7,502 research outputs found
Evaluating use of the SimVenture computer-based business simulation
Objectives
The paper evaluates the impact of one of the market-leading computer-based start-up business simulations â SimVenture â using a version of the Rugby Team Impact Framework (RTIF; e.g. Bromley et al., 2012) adapted by the authors for use within an enterprise education context. Four case studies of the use of SimVenture in non-Business School subjects in Higher Education in the UK are described and analysed using the RTIF.
Prior Work
A survey of entrepreneurship education programmes conducted in 2006 by McKeown et al. concluded that delivery methods proved to be more traditional than anticipated, with few instances of action learning or the use of technology to support learning. Serious games, including business computer-based business simulations, have the potential to support learning by doing (Williams 2011, QAA 2012, Lopes et al. 2013), and have been shown to develop a range of skills including those described as necessary for the 21st Century (Romero et al., 2015). There are, however, few examples in the literature evaluating student-focused impact of business simulations in non-Business School subjects. With increasing calls to spread enterprise and entrepreneurship education to all (Anderson et al, 2014; Young, 2014), can serious games and business simulations such as SimVenture provide an effective solution?
Approach
Four undergraduate programmes in a range of non-Business subject areas (including computing and information systems; fashion and textiles; and veterinary practice) were selected for in-depth interviews following a literature review and web-based desk exercise to identify examples of practice. Case studies were produced exploring why SimVenture was chosen for use with students; how it was used (make-up of student cohort; size of working groups; number of sessions and over what time period, etc.); how learning was assessed; evaluation of learning and process; and lessons learned by the educator. The impact of SimVenture on student behaviour, learning, and longer term outcomes was analysed using the RTIF.
Results
The RTIF proved a useful tool for assessing the impact of SimVenture. All case studies reported positive outcomes for students with evidence of increased business and finance knowledge, skills development, and a wider appreciation of career options. Improved attendance and retention rates as a direct result of using SimVenture were also reported at one institution. Suggestions for practice are presented using the case study examples.
Implications
The results of the research suggest that serious games, in this case business simulations (using SimVenture as a specific example) can have positive outcomes on the student experience and business skills development through learning by doing.
Value
The paper contributes to the literature on use of computer-based business simulations, providing specific examples of practice that can be used by academics looking to embed enterprise and entrepreneurship education in non-Business subject-specific curricular. It also introduces an adapted framework which can be used to evaluate the impact of enterprise and entrepreneurship education programmes
Analysing Scientific Collaborations of New Zealand Institutions using Scopus Bibliometric Data
Scientific collaborations are among the main enablers of development in small
national science systems. Although analysing scientific collaborations is a
well-established subject in scientometrics, evaluations of scientific
collaborations within a country remain speculative with studies based on a
limited number of fields or using data too inadequate to be representative of
collaborations at a national level. This study represents a unique view on the
collaborative aspect of scientific activities in New Zealand. We perform a
quantitative study based on all Scopus publications in all subjects for more
than 1500 New Zealand institutions over a period of 6 years to generate an
extensive mapping of scientific collaboration at a national level. The
comparative results reveal the level of collaboration between New Zealand
institutions and business enterprises, government institutions, higher
education providers, and private not for profit organisations in 2010-2015.
Constructing a collaboration network of institutions, we observe a power-law
distribution indicating that a small number of New Zealand institutions account
for a large proportion of national collaborations. Network centrality concepts
are deployed to identify the most central institutions of the country in terms
of collaboration. We also provide comparative results on 15 universities and
Crown research institutes based on 27 subject classifications.Comment: 10 pages, 15 figures, accepted author copy with link to research
data, Analysing Scientific Collaborations of New Zealand Institutions using
Scopus Bibliometric Data. In Proceedings of ACSW 2018: Australasian Computer
Science Week 2018, January 29-February 2, 2018, Brisbane, QLD, Australi
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Researching and enhancing athlete welfare: Proceedings of the Second International Symposium of the Brunel International Research Network for Athlete Welfare (BIRNAW) 2013
Copyright @ 2014 Brunel University. All rights reserved by the authors who assert their rights under the Berne Convention. Copyright rests with Brunel University London. All research designs, concepts, models and theories herein are the intellectual property of the contributing authors. No part of this document may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise without the prior written permission of Dr Daniel Rhind via Brunel University London.The chapters within this book are based on presentations delivered at the 2nd BIRNAW Symposium which was held at Brunel University London in November 2013.Sport is a cultural phenomenon that touches the lives and captures the imagination of many people. Most people assume that sport is âa good thingâ and that participation in sport will bring physical, psychological and social benefits to participants and societies. However, as this body of work shows, this is not necessarily or always the case. Abuse and exploitation can and does occur in sport â a fact that sports enthusiasts and sports organisations have been slow to acknowledge. The Brunel International Research Network for Athlete Welfare (BIRNAW) is a remarkable initiative that brings together researchers and policy makers from a variety of disciplines, organisations and countries. The activities and publications of this group have successfully provided an evidence base that has drawn attention to the issues in a powerful and convincing way. Its impact on the world of sport has been significant and is an excellent example of research informing sport policy and improving the practice of sport. Through the work of those involved in BIRNAW, inspired by the vision of Celia Brackenridge and her colleagues at Brunel University London, awareness has been raised, and safeguarding measures are being put in place to ensure the welfare of athletes. There is still much to be done, but the world of sport, and those athletes whose welfare is now safeguarded, already have much to thank them for
A 3D immersive discrete event simulator for enabling prototyping of factory layouts
There is an increasing need to eliminate wasted time and money during factory layout design and subsequent construction. It is presently difficult for engineers to foresee if a certain layout is optimal for work and material flows. By exploiting modelling, simulation and visualisation techniques, this paper presents a tool concept called immersive WITNESS that combines the modelling strengths of Discrete Event Simulation (DES) with the 3D visualisation strengths of recent 3D low cost gaming technology to enable decision makers make informed design choices for future factories layouts. The tool enables engineers to receive immediate feedback on their design choices. Our results show that this tool has the potential to reduce rework as well as the associated costs of making physical prototypes
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Sport, children's rights and violence prevention: A source book on global issues and local programmes
Copyright @ Brunel University, 2012In line with the Convention on the Rights of the Child (CRC), UNICEF has been a strong advocate of childrenâs right to leisure and play. It recognizes the intrinsic value sports have in promoting the childâs health and well-being, education and development, and social inclusion, including by fostering the culture of tolerance and peace. Every child has the right to play safely, in an enabling and protective environment. However, although under-researched, evidence shows that children have been subjected to various forms of violence, abuse and exploitation ranging from undue pressure to achieve high performance, beatings and physical punishment, sexual harassment and assaults, to child labour and trafficking. The violence that children experience can lead to lifelong consequences for their health and development. It can also have devastating consequences.
Article 19 of the CRC asserts that all children have the right to be protected from violence, calling on State Parties to take all appropriate measures for the protection of children, including while in the care others. Measures include strengthening child protection systems; increasing awareness and strengthening the protective role of parents, teachers, coaches and others caregivers as well as the media; developing and implementing standards for the protection and well-being of children in sports; implementing sport for development and other international programmes and initiatives; and improving data collection and research to develop an evidence-base of âwhat worksâ. Above all, the protection of young athletes starts by ensuring that those around children regard them in a way that is appropriate to their needs and that is respectful of their rights - as children first and athletes second.
This book provides an expanded set of evidence and resources to back up the 2010 report from the UNICEF Innocenti Research Centre in Florence, Italy - Protecting Children from Violence in Sport: A review with a focus on industrialized countries. I am delighted to provide a Foreword as it complements the ongoing work being done by UNICEF in development and humanitarian environments to make sport a safer place for children
Visual skills essential for rugby
Background: Keen vision is one of the most important qualities required of athletes. It enables players to perform sports-related drills and apply decision-making skills. To accurately measure the visual ability of athletes, it is important to first identify the variety of visual skills involved in the particular sport. The objectives of this novel review are to identify the most important visual skills required for rugby, and to create a reference point for further studies to include visual skills essential to rugby players.
Methods: We conducted an electronic search with various combinations of relevant keywords using the following databases: Sport Discuss, Ovidâs Evidence-Based Medicine Reviews, PubMed/MEDLINE, Current Contents, Science Direct, the National Research Councilâs Canada Institute for Scientific and Technical Information, Cochrane Database of Systematic Reviews, Google Scholar, and international electronic catalogues to assess the scientific literature related to the visual skills required for rugby. Only the articles published in English were included. We extracted data on the relationship between vision and match performance, the defined problem or purpose of the study, and the inclusion of theoretical definitions of tactical behaviors.
Results: Our search yielded 80 records, 51 of which fulfilled the inclusion criteria. The most important visual skills in rugby are classified based on whether they meet the requirements for visual hardware or visual software skills. Visual hardware skills include visual acuity, depth perception, fusion flexibility, and contrast sensitivity; visual software skills include eye tracking, hand-eye coordination, eye focusing, peripheral vision, speed and span of recognition, visual response time, and visual memory.
Conclusions: Rugby players must use both visual hardware and software skills to reliably observe their teammatesâ positions, understand their opponentsâ actions and tactics, handle the ball, analyze the immediate circumstances, and anticipate what will occur. Further studies are needed to verify the significance of each visual skill in actual competition to determine a relationship between vision and the results of a championship
Time to start training: A review of cognitive research in sport and proposal for bridging the gap from academia to the field
Research demonstrates the importance of perceptual-cognitive skills, such as pattern matching, anticipation, and decision making in numerous sports, including badminton (Abernethy & Russell, 1987), baseball (Burroughs, 1984), basketball (Allard, Graham, & Paarsalu, 1980), handball (Johnson & Raab, 2003), rugby (Lorains, Ball, & MacMahon, 2013), soccer (Ward & Williams, 2003), squash (Abernethy, 1990), tennis (Haskins, 1965), and volleyball (Borgeaud & Abernethy, 1987). While other factors may be important (e.g., visual search patterns), the accuracy and/or speed with which athletes anticipate their opponentâs intentions and/or decide on an appropriate course of action, as assessed in domain-specific tests designed to simulate and represent real-world sporting demands have been shown to be the best and most reliable predictors of skilled performance in the field (see Mann, Williams, Ward, & Janelle, 2007). Moreover, several studies indicate that when training is based on expert models of superior performance, these skills can be improved and transfer to the field (e.g., Fadde, 2009; Ward, Suss, & Basevitch, 2009). In most elite and everyday sports training contexts, expensive research technology (such as eye-tracking equipment) is not always available to practitioners that would help us better understand the cognitive basis of, and ecological constraints of anticipation and decision-making in a way that could be leveraged to tailor training to improve individual and team performance. However, other technologies are now becoming more readily available to support the development of perceptual-cognitive skills. This is particularly timely, because although there is a growing body of research demonstrating the trainability of perceptual-cognitive skills in sport and their transfer to the field, few researchers have attempted to translate this research into accessible and useful training tools for everyday coaches and athletes (for an example, see Belling, Suss, & Ward, 2014). Moreover, research on the validation of such perceptual-cognitive or decision-making skill training tools is startlingly absent from the literature, not just from research on human factors in sport, but in human factors more broadly. In this research, we review what has worked in the past, what can be leveraged by simple and effective tools for accessible devices (e.g., personal computer, tablet), and how powerful these tools can be by reviewing changes in real world performance following their implementation. An NCAA Division 1 baseball team was given access to Axon Sports Cognitive Training for hitting in baseball for the 2013 season. Batting statistics are compared from the 2012 season, without training present, and 2013 season, with training present. The results suggest that batting improved during the season when cognitive training was available to the players. Implications for future research and application are discussed
Using shared online blogs to structure and support informal coach learning Part 1: A tool to scaffold reflection and communities of practice?
Coachesâ apparent preferences for informal and self-directed modes of learning have been highlighted in the literature. Consequently, there is a need for innovative coach education approaches that complement these clearly preferred, informal routes, and better provide coaches with the professional skills they need to deal with the complex nature of their work. Online blogs are one such tool said to have the potential to strengthen and promote critical thinking and reflection on professional practice; however, research evidence and theoretical frameworks for their use is inconclusive and currently lacking. Therefore, the purpose of part one of this two-part investigation was to explore the use of shared online blogs as a tool to promote reflection and community of practice (CoP) in a cohort of twenty-four undergraduate sports coaching students (5 females, 19 males). Four group blogs, purposely designed to support informal workplace learning, were subjected to content analysis in order to determine the emergent reflective quality of blog entries, and the extent to which functioning online CoPs emerged. Findings revealed that shared blogs were a useful tool to promote higher order reflective thinking, and fully functioning online CoPs emerged in all four groups
Differences in Selected Performance Indicators Among Top Four Teams in Dubai Men's World Rugby Sevens Series 2019/20
The main objective of this investigation is to differentiate the performance of the four best teams in men's rugby seven based on 13 performance indicators (Higham, Hopkins, Pyne, & Anson, 2014), Observational study (hand notational analysis) is performed to collect the data from the recorded video. Data were analyzed using SPSS (ver. 26) with a significant value set at p†0.05. Based on the analysis, two PIs show a significant difference among the top four, and 11 PIs show vice versa results. Based on the data on PI's, all top-four teams used different gameplay. The findings from this research may give some insight for rugby seven players and coaches to prepare for respective tournaments.
Keywords: Performance Analysis, Performance Indicators, Rugby Seven
eISSN: 2398-4287 © 2022. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peerâreview under the responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians), and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.
DOI: https://doi.org/10.21834/ebpj.v7iSI7.382
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