advisement; business; chart; exercise; gantt; hours; hrs; learning; simulation; students cache: absel-84.pdf plain text: absel-84.txt item: #2589 of 2743 id: absel-85 author: Li, Qing; Nathoo, Shahista; Vandermeiden, Elise; Lemieux, Collette title: Practicing Teachers as Digital Game Creators: A Study of the Design Considerations date: 2012 words: 12252 flesch: 47 summary: ABSTRACT This research intends to explore practicing teachers’ experiences with game design and development. This research, therefore, explores practicing teachers’ thinking and experiences with game design and development in the emergent participatory culture, grounded in enactivism. keywords: design; design documents; digital; documents; educational; game; game design; knowledge; learning; objectives; play; practicing; research; simulation; skills; students; subject; teachers; technology cache: absel-85.pdf plain text: absel-85.txt item: #2590 of 2743 id: absel-86 author: Jaramillo, Carlos Mario Zapata; Losada, Bell Manrique; Fekula, Michael J. title: Designing and Solving Crossword Puzzles: Examining Efficacy in a Classroom Exercise date: 2012 words: 5617 flesch: 56 summary: This paper examines both the creation and solution of crossword puzzles by students. One technique is to use crossword puzzles which can be tailored to the particular concepts of interest. keywords: classroom; crossword; exercise; experience; game; learning; process; puzzles; students; teaching; terms; use cache: absel-86.pdf plain text: absel-86.txt item: #2591 of 2743 id: absel-860 author: Mueller, Carolyn B.; Van Deusen, Cheryl A.; Glover, W. Gerald title: Internet International: A Simulation Exercise for Understanding Technological Innovation and Customer Service in a Rapidly Growing Internet Server Company, date: 2014 words: 1600 flesch: 20 summary: INTERNET INTERNATIONAL© A SIMULATION EXERCISE FOR UNDERSTANDING TECHNOLOGICAL INNOVATION & CUSTOMER SERVICE IN A RAPIDLY GR... Developments in Business Simulation & Experiential Learning, Volume 27, 2000 1 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 Step One Participants are introduced to the company, Internet International (II), a large U.S.-based international firm that specializes in providing computer user access to the internet. keywords: exercise; international; internet; learning; service; simulation cache: absel-860.pdf plain text: absel-860.txt item: #2592 of 2743 id: absel-861 author: Washbush, John B.; Gosen, Jerry title: Simulations and Learning: Dialog and Directions date: 2014 words: 1497 flesch: 26 summary: DIALOG AND DIRECTIONS Developments in Business Simulation & Experiential Learning, Volume 27, 2000 SIMULATIONS AND LEARNING: DIALOG AND DIRECTIONS John B. Washbush, University of Wisconsin-Whitewater Jerry Gosen, University of Wisconsin-Whitewater The hypothesis is that players will learn more faced with some assessment methods and less with 3 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 others. keywords: business; game; learning; performance; research; simulation cache: absel-861.pdf plain text: absel-861.txt item: #2593 of 2743 id: absel-862 author: Ettinger, Judith S. title: Endnote Activity: A Tool for Integration of Course Content and Communication Skill Practice date: 2014 words: 3218 flesch: 38 summary: As a way of encouraging cross-disciplinary reading where appropriate, students can be expected to bring in a certain number of Endnote articles from disciplines that differ from that of the class or their major. The Endnote Activity is designed to enhance communication skills as well as relate course reading with materials students select on their own outside of the classroom, even extending to the possibility of integrating cross-disciplinary contributions. keywords: activity; article; class; classroom; course; endnote; learning; students cache: absel-862.pdf plain text: absel-862.txt item: #2594 of 2743 id: absel-863 author: Heimann, Beverly A.; Pittenger, Khushwant K. S. title: Incorporating Video as a Teaching Strategy in Interpersonal Communication date: 2014 words: 2099 flesch: 35 summary: INCORPORATING VIDEO AS A TEACHING STRATEGY IN INTERPERSONAL COMMUNICATION Developments in Business Simulation & Experiential Learning, Volume 27, 2000 INCORPORATING VIDEO AS A TEACHING STRATEGY IN INTERPERSONAL COMMUNICATION Beverly A. Heimann, Ph. D., Ashland University Khushwant K. S. Pittenger, Ph.D., Ashland University ABSTRACT The use of video clips as a teaching tool in courses has increased in recent years. Given these advantages, it perhaps is not surprising that teachers have been found to have positive attitudes toward the value of 11 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 videos as a teaching medium (Warren, 1991) and students have evaluated their use favorably (Hannah, 1995). keywords: business; communication; learning; simulation; students; teaching; use; video cache: absel-863.pdf plain text: absel-863.txt item: #2595 of 2743 id: absel-864 author: Forte, Monique; Maddox, E. Nick; Boozer, Robert W. title: Vision Quest: An Alternative Approach to Industry Analysis for MBA Courses in Strategic date: 2014 words: 3602 flesch: 40 summary: AN ALTERNATIVE APPROACH TO INDUSTRY ANALYSIS FOR MBA COURSES IN STRATEGIC MANAGEMENT Developments in Business Simulation and Experiential Learning, Volume 27, 2000 VISION QUEST: AN ALTERNATIVE APPROACH TO INDUSTRY ANALYSIS FOR MBA COURSES IN STRATEGIC MANAGEMENT Monique Forte, Stetson University Nick Maddox, Stetson University Robert Boozer, Stetson University ABSTRACT This session explores the conceptual development and successful implementation of an alternative approach to industry analysis in the graduate-level strategic management course. keywords: business; course; future; industries; industry; learners; learning; management; project; simulation; vision cache: absel-864.pdf plain text: absel-864.txt item: #2596 of 2743 id: absel-865 author: Jennings, David title: Strategic Management: An Evaluation of the Use of Three Learning Methods date: 2014 words: 3226 flesch: 24 summary: STRATEGIC MANAGEMENT: AN EVALUATION OF THE USE OF THREE LEARNING METHODS Developments in Business Simulation & Experiential Learning, Volume 27, 2000 STRATEGIC MANAGEMENT: Although a number of alternative action learning perspectives have developed (Marsick and O'Neil, 1999), the method has three main components: people who accept responsibility for taking action on a particular issue; problems; and a set of colleagues who support and challenge each other to make progress on problems (Marsick 20 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 and O'Neil,1999). keywords: business; case; consultancy; course; learning; management; methods; simulation; use cache: absel-865.pdf plain text: absel-865.txt item: #2597 of 2743 id: absel-866 author: Malik, S. Dolly; Morse, Kenneth O. title: Trainer, Mentor, Educator: What Role for the College Business Instructor in the Next Century? date: 2014 words: 5140 flesch: 44 summary: As one of the main pil- lars of the rapidly evolving business community, business education is currently faced with pres- sures for yet more transformation. With these studies, business education started to de- velop a firm footing in the academic pastures of theory building. keywords: business; career; education; educator; learning; process; role; simulation; skills; students; teaching; training cache: absel-866.pdf plain text: absel-866.txt item: #2598 of 2743 id: absel-867 author: Overby, John D.; Griffin, Richard B.; Joyner, Edd R.; Schmidt, Tom W.; Tuck, Lisha; Mansfield, Keith title: Using the Internet and Shareware to Facilitate Computer Simulation in Distance Learning Classes date: 2014 words: 1245 flesch: 11 summary: USING THE INTERNET AND SHAREWARE TO FACILITATE COMPUTER SIMULATION IN DISTANCE LEARNING CLASSES Developments in Business Simulation & Experiential Learning, Volume 27, 2000 USING THE INTERNET AND SHAREWARE TO FACILITATE COMPUTER SIMULATION IN DISTANCE LEARNING CLASSES John D. Overby, The University of Tennessee at Martin Richard B. Griffin, The University of Tennessee at Martin Edd R. Joyner, The University of Tennessee at Martin Tom W. Schmidt, The University of Tennessee at Martin Lisha Tuck, The University of Tennessee at Martin Keith Mansfield, Bancorp South, Inc. ABSTRACT A live demonstration by the authors will show how to use the Internet and freeware/shareware software (NetMeeting) to facilitate the use of computer simulations (DOS or Windows based) as an integral part of a distance learning class without having to make exotic changes to the simulation programs. No special requirements are placed on these 32 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 simulations, in fact any simulation you have used before in a traditional classroom can be used with this approach. keywords: business; computer; distance; learning; simulation cache: absel-867.pdf plain text: absel-867.txt item: #2599 of 2743 id: absel-868 author: Perotti, Victor; Pray, Thomas F. title: Visual Modeling of Business Simulations date: 2014 words: 3798 flesch: 42 summary: This may be construed as a the model, possibly indicating niche strategies may not be is demand model. FIGURE 12 FIRM 3’S DEMAND PRICE INCREASED IN PERIOD 4 2 3 4 5 6 7 8 Period1000 1200 1400 1600 Demand In the first of three examples presented, the visual modeling technique helped identify the shortcomings of the Cobb Douglas as a model for demand modeling. keywords: business; demand; figure; learning; marketing; mathematica; model; pray; price; simulation cache: absel-868.pdf plain text: absel-868.txt item: #2600 of 2743 id: absel-869 author: Casimir, Rommert J. title: Teaching About Information with Management Games date: 2014 words: 4208 flesch: 44 summary: The main characteristic of information games is that players are actively concerned with in- formation processing as such. However, there is no agree- ment on the importance of the information systems development process for managers, and hence on the use of information games in management education. keywords: business; data; decisions; games; information; learning; management; model; players; systems cache: absel-869.pdf plain text: absel-869.txt item: #2601 of 2743 id: absel-87 author: Reed, Lora L.; Aldridge, Daniel; Smith, Norm; Patrick, Michael title: Difficult Times Call For Innovative Measures: Microfinance as Experiential Learning in Higher Education date: 2012 words: 5797 flesch: 34 summary: When theories related to microfinance are applied, community can be created among stakeholders, including students, professors, entrepreneurs, and other community partners (Edgecomb & Gomez, 2009). 3. Ongoing Assistance and Evaluation: The Client Services Team will maintain an ongoing relationship with each client, assuring they receive the assistance they need from students and other community partners. keywords: accion; business; client; community; entrepreneurs; initiative; learning; loans; microfinance; partners; program; steering; students; team cache: absel-87.pdf plain text: absel-87.txt item: #2602 of 2743 id: absel-870 author: Ichikawa, Arata; Nakamura, Mieko title: A Self-Evaluation Based on the Discussion and Decision in Experts’ Business Gaming date: 2014 words: 1610 flesch: 30 summary: A SELF-EVALUATON BASED ON THE DISCUSSION AND DECISION IN EXPERTS' BUSINESS GAMING Developments in Business Simulation & Experiential Learning, Volume 27, 2000 48 A SELF-EVALUATION BASED ON THE DISCUSSION AND DECISION IN EXPERT S’ BUSINESS GAMING Arata Ichikawa, Ryutsu Keizai University Mieko Nakamura, Ryutsu Keizai University ABSTRACT This paper presents heuristics of Japanese business experts in business gaming. Paper Plane Game has four characters in terms of this research; (1) highly abstracted level, (2) Developments in Business Simulation & Experiential Learning, Volume 27, 2000 49 planning capability, (3) different roles, and (4) real manufacturing. keywords: business; decision; game; learning; players; simulation cache: absel-870.pdf plain text: absel-870.txt item: #2603 of 2743 id: absel-871 author: Brozik, Dallas; Zapalska, Alina title: The Restaurant Game date: 2014 words: 3815 flesch: 51 summary: THE RESTAURANT GAME Developments in Business Simulation & Experiential Learning, Volume 27, 2000 THE RESTAURANT GAME Dallas Brozik, Marshall University Alina Zapalska, Marshall University ABSTRACT The Restaurant Game is a single-period simulation that provides students with the opportunity to plan and execute a strategy for operating in a competitive environment. 50 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 Joseph and Saunders (1970) published an extensive work on how to use multi-period games and experiments to teach basic economic concepts. keywords: auction; business; game; learning; market; players; restaurant; simulation cache: absel-871.pdf plain text: absel-871.txt item: #2604 of 2743 id: absel-872 author: McDevitt, Paul K. title: Using Journals to Enhance Computer Simulation Based Learning date: 2014 words: 3492 flesch: 43 summary: USING JOURNALS TO ENHANCE COMPUTER SIMULATION BASED LEARNING Developments in Business Simulation & Experiential Learning, Volume 27, 2000 USING JOURNALS TO ENHANCE COMPUTER SIMULATION BASED LEARNING Paul McDevitt, University of Illinois at Springfield ABSTRACT This paper presents the results of a three year experiment using student journals as a means for weekly debriefing in a simulation based graduate marketing class. Learning Outcomes Reconsidered The experience with student journals underlined the importance to this instructor of (1) more clearly articulated learning outcomes and (2) course and simulation designs intended to achieve precisely those outcomes. keywords: business; debriefing; experience; journals; learning; management; marketing; outcomes; simulation; students cache: absel-872.pdf plain text: absel-872.txt item: #2605 of 2743 id: absel-873 author: Zahrly, Jan title: Exercises to Facilitate Better Student Writing in the Undergraduate Strategy Class date: 2014 words: 3378 flesch: 56 summary: Strategy professors and recruiters complain about the poor quality of student writing, yet professors devote little or no time to helping students write well. EXERCISES TO FACILITATE BETTER STUDENT WRITING IN THE UNDERGRADUATE STRATEGY CLASS Developments in Business Simulation & Experiential Learning, Volume 27, 2000 EXERCISES TO FACILITATE BETTER STUDENT WRITING IN THE UNDERGRADUATE STRATEGY CLASS Jan Zahrly, University of North Dakota ABSTRACT Many strategy professors have developed exercises and grading procedures that encourage better student writing. keywords: business; class; grade; learning; paper; students; writing cache: absel-873.pdf plain text: absel-873.txt item: #2606 of 2743 id: absel-874 author: Andrews, William A. title: Identifying, Resolving, and Managing Common Ethical Dilemmas in the Workplace: An Experiential Approach date: 2014 words: 4063 flesch: 47 summary: By the end of the 3- session experience, they have a roadmap of how to identify common ethical dilemmas, a set of strategies for resolving each dilemma-type, some practice in setting ethical policy in an organization, and a general appreciation of the importance of managing ethics proactively in the organization. Secondly, the students actually experience the process of setting ethical policy in the organizational context. keywords: business; class; dilemma; ethics; exercise; learning; management; simulation; students cache: absel-874.pdf plain text: absel-874.txt item: #2607 of 2743 id: absel-875 author: Arbogast, Gordon W. title: Integrating the Digital Revolution into the Classroom date: 2014 words: 1596 flesch: 34 summary: INTEGRATING THE DIGITAL REVOLUTION INTO THE CLASSROOM Developments in Business Simulation and Experiential Learning, Volume 27, 2000 INTEGRATING THE DIGITAL REVOLUTION INTO THE CLASSROOM Gordon W. Arbogast ABSTRACT A new approach using digital concepts can enhance the Principles of Management course. 75 Developments in Business Simulation and Experiential Learning, Volume 27, 2000 This made students think about the basic nature of change taking place everywhere. keywords: business; digital; innovation; learning; simulation; students cache: absel-875.pdf plain text: absel-875.txt item: #2608 of 2743 id: absel-876 author: Jauch, Lawrence R.; Luse, Donna W.; McConkey, William; Parker, Mike; Rettenmayer, John; Roshto, Patti title: The Wheel of Learning: An Integrative Business Curriculum Experiment date: 2014 words: 4885 flesch: 44 summary: AN INTEGRATIVE BUSINESS CURRICULUM EXPERIMENT Developments in Business Simulation & Experiential Learning, Volume 27, 2000 THE WHEEL OF LEARNING: AN INTEGRATIVE BUSINESS CURRICULUM EXPERIMENT Lawrence R. Jauch, University of Louisiana at Monroe Donna W. Luse, University of Louisiana at Monroe William McConkey, University of Louisiana at Monroe Mike Parker, University of Louisiana at Monroe John Rettenmayer, University of Louisiana at Monroe Patti Roshto, University of Louisiana at Monroe ABSTRACT By teaching business courses in separate, distinct courses, faculty and employers of graduates often find business students lack an integrated knowledge of functional business areas. And it is in these areas where employers appear to be seeking improvements in the performance of business students. keywords: business; class; courses; faculty; learning; seminar; simulation; skills; students; teaching; team; time cache: absel-876.pdf plain text: absel-876.txt item: #2609 of 2743 id: absel-877 author: Faria, A. J. title: The Changing Nature of Simulation Research: A Brief ABSEL History date: 2014 words: 4236 flesch: 30 summary: As such, this paper is limited to three important research areas of ABSEL members through the years: (1) correlates of simulation performance; (2) the effectiveness of business simulation games in strategic management courses; and (3) what business games teach. The many subjects/topics that are taught through business simulation games, as suggested by 1975 ABSEL papers, included entrepreneurial skills (Schreier and Komives 1975); inventory management (Ferguson 1975; keywords: absel; business; games; learning; papers; performance; research; simulation; studies; wolfe cache: absel-877.pdf plain text: absel-877.txt item: #2610 of 2743 id: absel-878 author: Wolfe, Joseph title: Perspectives on Simulation & Gaming’s Review Process date: 2014 words: 5437 flesch: 51 summary: PERSPECTIVES ON SIMULATION & GAMING'S REVIEW PROCESS Developments in Business Simulation & Experiential Learning, Volume 27, 2000 PERSPECTIVES ON SIMULATION & GAMING'S REVIEW PROCESS Joseph Wolfe, Experiential Adventures LLC The creation and spread of knowledge about business games and the gaming process is cen- tral to ABSEL's mission. My Perspectives as an S&G Reviewer Nancy Leonard-- Position Paper on Evaluating Experiential Exercises Precha Thavikulwat-- Observations of a Publi- cation Gamer 91 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 RECOMMENDATIONS FOR PUBLICATION SUCCESS IN S&G Steven C. Gold, Rochester Institute of Technology INTRODUCTION I have been asked by the Business Section Editor of Simulation & Gaming, Joseph Wolfe, to present the reasons I believe have led to my relative success in publishing in this journal and to offer recommendations to oth- ers. keywords: absel; business; exercise; gaming; learning; paper; process; research; reviewer; simulation cache: absel-878.pdf plain text: absel-878.txt item: #2611 of 2743 id: absel-879 author: Bossung, Sharon E.; Morse, Kenneth O. title: Experiential Learning across Disciplines: Mixing International Business and Accounting date: 2014 words: 4443 flesch: 28 summary: Method for eliciting student responses To supplement past anecdotal reports, a survey instrument was developed for the next semester, designed to elicit quantitative and qualitative re- sponses, on a voluntary and anonymous basis, from international business students and partici- pating accounting majors. International business students commented that the cross-disciplinary requirements, such as hav- ing to obtain a report from their accountants, added to the realism of the project, although a few international business teams viewed working with accountants primarily as an added burden and complication to an admittedly difficult project. keywords: accountants; business; i.b; international; learning; project; students; teams cache: absel-879.pdf plain text: absel-879.txt item: #2612 of 2743 id: absel-88 author: Reed, Lora L.; Baroudi, Bernice; Joseph, Alyssa title: Catalysts, Client Services, and Community Change: Interdisciplinary Collaboration in a Nascent Microfinance Initiative date: 2012 words: 5797 flesch: 34 summary: When theories related to microfinance are applied, community can be created among stakeholders, including students, professors, entrepreneurs, and other community partners (Edgecomb & Gomez, 2009). 3. Ongoing Assistance and Evaluation: The Client Services Team will maintain an ongoing relationship with each client, assuring they receive the assistance they need from students and other community partners. keywords: accion; business; client; community; entrepreneurs; initiative; learning; loans; microfinance; partners; program; steering; students; team cache: absel-88.pdf plain text: absel-88.txt item: #2613 of 2743 id: absel-880 author: Cannon, Hugh M.; Yaprak, Attila; Mokra, Irene; Miller, Christine title: Simulating Governmental Effects on Economic Development, Hugh M. Cannon date: 2014 words: 4984 flesch: 43 summary: SIMULATING GOVERNMENTAL EFFECTS ON ECONOMIC DEVELOPMENT Developments in Business Simulation & Experiential Learning, Volume 27, 2000 SIMULATING GOVERNMENTAL EFFECTS ON ECONOMIC DEVELOPMENT Hugh M. Cannon, Wayne State University Attila Yaprak, Wayne State University Irene Mokra, Wayne State University Christine Miller, Wayne State University ABSTRACT The purpose of this game is to help students un- derstand the impact of various strategies of gov- ernment intervention on the dynamic free- market processes stimulating economic devel- opment. 108 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 Unfortunately, the effects of the various strate- gies are hard to observe. keywords: box; business; export; game; government; import; learning; people; simulation; substitution cache: absel-880.pdf plain text: absel-880.txt item: #2614 of 2743 id: absel-881 author: Halpin, Annette L.; Biggs, William D. title: Internationalizing the Introduction to Business Course Using an International Text and Domestic Simulation with a Twist date: 2014 words: 4297 flesch: 46 summary: INTERNALIZING THE INTRODUCTION TO BUSINESS COURSE USING AN INTERNATIONAL TEXT AND A DOMESTIC SIMULATION WITH A TWIST Developments in Business Simulation & Experiential Learning, Volume 27, 2000 INTERNATIONALIZING THE INTRODUCTION TO BUSINESS COURSE USING AN INTERNATIONAL TEXT AND A DOMESTIC SIMULATION WITH A TWIST Annette L. Halpin, Beaver College William D. Biggs, Beaver College ABSTRACT This article provides information concerning the authors’ experiences with integrating and internationalizing the Introduction to Business course through the use of computerized simu- lations. 115 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 Each decision period in MANAGER represents a quarter of a year of operations and students are required to make 12 decisions. keywords: business; course; decisions; game; incidents; international; learning; management; simulation; students; text cache: absel-881.pdf plain text: absel-881.txt item: #2615 of 2743 id: absel-882 author: Tangedahl, Lee title: Using Stock Value as the Performance Measure in a Business Simulation Game date: 2014 words: 2055 flesch: 35 summary: USING STOCK VALUE AS THE PERFORMANCE MEASURE IN A BUSINESS SIMULATION GAME Developments in Business Simulation & Experiential Learning, Volume 27, 2000 USING STOCK VALUE AS THE PERFORMANCE MEASURE IN A BUSINESS SIMULATION GAME Lee Tangedahl, University of Montana ABSTRACT This paper proposes that the stock value may be used as the sole measure of student performance in a business simulation game. A simple approach would be to 122 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 compute the stock value with a simple formula using the earnings per share and the dividend payout ratio for each of the four quarters of the current year. keywords: business; game; model; simulation; stock; value cache: absel-882.pdf plain text: absel-882.txt item: #2616 of 2743 id: absel-883 author: Teach, Richard D.; Schwartz, Robert G. title: Introducing Cross-Elasticities in Demand Algorithms date: 2014 words: 4231 flesch: 51 summary: Figure 2 Price Demand Schedule Promotion = $1,000,000 0 500 1000 1500 2000 2500 3000 3500 4000 4500 250 275 300 325 350 375 400 425 450 475 500 Price U ni ts As seen in Equation 1, no variables other than price have any impact upon price elasticity, but having equal price elasticity, when price is held constant, but other demand variables change, is unrealistic. One concept in- volves the changes in demand elasticity over the range of the independent demand variables. keywords: cross; demand; distance; model; point; price; product; simulation; variables cache: absel-883.pdf plain text: absel-883.txt item: #2617 of 2743 id: absel-884 author: Thavikulwat, Precha title: Validating a Model of Currency Valuation date: 2014 words: 3501 flesch: 46 summary: The model values currencies relative to each other in direct proportion to the foreign holdings of each, that is, (1) where XA,B: Currency value of Nation A’s currency with respect to Nation B’s FA: Quantity of A’s money owned without en- cumbrance by foreigners FB: For a model of cur- rency values, one needs to show that within the very long run interval of a gaming simulation, however that might be defined operationally in the particular implementation, the movement of currency values corresponds roughly with monetary theory. keywords: business; currency; data; gaming; learning; model; nation; simulation cache: absel-884.pdf plain text: absel-884.txt item: #2618 of 2743 id: absel-885 author: Boozer, Robert W.; Forte, Monique; Maddox, E. Nick title: An Exercise for Exploring the Relationship between Jungian Psychological Types and Organizational Politics date: 2014 words: 1598 flesch: 31 summary: AN EXERCISE FOR EXPLORING THE RELATIONSHIP BETWEEN JUNGIAN PSYCHOLOGICAL TYPES AND ORGANIZATIONAL POLITICS Developments in Business Simulation & Experiential Learning, Volume 27, 2000 AN EXERCISE FOR EXPLORING THE RELATIONSHIP BETWEEN JUNGIAN PSYCHOLOGICAL TYPES AND ORGANIZATIONAL POLITICS Robert W. Boozer, Stetson University Monique Forte, Stetson University E. Nick Maddox, Stetson University ABSTRACT This paper describes an exercise to help trainees explore the relationship between their psychologi- cal type preferences and their experience of or- ganizational politics. 138 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 Instructions/Steps 1. keywords: exercise; groups; ideal; learning; organization; politics cache: absel-885.pdf plain text: absel-885.txt item: #2619 of 2743 id: absel-886 author: Boscia, Marian W.; Mcafee, R. Bruce title: Exercise: Preparing Financial Reports Using the Group Categorizing Technique date: 2014 words: 3132 flesch: 37 summary: EXERCISE: PREPARING FINANCIAL REPORTS USING THE GROUP CATEGORIZING TECHNIQUE Developments in Business Simulation & Experiential Learning, Volume 27, 2000 EXERCISE: PREPARING FINANCIAL REPORTS USING THE GROUP CATEGORIZING TECHNIQUE Marian W. Boscia, King’s College R. Bruce McAfee, Old Dominion University ABSTRACT Guided by this year's theme, ABSEL 2000: 140 http://206.170.119.32/pubs/position/position1.htm Developments in Business Simulation & Experiential Learning, Volume 27, 2000 5. keywords: business; exercise; expense; information; learning; simulation; skills; students cache: absel-886.pdf plain text: absel-886.txt item: #2620 of 2743 id: absel-887 author: Masuchun, Wiboon; Wisenbaker, William; Butler, John K. title: Effect of Trust and Cultural Beliefs on Negotiation Processes: Data from an Experiential Role Play date: 2014 words: 4501 flesch: 48 summary: EFFECTSOF TRUST AND CULTURAL BELIEFS ON NEGOTIATION PROCESSES: DATA FROM AN EXPERIENTIAL ROLE PLAY Developments in Business Simulation & Experiential Learning, Volume 27, 2000 147 EFFECTS OF TRUST AND CULTURAL BELIEFS ON NEGOTIATION PROCESSES: DATA FROM AN EXPERIENTIAL ROLE PLAY Wiboon Masuchun, Clemson University William M. Wisenbaker, Clemson University John K. Butler, Jr., Clemson University ABSTRACT The purpose of this research is to determine if an experiential exercise can be used as an agent for collecting data. Third, uncertainty avoidance: Mexicans tend to avoid uncertainty (such as unfamiliar tasks and ambiguous situations) more than Americans, who tend to be more comfortable than Mexicans Developments in Business Simulation & Experiential Learning, Volume 27, 2000 148 with uncertainty. keywords: beliefs; business; individualism; information; learning; negotiators; quality; role; simulation; trust cache: absel-887.pdf plain text: absel-887.txt item: #2621 of 2743 id: absel-888 author: Mukherjee, Arup; Page, Diana title: Experiential Learning Gets Stamp of Approval from the Boyer Commission date: 2014 words: 1625 flesch: 29 summary: EXPERIENTIAL LEARNING GETS STAMP OF APPROVAL FROM THE BOYER COMMISSION Developments in Business Simulation & Experiential Learning, Volume 27, 2000 EXPERIENTIAL LEARNING GETS STAMP OF APPROVAL FROM THE BOYER COMMISSION Arup Mukherjee, University of West Florida Diana Page, University of West Florida ABSTRACT The Carnegie Foundation for the Advancement of Teaching funded the Boyer Commission to investigate the state of undergraduate education at research universities in the United States. 154 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 keywords: commission; education; learning; students; undergraduate cache: absel-888.pdf plain text: absel-888.txt item: #2622 of 2743 id: absel-889 author: Lyons, Paul title: Talent Search 2000 - An Experiential Activity to Help Strengthen Skills in Employee Recruitment and Selection date: 2014 words: 3799 flesch: 50 summary: TALENT SEARCH 2000: AN EXPERIENTIAL ACTIVITY TO HELP STRENGTHEN SKILLS IN EMPLOYEE RECRUITMENT AND SELECTION Developments in Business Simulation & Experiential Learning, Volume 27, 2000 TALENT SEARCH 2000: AN EXPERIENTIAL ACTIVITY TO HELP STRENTHEN SKILLS IN EMPLOYEE RECRUITMENT AND SELECTION Paul Lyons, Frostburg State University ABSTRACT The activity expressed here, Talent Search - 2000, is generative and heuristic as it helps learners to form important questions and hypotheses about the screening and selection of job applicants. 156 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 Talent Search - 2000 is grounded in the social science inquiry model where learners are forming and re-forming hypotheses, creating interpretations and definitions, identifying evidence via experience, testing hypotheses, and creating generalizations (see, for example, Joyce & Weil, 1986). keywords: activity; business; case; fit; job; learners; learning; selection; simulation; work cache: absel-889.pdf plain text: absel-889.txt item: #2623 of 2743 id: absel-89 author: Fekula, Michael J. title: Build a Business . . . in an Hour or Less: Getting Closer to Reality into the Classroom date: 2012 words: 5287 flesch: 50 summary: In an Hour or Less: Getting Closer to Reality into the Classroom Page 241 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 ABSTRACT This paper presents a process for students to create busi- nesses in the classroom. IN AN HOUR OR LESS: GETTING CLOSER TO REALITY INTO THE CLASSROOM Michael J. “Mick” Fekula The Citadel, The Military College of South Carolina mick.fekula@citadel.edu mailto:mick.fekula@citadel.edu Page 242 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 The particular forms distributed to students (see Ap- pendix) show the detailed coverage of concepts for each of the five areas, so they will not be repeated in detail here. keywords: build; business; concepts; developments; exercise; learning; management; simulation; strategy; students; website cache: absel-89.pdf plain text: absel-89.txt item: #2624 of 2743 id: absel-890 author: Rathbone, Carla; Connor-Greene, Patricia; Balakrishnan, Nagraj; Miller, Janis; Crino, Michael D. title: Clemson University's Collaborative Learning Environment date: 2014 words: 2446 flesch: 37 summary: The web interface has made it possible for students attending Clemson University study abroad programs in Europe and Asia to com- pete with student teams on campus. Disk space per class section • Electronic library reserves • Addresses large classes, encourages col- laboration by faculty/student and stu- dent/student • Supports teaching across the curriculum • Students can share ideas, projects and learn to work as a team • Teaches students valuable computer skills to compete in marketplace • Supports delivery of distance education courses • Support structure - training programs, labs, partnerships Defined Services for Version 2: 1. keywords: business; class; cle; learning; simulation; students; team; web cache: absel-890.pdf plain text: absel-890.txt item: #2625 of 2743 id: absel-891 author: Gosen, Jerry; Washbush, John B.; Scott, Timothy W. title: Initial Data on a Test Bank Assessing Total Enterprise Simulation Learning date: 2014 words: 3366 flesch: 49 summary: INITIAL DATA ON A TEST BANK ASSESSING TOTAL ENTERPRISE SIMUALTION LEARNING Developments in Business Simulation & Experiential Learning, Volume 27, 2000 INITIAL DATA ON A TEST BANK ASSESSING TOTAL ENTERPRISE SIMULATION LEARNING Jerry Gosen , University of Wisconsin- Whitewater John Washbush, University of Wisconsin- In other words, these critics have maintained that the field has failed to produce objective de- vises for measuring learning from the simula- tion, that objective measures must come from measurable objectives conceptualizing expected 166 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 outcomes, and that the field has not provided agreed upon expected outcomes from simulation play. keywords: business; developments; items; learning; scores; simulation; students; test; version cache: absel-891.pdf plain text: absel-891.txt item: #2626 of 2743 id: absel-892 author: Zalatan, Katrina A. title: Changing the Assessment Paradigm: Using Student Portfolios to Assess Learning from Simulations date: 2014 words: 4017 flesch: 36 summary: We are also coordinating with our career center to help students extend course portfolios into career portfolios. USING STUDENT PORTFOLIOS TO ASSESS LEARNING FROM SIMULATIONS Developments in Business Simulation & Experiential Learning, Volume 27, 2000 172 CHANGING THE ASSESSMENT PARADIGM: USING STUDENT PORTFOLIOS TO ASSESS LEARNING FROM SIMULATIONS Katrina A. Zalatan, Hartwick College ABSTRACT Evaluating the complex mix of learning from computer-based simulations is a significant challenge. keywords: assessment; business; course; curriculum; faculty; instructors; learning; management; portfolios; simulation; students cache: absel-892.pdf plain text: absel-892.txt item: #2627 of 2743 id: absel-893 author: Krause, Lois Breur title: How We Learn and Why We Don't: The Cognitive Profile Model: A Workshop In Teaching To Reach Your Students date: 2014 words: 2365 flesch: 43 summary: HOW WE LEARN AND WHY WE DON’T: THE COGNITIVE PROFILE MODEL A WORKSHOP IN TEACHING TO REACH YOUR STUDENTS Developments in Business Simulation & Experiential Learning, Volume 27, 2000 HOW WE LEARN AND WHY WE DON’T: The ST is the classic student for which American schools have been structured for most of this century, and the population from which Dunn (Dunn, 1994, and 179 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 Spring, 1994) emphasizes most of our teachers have come, perhaps because they enjoyed success in school under the structure imposed. keywords: business; learners; learning; model; profile; simulation; student; teaching cache: absel-893.pdf plain text: absel-893.txt item: #2628 of 2743 id: absel-894 author: Maddox, E. Nick; Forte, Monique; Boozer, Robert W. title: Knowing Thyself: A Portfolio Approach to Student Self assessment date: 2014 words: 3936 flesch: 41 summary: Using educational outcomes and student portfolios to steer management education. Using student portfolios to assess achievement. keywords: approach; assessment; business; education; learners; learning; management; portfolio; self; simulation cache: absel-894.pdf plain text: absel-894.txt item: #2629 of 2743 id: absel-895 author: Frank, Sarah L. title: Collaborative Learning and Web-Based Instruction in a Cognitive Apprenticeship Model date: 2014 words: 4505 flesch: 38 summary: COLLABORATIVE LEARNING AND WEB-BASED INSTRUCTION IN A COGNITIVE APPRENTICESHIP MODEL Developments in Business Simulation & Experiential Learning, Volume 27, 2000 COLLABORATIVE LEARNING AND WEB-BASED INSTRUCTION IN A COGNITIVE APPRENTICESHIP MODEL In authentic contexts: apprentice-like relation- ships are common; relevant knowledge and skills figure conspicuously in making progress on tasks; tasks allow learners to establish meaningful repre- sentations and connections within the knowledge domain; instruction is situated in engaging, prob- lem-rich environments; and a social network func- 188 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 tions to support and sustain performance. keywords: accounting; achievement; business; collaborative; environment; instruction; learners; learning; simulation; study; web cache: absel-895.pdf plain text: absel-895.txt item: #2630 of 2743 id: absel-897 author: Page, Diana; Platt, Richard G. title: Virtual Teams: Meeting the Next Challenge for Experiential Education date: 2014 words: 1514 flesch: 21 summary: And how can educators prepare students to cope with the problems and function effectively in the unique environment presented by virtual teams? One solution to this problem of separation by time and distance is the formation of virtual teams. keywords: business; challenge; learning; management; simulation; team cache: absel-897.pdf plain text: absel-897.txt item: #2631 of 2743 id: absel-898 author: Butler, John K.; Howard, Barbara J.; Leonard, Nancy H.; Markulis, Peter M.; Morgan, Sandra W.; Strang, Daniel R. title: New Age Learning: Nuance or Nonsense date: 2014 words: 1318 flesch: 22 summary: NEWAGE lEARNING: NUANCE OR NONSENSE Developments in Business Simulation & Experiential Learning, Volume 27, 2000 NEW AGE LEARNING: For example, students may wish to learn about the impact of the marketing mix on sales potential and the implications of various approaches to inventory before an instructor is prepared to address those 203 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 issues in a course, if in fact, they are ever to be considered. keywords: business; discussion; learning; simulation; students cache: absel-898.pdf plain text: absel-898.txt item: #2632 of 2743 id: absel-899 author: Potosky, Denise title: Developing Charisma: An Experiential Exercise In Leadership date: 2014 words: 2096 flesch: 35 summary: 205 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 EXERCISE: DEVELOPING CHARISMA One difficulty associated with creating a situation in which students might develop and/or recognize charisma first-hand in the classroom is coming up with an appropriate context and moving words for the situation. In particular, students should consider Richardson and 206 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 Thayer’s three steps in terms of the delivery of the speech. keywords: charisma; exercise; leadership; learning; simulation; students cache: absel-899.pdf plain text: absel-899.txt item: #2633 of 2743 id: absel-9 author: Reed, Lora L.; Oppenheimer, Robert J.; Windon, Karen title: Rising Stars: A Study of Creativity as Experiental Learning in County Government date: 2013 words: 5040 flesch: 45 summary: A summary of the items, inclusive of means and standard deviations according to Rising Stars participation are provided in Table 1. Specifically, the paper considers Rising Stars, an initiative intended to engage employees in conversations related to experiential learning for purposes of knowledge sharing and develop- ment, personal and organizational, while enhancing ser- vice to the community. keywords: business; creativity; employees; government; learning; participants; program; research; simulation; stars; work cache: absel-9.pdf plain text: absel-9.txt item: #2634 of 2743 id: absel-90 author: Lawlor, K. Blaine title: Smart Goals: How the Application of Smart Goals can Contribute to Achievement of Student Learning Outcomes date: 2012 words: 4273 flesch: 62 summary: 2012 ABSTRACT This paper provides a discussion of SMART goals and how the utilization of a SMART goals spreadsheet within the classroom can enhance student learning outcomes. This paper first reviews the history of SMART goals and then provides an example on how teachers can utilize the tool within the classroom setting to improve student learning outcomes. keywords: business; exhibit; goals; learning; management; presentation; project; students; team; time cache: absel-90.pdf plain text: absel-90.txt item: #2635 of 2743 id: absel-900 author: O'Rourke, Patrick D. title: Problems and Solutions in Going Web-Based With an Agribusiness Simulation date: 2014 words: 1327 flesch: 1 summary: PROBLEMS AND SOLUTIONS IN GOING WEB-BASED WITH AN AGRIBUSINESS SIMULATION Developments in Business Simulation & Experiential Learning, Volume 27, 2000 PROBLEMS AND SOLUTIONS IN GOING WEB-BASED WITH AN AGRIBUSINESS SIMULATION Patrick D. O’Rourke, Illinois State University ABSTRACT This session will provide those interested in Web- based interactive business simulations the opportunity to share and learn from the failures and/or successes (problems and solutions) of others. Learning Objectives The following learning objectives represent some of the more important learning objectives enhanced by the more interactive experiential 208 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 learning model embodied in this project's products: keywords: agribusiness; learning; management; simulation; university; web cache: absel-900.pdf plain text: absel-900.txt item: #2636 of 2743 id: absel-901 author: Pillutla, Sharma title: Creating a Comprehensive Web-Enhanced Classroom date: 2014 words: 3619 flesch: 34 summary: CREATING A COMPREHENSIVE WEB-ENHANCED CLASSROOM Developments in Business Simulation & Experiential Learning, Volume 27, 2000 CREATING A COMPREHENSIVE WEB-ENHANCED CLASSROOM Sharma Pillutla, Towson University, Towson, MD 21252 A variety of learning models exist including the objectivist learning theory (Jonassen, 1993), the 210 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 constructivist theory (Bruner, 1966), the cooperative learning theory (Slavin, 1990) and experiential learning theory (Rogers, 1969). keywords: business; classroom; education; environment; learning; simulation; students; technology; web cache: absel-901.pdf plain text: absel-901.txt item: #2637 of 2743 id: absel-902 author: Sanders, Patricia title: Your Class Is In Session, Now What? The Challenges of Teaching On-Line date: 2014 words: 1529 flesch: 36 summary: THE CHALLENGES OF GOING ON-LINE Developments in Business Simulation & Experiential Learning, Volume 27, 2000 YOUR CLASS IS IN SESSION, NOW WHAT! Third, I believe on-line delivery will 217 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 dominate American high education well into the next millennium keywords: business; course; education; learning; line; simulation cache: absel-902.pdf plain text: absel-902.txt item: #2638 of 2743 id: absel-903 author: Micklich, Douglas L. title: An Application of Process Control Charts for Attributes as a Form of Classroom Assessment for Experiential Learning date: 2014 words: 1696 flesch: 29 summary: AN APPLICATION OF PROCESS CONTROL CHARTS FOR ATTRIBUTES AS A FORM OF CLASSROOM ASSESSMENT FOR EXPERIENTIAL LEARNING Developments in Business Simulation & Experiential Learning, Volume 27, 2000 AN APPLICATION OF PROCESS CONTROL CHARTS FOR ATTRIBUTES AS A FORM OF CLASSROOM ASSESSMENT FOR EXPERIENTIAL LEARNING Douglas L. Micklich, Illinois State University ABSTRACT The use of Total Quality Management Techniques in classroom assessment aids in determining whether a particular process (experiential exercise) is either in or out-of- control and to assist in identifying possible causes of variation in various aspects of this process. These are: 1) when they completed the exercise in relationship to an exam, 2) how much time they spent working on the exercise, 3) whether they worked on it individually or in a group, 4) the instructions concerning the exercise, and 5) which did they find most beneficial in 219 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 developing their understanding, primarily individual work or group work. keywords: classroom; control; exercise; learning; process cache: absel-903.pdf plain text: absel-903.txt item: #2639 of 2743 id: absel-904 author: Hemmasi, Masoud; Graf, Lee A.; Winchell, Michael W. title: Work Goals and Life Aspirations: Do You Have What it Takes to be an Entrepreneur date: 2014 words: 4219 flesch: 55 summary: 225 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 COLLEGE STUDENTS’ LIFE AND WORK GOALS SUMMARY (N = 520) LIFE GOALS: 1. DO YOU HAVE WHAT IT TAKES Developments in Business Simulation & Experiential Learning, Volume 27, 2000 WORK GOALS AND LIFE ASPIRATIONS: DO YOU HAVE WHAT IT TAKES TO BE AN ENTREPRENEUR Masoud Hemmasi, Illinois State University Lee A. Graf, Illinois State University Michael W. Winchell, Illinois State University ABSTRACT The exercise that follows provides participants with the opportunity to probe and explore a series of questions and issues related to their life and work goals and how they may be achieved in part through the opportunities and challenges afforded by their choice of job/career. keywords: college; entrepreneurs; exercise; goals; life; students; work cache: absel-904.pdf plain text: absel-904.txt item: #2640 of 2743 id: absel-905 author: Micklich, Douglas L.; Vik, Gretchen N. title: An Exercise to Develop Initiative: Possible Dream? date: 2014 words: 3474 flesch: 42 summary: AN EXERCISE TO DEVELOP INITIATIVE: POSSIBLE DREAM Developments in Business Simulation & Experiential Learning, Volume 27, 2000 AN EXERCISE TO DEVELOP INITIATIVE: POSSIBLE DREAM? Evaluation: student evaluation of learning about initiative, as there is not way to measure change in this area in such a short exercise 229 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 Emotions: ultimately, self-esteem is built by ac- complishment, such as taking on and complet- ing tasks successfully without constant guid- ance. keywords: business; exercise; individual; initiative; learning; need; simulation; students; team cache: absel-905.pdf plain text: absel-905.txt item: #2641 of 2743 id: absel-906 author: Pittenger, Khushwant K. S.; Heimann, Beverly A. title: The Ball Point Pen Assembly Company date: 2014 words: 2611 flesch: 47 summary: THE BALL POINT PEN ASSEMBLY COMPANY Developments in Business Simulation & Experiential Learning, Volume 27, 2000 THE BALL POINT PEN ASSEMBLY COMPANY Kushwant K. S. Pittenger, Ph.D., Ashland University Beverly A. Heimann, Ph.D., Ashland University ABSTRACT The ball point pen assembly exercise is a management simulation that can be used to experientially teach multiple concepts in the areas of management theory and related business disciplines. 235 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 • At least four plastic containers of different sizes and shapes in which unassembled components can be stored. keywords: business; exercise; learning; management; quality; simulation; team cache: absel-906.pdf plain text: absel-906.txt item: #2642 of 2743 id: absel-907 author: Fujita, Katsuyasu; Murahara, Sadao title: Management Game Review System Development date: 2014 words: 1627 flesch: 29 summary: MANAGEMENT GAME REVIEW SYSTEM DEVELOPMENT Developments in Business Simulation & Experiential Learning, Volume 27, 2000 MANAGEMENT GAME REVIEW SYSTEM DEVELOPMENT Katsuyasu Fujita, Hokkaido Institute of Technology, Sapporo, Japan Sadao Murahara, Musashi Institute of Technology, Tokyo, Japan ABSTRACT Management game review system is developed to allow participants to view competitor’s decisions made and bids offered throughout the game. It is an optimum management education tool for the institutions' beginner management 239 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 240 class. keywords: game; learning; simulation; students; system cache: absel-907.pdf plain text: absel-907.txt item: #2643 of 2743 id: absel-908 author: Peach, E. Brian; Platt, Richard G. title: Total Enterprise Simulations and Optimizing the Decision Set: Assessing Student Learning Across Decision Periods date: 2014 words: 3964 flesch: 39 summary: For any industry, the simulation consisted of a number of decision periods, typically scheduled to be twelve. If this is true, then there should be a difference in our measures for decision periods one and four. keywords: business; decision; difference; learning; performance; periods; simulation; students; team cache: absel-908.pdf plain text: absel-908.txt item: #2644 of 2743 id: absel-909 author: Palia, Aspy P.; Keong, Mak Wai; Roussos, Dean S. title: Facilitating Learning in the New Millennium with the Complete Online Decision Entry, System (CODES) date: 2014 words: 1764 flesch: 26 summary: FACILITATING LEARNING IN THE NEW MILLENNIUM WITH THE COMPETE ONLINE DECISION ENTRY SYSTEM (CODES) Developments in Business Simulation & Experiential Learning, Volume 27, 2000 FACILITATING LEARNING IN THE NEW MILLENNIUM WITH THE COMPETE ONLINE DECISION ENTRY SYSTEM (CODES) Cognitive constructivists believe that knowledge is active, situated in lived 250 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 worlds. keywords: business; codes; decision; internet; knowledge; learning; simulation cache: absel-909.pdf plain text: absel-909.txt item: #2645 of 2743 id: absel-91 author: Levi, Ariel; Cannon, Hugh M.; Friesen, Daniel P. title: The Use of Data in “Live” Cases to Encourage Systems Thinking and Integrative Analysis: An Exercise Linking Human Resource Programs and Financial Outcomes in Real Organizations date: 2012 words: 7996 flesch: 45 summary: Teaching Sustainability Experientially Drawing Upon Experience and Research to Improve Future Communications Improving Assessments of Student Learning Outcomes (SLO) Over Time The Effect of Affective Domain Characteristics on Behavioral or Psychomotor Outcomes Gossip? In An Hour or Less: Getting Closer to Reality into the Classroom Smart Goals: How the Application of SMART Goals can contribute to achievement of Student Learning Outcomes The Use of Data in Live Cases to Encourage Systems Thinking and Integrative Analysis: An Exercise Linking Human Resource Programs and Financial Outcomes in Real Organizations Experiential Education as a Process of Changing Mental Frames by Inducing Insight Learning Process and Content Integration in an Experiential Learning Guided Internship Program Good-bye Discussion Thread: keywords: business; capacity; case; data; exercise; knowledge; learning; level; motivation; outcomes; po; simulation; students; theory; work cache: absel-91.pdf plain text: absel-91.txt item: #2646 of 2743 id: absel-910 author: Dickinson, John R. title: The Marketing Management Experience date: 2014 words: 1418 flesch: 14 summary: THE MARKETING MANAGEMENT EXPERIENCETM Developments in Business Simulation & Experiential Learning, Volume 27, 2000 THE MARKETING MANAGEMENT EXPERIENCETM John R. Dickinson, University of Windsor ABSTRACT The Marketing Management ExperienceTM is a modern marketing management simulation game, running on the Windows 98 operating system platform. Enriching these basic demographic data are real VALS-type characteristics and real media behavior characteristics, both presented in the formats of well-known real-world 252 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 research suppliers. keywords: business; learning; management; marketing; mme; sales; simulation cache: absel-910.pdf plain text: absel-910.txt item: #2647 of 2743 id: absel-911 author: Fritzsche, David J. title: The Right Venue for Your Simulation date: 2014 words: 1621 flesch: 44 summary: Hybrid combinations of local area networks and web based games become less clear regarding issues of control, ease of use and run time. THE RIGHT VENUE FOR YOUR SIMULATION Developments in Business Simulation & Experiential Learning, Volume 27, 2000 THE RIGHT VENUE FOR YOUR SIMULATION David J. Fritzsche, Penn State Great Valley ABSTRACT There are three venues that support simulations, stand alone PCs, local area networks (LAN) and the Internet. keywords: game; learning; network; run; simulation; web cache: absel-911.pdf plain text: absel-911.txt item: #2648 of 2743 id: absel-912 author: Patz, Alan L. title: One More Time: Overall Dominance in Total Enterprise Simulation date: 2014 words: 2764 flesch: 48 summary: OVERALL DOMINANCE IN ONE MORE TIME: TOTAL ENTERPRISE SIMULATION PERFORMANCE Developments in Business Simulation and Experiential Learning, Volume 27, 2000 ONE MORE TIME: OVERALL DOMINANCE IN TOTAL ENTERPRISE SIMULATION PERFORMANCE Alan L. Patz, University of Southern California ABSTRACT The results presented here confirm, once again,that small samples of full-time student undergraduates in a capstone total enterprise (TE) simulation will show a pattern of performance where the dominant teams at the end on the competition will have established and maintained an early lead. Furthermore, each team was self-selected. 254 Developments in Business Simulation and Experiential Learning, Volume 27, 2000 Simulation Procedures keywords: business; groups; learning; performance; results; simulation cache: absel-912.pdf plain text: absel-912.txt item: #2649 of 2743 id: absel-913 author: Anderson, Philip H.; Lawton, Leigh title: A Profile of ABSEL Conference Attendees date: 2014 words: 2236 flesch: 32 summary: A PROFILE OF ABSEL CONFERENCE ATTENDEES Developments in Business Simulation & Experiential Learning, Volume 27, 2000 A PROFILE OF ABSEL CONFERENCE ATTENDEES Philip H. Anderson, University of St. Thomas Leigh Lawton, University of St. Thomas Learn new research ideas 26 43.3% 261 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 Two-thirds of attendees that reported “passive” reasons for being at the conference mentioned “learning new teaching processes” and “networking with colleagues”. keywords: absel; conference; learning; respondents; simulation; table cache: absel-913.pdf plain text: absel-913.txt item: #2650 of 2743 id: absel-914 author: Maddox, E. Nick; Forte, Monique; Boozer, Robert W. title: Learning Readiness: An Underappreciated yet Vital Dimension in Experiential Learning date: 2014 words: 4193 flesch: 33 summary: Learning readiness, from the authors’ framework, is the degree to which learners, in both management education and training, have prerequisite cognitive, emotive- attitudinal, and behavioral attributes, skills and orientations that will prepare them for involvement in active, experiential learning contexts. By contemplating learning readiness, we may better understand the potentialities of our students in a better way. keywords: business; cognitive; learners; learning; management; model; readiness; self; simulation; topic cache: absel-914.pdf plain text: absel-914.txt item: #2651 of 2743 id: absel-915 author: zerbacki, D.; Duserick, Frank G.; Rummel, Amy; Howard, J.; Viggiani, F. title: Active Learning in a Professional Undergraduate Curriculum date: 2014 words: 3713 flesch: 32 summary: Simulating Governmental Effects on Economic Development Internationalizing the Introduction to Business Course Using an International Text and Domestic Simulation with a Twist Using Stock Value as the Performance Measure in a Business Simulation Game Introducing Cross-Elasticities in Demand Algorithms Validating a Model of Currency Valuation An Exercise for Exploring the Relationship between Jungian Psychological Types and Organizational Politics Exercise: Preparing Financial Reports Using the Group Categorizing Technique Effect of Trust and Cultural Beliefs on Negotiation Processes: Data from an Experiential Role Play Experiential Learning Gets Stamp of Approval From the Boyer Commission Talent Search 2000 - An Experiential Activity to Help Strengthen Skills in Employee Recruitment and Selection Clemson University's Collaborative Learning Environment Initial Data on a Test Bank Assessing Total Enterprise Simulation Learning Changing the Assessment Paradigm: Using Student Portfolios To Assess Learning from Simulations How We Learn and Why We Don't: The Cognitive Profile Model: A Workshop in Teaching to Reach Your Students Knowing Thyself: A Portfolio Approach to Student Self-Assessment Collaborative Learning and Web-Based Instruction in a Cognitive Apprenticeship Model Teamwork Attributes in a Classroom Simulation Virtual Teams: Meeting the Next Challenge for Experiential Education New Age Learning: Nuance or Nonsense Developing Charisma: An Experiential Exercise in Leadership Problems and Solutions in Going Web-based with an Agribusiness Simulation Creating a Comprehensive Web-Enhanced Classroom Your Class is in Session, Now What? Recent research supports the value of active learning in general education and personal skills (Kuh, et. keywords: assessment; business; client; college; course; curriculum; leadership; learning; management; simulation; students; university cache: absel-915.pdf plain text: absel-915.txt item: #2652 of 2743 id: absel-916 author: Howard, Barbara J.; Markulis, Peter M.; Strang, Daniel R. title: The Problem Is – They Think Differently! date: 2014 words: 3910 flesch: 46 summary: In other words, students today have different learning or cognitive styles than past generations. Cognitive style has been defined as “a distinctive mode of perceiving, remembering and problem-solving which reflects individual differences in preferred ways of information processing.” keywords: business; learning; linear; simulation; students; styles; techno; today; use cache: absel-916.pdf plain text: absel-916.txt item: #2653 of 2743 id: absel-917 author: Sauaia, Antonio Carlos Aidar title: Cultures Integration in Mergers and Acquisitions: Putting Managers Together In A Business Simulation date: 2014 words: 3774 flesch: 25 summary: Diversos bancos brasileños se fusionaron ó fueron adquiridos en ese proceso reciente de reorganización del sector financiero brasileño y mundial y, mismo después de corridos 2 a 3 años, algunos todavia no se consolidaron como una nueva organización . Considerándose que en el 97 fueron invertidos $900 billones de dolares en los USA, queda evidente la importancia de esta forma de expansion adoptada por las empresas que buscan aumento de la competitividad en un mercado globalizado keywords: acquisiciones; aprendizaje; business; como; con; del; empresa; fusiones; gerencial; gestión; grupo; horas; la empresa; las; learning; los; mercado; más; nuevos; para; por; productos; programa; quadro; que; ser; simulation; una; volume cache: absel-917.pdf plain text: absel-917.txt item: #2654 of 2743 id: absel-918 author: Wolfe, Joseph title: The Global Business Game: A Strategic Management and International Business Simulation date: 2014 words: 1437 flesch: 18 summary: THE GLOBAL BUSINESS GAME: A STRATEGIC MANAGEMENT AND INTERNATIONAL BUSINESS SIMULATION Developments in Business Simulation & Experiential Learning, Volume 27, 2000 THE GLOBAL BUSINESS GAME: A STRATEGIC MANAGEMENT AND INTERNATIONAL BUSINESS SIMULATION Joseph Wolfe. 248 Developments in Business Simulation & Experiential Learning, Volume 27, 2000 EXHIBIT 1 GAME CHARACTERISTICS CHARACTERISTIC RANGE Industries 1-9 separate industries; Any number of separate games or playing sessions. keywords: automaton; business; game; international; learning; management; simulation cache: absel-918.pdf plain text: absel-918.txt item: #2655 of 2743 id: absel-919 author: Faria, A. J.; Wolfe, Joseph title: ABSEL's Historical Research Interests date: 1999 words: 1534 flesch: 16 summary: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? ABSEL's Historical Research Interests Developments in Business Simulation and Experiential Learning, Volume 26, 1999 ABSEL'S HISTORICAL RESEARCH INTERESTS Anthony J. Faria, University of Windsor Joseph Wolfe, Formerly, University of Tulsa ABSTRACT A review of 25 years of ABSEL Proceedings was con- ducted to determine the association's major research inter- ests. keywords: absel; business; games; research; simulation cache: absel-919.pdf plain text: absel-919.txt item: #2656 of 2743 id: absel-92 author: Hoover, J. Duane; Mitchell, Ronald K.; Wu, Di title: Experiential Education as a Process of Changing Mental Frames by Inducing Insight Learning date: 2012 words: 6170 flesch: 47 summary: In order to undertake the tasks required to execute phase one and phase two of insight learning, the instructor needs to have adopted a personal philosophy of education such that he or she is dedicated to altering student mental frameworks. Teaching Sustainability Experientially Drawing Upon Experience and Research to Improve Future Communications Improving Assessments of Student Learning Outcomes (SLO) Over Time The Effect of Affective Domain Characteristics on Behavioral or Psychomotor Outcomes Gossip? keywords: class; exercise; frame; http://absel.org; insight; insight learning; instructor; learning; process; simulation; students; team cache: absel-92.pdf plain text: absel-92.txt item: #2657 of 2743 id: absel-920 author: Patz, Alan L.; Keys, J. Bernard; Cannon, Hugh M. title: Back from the Future: An ABSEL "Merlin" Exercise For the Year 2005 date: 1999 words: 3763 flesch: 38 summary: How We Got From Here to There: 4 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 ABSEL’s Rise to Greatness The Merlin retrospective—one view at least— mapped out a number of specific components in ABSEL’s ascendancy. However, perhaps the great- Developments in Business Simulation and Experiential Learning, Volume 26, 1999 involving the kinds of people and criteria that FIGURE 2 est contribution of ABSEL’s involvement in the recreational game market was to bring greater financial resources to the problem by evoking economies of scale Principles One of the key elements in ABSEL’s ascen- dancy was the pioneering work its members have done in the development of vertical theory. keywords: absel; business; exercise; future; learning; merlin; research; simulation; students; theory cache: absel-920.pdf plain text: absel-920.txt item: #2658 of 2743 id: absel-921 author: Kelley, Lane; Brice, William David title: The Contributions of ABSEL During the 1980’s date: 1999 words: 2692 flesch: 27 summary: THE CONTRIBUTIONS OF ABSEL DURING THE 1980's Developments in Business Simulation and Experiential Learning, Volume 26, 1999 THE CONTRIBUTIONS OF ABSEL DURING THE 1980's Lane Kelley, University of Hawaii William David Brice, University of Hawaii ABSTRACT This paper will review the contributions to the experiential pedagogy during the 1980's by the Association for Business Simulation and Experiential Learning. When appropriate we examined the two groups to determine if 8 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 curriculum or teaching methods might be correlated to school size. keywords: absel; business; learning; management; percent; schools; simulation cache: absel-921.pdf plain text: absel-921.txt item: #2659 of 2743 id: absel-922 author: Butler, John K. title: ABSEL’s Contributions to Experiential Exercises in the 90’s date: 1999 words: 4999 flesch: 45 summary: ABSEL's Contributions to Experiential Exercises in the 90's Developments in Business Simulation and Experiential Learning, Volume 26, 1999 ABSEL’S CONTRIBUTIONS TO EXPERIENTIAL EXERCISES IN THE 90S John K. Butler, Jr., Clemson University ABSTRACT In an attempt to capture the contribution of ABSEL to experiential exercises in the 1990s, proceedings papers for that decade were classified into three tiers (full, condensed, interactive); three tracks (exercises, simulations, multimedia); three categories (actual, assessment, design/ adminis- tration); and eight fields (marketing, OB/HRM, Policy, etc.). 19 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 TABLE 3 PAPERS ON EXERCISES: FREQUENCIES 1990 1991 1992 1993 1994 1995 1996* 1997* 1998* TOT Hnlu Nvlle LV Svnh SD SA Orlnd NO Maui Category Field Actual Exercises Cross cultural** 5 3 0 11 3 2 1 3 6 34 Decision making*** 0 1 0 0 0 1 3 2 4 11 Finance & Acctg 0 0 0 0 0 1 1 3 0 5 General learning 0 0 1 2 1 4 2 7 7 24 Marketing 1 3 0 2 0 1 1 4 2 14 OB & HRM 8 6 8 3 2 10 3 8 6 54 Policy & Entrpnrshp 0 0 0 0 1 0 0 0 2 3 Prdctn & Mfg 1 1 5 3 1 0 0 0 0 11 Other 0 0 1 0 1 1 0 0 1 4 TOT ACTUAL EX 15 14 15 21 9 20 11 27 28 160 Assessment Cross cultural** 0 0 1 2 0 1 0 1 0 5 Decision making*** 1 0 0 1 0 1 0 1 1 5 Finance & Acctg 2 0 1 0 0 0 0 0 0 3 General learning 3 0 3 4 1 4 2 1 3 21 Marketing 1 0 0 0 0 0 0 0 0 1 OB & HRM 3 1 2 0 4 3 1 2 1 17 Policy & Entrpnrshp 1 1 0 1 0 0 0 0 0 3 Prdctn & Mfg 0 0 1 0 0 0 0 0 0 1 keywords: absel; business; exercises; learning; multimedia; papers; simulation; students; table cache: absel-922.pdf plain text: absel-922.txt item: #2660 of 2743 id: absel-923 author: Graf, Lee A. title: ABSEL's Contributions to Experiential Learning/Experiential Exercises: The Decade of the 1970's date: 1999 words: 3466 flesch: 20 summary: ABSEL'S CONTRIBUTIONS TO EXPERIENTIAL LEARNING/EXPERIENTIAL EXERCISE: THE DECADE OF THE 1970S Developments in Business Simulation and Experiential Learning, Volume 26, 1999 ABSEL’S CONTRIBUTIONS TO EXPERIENTIAL LEARNING/EXPERIENTIAL EXERCISES: THE DECADE OF THE 1970S Lee A. Graf, Illinois State University ABSTRACT This paper summarizes the contributions of ABSEL’s membership to the development of experiential learning and experiential exercises during the decade of the 1970s. Experiential exercises, on the other hand, may require participants to make hundreds of unique decisions during the exercise, but with only one iteration--the results of one iteration are not the input or starting point for a second iteration, as is the case for a simulation game 25 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 (Graf & Kellogg, 1990). keywords: absel; business; decade; exercises; learning; papers; proceedings; simulation; year cache: absel-923.pdf plain text: absel-923.txt item: #2661 of 2743 id: absel-924 author: Gold, Steven C.; Pray, Thomas F. title: Business Simulations - Algorithms and Model Enhancements: A 25 Year Review date: 1999 words: 1215 flesch: -8 summary: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? BUSINESS SIMULATIONS-ALGORITHMS AND MODEL ENHANCEMENTS A 25 YEAR REVIEW Developments in Business Simulation and Experiential Learning, Volume 26, 1999 BUSINESS SIMULATIONS - ALGORITHMS AND MODEL ENHANCEMENTS A 25 YEAR REVIEW Steven Gold, Rochester Institute of Technology Thomas Pray, Rochester Institute of Technology A PANEL PRESENTATION As part of the 25th Anniversary of ABSEL, the presenters will revisit the ABSEL papers and S&GA articles that have dealt extensively with business simulation development and algorithm advancement. keywords: business; enhancements; learning; model; simulation cache: absel-924.pdf plain text: absel-924.txt item: #2662 of 2743 id: absel-925 author: Howard, Barbara J.; Markulis, Peter M.; Strang, Daniel R. title: A Study of the ETS General Field Test as an AACSB Assessment Tool and the Impact of Experiential Exercises and Simulation on Learning date: 1999 words: 4233 flesch: 35 summary: Tiny Business Simulator on the WWW Putting Strategy into Strategic Business Games Industry Analysis, Porter's Five Forces Model and Strategic Group Maps in the Business Strategy Game Simulation The Use of Concept Mapping to Improve Student Performance and Understanding of Strategic Management Concepts: A Comparison of Techniques Transformational thinking in the Organizational Behavior Course: The Use of Metaphor as an Assessment Tool Creation of a Virtual Learning Community for the Global Virtual Enterprise Project Inter Institutional use of Educational Resources: Joint Use of Management Simulation Games Business Insights: Theory and Practice with the Aid of a Business Simulation Progress: An Experiential Exercise in Development Marketing The ABC's of teaching the Theory of Constraints to Undergraduate Business Students Demonstrating Principles of Organizational Purchasing Behavior through an Experiential Exercise The Virtual Manager: A Different Simulation for Managing Complexity When the Rules are changing and Chaos Breeds Innovation: Recapturing the Value of Constructive Thinking and Play in Simulation Training The Pitfalls, and Potential, of Actual Events as Problem Drivers Using Business Games to teach Environmental Awareness and Green Management: The International Experience with the ENSIM Game A Review of my ABSEL-Related Work Simulation of Government: A Workshop Using GEO Creating Internet-Based Games Using Perl and JavaScript A STUDY OF THE ETS GENERAL FIELD TEST AS AN AACSB ASSESSMENT TOOL AND THE IMPACT OF EXPERIENTIAL EXERCISES AND SIMULATION O... Developments in Business Simulation and Experiential Learning, Volume 26, 1999 keywords: assessment; business; ets; learning; performance; score; simulation; students; study; test cache: absel-925.pdf plain text: absel-925.txt item: #2663 of 2743 id: absel-926 author: Cannon, Hugh M.; Burns, Alvin C. title: A Framework for Assessing the Competencies Reflected in Simulation Performance date: 1999 words: 3532 flesch: 36 summary: Second, the movement toward using games as tools of assessment seeks to determine validity of game performance as an indicator of managerial competence. If this is the case, teachers who use simulations as educational tools will naturally structure their teaching to promote game performance. keywords: ability; absel; assessment; business; competence; games; learning; performance; research; simulation cache: absel-926.pdf plain text: absel-926.txt item: #2664 of 2743 id: absel-927 author: Zalatan, Katrina A.; Mayer, Douglas F. title: Developing a Learning Culture: Assessing Changes in Student Performance and Perception date: 1999 words: 4974 flesch: 47 summary: Tiny Business Simulator on the WWW Putting Strategy into Strategic Business Games Industry Analysis, Porter's Five Forces Model and Strategic Group Maps in the Business Strategy Game Simulation The Use of Concept Mapping to Improve Student Performance and Understanding of Strategic Management Concepts: A Comparison of Techniques Transformational thinking in the Organizational Behavior Course: The Use of Metaphor as an Assessment Tool Creation of a Virtual Learning Community for the Global Virtual Enterprise Project Inter Institutional use of Educational Resources: Joint Use of Management Simulation Games Business Insights: Theory and Practice with the Aid of a Business Simulation Progress: An Experiential Exercise in Development Marketing The ABC's of teaching the Theory of Constraints to Undergraduate Business Students Demonstrating Principles of Organizational Purchasing Behavior through an Experiential Exercise The Virtual Manager: A Different Simulation for Managing Complexity When the Rules are changing and Chaos Breeds Innovation: Recapturing the Value of Constructive Thinking and Play in Simulation Training The Pitfalls, and Potential, of Actual Events as Problem Drivers Using Business Games to teach Environmental Awareness and Green Management: The International Experience with the ENSIM Game A Review of my ABSEL-Related Work Simulation of Government: A Workshop Using GEO Creating Internet-Based Games Using Perl and JavaScript Within two years, students grew to accept an active, experiential program where computer simulations, student teams, and instructor coaches are the primary instructional delivery system for all junior and senior courses, and electronic portfolios are a critical part of learning assessment. keywords: business; course; curriculum; learning; management; simulation; students; team; value; workload; year cache: absel-927.pdf plain text: absel-927.txt item: #2665 of 2743 id: absel-928 author: Duserick, Frank G.; Enke, Ernest L.; Huang, Wilford; Robana, Abderahman title: Financial Simulation Using Distributed Computing Technology date: 1999 words: 3815 flesch: 39 summary: FINANCING SIMULATION USING DISTRIBUTED COMPUTING TECHNOLOGY Developments in Business Simulation and Experiential Exercises, Volume 26, 1999 FINANCIAL SIMULATION USING DISTRIBUTED COMPUTING TECHNOLOGY Frank Duserick, Alfred University Ernest Enke, Alfred University Wilford Huang, Alfred University Abderahman Robana, Alfred University ABSTRACT This paper describes a JavaTM based and Internet- based simulation prototype for financial decision making. FIGURE 1 CONTEMPORARY CLIENT/SERVER ARCHITECTURE (Workstation) (Server) NETWORK (Terminal) (Mainframe) 52 Developments in Business Simulation and Experiential Exercises, Volume 26, 1999 keywords: application; business; client; computing; database; javatm; object; remote; rmi; server; simulation; use cache: absel-928.pdf plain text: absel-928.txt item: #2666 of 2743 id: absel-929 author: Summers, Gary J. title: Analyzing Managers' Judgements and Decisions with an Educational Business Simulation date: 1999 words: 4430 flesch: 41 summary: Products values are used to calculate demand using, for example, the Gold and Pray system of demand equations (Gold and Pray 1984). In this example, characteristics expressed by one attribute (style) affect the contribution to product value made by the characteristics expressed by another attribute (exterior color). keywords: business; characteristics; classes; information; learning; products; simulation; student; value cache: absel-929.pdf plain text: absel-929.txt item: #2667 of 2743 id: absel-93 author: Hoover, J. Duane; Giambatista, Robert C.; Klinker, Joann title: Process and Content Integration in an Experiential Learning Guided Internship Program date: 2012 words: 7366 flesch: 47 summary: First, the program described here is a three- year project that involved a skill acquisition and retention study of students serving as high school principal interns in a local Independent School District (ISD), the ISD itself, and joint/multidisciplinary research conducted by a College of Business (COB) and a College of Education (COE) in a large university in the southwestern United States. The burden of effectively managing high schools, especially in those school systems that em- phasize decentralization and school autonomy (Ouichi, 2003), falls heavily upon the high school principal. keywords: academy; business; coaching; content; education; internship; leadership; learning; management; model; process; program; school; simulation; skills; student cache: absel-93.pdf plain text: absel-93.txt item: #2668 of 2743 id: absel-930 author: Terano, Takao; Suzuki, Hisatoshi; Kuno, Yasushi; Fujimori, Hiroshi; Shirai, Hiroaki; Nishio, Chizuru; Ogura, Noboru; Takahuashi, Mitsuo title: Understanding Your Business through Home-Made Simulator Development date: 1999 words: 4053 flesch: 38 summary: UNDERSTANDING YOUR BUSINESS THROUGH HOME-MADE SIMULATOR DEVELOPMENT Developments in Business Simulation and Experiential Learning, Volume 26, 1999 65 UNDERSTANDING YOUR BUSINESS THROUGH HOME-MADE SIMULATOR DEVELOPMENT TakaoTerano *1, Hisatoshi Suzuki *1, Yasushi Kuno *1, Hiroshi Fujimori *2, Hiroaki Shirai *3; Chizuru Nishio *1, Noboru Ogura *1, Mitsuo Takahashi *2; *1 GSSM, University of Tsukuba, Tokyo; *2 Reitaku University; Developments in Business Simulation and Experiential Learning, Volume 26, 1999 66 To meet the requirements and based on our previous experience Fujimori (1993a), Fujimori (1993b), Shirai (1994), Shirai (1996), Takahashi(1986), we set the following goals to design the business simulator course: 1. keywords: alexander; bmdl; business; course; development; figure; game; gaming; learning; management; model; simulation; students cache: absel-930.pdf plain text: absel-930.txt item: #2669 of 2743 id: absel-931 author: Dickinson, John R. title: An Examination of a Reanalysis of the Impact of a Market Leader on Simulation Competitors' Strategies date: 1999 words: 4172 flesch: 38 summary: AN EXAMINATION OF A REANALYSIS OF THE IMPACT OF A MARKET LEADER ON SIMULATION COMPETITORS’ STRATEGIES Developments in Business Simulation and Experiential Exercises, Volume 26, 1999 AN EXAMINATION OF A REANALYSIS OF THE IMPACT OF A MARKET LEADER ON SIMULATION COMPETITORS’ STRATEGIES John R. Dickinson, University of Windsor ABSTRACT The strategy decisions of this “artificial leader” or “ringer” company were controlled by the researchers to signal to other 72 Developments in Business Simulation and Experiential Exercises, Volume 26, 1999 competitors emphasis on push or pull strategy variables consistent with the manipulated marketplace. keywords: business; criterion; leader; manova; results; simulation; tests; variables; w&f cache: absel-931.pdf plain text: absel-931.txt item: #2670 of 2743 id: absel-932 author: Snyder, Lt title: Applying Shocks to TE Simulations: A Demonstration date: 1999 words: 1179 flesch: 2 summary: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? APPLYING SHOCKS TO TE SIMULATIONS: A DEMONSTRATION Developments in Business Simulation and Experiential Learning, Volume 26, 1999 APPLYING SHOCKS TO TE SIMULATIONS: A DEMONSTRATION LT Snyder, The University of West Florida ABSTRACT Most total enterprise simulations model a range of variables. keywords: business; learning; shocks; simulation cache: absel-932.pdf plain text: absel-932.txt item: #2671 of 2743 id: absel-933 author: Pogossian, Edward M. title: Increasing Efficiency of Management Skill Assessment date: 1999 words: 2088 flesch: 26 summary: INCREASING EFFICIENY OF MANAGEMENT SKILL ASSESSMENT Developments in Business Simulation and Experiential Exercises, Volume 26, 1999 INCREASING EFFICIENCY OF MANAGEMENT SKILL ASSESSMENT Edward M. Pogossian, Academy of Sciences and American University of Armenia ABSTRACT A system of assumptions was introduced in Po- gossian (ABSEL98) to shape an adequate model of the management skill assessment by simulation games. Other words, B(i,j) is the set of samples which in the games with the programs i and j attain results not consistent, or opposite, 80 Developments in Business Simulation and Experiential Exercises, Volume 26, 1999 to the fact that i is stronger than j in the ordering. keywords: business; learning; management; ordering; simulation; strategies cache: absel-933.pdf plain text: absel-933.txt item: #2672 of 2743 id: absel-934 author: Gosen, Jerry; Washbush, John B.; Patz, Alan L.; Scott, Timothy W.; Wolfe, Joseph; Cotter, Richard V. title: A Testbank for Measuring Total Enterprise Simulation Learning date: 1999 words: 4672 flesch: 49 summary: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? A TESTBANK FOR MEASURING TOTAL ENTERPRISE SIMULATION LEARNING Developments in Business Simulation & Experiential Learning, Volume 26, 1999 A TESTBANK FOR MEASURING TOTAL ENTERPRISE SIMULATION LEARNING Jerry Gosen and John Washbush, University of Wisconsin-Whitewater, Alan Patz, University of Southern California, Tim Scott, Mankato State University, Joseph Wolfe, Experiential Adventures LLC, Dick Cotter ABSTRACT This paper describes a procedure to construct a test bank of 120 items categorized according to pre-determined learning objectives designed to assess whether or not learning takes place from playing a total enterprise simulation. keywords: bank; business; developments; game; items; learning; management; objectives; simulation; study; test; wolfe cache: absel-934.pdf plain text: absel-934.txt item: #2673 of 2743 id: absel-935 author: Page, Diana title: Developing Leadership Skills - Video Live! date: 1999 words: 3336 flesch: 50 summary: Your group will build a model home, then diagnose specific behaviors, read several articles about group behavior, write a formal group paper and make an informal presentation to the class. This exercise contributes to acquisition of those tools; it eliminates some of the ambiguity associated with how group members must operate to achieve desired goals. keywords: behaviors; business; group; leadership; learning; model; simulation; students cache: absel-935.pdf plain text: absel-935.txt item: #2674 of 2743 id: absel-936 author: Dentico, John P. title: LeadSimm: Collaborative Leadership Development for the Knowledge Society date: 1999 words: 6611 flesch: 42 summary: Perhaps, it is because the money has not been spent on leadership development but instead on myths. The simple and general approaches to leadership development are ill suited to meet the demands of developing leaders who can engage in collaborative processes and who are capable of bringing a myriad of talents to bear on the complex issues of our times. keywords: business; development; environment; leadership; leadsimm; learning; model; new; participants; people; process; simulation; work cache: absel-936.pdf plain text: absel-936.txt item: #2675 of 2743 id: absel-937 author: Page, Diana title: A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation date: 1999 words: 3009 flesch: 36 summary: A TEAM APPROACH TO PRODUCING MULTI-MEDIA LAPTOP AND VIDEO FORMATTED PRESENTATIONS Developments in Business Simulation and Experiential Learning, Volume 26, 1999 A TEAM APPROACH TO PRODUCING MULTI-MEDIA LAPTOP AND VIDEO FORMATTED PRESENTATIONS Diana Page, The University of West Florida Using the team approach, 107 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 thorough knowledge of the graphics software is unnecessary, but it is important to understand what can and cannot be accomplished through graphics, particularly the limits of animation. keywords: business; concepts; graphic; leader; learning; presentation; process; simulation; team cache: absel-937.pdf plain text: absel-937.txt item: #2676 of 2743 id: absel-938 author: Ramey, Gerry; Leonard, Thomas L.; Leonard, Nancy H. title: Tinkertoys Revisited: Exploring Trust Based Relationships date: 1999 words: 3257 flesch: 41 summary: TINKERTOYS® REVISITED: EXPLORING TRUST-BASED RELATIONSHIPS Developments in Business Simulation and Experiential Learning, Volume 26, 1999 TINKERTOYS® REVISITED: EXPLORING TRUST-BASED RELATIONSHIPS Gerry Ramey, Lewis-Clark State College Thomas L. Leonard, Lewis-Clark State College Nancy H. Leonard, Lewis-Clark State College ABSTRACT Tinkertoy® exercises have been used to teach leadership, group processes, motivation, and even principles of management. 111 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 By putting different resources in each box, the teams are forced to make decisions based on in- adequacy of resources. keywords: business; goals; group; learning; parties; relationships; simulation; trust cache: absel-938.pdf plain text: absel-938.txt item: #2677 of 2743 id: absel-939 author: Patz, Alan L. title: Overall Dominance in Total Enterprise Simulation Performance date: 1999 words: 1874 flesch: 28 summary: LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) OVERALL DOMINANCE IN TOTAL ENTERPRISE SIMULATION PERFORMANCE Developments in Business Simulation and Experiential Learning, Volume 26, 1999 OVERALL DOMINANCE IN TOTAL ENTERPRISE SIMULATION PERFORMANCE Alan L. Patz, University of Southern California ABSTRACT The results presented here confirm that small samples of full-time student undergraduates in a capstone total enterprise (TE) simulation will show a pattern of performance where the domi- nant teams at the end on the competition will have established and maintained an early lead. keywords: business; learning; performance; simulation; student; teams; time cache: absel-939.pdf plain text: absel-939.txt item: #2678 of 2743 id: absel-94 author: Chandler, Lisa Lucarelli title: Good-Bye Discussion Thread: Creating a Community of Inquiry in an Online Master’s Program date: 2012 words: 5459 flesch: 50 summary: Using readily available screen capture soft- ware, feedback was given to student teams in audio and or video formats by the instructor. The cycle of learning from student interaction with course materials, to in-depth student discussion, to instruc- tor feedback deepens each week as personal interaction develops. keywords: business; course; discussion; education; experience; group; interaction; learning; meeting; online; student; team cache: absel-94.pdf plain text: absel-94.txt item: #2679 of 2743 id: absel-940 author: Wharton, Robert R.; Parry, Linda E.; Buntzman, Gabe title: Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance date: 1999 words: 4709 flesch: 38 summary: Company performance was determined after ten decisions were completed. There were four distinct approaches to the competition that drove company performance. keywords: business; company; control; goal; learning; locus; orientations; performance; risk; simulation; students cache: absel-940.pdf plain text: absel-940.txt item: #2680 of 2743 id: absel-941 author: Peach, E. Brian; Roberts, Ralph title: Assessing the Effects of Feedback: Muti-Method and Mutidirections in Multi-Pedagogical Courses date: 1999 words: 4208 flesch: 46 summary: This paper describes the results of using an instrument designed to not only provide feedback about student performance, but to also elicit student perceptions about the meaning of the feedback. Merely providing typical means of performance feedback to students is not enough. keywords: business; class; course; feedback; learning; management; performance; simulation; students cache: absel-941.pdf plain text: absel-941.txt item: #2681 of 2743 id: absel-942 author: Rausch, Erwin title: The Missing Ingredients in Experiential Learning date: 1999 words: 2368 flesch: 14 summary: THE MISSING INGREDIENTS IN EXPERIENTIAL LEARNING Developments in Business Simulation and Experiential Learning, Volume 26, 1999 THE MISSING INGREDIENTS IN EXPERIENTIAL LEARNING Erwin Rausch, Didactic Systems PURPOSE This workshop is intended to: - Emphasize the need for inclusion of ALL the steps for a fully effective learning experience, when designing an experiential workshop for classroom use, even if the classroom is a step in a work-based learning program. During application: 130 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 - reminders of either the model or the questions Many issues may be involved in reflection, analysis, model/guideline development and preliminary mental application. keywords: application; business; concepts; learning; model; simulation; steps cache: absel-942.pdf plain text: absel-942.txt item: #2682 of 2743 id: absel-943 author: Goosen, Kenneth R.; Jensen, Ronald; Wells, Robert A. title: Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective date: 1999 words: 6370 flesch: 34 summary: “Cash flow statements: are they important in business simulations?, Developments in Business Simulations & Experiential Exercises (25), 244-245 Irvine, Steven, R., Levary, Reuven R. & McCoy, Michael, (1998). Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? keywords: business; business simulation; cost; decisions; demand; designer; developments; enterprise; exercises; learning; management; market; production; simulation cache: absel-943.pdf plain text: absel-943.txt item: #2683 of 2743 id: absel-944 author: Thatchenkery, Tojo; Behara, Ravi; Kenney, Con title: Building Capabilities for Change through Laboratory Simulations date: 1999 words: 1838 flesch: 21 summary: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? BUILDING CAPABILITIES FOR CHANGE THROUGH LABORATORY SIMULATIONS Developments in Business Simulation & Experiential Learning, Volume 26, 1999 BUILDING CAPABILITIES FOR CHANGE THROUGH keywords: business; game; laboratory; learning; project; reverse; simulation cache: absel-944.pdf plain text: absel-944.txt item: #2684 of 2743 id: absel-945 author: Summers, Gary J. title: Modeling Innovation as a Process of Design in Educational Business Simulation date: 1999 words: 4341 flesch: 40 summary: Multitudes of new products and product classes become available. Defining One’s Business with Product Classes When designing products, students face two problems: keywords: attributes; business; classes; innovation; new; product; simulation; students; value cache: absel-945.pdf plain text: absel-945.txt item: #2685 of 2743 id: absel-946 author: Dickinson, John R.; Gentry, James W. title: The Need to Measurer Variance in Experiential Learning and a New Statistic to Do So date: 1999 words: 4404 flesch: 35 summary: (References available on request from the senior author.) 159 Table of Contents Volume 26, 1999 ABSEL's Historical Research Interests Back From the Future: An ABSEL Merlin Exercise for the Year 2005 The Contributions of ABSEL During the 1980's ABSEL's Contributions to Experiential Exercises in the 90's ABSEL's Contributions to Experiential learning/Experiential Exercises: The Decade of the 1970's Business Simulations - Algorithms and Model Enhancements: A 25 year Review A Study of the ETS General Field Test as an AACSB Assessment Tool and the Impact of Experiential Exercises and Simulation on Learning A Framework for Assessing the Competencies Reflected in Simulation Performance Developing A Learning Culture: Assessing Changes in Student Performance and Perception Financial Simulation Using Distributed Computing Technology Analyzing Managers' Judgements and Decisions with an Educational Business Simulation Understanding Your Business through Home-Made Simulator Development An Examination of a Reanalysis of the Impact of a Market Leader on Simulation Competitors' Strategies Applying Shocks to TE Simulations: A Demonstration Increasing Efficiency of Management Skill Assessment A Testbank for Measuring Total Enterprise Simulation Learning Developing Leadership Skills - Video Live! LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? THE NEED TO MEASURE VARIANCE IN EXPERIENTIAL LEARNING AND A NEW STATISTIC TO DO SO Developments in Business Simulation & Experiential Learning, Volume 26, 1999 THE NEED TO MEASURE VARIANCE IN EXPERIENTIAL LEARNING AND A NEW STATISTIC TO DO SO John R. Dickinson, University of Windsor James W. Gentry, University of Nebraska-Lincoln ABSTRACT The measurement of variation of qualitative or categorical variables serves a variety of essential purposes in simulation gaming: de- scribing/summarizing participants’ decisions for evaluation and feedback, describing/summarizing simulation results toward the same ends, and explaining variation for basic research purposes. keywords: business; categories; dispersion; index; j j; learning; measures; number; observations; simulation cache: absel-946.pdf plain text: absel-946.txt item: #2686 of 2743 id: absel-947 author: Cook, John E. title: Assessing Effectiveness of an Experiential Oriented Course over Time date: 1999 words: 3848 flesch: 42 summary: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? Tiny Business Simulator on the WWW Putting Strategy into Strategic Business Games Industry Analysis, Porter's Five Forces Model and Strategic Group Maps in the Business Strategy Game Simulation The Use of Concept Mapping to Improve Student Performance and Understanding of Strategic Management Concepts: A Comparison of Techniques Transformational thinking in the Organizational Behavior Course: The Use of Metaphor as an Assessment Tool Creation of a Virtual Learning Community for the Global Virtual Enterprise Project Inter Institutional use of Educational Resources: Joint Use of Management Simulation Games Business Insights: Theory and Practice with the Aid of a Business Simulation Progress: An Experiential Exercise in Development Marketing The ABC's of teaching the Theory of Constraints to Undergraduate Business Students Demonstrating Principles of Organizational Purchasing Behavior through an Experiential Exercise The Virtual Manager: A Different Simulation for Managing Complexity When the Rules are changing and Chaos Breeds Innovation: Recapturing the Value of Constructive Thinking and Play in Simulation Training The Pitfalls, and Potential, of Actual Events as Problem Drivers Using Business Games to teach Environmental Awareness and Green Management: The International Experience with the ENSIM Game A Review of my ABSEL-Related Work Simulation of Government: A Workshop Using GEO Creating Internet-Based Games Using Perl and JavaScript keywords: business; course; exercises; learning; nursing; respondents; simulation; students; teaching; time cache: absel-947.pdf plain text: absel-947.txt item: #2687 of 2743 id: absel-948 author: Patton, Gregory H.; Davis, Daniel Cochece title: Developing Participant Satisfaction Models of Experiential Exercises in Business Education date: 1999 words: 3414 flesch: 27 summary: Developing Participant Satisfaction Models of Experiential Exercises in Business Education Developments in Business Simulation and Experiential Learning, Volume 26, 1999 DEVELOPING PARTICIPANT SATISFACTION MODELS OF EXPERIENTIAL EXERCISES IN BUSINESS EDUCATION Gregory H. Patton, University of Southern California Daniel Cochece Davis, Marist College ABSTRACT Previous business education research establishes predictive relationships between student satis- faction levels and both utility and under- standing oriented measures. This article of- fers an extension of previous empirical research and theoretical development in the area of expe- riential learning and pedagogical praxis by building on preliminary work presented at the 1998 annual meeting of the Association for Business Simulation and Experiential Learning (ABSEL). keywords: business; learning; satisfaction; simulation; students; understanding cache: absel-948.pdf plain text: absel-948.txt item: #2688 of 2743 id: absel-949 author: Goosen, Jerry; Washbush, John title: Perceptions of Learning in TE Simulations date: 1999 words: 3279 flesch: 40 summary: LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) What do those who score the highest on objective learning measures believe they learn? keywords: business; game; learning; measure; perceptions; performance; simulation; study cache: absel-949.pdf plain text: absel-949.txt item: #2689 of 2743 id: absel-95 author: DePorres, Daphne title: Fiction as a Constructivist Tool for Learning Process Consultation in an Online Environment: Shaping the Context, Introducing the Dialogue date: 2012 words: 7100 flesch: 33 summary: The concept includes room for the development of basic functions on the one hand and recommendations for the practical realization on the other hand. FRAMEWORK FOR DEVELOPING COMPETENCY MODELS Core element of the development framework is the formulation of competency models. IMPLEMENTATION IN THE FIELD OF CONSTRUCTION MANAGEMENT DEVELOPING A SPECIFIC COMPETENCY MOD- EL A domain-specific competency model was developed following the authors six-stage framework for the concep- tualization of competency models (Framework for the De- velopment of Competency Models (FDCM). keywords: business; business simulation; competencies; competency; der; development; framework; group; individual; karl; learning; model; objectives; simulation; skills; stage; target; teaching cache: absel-95.pdf plain text: absel-95.txt item: #2690 of 2743 id: absel-950 author: Chang, Jimmy; Lee, Mary; Ng, Kwan-Ling title: Students' View on the Use of Business Gaming in Hong Kong date: 1999 words: 1899 flesch: 29 summary: Students' View on the Use of Business Gaming in Hong Kong Developments in Business Simulation and Experiential Learning, Volume 26, 1999 STUDENTS' VIEW ON THE USE OF BUSINESS GAMING IN HONG KONG Jimmy Chang, Mary Lee, and Kwan-ling Ng, The Hong Kong Polytechnic University ABSTRACT This paper is concerned with Hong Kong students’ view on the usage of the case method in teaching the subject strategic management. 176 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 A More Holistic Understanding of Objectives in Using the Case Study Method for Strategic Management Students were asked if they agreed with the objectives as identified by Jennings (1996). keywords: business; case; learning; management; method; students cache: absel-950.pdf plain text: absel-950.txt item: #2691 of 2743 id: absel-951 author: Rybalsky, Viktor; Wolfe, Joseph title: Management Gaming's Lost Opportunity: Meditations About The Russian Experience And Prospects For The Future date: 1999 words: 1947 flesch: 28 summary: 179 Table of Contents Volume 26, 1999 ABSEL's Historical Research Interests Back From the Future: An ABSEL Merlin Exercise for the Year 2005 The Contributions of ABSEL During the 1980's ABSEL's Contributions to Experiential Exercises in the 90's ABSEL's Contributions to Experiential learning/Experiential Exercises: The Decade of the 1970's Business Simulations - Algorithms and Model Enhancements: A 25 year Review A Study of the ETS General Field Test as an AACSB Assessment Tool and the Impact of Experiential Exercises and Simulation on Learning A Framework for Assessing the Competencies Reflected in Simulation Performance Developing A Learning Culture: Assessing Changes in Student Performance and Perception Financial Simulation Using Distributed Computing Technology Analyzing Managers' Judgements and Decisions with an Educational Business Simulation Understanding Your Business through Home-Made Simulator Development An Examination of a Reanalysis of the Impact of a Market Leader on Simulation Competitors' Strategies Applying Shocks to TE Simulations: A Demonstration Increasing Efficiency of Management Skill Assessment A Testbank for Measuring Total Enterprise Simulation Learning Developing Leadership Skills - Video Live! LEADSIMM: Management Gaming's Lost Opportunity: Meditations About the Russian Experience and Prospects for the Future Developments in Business Simulation and Experiential Learning, Volume 26, 1999 MANAGEMENT GAMING’S LOST OPPORTUNITY: MEDITATIONS ABOUT THE RUSSIAN EXPERIENCE AND PROSPECTS FOR THE FUTURE Viktor Rybalsky, Formerly, Kiev Civil Engineering Institute Joseph Wolfe, Formerly, University of Tulsa ABSTRACT A number of elements have shaped the Russian personality and culture. keywords: business; communism; games; learning; management; simulation; use cache: absel-951.pdf plain text: absel-951.txt item: #2692 of 2743 id: absel-952 author: Marshall, James R. title: Unanticipated Enhancements in the Business Strategy and Policy Game When Running In Windows 95 date: 1999 words: 1931 flesch: 18 summary: LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) UNANTICIPATED ENHANCEMENTS IN THE BUSINESS STRATEGY AND POLICY GAME WHEN RUNNING IN WINDOWS 95 Developments in Business Simulation & Experiential Learning, Volume 26, 1999 UNANTICIPATED ENHANCEMENTS IN THE BUSINESS STRATEGY AND POLICY GAME WHEN RUNNING IN WINDOWS 95® James R Marshall, California State Polytechnic University ABSTRACT A discussion of how reprogramming The Business Strategy and Policy Game has provided unanticapated opportunities to enhance and extend the value of this highly reliable business simulation. keywords: business; game; learning; policy; simulation; strategy; windows cache: absel-952.pdf plain text: absel-952.txt item: #2693 of 2743 id: absel-953 author: Marshall, James R. title: Using a Business Game to Demonstrate Broad Business Concepts date: 1999 words: 1786 flesch: 29 summary: LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Using a Business Game to Demonstrate Broad Business Concepts Developments in Business Simulation and Experiential Learning, Volume 26, 1999 USING A BUSINESS GAME TO DEMONSTRATE BROAD BUSINESS CONCEPTS Dr. James R. Marshall, California State Polytechnic University ABSTRACT To be effective, capstone classes for undergraduates should include more than participating in a computerized business game and the study of cases. keywords: business; game; learning; simulation; students; year cache: absel-953.pdf plain text: absel-953.txt item: #2694 of 2743 id: absel-954 author: Lissy, Carole; Lockerby, Mary Lou; Roy, Lillian title: A New Model for Business Courses (Getting the Student Connected) date: 1999 words: 1898 flesch: 14 summary: A New Model for Business Courses (Getting the Student Connected) Developments in Business Simulation and Experiential Learning, Volume 26, 1999 “A NEW MODEL FOR BUSINESS COURSES (GETTING THE STUDENT CONNECTED)” Carole Lissy – William Rainey Harper College Mary Lou Lockerby – College of DuPage Lillian Roy – McHenry County College Business Simulation General Description: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? keywords: business; course; department; learning; simulation; students cache: absel-954.pdf plain text: absel-954.txt item: #2695 of 2743 id: absel-955 author: Stephan, John; Parente, Diane H.; Brown, Randy C. title: Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes date: 1999 words: 4503 flesch: 35 summary: If the functional lens were applied to the view of the deliverables, we expected to see post-test rankings of functional deliverables by major to demonstrate significant between-group differences. Tiny Business Simulator on the WWW Putting Strategy into Strategic Business Games Industry Analysis, Porter's Five Forces Model and Strategic Group Maps in the Business Strategy Game Simulation The Use of Concept Mapping to Improve Student Performance and Understanding of Strategic Management Concepts: A Comparison of Techniques Transformational thinking in the Organizational Behavior Course: The Use of Metaphor as an Assessment Tool Creation of a Virtual Learning Community for the Global Virtual Enterprise Project Inter Institutional use of Educational Resources: Joint Use of Management Simulation Games Business Insights: Theory and Practice with the Aid of a Business Simulation Progress: An Experiential Exercise in Development Marketing The ABC's of teaching the Theory of Constraints to Undergraduate Business Students Demonstrating Principles of Organizational Purchasing Behavior through an Experiential Exercise The Virtual Manager: A Different Simulation for Managing Complexity When the Rules are changing and Chaos Breeds Innovation: Recapturing the Value of Constructive Thinking and Play in Simulation Training The Pitfalls, and Potential, of Actual Events as Problem Drivers Using Business Games to teach Environmental Awareness and Green Management: The International Experience with the ENSIM Game A Review of my ABSEL-Related Work Simulation of Government: A Workshop Using GEO Creating Internet-Based Games Using Perl and JavaScript keywords: business; course; deliverables; functional; importance; learning; lss; position; simulation; students cache: absel-955.pdf plain text: absel-955.txt item: #2696 of 2743 id: absel-956 author: Markulis, Peter M.; Malik, S. Dolly; Howard, Barbara J.; Strang, Daniel R. title: Is It Here To Stay? A Roundtable Discussion of the Intergroup Interaction date: 1999 words: 1431 flesch: 17 summary: A Roundtable Discussion of the Inter-Group Interaction Developments in Business Simulation and Experiential Learning, Volume 26, 1999 IS IT HERE TO STAY? LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) keywords: business; discussion; group; learning; simulation; students cache: absel-956.pdf plain text: absel-956.txt item: #2697 of 2743 id: absel-957 author: Jordan, David A. title: Interactive Tools Used In Applying Financial Concepts date: 1999 words: 1552 flesch: 22 summary: Interactive Tools Used in Applying Financial Concepts Developments in Business Simulation and Experiential Learning, Volume 26, 1999 INTERACTIVE TOOLS USED IN APPLYING FINANCIAL CONCEPTS David A. Jordan, Geneva College ABSTRACT This paper addresses the need and use of interactive tools in teaching financial concepts. For example, one exercise has the student compare 194 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 changes in retained earnings and cash as a function of receivables. keywords: business; concepts; learning; simulation; student; tools cache: absel-957.pdf plain text: absel-957.txt item: #2698 of 2743 id: absel-958 author: Christoffersen, S. title: Strengthening Essential Skills through a Finance Exercise: Calculation of Beta date: 1999 words: 3108 flesch: 45 summary: Tiny Business Simulator on the WWW Putting Strategy into Strategic Business Games Industry Analysis, Porter's Five Forces Model and Strategic Group Maps in the Business Strategy Game Simulation The Use of Concept Mapping to Improve Student Performance and Understanding of Strategic Management Concepts: A Comparison of Techniques Transformational thinking in the Organizational Behavior Course: The Use of Metaphor as an Assessment Tool Creation of a Virtual Learning Community for the Global Virtual Enterprise Project Inter Institutional use of Educational Resources: Joint Use of Management Simulation Games Business Insights: Theory and Practice with the Aid of a Business Simulation Progress: An Experiential Exercise in Development Marketing The ABC's of teaching the Theory of Constraints to Undergraduate Business Students Demonstrating Principles of Organizational Purchasing Behavior through an Experiential Exercise The Virtual Manager: A Different Simulation for Managing Complexity When the Rules are changing and Chaos Breeds Innovation: Recapturing the Value of Constructive Thinking and Play in Simulation Training The Pitfalls, and Potential, of Actual Events as Problem Drivers Using Business Games to teach Environmental Awareness and Green Management: The International Experience with the ENSIM Game A Review of my ABSEL-Related Work Simulation of Government: A Workshop Using GEO Creating Internet-Based Games Using Perl and JavaScript Strengthening Essential Skills Through a Finance Exercise: Calculation of Beta Developments in Business Simulation and Experiential Learning, Volume 26, 1999 STRENGTHENING ESSENTIAL SKILLS THROUGH A FINANCE EXERCISE: CALCULATION OF BETA S. Christoffersen, Philadelphia College of Textiles and Science ABSTRACT An exercise for an introductory finance class is described. keywords: business; exercise; learning; rates; return; simulation; skills; students; use cache: absel-958.pdf plain text: absel-958.txt item: #2699 of 2743 id: absel-959 author: Thavikulwat, Precha title: A Model of Currency Exchange Rates date: 1999 words: 5998 flesch: 52 summary: Adjustably pegged exchange rates are common in the every- day world. The formula is as follows: B A BA Q QX =, (1) where XA,B: Exchange rate of Nation A’s (e.g., $) cur- rency for Nation B’s (e.g., £)1 QA: keywords: business; currency; exchange; gaming; learning; model; money; nation; participant; rate; simulation cache: absel-959.pdf plain text: absel-959.txt item: #2700 of 2743 id: absel-96 author: Patel, Lahar title: Can Simulations Provide a Better Experience? A Capstone Application date: 2012 words: 5669 flesch: 40 summary: Sallis and Jones (2002) point out that among organizations imple- menting knowledge management (KM), almost none is in the education sector even though universities are clear ex- amples of knowledge organizations where generation and diffusion of knowledge are two of their main value proposi- tions, especially when considering distance learning (Chong and Kasemanandan, 2010; Geller and Smith, 2009). From a social perspective, knowledge management is a continuous social process of creating and sharing among individuals that helps to mine tacit knowledge. keywords: authorities; business; education; faculty; information; knowledge; knowledge management; learning; management; simulation; technology; university; use cache: absel-96.pdf plain text: absel-96.txt item: #2701 of 2743 id: absel-960 author: Halpin, Annette L. title: Understanding Currency Exchange Rates: A Three-Part Exercise date: 1999 words: 3356 flesch: 57 summary: Understanding Currency Exchange Rates: A Three-Part Exercise Developments in Business Simulation and Experiential Learning, Volume 26, 2999 UNDERSTANDING CURRENCY EXCHANGE RATES: A THREE-PART EXERCISE Annette L. Halpin, Beaver College ABSTRACT Students enrolled in business programs today are required to understand and appreciate the interdependence of nations in our global economy. 209 Developments in Business Simulation and Experiential Learning, Volume 26, 2999 Materials A calculator and play money from the United States and two other countries are needed. keywords: business; currency; exchange; exercise; pounds; rates; students; u.s cache: absel-960.pdf plain text: absel-960.txt item: #2702 of 2743 id: absel-961 author: Biggs, William D.; Marks, Kevin; Schafer, Michael; Sharma, Manisha title: Student Experiences in the World Intercollegiate Business Game Competition date: 1999 words: 2017 flesch: 34 summary: LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Student Experiences in the International Collegiate Business Policy Game Competition Developments in Business Simulation and Experiential Learning, Volume 26, 1999 STUDENT EXPERIENCES IN THE WORLD INTERCOLLEGIATE BUSINESS GAME COMPETITION William D. Biggs, Beaver College Kevin Marks, Computer Sciences Corporation Michael Schafer, SEI Investments Manisha Sharma, Sheraton Group ABSTRACT This condensed paper provides comments from three of the four students who represented Beaver College in the 1998 World Intercollegiate Business Game Competition (WIBGC). keywords: business; game; learning; simulation; students; team cache: absel-961.pdf plain text: absel-961.txt item: #2703 of 2743 id: absel-962 author: Biggs, William D.; Duffy, Michelle; Leposa, David; Milne, Andrew; Schwartz, Eleanor title: Student Experiences in the International-Collegiate Business Policy Game Competition date: 1999 words: 2071 flesch: 38 summary: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? Student Experiences in the International Collegiate Business Policy Game Competition Developments in Business Simulation and Experiential Learning, Volume 26, 1999 STUDENT EXPERIENCES IN THE INTERNATIONAL COLLEGIATE BUSINESS POLICY GAME COMPETITION William D. Biggs, Beaver College Michelle Duffy, U.S. Navy David Leposa, Chrysler Credit Corporation Andrew Milne, Vital Solutions International, Inc. Eleanor Schwartz, Bell Atlantic ABSTRACT This condensed paper provides comments from four students who represented Beaver College in the 1998 International Collegiate Business Policy Game Competition (ICBPGC). keywords: business; competition; game; learning; simulation; students; time cache: absel-962.pdf plain text: absel-962.txt item: #2704 of 2743 id: absel-963 author: Biggs, William D.; Samson, George; Wind, Deborah title: Using Boards of Directors in Simulation Environments: Comments from Board Members date: 1999 words: 2042 flesch: 36 summary: LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Using Boards of Directors in Simulation Environments: Comments from Board Members Developments in Business Simulation and Experiential Exercises, Volume 26, 1999 USING BOARDS OF DIRECTORS IN SIMULATION ENVIRONMENTS: COMMENTS FROM BOARD MEMBERS William D. Biggs, Beaver College George Samson, Moore Pushpin Company Deborah Wind, First Union Bank ABSTRACT This condensed paper provides comments from two business executives concerning their experiences as members of boards of directors in two different general management simulation environments. keywords: board; business; competition; game; learning; members; simulation cache: absel-963.pdf plain text: absel-963.txt item: #2705 of 2743 id: absel-964 author: Morgan, Sandra W. title: Sharing Best Practices: Teaching Smarter, Not Harder date: 1999 words: 1426 flesch: 17 summary: LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Sharing Best Practices: Teaching Smarter, Not Harder Developments in Business Simulation and Experiential Learning, Volume 26, 1999 SHARING BEST PRACTICES: TEACHING SMARTER, NOT HARDER Sandra Morgan, University of Hartford ABSTRACT In this session, ABSEL members will share their best practices in teaching. keywords: business; game; learning; simulation; teaching; time cache: absel-964.pdf plain text: absel-964.txt item: #2706 of 2743 id: absel-965 author: Pittenger, Khushwant K. S. title: Star Power: A Simulation for Understanding Power and Empowerment date: 1999 words: 2180 flesch: 36 summary: 222 Table of Contents Volume 26, 1999 ABSEL's Historical Research Interests Back From the Future: An ABSEL Merlin Exercise for the Year 2005 The Contributions of ABSEL During the 1980's ABSEL's Contributions to Experiential Exercises in the 90's ABSEL's Contributions to Experiential learning/Experiential Exercises: The Decade of the 1970's Business Simulations - Algorithms and Model Enhancements: A 25 year Review A Study of the ETS General Field Test as an AACSB Assessment Tool and the Impact of Experiential Exercises and Simulation on Learning A Framework for Assessing the Competencies Reflected in Simulation Performance Developing A Learning Culture: Assessing Changes in Student Performance and Perception Financial Simulation Using Distributed Computing Technology Analyzing Managers' Judgements and Decisions with an Educational Business Simulation Understanding Your Business through Home-Made Simulator Development An Examination of a Reanalysis of the Impact of a Market Leader on Simulation Competitors' Strategies Applying Shocks to TE Simulations: A Demonstration Increasing Efficiency of Management Skill Assessment A Testbank for Measuring Total Enterprise Simulation Learning Developing Leadership Skills - Video Live! Star Power: A Simulation for Understanding Power and Empowerment Developments in Business Simulation and Experiential Learning, Volume 26, 1999 STAR POWER: keywords: business; game; learning; power; simulation; squares cache: absel-965.pdf plain text: absel-965.txt item: #2707 of 2743 id: absel-966 author: Schaffer, Robert W. title: The Marketing Game: A Marketing Principles Simulation date: 1999 words: 1430 flesch: 14 summary: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? The Marketing Game: A Marketing Principles Simulation Developments in Business Simulation and Experiential Learning, Volume 26, 1999 THE MARKETING GAME: A MARKETING PRINCIPLES SIMULATION Robert W. Schaffer, California State Polytechnic University, Pomona ABSTRACT The Marketing Game learning environment is based on the Digital Camera industry. keywords: business; game; learning; marketing; simulation; students cache: absel-966.pdf plain text: absel-966.txt item: #2708 of 2743 id: absel-967 author: Fujimori, Hiroshi; Kuno, Yasushi; Shirai, Hiroaki; Suzuki, Hisatoshi; Terano, Takao title: Alexander Islands: GSSM Tiny Business Simulator on the Www date: 1999 words: 1608 flesch: 10 summary: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? Tiny Business Simulator on the WWW Developments in Business Simulation and Experiential Learning, Volume 26, 1999 224 ALEXANDER ISLANDS: keywords: alexander; business; game; islands; learning; model; simulation cache: absel-967.pdf plain text: absel-967.txt item: #2709 of 2743 id: absel-968 author: Teach, Richard D.; Schwartz, Robert G. title: Putting Strategy into Strategic Business Games date: 1999 words: 5903 flesch: 56 summary: The cost of changing the pricing strategy will be initially set (for example) at $5,000; promotional strategy change - $10,000; market segmentation strategy - $20,000; sales intensity strategy - $25,000; product strategy - $10,000; R&D strategy - $15,000; R&D allocation strategy - $15,000; 233 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 inventory strategy - $25,000; manufacturing employment strategy - $15,000; expansion strategy - $30,000; financial strategy - $50,000; dividends strategy - $5,000; to stop dividend payments, once started - $20,000; and to cut dividends, once started - $10,000. So You Want to Run an NFL Football Team–An Honors Interdisciplinary Project Supervised Internship: The Employer's Perspective Using Computer Assisted Simulation to Teach International Business Strategy: keywords: business; decisions; firm; game; market; price; product; segment; simulation; strategies; strategy; time; year cache: absel-968.pdf plain text: absel-968.txt item: #2710 of 2743 id: absel-969 author: Parks, Don M. title: Industry Analysis, Porter’s Five Forces Model and Strategic Group Maps in the Business Strategy Game Simulation date: 1999 words: 1360 flesch: 17 summary: 236 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 237 N.A. Branded Market 100 110 120 130 140 150 160 170 30 35 40 45 50 55 60 65 70 Price A D F E C B Table of Contents Volume 26, 1999 ABSEL's Historical Research Interests Back From the Future: An ABSEL Merlin Exercise for the Year 2005 The Contributions of ABSEL During the 1980's ABSEL's Contributions to Experiential Exercises in the 90's ABSEL's Contributions to Experiential learning/Experiential Exercises: The Decade of the 1970's Business Simulations - Algorithms and Model Enhancements: A 25 year Review A Study of the ETS General Field Test as an AACSB Assessment Tool and the Impact of Experiential Exercises and Simulation on Learning A Framework for Assessing the Competencies Reflected in Simulation Performance Developing A Learning Culture: Assessing Changes in Student Performance and Perception Financial Simulation Using Distributed Computing Technology Analyzing Managers' Judgements and Decisions with an Educational Business Simulation Understanding Your Business through Home-Made Simulator Development An Examination of a Reanalysis of the Impact of a Market Leader on Simulation Competitors' Strategies Applying Shocks to TE Simulations: A Demonstration Increasing Efficiency of Management Skill Assessment A Testbank for Measuring Total Enterprise Simulation Learning Developing Leadership Skills - Video Live! LEADSIMM: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? keywords: business; game; industry; learning; simulation; strategy cache: absel-969.pdf plain text: absel-969.txt item: #2711 of 2743 id: absel-97 author: Cannon, Hugh M.; Cannon, James N. title: Modeling a Modest Proposal for Increasing the Efficiency of Academic Research Dissemination date: 2012 words: 8963 flesch: 43 summary: The resulting measure of efficiency would be the proportion of knowledge distributed per unit of resources expended on knowledge dissemination, or Ideally, market pressures would optimize CD such that the marginal value of increased knowledge dissemination equals its marginal cost. The basic tension in the formulation and dissemination of disciplinary knowledge revolves around the two issues discussed in the introduction: (1) How do we maximize the quality and quantity of knowledge created per unit of resources expended on research (research formulation efficiency); and (2) how do we disseminate this knowledge to the people who need it at the least possible cost (knowledge dissemination efficiency). keywords: access; articles; cost; dissemination; efficiency; equation; information; journal; knowledge; knowledge dissemination; process; quality; research; researchers; review cache: absel-97.pdf plain text: absel-97.txt item: #2712 of 2743 id: absel-970 author: Micklich, Douglas L. title: The Use of Concept Mapping to Improve Student Performance and Understanding of Strategic Management Concepts: A Comparison of Techniques date: 1999 words: 3656 flesch: 41 summary: The Use of Concept Mapping To Improve Student Performance and Understanding of Strategic Management Concepts: A Comparison ... Developments in Business Simulation and Experiential Learning, Volume 26, 1999 THE USE OF CONCEPT MAPPING TO IMPROVE STUDENT PERFORMANCE AND UNDERSTANDING OF STRATEGIC MANAGEMENT CONCEPTS: A COMPARISON OF TECHNIQUES Douglas L. Micklich, Illinois State University at Normal ABSTRACT Previous research (Micklich, 1998) has shown that by using concept mapping, a greater level of understanding of the relationships between strategic management concepts can be gained. Student performance being defined as: 238 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 better test scores, greater benefit seen from using the techniques, and as a result, smaller standard deviations in the test scores. keywords: business; exam; exercise; learning; map; mapping; spring cache: absel-970.pdf plain text: absel-970.txt item: #2713 of 2743 id: absel-971 author: Szczerbacki, David; Spears, Martha; Oksoy, Dolun title: Transformational Thinking in the Organizational Behavior Course: The Use of Metaphor as an Assessment Tool date: 1999 words: 3821 flesch: 42 summary: LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Transformational Thinking in the Organizational Behavior Course: The Use of Metaphor as an Assessment Tool Developments in Business Simulation and Experiential Learning, Volume 26, 1999 TRANSFORMATIONAL THINKING IN THE ORGANIZATIONAL BEHAVIOR COURSE: THE USE OF METAPHOR AS AN ASSESSMENT TOOL David Szczerbacki, Alfred University Martha Spears, Winthrop University Dolun Öksoy, Alfred University ABSTRACT The paper discusses an effort to use metaphori- cal imagery in completing an outcome assess- ment exercise for the basic course in organiza- tional behavior. keywords: assessment; behavior; business; course; exercise; learning; metaphor; simulation; students; use cache: absel-971.pdf plain text: absel-971.txt item: #2714 of 2743 id: absel-972 author: Flores, Myrna; Molina, Arturo; Marcon, Giuliano; Bremer, Carlos title: Creation of a Virtual Learning Community for the Global Virtual Enterprise Project date: 1999 words: 3430 flesch: 32 summary: Access to updated project information to Virtual Learning Community members; Management and documentation of important information among partners; Communication among members and Common information basis. The main goal of any Virtual Learning Community is to create a shared way of understanding, obtaining a win-win attitude. keywords: business; community; enterprise; gve; information; learning; members; project; simulation cache: absel-972.pdf plain text: absel-972.txt item: #2715 of 2743 id: absel-973 author: Fujita, Katsuyasu; Murahara, Sadao; Mitamura, Jiro title: Inter Institutional Use of Educational Resources: Joint Use of Management Simulation Games date: 1999 words: 2544 flesch: 28 summary: INSTITUTIONAL USE OF EDUCATIONAL RESOURCES Developments in Business Simulation & Experiential Learning, Volume 26, 1999 INTER INSTITUTIONAL USE OF EDUCATIONAL RESOURCES Joint Use of Management Simulation Games Katsuyasu Fuj ita, Hokkaido Institute of Technology, Sapporo, Japan Sadao Murahara, Musashi Institute of Technology, Tokyo, Japan Jiro Mitamura, Musashi Institute of Technology, Tokyo, Japan ABSTRACT This paper describes the joint use of two management simulations among several universities in Japan. 255 Developments in Business Simulation & Experiential Learning, Volume 26, 1999 keywords: business; game; institute; learning; simulation; technology; use cache: absel-973.pdf plain text: absel-973.txt item: #2716 of 2743 id: absel-974 author: Sauaia, Antonio Carlos Aidar; Gualberto, Luciano title: Business Insights: Theory and Practice with the Aid of a Business Simulation date: 1999 words: 4108 flesch: 36 summary: Business Insights: Theory amd Practice With the Aid of a Business Simulation Developments in Business Simulation and Experiential Learning, Volume 26, 1999 BUSINESS INSIGHTS: THEORY AND PRACTICE WITH THE AID OF A BUSINESS SIMULATION Antonio Carlos Aidar Sauaia, University of Sao Paulo, Brazil Luciano Gualberto, University of Sao Paulo, Brazil Historically, at least in the United States, management studies have tended to focus on domestic companies and the study of multinational management has been consider as a narrow and special area of interest engaging a handful of managers, students, and 260 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 management academics. keywords: .16; business; companies; game; industry; learning; management; simulation; strategy; students; year cache: absel-974.pdf plain text: absel-974.txt item: #2717 of 2743 id: absel-975 author: Cannon, Hugh M.; Yaprak, Attila; Mokra, Irene title: Progress: An Experiential Exercise in Development Marketing date: 1999 words: 5711 flesch: 50 summary: The purpose of this paper will be to describe an 265 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 experiential exercise designed to teach the prin- ciples of free enterprise and market development. PROGRESS: AN EXPERIENTIAL EXERCISE IN DEVELOPMENTAL MARKETING Developments in Business Simulation and Experiential Learning, Volume 26, 1999 PROGRESS: AN EXPERIENTIAL EXERCISE IN DEVELOPMENTAL MARKETING Hugh M. Cannon, Wayne State University Attila Yaprak, Wayne State University Irene Mokra, Wayne State University ABSTRACT The purpose of this game is to help students un- derstand the dynamic role free-market processes play in stimulating economic development. keywords: business; development; exhibit; game; labor; learning; market; marketing; products; simulation; students; � � cache: absel-975.pdf plain text: absel-975.txt item: #2718 of 2743 id: absel-976 author: Mukherjee, Arup; Wheatley, Walter J. title: The ABC's Of Teaching the Theory of Constraints to Undergraduate Business Students date: 1999 words: 3549 flesch: 46 summary: The ABC's of Teaching the Theory of Constraints to Undergraduate Business Students Developments in Business Simulation and Experiential Learning, Volume 26, 1999 THE ABC'S OF TEACHING THE THEORY OF CONSTRAINTS TO UNDERGRADUATE BUSINESS STUDENTS In the time period from 1970 to 1985, manufacturing managers in the United States had experimented with, augmented and implemented 274 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 various versions of the MRP technique (Chase and Aquilano, 1992). keywords: bottleneck; business; constraints; learning; manufacturing; operations; production; simulation; system cache: absel-976.pdf plain text: absel-976.txt item: #2719 of 2743 id: absel-977 author: Katrichis, Jerome M. title: Demonstrating Principles of Organizational Purchasing Behavior through an Experiential Exercise date: 1999 words: 1813 flesch: 25 summary: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? Demonstrating Principles of Organizational Purchasing Behavior Through a Buying Game Exercise Developments in Business Simulation and Experiential Learning, Volume 26, 1999 DEMONSTRATING PRINCIPLES OF ORGANIZATIONAL PURCHASING BEHAVIOR THROUGH AN EXPERIENTIAL EXERCISE Jerome M. Katrichis, University of Hartford ABSTRACT The buying game is a simulated purchasing experiential exercise designed to demonstrate concepts of organizational purchasing behavior. keywords: business; buying; exercise; game; learning; participants; simulation cache: absel-977.pdf plain text: absel-977.txt item: #2720 of 2743 id: absel-978 author: Moschella, Paul title: The Virtual Manager: A Different Simulation For Managing Complexity date: 1999 words: 1912 flesch: 31 summary: Table of Contents Volume 26, 1999 ABSEL's Historical Research Interests Back From the Future: An ABSEL Merlin Exercise for the Year 2005 The Contributions of ABSEL During the 1980's ABSEL's Contributions to Experiential Exercises in the 90's ABSEL's Contributions to Experiential learning/Experiential Exercises: The Decade of the 1970's Business Simulations - Algorithms and Model Enhancements: A 25 year Review A Study of the ETS General Field Test as an AACSB Assessment Tool and the Impact of Experiential Exercises and Simulation on Learning A Framework for Assessing the Competencies Reflected in Simulation Performance Developing A Learning Culture: Assessing Changes in Student Performance and Perception Financial Simulation Using Distributed Computing Technology Analyzing Managers' Judgements and Decisions with an Educational Business Simulation Understanding Your Business through Home-Made Simulator Development An Examination of a Reanalysis of the Impact of a Market Leader on Simulation Competitors' Strategies Applying Shocks to TE Simulations: A Demonstration Increasing Efficiency of Management Skill Assessment A Testbank for Measuring Total Enterprise Simulation Learning Developing Leadership Skills - Video Live! The Virtual Manager A Different Simulation for Managing Complexity Developments in Business Simulation and Experiential Learning, Volume 26, 1999 THE VIRTUAL MANAGER  A Different Simulation for Managing Complexity Paul Moschella, University of Hartford ABSTRACT keywords: business; case; information; learner; learning; simulation; thinking cache: absel-978.pdf plain text: absel-978.txt item: #2721 of 2743 id: absel-979 author: Gans, Adrienne title: When The Rules Are Changing and Chaos Breeds Innovation: Recapturing the Value of Constructive Thinking and Play in Simulation Training date: 1999 words: 1948 flesch: 20 summary: (415) 440-0087, agans@ix.netcom.com. 285 mailto:agans@ix.netcom.com Table of Contents Volume 26, 1999 ABSEL's Historical Research Interests Back From the Future: An ABSEL Merlin Exercise for the Year 2005 The Contributions of ABSEL During the 1980's ABSEL's Contributions to Experiential Exercises in the 90's ABSEL's Contributions to Experiential learning/Experiential Exercises: The Decade of the 1970's Business Simulations - Algorithms and Model Enhancements: A 25 year Review A Study of the ETS General Field Test as an AACSB Assessment Tool and the Impact of Experiential Exercises and Simulation on Learning A Framework for Assessing the Competencies Reflected in Simulation Performance Developing A Learning Culture: Assessing Changes in Student Performance and Perception Financial Simulation Using Distributed Computing Technology Analyzing Managers' Judgements and Decisions with an Educational Business Simulation Understanding Your Business through Home-Made Simulator Development An Examination of a Reanalysis of the Impact of a Market Leader on Simulation Competitors' Strategies Applying Shocks to TE Simulations: A Demonstration Increasing Efficiency of Management Skill Assessment A Testbank for Measuring Total Enterprise Simulation Learning Developing Leadership Skills - Video Live! When the Rules are Changing and Chaos Breeds Innovation: Recapturing the Value of Constructive Thinking and Play in Simulat... Developments in Business Simulation and Experiential Learning, Volume 26, 1999 WHEN THE RULES ARE CHANGING AND CHAOS BREEDS INNOVATION: RECAPTURING THE VALUE OF CONSTRUCTIVE THINKING AND PLAY IN SIMULATION TRAINING Adrienne Gans, Ph.D., Whole Parts Organizational Consulting ABSTRACT Simulation training tools must prepare organiza- tions to operate effectively in a global workplace characterized by continuous acceleration, change, and pressure to innovate. keywords: business; games; learning; new; playsolving; simulation; thinking cache: absel-979.pdf plain text: absel-979.txt item: #2722 of 2743 id: absel-98 author: Thavikulwat, Precha title: Experience Geo: A Massively Multiplayer Game date: 2012 words: 1696 flesch: 44 summary: Experience Geo: A Massively Multiplayer Game Page 331 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 DESCRIPTION GEO is a massively multiplayer game structured at the level of a global economy, one level of comprehensiveness above the total-enterprise games that are commonly used in business education programs. Life transi- tions are essential for a vibrant stock market, and con- EXPERIENCE GEO: A MASSIVELY MULTIPLAYER GAME Precha Thavikulwat Towson University pthavikulwat@towson.edu http://pages.towson.edu/precha/ http://pages.towson.edu/precha/ mailto:pthavikulwat@towson.edu Page 332 - Developments in Business Simulation and Experiential Learning, volume 39, 2012 trol of transition timing incentivizes life-cycle plan- ning. keywords: business; game; group; learning; simulation; thavikulwat cache: absel-98.pdf plain text: absel-98.txt item: #2723 of 2743 id: absel-980 author: Morse, Kenneth O. title: The Pitfalls, And Potential, Of Actual Events as Problem Drivers date: 1999 words: 3669 flesch: 24 summary: Tiny Business Simulator on the WWW Putting Strategy into Strategic Business Games Industry Analysis, Porter's Five Forces Model and Strategic Group Maps in the Business Strategy Game Simulation The Use of Concept Mapping to Improve Student Performance and Understanding of Strategic Management Concepts: A Comparison of Techniques Transformational thinking in the Organizational Behavior Course: The Use of Metaphor as an Assessment Tool Creation of a Virtual Learning Community for the Global Virtual Enterprise Project Inter Institutional use of Educational Resources: Joint Use of Management Simulation Games Business Insights: Theory and Practice with the Aid of a Business Simulation Progress: An Experiential Exercise in Development Marketing The ABC's of teaching the Theory of Constraints to Undergraduate Business Students Demonstrating Principles of Organizational Purchasing Behavior through an Experiential Exercise The Virtual Manager: A Different Simulation for Managing Complexity When the Rules are changing and Chaos Breeds Innovation: Recapturing the Value of Constructive Thinking and Play in Simulation Training The Pitfalls, and Potential, of Actual Events as Problem Drivers Using Business Games to teach Environmental Awareness and Green Management: The International Experience with the ENSIM Game A Review of my ABSEL-Related Work Simulation of Government: A Workshop Using GEO Creating Internet-Based Games Using Perl and JavaScript The Pitfalls, and Potential, of Actual Events as Problem Drivers Developments in Business Simulation and Experiential Learning, Volume 26, 1999 THE PITFALLS, AND POTENTIAL, OF ACTUAL EVENTS AS PROBLEM DRIVERS Kenneth O. Morse, Waikato Management School University of Waikato, Hamilton, NEW ZEALAND ABSTRACT keywords: business; case; environment; events; exercises; international; learning; problem; simulation; students cache: absel-980.pdf plain text: absel-980.txt item: #2724 of 2743 id: absel-981 author: Agorastos, Kostas; Ipsilandis, Pandelis; Kefalas, Asterios G. title: Using Business Games to Teach Environmental Awareness and Green Management: The International Experience with the ENSIM Game date: 1999 words: 3721 flesch: 36 summary: An ABSEL Merlin Exercise for the Year 2005 The Contributions of ABSEL During the 1980's ABSEL's Contributions to Experiential Exercises in the 90's ABSEL's Contributions to Experiential learning/Experiential Exercises: The Decade of the 1970's Business Simulations - Algorithms and Model Enhancements: A 25 year Review A Study of the ETS General Field Test as an AACSB Assessment Tool and the Impact of Experiential Exercises and Simulation on Learning A Framework for Assessing the Competencies Reflected in Simulation Performance Developing A Learning Culture: Assessing Changes in Student Performance and Perception Financial Simulation Using Distributed Computing Technology Analyzing Managers' Judgements and Decisions with an Educational Business Simulation Understanding Your Business through Home-Made Simulator Development An Examination of a Reanalysis of the Impact of a Market Leader on Simulation Competitors' Strategies Applying Shocks to TE Simulations: A Demonstration Increasing Efficiency of Management Skill Assessment A Testbank for Measuring Total Enterprise Simulation Learning Developing Leadership Skills - Video Live! LEADSIMM: USING BUSINESS GAMES TO TEACH ENVIRONMENTAL AWARENESS AND GREEN MANAGEMENT: THE INTERNATIONAL EXPERIENCE WITH THE ENSIM GAME Developments in Business Simulation & Experiential Learning, Volume 26, 1999 USING BUSINESS GAMES TO TEACH ENVIRONMENTAL AWARENESS AND GREEN MANAGEMENT: THE INTERNATIONAL EXPERIENCE WITH THE ENSIM GAME Kostas Agorastos, The University of Macedonia, Greece Pandelis Ipsilandis, Technical Education Institute, Greece Asterios G. Kefalas, University of Georgia Georgia ABSTRACT The purpose of this game is to sensitize participants in thinking responsibly with respect to the Physical Environment or Ecology. keywords: business; corporate; ensim; environmental; exercise; game; learning; management; pollution; simulation; volume cache: absel-981.pdf plain text: absel-981.txt item: #2725 of 2743 id: absel-982 author: Wolfe, Joseph title: An Interview of Alvin C. Burns, ABSEL Fellow, ABSEL past President and Copeland Professor and Marketing Department Chair, Ourso College Of Business, Louisiana State University date: 1999 words: 1890 flesch: 27 summary: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? A REVIEW OF MY ABSEL-RELATED WORK Developments in Business Simulation & Experiential Learning, Volume 26, 1999 A REVIEW OF MY ABSEL-RELATED WORK Alvin C. Burns, Louisiana State University ABSTRACT Alvin C. Burns, Copeland Professor and Marketing Department Chair at the Ourso College of Business, Louisiana State University is conducted. keywords: absel; business; game; internet; learning; simulation; work cache: absel-982.pdf plain text: absel-982.txt item: #2726 of 2743 id: absel-983 author: Thavikulwat, Precha; Chang, Jimmy title: Simulation of Government: A Workshop Using Geo date: 1999 words: 1392 flesch: 9 summary: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? Simulation of Government: A Workshop Using Geo Developments in Business Simulation and Experiential Learning, Volume 26, 1999 SIMULATION OF GOVERNMENT: keywords: business; game; gaming; learning; participants; simulation cache: absel-983.pdf plain text: absel-983.txt item: #2727 of 2743 id: absel-984 author: Pillutla, Sharma title: Creating Internet-Based Games Using Perl and Javascript date: 1999 words: 2190 flesch: 34 summary: CREATING INTERNET BASED GAMES USING PERL AND JAVASCRIPT Developments in Business Simulation & Experiential Learning, Volume 26, 1999 CREATING INTERNET-BASED GAMES USING PERL AND JAVASCRIPT Sharma Pillutla, Towson University ABSTRACT Business Simulation Gaming has been around for quite a few years. Student interaction Interface Using this interface the student submits decisions, views the archive of past decisions, views any input errors that they made, browse various outputs such as the income statements, balance sheets and other 301 Developments in Business Simulation & Experiential Learning, Volume 26, 1999 information. keywords: business; decisions; game; learning; simulation; student; web cache: absel-984.pdf plain text: absel-984.txt item: #2728 of 2743 id: absel-985 author: Morse, Kenneth O.; Malik, S. Dolly title: Who's On First? Exploring the Concepts of Problem-Based Learning, Experiential Learning, and Lifelong Learning date: 1999 words: 5687 flesch: 31 summary: Problem- based learning generally encompasses the following: “use stimulus material which, as far as possible, is presented in the same context as it would be encountered in “real life”; stimulus material often crosses traditional disciplinary boundaries; information on how to tackle the problem is not provided, although additional resources may be available to students; students work co-operatively in a small group or team, with access to a tutor (who is generally not an expert in the field); needed areas of learning are identified through addressing the problem; students then reapply this learning to the stimulus material; the learning gained is then summarized and integrated into the students knowledge and skill base” Recognizing that business is an applied discipline (p. 12), he proposes the following definition: “Experiential learning is participative, interactive and applied. keywords: business; development; education; knowledge; learning; literature; problem; process; professional; simulation; skills cache: absel-985.pdf plain text: absel-985.txt item: #2729 of 2743 id: absel-986 author: Paulins, V. Ann title: Students Learn Customer Service and Selling While Conducting Research date: 1999 words: 3890 flesch: 37 summary: Tiny Business Simulator on the WWW Putting Strategy into Strategic Business Games Industry Analysis, Porter's Five Forces Model and Strategic Group Maps in the Business Strategy Game Simulation The Use of Concept Mapping to Improve Student Performance and Understanding of Strategic Management Concepts: A Comparison of Techniques Transformational thinking in the Organizational Behavior Course: The Use of Metaphor as an Assessment Tool Creation of a Virtual Learning Community for the Global Virtual Enterprise Project Inter Institutional use of Educational Resources: Joint Use of Management Simulation Games Business Insights: Theory and Practice with the Aid of a Business Simulation Progress: An Experiential Exercise in Development Marketing The ABC's of teaching the Theory of Constraints to Undergraduate Business Students Demonstrating Principles of Organizational Purchasing Behavior through an Experiential Exercise The Virtual Manager: A Different Simulation for Managing Complexity When the Rules are changing and Chaos Breeds Innovation: Recapturing the Value of Constructive Thinking and Play in Simulation Training The Pitfalls, and Potential, of Actual Events as Problem Drivers Using Business Games to teach Environmental Awareness and Green Management: The International Experience with the ENSIM Game A Review of my ABSEL-Related Work Simulation of Government: A Workshop Using GEO Creating Internet-Based Games Using Perl and JavaScript Students Learn Customer Service and Selling while Conducting Research Developments in Business Simulation and Experiential Learning, Volume 26, 1999 STUDENTS LEARN CUSTOMER SERVICE AND SELLING WHILE CONDUCTING RESEARCH V. Ann Paulins, Ohio University ABSTRACT Sixty-two students participated in a class research project focusing on customer service and selling. keywords: business; class; customer; learning; project; research; service; simulation; store; students cache: absel-986.pdf plain text: absel-986.txt item: #2730 of 2743 id: absel-987 author: Yermish, Ira; Boyer, E. Gil; Dougherty, Jill L.; Halterman, Heather L.; Mcgrory, Patrick W.; Owens, Caroline P.; Yuzuk, Mark V.; Zachweija, Bridget M. title: So You Want To Run an NFL Football Team…An Honors Interdisciplinary Project date: 1999 words: 2619 flesch: 41 summary: LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) So You Want to Run an NFL Football Team …An Honors Interdisciplinary Project Developments in Business Simulation and Experiential Learning, Volume 26, 1999 keywords: business; decisions; figure; game; learning; project; simulation; students; team cache: absel-987.pdf plain text: absel-987.txt item: #2731 of 2743 id: absel-988 author: Lynch, Robert D.; Habte-Giorgis, Berhe; Van Brunt, Margaret title: Supervised Internship: The Employer’s Perspective date: 1999 words: 3155 flesch: 42 summary: SUPERVISED INTERNSHIP: THE EMPLOYER'S PERSPECTIVE Developments in Business Simulation & Experiential Learning, Volume 26, 1999 SUPERVISED INTERNSHIP: THE EMPLOYER’S PERSPECTIVE Robert D. Lynch, Rowan University Berhe Habte-Giorgis, Rowan University Margaret Van Brunt, Rowan University ABSTRACT Recent reports indicate that 77% of all college seniors participate in one or more internships prior to graduation. Research indicates that internship assignments, early in the 324 Developments in Business Simulation & Experiential Learning, Volume 26, 1999 academic career of a student, can result in a significant and positive effect on grade performance subsequent to the internship semester (English & Kowppen, 1993). keywords: business; college; companies; employers; interns; internship; learning; simulation; students cache: absel-988.pdf plain text: absel-988.txt item: #2732 of 2743 id: absel-989 author: Kefalas, Asterios G. title: Using Computer Assisted Simulation to Teach International Business Strategy: A Case of the Multinational Management Game (MMG) date: 1999 words: 4587 flesch: 42 summary: LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) A CASE OF THE MULTINATIONAL MANAGEMENT GAME (... Developments in Business Simulation & Experiential Learning, Volume 26, 1999 USING COMPUTER ASSISTED SIMULATION TO TEACH INTERNATIONAL BUSINESS STRATEGY: keywords: business; course; game; international; learning; management; mmg; simulation; strategy; students; team cache: absel-989.pdf plain text: absel-989.txt item: #2733 of 2743 id: absel-99 author: Kriz, Willy Christian; Wittenzellner, Helmut; Auchter, Eberhard; Schmidt, Herbert title: SysTeamsGames Three Games for Management Simulation date: 2012 words: 3491 flesch: 42 summary: The game is based on experiences from real change projects, research on organizational development and several theories, e.g. approaches on Learning Organizations (Senge, Argyris etc.), theories on resistance, leadership and motivation in change processes (Kotter etc.), theories on diffusion of innovation and adopter types (Rogers etc.), models on phases of change processes, effective change strategies and change actions (Lewin, Lippitt etc.). In the case of the insurance company the complete internal standard process for accompanying change processes was analyzed, redefined and realigned. keywords: board; business; change; company; game; gaming; learning; management; participants; simulation cache: absel-99.pdf plain text: absel-99.txt item: #2734 of 2743 id: absel-990 author: Hornaday, Robert W. title: Multi-Cultural Experiential Learning: A Computer Simulation in China date: 1999 words: 1926 flesch: 41 summary: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) Seeing the Forest and the Trees: Integrating Knowledge Using Large Scale Simulations in Capstone Business Strategy Classes Is It Here To Stay? Multi-Cultural Experiential Learning: A Computer Simulation in China Developments in Business Simulation and Experiential Learning, Volume 26, 1999 MULTI-CULTURAL EXPERIENTIAL LEARNING: keywords: business; decisions; learning; management; mmg; simulation; students cache: absel-990.pdf plain text: absel-990.txt item: #2735 of 2743 id: absel-991 author: Murphy, Angela J. title: An Appreciative Stance on Diversity As We Move Into the 21st Century: A Timeline Exercise to Identify Key Experiences in Good Work Relationships between Black and White Peers date: 1999 words: 4395 flesch: 38 summary: The timeline can be a training tool that graphi- cally depicts the historical and current twists and turns of cross-racial peer relationships. A scientific ap- proach to enhance peer work relationships usu- ally focuses on fixing bad relationships by un- earthing the obstacles and taking corrective ac- tion. keywords: business; exercise; experiences; learning; peer; ppwrs; relationships; simulation; timeline; work cache: absel-991.pdf plain text: absel-991.txt item: #2736 of 2743 id: absel-992 author: Griffin, Richard B.; Joyner, Edd R.; Schmidt, Tom W.; Mansfield, Keith; Tuck, Lisha title: A Day in the Life of an Interactive, Real Time, And Internet Delivered Course: A Demonstration date: 1999 words: 1696 flesch: 30 summary: LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) , Internet Felivered Course: A Demonstration Developments in Business Simulation and Experiential Learning, Volume 26, 1999 A DAY IN THE LIFE OF AN INTERACTIVE, REAL TIME, INTERNET DELIVERED COURSE: A DEMONSTRATION Richard B. Griffin, The University of Tennessee at Martin Edd R. Joyner, The University of Tennessee at Martin Tom Schmidt, The University of Tennessee at Martin Keith Mansfield, Bancorp South Inc. Lisha Tuck, The University of Tennessee at Martin ABSTRACT The authors will provide a live simulation of a class conducted over the Internet. keywords: business; class; course; internet; learning; simulation; student cache: absel-992.pdf plain text: absel-992.txt item: #2737 of 2743 id: absel-993 author: Boscia, Marian W.; Mcafee, R. Bruce title: Comparing Internet Search Engines: An Experiential Learning Exercise date: 1999 words: 2792 flesch: 40 summary: COMPARING INTERNET SEARCH ENGINES: AN EXPERIENTIAL LEARNING EXERCISE Developments in Business Simulation and Experiential Learning, Volume 26, 1999 COMPARING INTERNET SEARCH ENGINES: AN EXPERIENTIAL LEARNING EXERCISE Marian W. Boscia, King’s College Bruce R. McAfee, Old Dominion University ABSTRACT In keeping with this year's theme, Visions of Learning in the 21st Century, this paper describes an exercise that can be used to explore the use of different Internet search engines to find information regarding a specific topic. Any instructor with knowledge of Internet search engines and the ability to debrief an exercise can successfully use it. keywords: business; engines; exercise; internet; learning; search; simulation; students cache: absel-993.pdf plain text: absel-993.txt item: #2738 of 2743 id: absel-994 author: Peach, E. Brian; Platt, Richard G. title: Total Enterprise Simulations and the Internet: Assessing Student Perceptions and Preferences date: 1999 words: 2066 flesch: 25 summary: TOTAL ENTERPRISE SIMULATIONS AND THE INTERNET: ASSESSING STUDENT PERCEPTIONS AND PREFERENCES Developments in Business Simulation and Experiential Learning, Volume 26, 1999 TOTAL ENTERPRISE SIMULATIONS AND THE INTERNET: ASSESSING STUDENT PERCEPTIONS AND PREFERENCES Brian Peach, The University of West Florida Richard Platt, The University of West Florida INTRODUCTION Given the widespread use of Total Enterprise Simulations (TES) in business schools, the popularity of simulations makes it reasonable that researchers should evaluate supporting technologies to enhance and/or facilitate the use of simulations. Decision disks were manually delivered to the instructor during the first half of the course, and the students switched to using electronic data transfer via Internet FTP 352 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 during the second half. keywords: business; class; data; learning; simulation; students; transfer cache: absel-994.pdf plain text: absel-994.txt item: #2739 of 2743 id: absel-995 author: Henage, Richard T. title: Teaching Accounting Information Systems in a Practicum Format date: 1999 words: 2052 flesch: 32 summary: LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) TEACHING ACCOUNTING INFORMATION SYSTEMS IN A PRACTICUM FORMAT Developments in Business Simulation and Experiential Learning, Volume 26, 1999 TEACHING ACCOUNTING INFORMATION SYSTEMS IN A PRACTICUM FORMAT Richard T. Henage, Claremont McKenna College ABSTRACT Claremont McKenna College (CMC) initiated a formal program (the CMC Practicum Program) for the teaching of experiential learning courses in 1992. keywords: accounting; business; course; learning; project; simulation; students cache: absel-995.pdf plain text: absel-995.txt item: #2740 of 2743 id: absel-996 author: Vik, Gretchen N.; Doran, Martha; Venable, Carol title: Providing Experiential Learning in Accounting through a Field Study Payroll Project date: 1999 words: 1522 flesch: 1 summary: LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) PROVIDING EXPERIENTIAL LEARNING IN ACCOUNTING THROUGH A FIELD STUDY PAYROLL PROJECT Developments in Business Simulation & Experiential Learning, Volume 26, 1999 PROVIDING EXPERIENTIAL LEARNING IN ACCOUNTING THROUGH A FIELD STUDY PAYROLL PROJECT keywords: accounting; business; learning; project; simulation; students cache: absel-996.pdf plain text: absel-996.txt item: #2741 of 2743 id: absel-997 author: Tangedahl, Lee title: A Spreadsheet Based Business Simulation Game date: 1999 words: 1976 flesch: 22 summary: A SPREADSHEET BASED BUSINESS SIMULATION GAME Developments in Business Simulation and Experiential Learning, Volume 26, 1999 A SPREADSHEET BASED BUSINESS SIMULATION GAME Lee Tangedahl, University of Montana ABSTRACT The spreadsheet approach described in this paper simply implies that all computations for the simulation are performed as spreadsheet formulas in Excel rather than as sequential statements in a procedural language such as Basic or C. This approach is not intended to change the way the simulation works, but rather to give the game administrator convenient access to all data and computations. The menu bar is customized to provide commands that execute Visual Basic program 358 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 modules which automate data handling and enable the game administrator to start the game, to view or edit any data file, to view or print any report, and to run the game. keywords: business; data; game; learning; simulation; spreadsheet; student cache: absel-997.pdf plain text: absel-997.txt item: #2742 of 2743 id: absel-998 author: Suda, Lawrence V.; Zeh, Robert H. title: Computer-Behavioral Simulations Training For Project Managers date: 1999 words: 2898 flesch: 31 summary: SIMULATIONS’ DEVELOPMENTAL CHALLENGES AND PROBLEMS 361 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 362 Early advocates of management simulations train- ing tried to convince skeptics that simulations were not just classroom stunts, but effective learn- ing vehicles, and in many ways more effective than traditional classroom lectures, role plays, and case studies. LEADSIMM: Collaborative Leadership Development for the Knowledge Society A Team Approach to Producing Multi-Media Laptop and Video Formatted Presentation Tinkertoys Revisited: Exploring Trust Based Relationships Overall Dominance in Total Enterprise Simulation Performance Success or Bankruptcy: The Relationship between Personal and Goal Orientation and Simulation Performance Assessing the Effects of Feedback: Muti-method and Muti-directions in Multi-pedagogical Courses The Missing Ingredients in Experiential Learning Purpose and Learning Benefits of Business Simulations: A Design and Development Perspective Building Capabilities for Change through Laboratory Simulations Modeling Innovation as a Process of Design in Educational Business Simulation The Need to Measurer variance in Experiential Learning and a New Statistic to do so Assessing Effectiveness of an Experiential Oriented Course Over Time Developing Participant Satisfaction Models of Experiential Exercises in Business Education Perceptions of Learning in TE Simulations Students' View on the Use of Business Gaming in Hong Kong Management Gaming's Lost Opportunity: Meditations about the Russian Experience and Prospects for the Future Unanticipated Enhancements in the Business Strategy and Policy Game when Running in Windows 95 Using a Business Game to Demonstrate Broad Business Concepts A New Model for Business Courses (Getting the Student Connected) keywords: business; game; learning; management; problems; project; simulation; team; use cache: absel-998.pdf plain text: absel-998.txt item: #2743 of 2743 id: absel-999 author: Thorelli, Hans B. title: Simulation Scenarios - Rationale and Illustration date: 1999 words: 1985 flesch: 29 summary: SIMULATION SCENARIOS-RATIONALE AND ILLUSTRATION Developments in Business Simulation and Experiential Learning, Volume 26, 1999 SIMULATION SCENARIOS—RATIONALE AND ILLUSTRATION Hans B. Thorelli, Indiana University ABSTRACT Business games, by and large, are closed sys- tems. Il- lustrative company decisions and financial 364 Developments in Business Simulation and Experiential Learning, Volume 26, 1999 statements from Q1. keywords: business; events; game; learning; management; scenario; simulation cache: absel-999.pdf plain text: absel-999.txt