business game
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Author(s):  
Myriam González-Limón ◽  
Asunción Rodríguez-Ramos ◽  
María Teresa Padilla-Carmona

En este estudio se presentan los resultados de la evaluación de una experiencia de gamificación con el juego de simulación empresarial Business Game MAPFRE (BugaMAP), en la rama de Ciencias Sociales. Los objetivos que se persiguen son: 1) conocer, a través de la opinión del estudiante, si la gamificación es una herramienta idónea para la enseñanza-aprendizaje en la universidad; 2) valorar el grado de satisfacción de los estudiantes con la gamificación y conocer su percepción respecto al cumplimiento de los objetivos inicialmente planteados. Se ha aplicado un cuestionario con el que se ha recopilado información de un total de 144 estudiantes.Se analizaron las evidencias a favor de la validez facial del instrumento y su fiabilidad y se realizaron diferentes análisis descriptivos y de contraste. Los resultados indican que los estudiantes que participaron en la experiencia valoran muy positivamente las aportaciones del juego a su aprendizaje, consideran que les permitió desarrollar competencias blandas y para el trabajo en equipo, y muestran elevados niveles de satisfacción. Las conclusiones confirman el interés del aprendizaje basado en juegos como una eficaz herramienta docente en el ámbito universitario


2021 ◽  
pp. 11-16
Author(s):  
T. SOBCHENKO ◽  
V. VOROZHBIT-HORBATIUK ◽  
L. SHTEFAN

The article raises the topical problem of innovative activity of pedagogical higher education institutions. The authors take the position that in the context of changing the role of the teacher in the training of pedagogical specialists of the new generation is a popular and modern solution. One of the ways to solve the problem is to introduce into the cycle of general training of applicants for the first (bachelor’s) level of higher education disciplines that will contribute to the formation of students’ ability to solve complex professional problems, quality of teaching and learning, support, motivation, psychological and pedagogical support, their personal and professional development.The purpose of the article is to specify the content of the discipline “Coaching Technologies in Education” for H.S. Skovoroda Kharkiv National Pedagogical University.The authors of the article present the experience of implementation and content of the selective discipline “Coaching Technologies in Education” for applicants for the first (bachelor’s) level of higher education. The list of general and professional competencies that are formed in future teachers during the study of the discipline is given, the program results are specified. Target and content aspects of the elective course are presented through the prism of standardized requirements for general secondary education teachers.Methods of teaching are revealed, including partial search, performance of practical exercises, conversation, discussion, work with the basic and auxiliary literature, information sources, the story, the decision of cases, practical exercises, writing of the essay, business game, drawing up mental maps, storytelling, case study method, World Cafe method.Of particular value is the presented content of the elective course, which consists of two modules “Philosophy, principles and types of coaching”, “Coaching in education”. The thematic plan and forms of lectures and seminars are presented. The peculiarities of conducting classes in the form of coaching sessions are specified.Prospects for further scientific research are to develop practical and methodological complexes for the discipline.  


Author(s):  
D. Smirnov ◽  
A. Smirnova

The article discusses an urgent problem for the innovative development of Russia - the orientation of schoolchildren to the choice of engineering professions through the organization of engineering education in the classroom for extracurricular activities. The authors of the article introduced and disclosed the concept of "engineering education" through the formation of cognitive interest in engineering activities. The essence of engineering education at the school stage of education and the main directions of its implementation are revealed. An important area of engineering education of students is the use of business games in the educational process of extracurricular activities. The article presents a game technology developed and implemented by the authors, which combines elements of a business game, a sports relay race and professional (engineering) tests. The structure, content and criteria for evaluating the business game-relay "Professional tests" with the aim of immersing students in specific types of educational activities, close to engineering.


Author(s):  
Olivier MAMAVI ◽  
Romain ZERBIB
Keyword(s):  

Le data challenge est un dispositif d’apprentissage à l’intersection entre pédagogie de projet, innovation ouverte et business game. Il s'agit d'une modalité d'apprentissage qui permet de favoriser, à travers une expérience  originale, une montée en compétences effective et mesurable.


2021 ◽  
Vol 11 (5) ◽  
pp. 43-56
Author(s):  
Yuri Iosifovich Bravve ◽  
◽  
Tatyana Aleksandrovna Shpiks ◽  
Elena Aleksandrovna Pushkareva ◽  
Jakob Kirsch ◽  
...  

Introduction. The paper presents the research findings of investigating the problem of training healthcare leaders in the management of sustainable development. The purpose of the article is to analyze the international practice of training managers in various industries and to assess the effectiveness of using ‘Process Factory’ in the development of professional competencies related to quality management of healthcare settings. Materials and Methods. The study used general empirical and theoretical research methods, general logical methods and techniques, as well as methods of system analysis, comparison and analogy, and generalization. The key criterion for selecting research papers was focusing on the problems of training healthcare managers in the quality of medical care in the context of sustainable development management. In order to solve this problem, a business game called ‘Quality management of medical care’ based on the ‘Process Factory’ was developed. The empirical data were processed using a standard software package. Results. The authors have identified the following problems in the quality of training healthcare managers: low involvement in the educational process, denial of the best experiences, and an authoritarian management style. At the same time, the research has shown that managers need professional competencies in the field of analysis of multifactor processes, team management, projects, skills to integrate strategic development tasks into the current activities of the organization. The business game developed by the authors is based on the model of training in ‘learning factories’ as the foundation for training in lean manufacturing. Using the business game has led to the following outcomes: the interest of trainees increased by 9 times, involvement in the educational process-by 20 times, mastering skills – by 2 times, performing skills – by 8 times, readiness to apply the obtained skills – by 17 times. Conclusions. The article concludes that the constant implementation of changes in the healthcare system requires non-standard solutions from the leaders. The conducted educational experiment showed that the proposed educational technology makes it possible to model various situations in the learning environment. In the process of conducting a business game, the leader acquires competencies aimed at conflict management, encouragement of personnel, and receiving reliable information about the activities of the healthcare organization.


2021 ◽  
Vol 13 (18) ◽  
pp. 10251
Author(s):  
Diego D’Urso ◽  
Ferdinando Chiacchio ◽  
Evangelia Demerouti

Despite the emerging contribution of machine automation, artificial intelligence and information systems, humans remain yet the most fragile ring of any organization. Decision support systems are widespread, supporting us to decide among uncertainties, such as weather conditions, suppliers’ performances and financial opportunities, but how humans take into account this information and, most of all, how they trust their own management knowledge is a controversial issue. This paper assesses, by means of a controlled experiment and ex post interviews, how individuals consider and use decision support systems in the context of the Newsvendor Problem. In accordance with prior research, the results show that individuals’ order quantities are pull-to-center biased. Moreover, ex post direct interviews suggest that (i) the individuals’ trust in decision support systems is not blind; (ii) individuals do not play the business game as a real task, (iii) they are biased by the type of incentive promised and (iv) they seem not skilled or trained enough. Ex post interviews shed a new light on controlled human experiments: they should be better analyzed and re-engineered.


2021 ◽  
Vol 16 (8) ◽  
pp. 192-206
Author(s):  
O. F. Zasemkova

The paper attempts to comprehend the place and role of moot courts in modern legal education. To achieve this goal, the concept and types of moot courts are considered. The author analyses the order of their organization and conduct as a business game in the course of studying an academic discipline (module) and as a competition (competition) among students of higher educational institutions. The main stages of preparing the team for participation in the modeling process are characterized. The author argues an opinion that there are significant advantages of using moot courts in legal education, and supports it with, apart from other things, the results of the author’s survey of students of Kutafin Moscow State University (MSAL) having taken part in different moot court competitions. The author also identifies some difficulties in the preparation of teams. The author concludes that moot courts have an important role in the training of highly qualified specialists to make them ready to solve complex legal issues and possess all the knowledge and skills necessary for this.


2021 ◽  
Vol 9 (4) ◽  
Author(s):  
Julia Baklagova

The article is devoted to studying the opportunities of interactive technologies for enhancing the self-actualization of non-linguistic students studying a foreign language, exemplified by the method «business game». Interactive technologies form the learning environment where a student acts as a subject of multidirectional interaction «student — teacher» / «student — student». They contribute to forming the deliberate student’s competency and to taking the full advantage of their creative and mental potentials. Business game is intended to improve the skills of foreign language communication, to develop the social competency, to raise the proficiency in the foreign language not only as a subject of study but also as a mean of professional communication. There are the main aspects of business game which form the mechanism of enhancing the self-actualization of non-linguistic students studying a foreign language: individual constituent, collective constituent, feedback, emotional background. Individual constituent is internal conditions, collective constituent is external stimulating conditions. The author demonstrates how the role ranking in business game helps activate the cognitive interest of students and their readiness to search for the creative non-typical solutions of problematic situations. Business game mobilizes the mechanisms of students’ interpersonal perception — identification and empathy. Feedback makes cognitive, communicative and personal-conceptual aspects of study more active, actualizes the personal and group forms of reflexion. The emotional constituent of business game is the emotional atmosphere which by means of positive emotional experiences can contribute to enhancing the motivation for learning-creative activities and cognitive interest, to developing students’ needs for personal growth and self-fulfilment. Business game is a powerful motivational resource for enhancing the self-actualization of students studying a foreign language.


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