7,502 research outputs found

    Evaluating use of the SimVenture computer-based business simulation

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    Objectives The paper evaluates the impact of one of the market-leading computer-based start-up business simulations – SimVenture – 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

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    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

    A 3D immersive discrete event simulator for enabling prototyping of factory layouts

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    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

    Visual skills essential for rugby

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    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, Ovid’s Evidence-Based Medicine Reviews, PubMed/MEDLINE, Current Contents, Science Direct, the National Research Council’s 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 teammates’ positions, understand their opponents’ 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

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    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 opponent’s 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?

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    Coaches’ 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

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    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/). Peer–review 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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