25 research outputs found

    Sex Composition, Cohesion, Consensus, Potency and Performance of Simulation Teams

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    The findings of this study suggest simulation teams of different sex compositions show no differences in group cohesion, consensus or potency. Performance differences did appear. All male teams produced higher simulation scores, but lower grades on plans and reports related to the simulation. All male teams also had lower GPAs and lower course grades. This study points to an important research opportunity by using a simulation to explore differences in performance between males and females, in teams and as individuals

    Changing Institutional Norms and Behavior not Culture, Experiential Learning Comes to Myanmar

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    This paper describes two From-Toe frameworks incorporating institutional and behavioral changes that introduce experiential learning in a developing country without arousing cultural disputes. The setting is Myanmar, a country struggling to join the global economy despite severe political and economic troubles. These frameworks may be useful for those assisting MBA program start-ups in other developing countries

    Multi-Cultural Experiential Learning: A Computer Simulation in Indonesia

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    This paper describes the introduction of a management simulation in an Indonesian Master of Management (MM) program during the Spring of 1991. Cultural and language differences presented special problems. Positive results included an enthusiastic student response, reevaluation of pedagogy by faculty members, and the permanent inclusion of the simulation in the curriculum

    Multi-Cultural Experiential Learning: A Computer Simulation in China

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    This paper describes the use of a management simulation in a Chinese university in the Spring semesters of 1997 and 1998. Cultural and language differences presented special problems. Faculty members and university administrators responded positively to the use of the simulation. Student reaction was enthusiastic. Most them had never attempted anything like a classroom simulation

    Case Writing in a Developing Country: An Indonesian Example

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    This paper describes an English-language case-writing project in Indonesia that produced twelve business cases in twelve months. The account provides guidelines that may be useful for those wishing to write English-language cases in other developing countries

    An Investigation Of The Relationship Between Formal Planning And Simulation Team Performance Under Changing Environmental Conditions

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    This paper examines the relationship between simulation team planning and performance under conditions of environmental uncertainty. Students in five sections of business policy participating in the Business Management Laboratory constituted the sample. Three separate environmental diversions were incorporated into the game. The results of the data analysis revealed that formal planning teams cut performed nonplanning teams on four different measures of performance. The results of this study combined with previous research tend to indicate that formal planning is an effective tool for guiding group decision making in simulation games

    An Investigation of the Relationships between Formal Planning and Simulation Team Performance and Satisfaction

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    This paper examines the relationship between simulation team planning, performance, and satisfaction. Students in five sections of business policy participating in the Business Management Laboratory constituted the sample. Results of the data analysis indicated no difference in the performance of planning and nonplanning teams. The results showed no difference between the planners and nonplanners satisfaction with the simulation. However, planners seemed to be more satisfied with their teammates than did nonplanners. Implications of the results are discussed and directions for future research are examined

    Formal Planning and Simulation Team Performance: A Cross Sectional Approach

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    This paper utilizes a cross sectional approach to examine the relationship between simulation team planning and performance. Students in four Sections of business policy participating in the Business Management Laboratory constituted the sample. A cross sectional methodology was utilized where planning teams and nonplanning teams with different instructors were included in the same industry. The results of the data analysis revealed no statistically significant differences between the planning and nonplanning teams on the performance criteria. The results of this study in relation to three other studies undertaken by the authors are discussed. Some reflections by the authors on the complexity of simulation game research are also presented

    Four Factors Affecting Group Performance In Business Policy Simulations

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    This paper examines the effects of scholastic achievement (GPA), gender, academic major, and personality orientation (marginality) of business policy students on their group performance in a complex management simulation. Results of testing a large sample of student teams indicated that GPA bore no relationship to group performance, but that all-female teams, teams with accounting majors, and non-marginal teams all outperformed their corresponding opposites in the team simulation competition

    A Hybrid Method of Executing a Management Simulation: Combining the Best of Mainframes and Microcomputers

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    Over the Last thirty years, the use of business games has evolved through a number of different stages. The present phase of simulation game development seems to be almost totally microcomputer driven. This infatuation with the microcomputer and demise of the mainframe game may be premature. The present paper attempts to compare and contrast the advantages and disadvantages of both the microcomputer and mainframe simulation games. In this evaluation neither of the two types of computer games had a significant and all encompassing advantage over the other. The findings of the paper suggest that the most efficient manner of running a computer simulation may be to develop a hybrid system which combines the strengths of both the mainframe and microcomputer versions of a particular simulation game
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