The national management game

1972 ◽  
Vol 4 (2) ◽  
pp. 74-74
Keyword(s):  
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Arash Fahmi Hassan ◽  
Farzad Haghighi-Rad ◽  
Amir-Reza Abtahi

Purpose This paper aims to design and develop a management game in the field of construction project management so that by playing the game, the required level of knowledge, skills, capabilities and overall project management competencies in individuals will be promoted. Also, player’s competencies can be measured. Design/methodology/approach This study, in terms of application, is applied research. The construction project management simulation game (CPMSG) was played by 18 university students. To evaluate the level of the players’ project management knowledge and quality of the game, questionnaires were used. Findings The game improves the players’ project management knowledge by 158%, and the educational program that was formulated in the game has also achieved the first three levels of bloom’s taxonomy of educational objectives. In the field of game quality, analysis of players’ results of responses and scores show that the game has a good quality level. Originality/value The CPMS game provides a useful tool for project management training, especially in the field of construction projects. It helps in addition to improving the quality of teaching theoretical topics, making students acquainted with the risks and uncertainties of such projects, and provides a simulated experience. In the field of common behavior analysis and player’s selection, the results indicated that the majority of groups used high-quality materials during the games to perform activities related to the appearance of the building (such as finishing and building facade activities) and used medium quality materials in implementing infrastructural activities such as brickwork and floor construction that are not visible in the appearance of work.


1972 ◽  
Vol 32 (1) ◽  
pp. 24 ◽  
Author(s):  
Eugene B. McGregor ◽  
Richard F. Baker

Symposion ◽  
2021 ◽  
Vol 8 (1) ◽  
pp. 79-88
Author(s):  
Samson Liberman ◽  

The aim of this paper is a socio-philosophical analysis of attention deficit phenomenon, which is being detected at the intersection of several subject areas (psychiatry, theory of journalism, economics). The main methodological instrument of the study is a Marxist principle of alienation. Alienation of attention, which, on the one hand, is being understood as a process of producing attention as a commodity, and on the other one – as the process of producing a person as a user of the platform, provides the methodological basis, necessary for a holistic view of the phenomenon. The main differences of attention alienation from alienation of labor and desire are considered within the paper. The possibility of a modern form of alienation is associated primarily with the emergence of the new forms of capital – platforms, providing infrastructure for the interaction of other users and aimed at collection and procession of large amounts of data. The main aspects of attention management: game, content sharing and design have been distinguished within the paper. The main consequences of alienation of attention for the structure of the individual and society have been spelled out. The effects of the spread of gaming techniques of attention management and content distribution techniques specific to social networks have been considered. It being is suggested that there is a correlation between the spread of ADHD diagnosis and the spread of attention management technologies, and, as well, between the distribution of attention management technology and the ‘renaissance’ of social in the social theory.


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