106 research outputs found

    Enhancing the Impact of Online Simulations through Blended Learning: a Critical Incident Approach

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    Version of record is available at the Emerald publishing platform: http://dx.doi.org/10.1108/ET-01-2013-0007 publicationstatus: publishedPurpose – The purpose of this paper is to describe an approach for utilising a critical incident method within the context of an online business simulation game in order to provide an effective framework for reflective learning. Design/methodology/approach – The paper presents a review of pertinent literature to place the critical incident technique within the novel context of simulation gaming. Through presenting a case study of practice, it goes on to describe a blended learning approach that combines online simulation with post-simulation reflection based on the critical incident method. An action research approach is adopted as a framework for reflection on practice. Findings – From a conceptual perspective, there are a number of potential benefits to employing a critical incident approach combined with simulation gaming. The ability of educators to compress time frames and manage the introduction of critical incidents allows students to learn in a way that would not be possible in the real world. Furthermore, carefully designed post-simulation debriefing, structured around a critical incident framework, has the potential to enhance the learning impact of online simulation. Research limitations/implications – The research is limited in that a single case study context is described. Further evaluation research is required to fully assess the benefits of the approach adopted. Originality/value – The study explores the use of the critical incident approach within the novel context of online simulation gaming. It provides educators with a blended learning method that can be employed to enhance the impact of e-learning through structured reflection

    The Role of Organisational Culture in the Merger of English Local Authorities into a Single Unitary Authority

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    This is an Accepted Manuscript of an article published by Taylor & Francis in Local Government Studies on 18/07/2013, available online: http://wwww.tandfonline.com/10.1080/03003930.2013.787413 publicationstatus: publishedCornwall Council is a new ‘unitary’ local authority which was created following the merger of six district councils and one county council on 1 April 2009. A questionnaire survey based on specific ‘dimensions’ of organisational culture was circulated to staff prior to the merger date. Overall, the results indicated a generally congruent culture characterised by a strong team spirit and commitment to the workplace. A number of differences were observed between the cultural orientations of the seven councils, but there was only weak evidence of differences between tiers of management or professional groupings. The study suggests that the new organisation will have to find ways of ‘unfreezing’ staff from their established ways of thinking and working before changes can be properly embedded. It is recommended that the organisational change process shifts from a top-down ‘planned’ approach to a more ‘emergent’ approach to facilitate learning and organisational development

    Planning robust policing futures: modelling using multimethodology

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    Purpose – The resourcing of policing activity is characterised by a level of complexity, particularly where evaluating alternative policy options is concerned. In this paper, a case study using multimethodological modelling to compare alternative policy choice in a group context is outlined with respect to response-patrol officer (RPO) deployment within a UK police force. The paper aims to discuss these issues. Design/methodology/approach – The application of a three phase modelling process is illustrated where scenario planning is used to generate the scope of the system elements to be modelled. This is followed by causal mapping to identify the barriers to improving officer resourcing, and system dynamics modelling is used to simulate the impacts of a range of policy options within this policing function. A group model building approach was applied throughout the modelling phases with anexpert group to negotiate a shared view of the structure and dynamics of the resourcing policy challenges. Findings – A fully validated system dynamics model emerged from the multi-phase modelling process which allowed a series of alternative future policy scenarios to be explored and evaluated. Useful policy insights were generated by the system dynamics simulation model which suggested more efficient rules for resource allocation in the police force’s RPO function. Originality/value – The insights from this case study demonstrates that multi-phase modelling has potential application in policy exploration across a range of emergency service providers whoseactions are governed by both variable demand and constrained supply of resourc

    UK state pension deferral incentives and sustainability

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    Peer review statement: The publishing and review policy for this title is described in its Aims & Scope: http://www.tandfonline.com/action/journalInformation?show=aimsScope&journalCode=raec2

    Using Online Role-playing Games for Entrepreneurship Training

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    This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the ..

    And then there were four: a study of UK market concentration - causes, consequences and the scope for market adjustment

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    While concentration measures are a good indicator of market structure, the link with competitiveness is more complex than often assumed. In particular, the modern theory of industrial organisation makes no clear statement regarding the impact of concentration on competition - the focus of this paper is concentration and no inferences are made about competitive aspects of the market. The extent and nature of concentration within the UK listed company audit market as at April, 2002 and, pro forma, after the collapse of Andersen is documented and analysed in detail (by firm, market segment and industry sector). The largest four firms held 90 per cent of the market (based on audit fees) in 2002, rising to 96 per cent with the demise of Andersen. A single firm, Pricewaterhouse-Coopers, held 70 per cent or more of the share of six out of 38 industry sectors, with a share of 50 per cent up to 70 per cent in a further seven sectors. The provision of non-audit services (NAS) by incumbent auditors is also considered. As at April 2002, the average ratio of non-audit fees (paid to auditor) to audit fees was 208 per cent, and exceeded 300 per cent in seven sectors. It is likely, however, that disposals by firms of their management consultancy and outsource firms, combined with the impact of the Smith Report on audit committees will serve to reduce these ratios. Another finding is that audit firms with expertise in a particular sector appeared to earn significantly higher nonaudit fees from their audit clients in that sector. The paper thus provides a solid empirical basis for debate. The subsequent discussion considers the implications for companies and audit firms of the high level of concentration in the current regulatory climate, where no direct regulatory intervention is planned

    An approach to evaluating the user experience of serious games

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    The use of serious games to support learning continues to expand across a range of educational and training settings. Hence, a need exists to understand more fully how users experience such games. This study seeks to describe and assess an approach to the evaluation of user-experience applied within the context of a specific serious game developed to address the training needs of people working in social enterprises. Drawing on an extensive literature review, the development of a survey instrument to capture the multi-dimensional nature of user-experience is explained as is the evaluation process employed. Findings from surveys of individuals working in social enterprises are analysed and discussed. The results demonstrate the value of the proposed method of user-experience evaluation. Recommendations for practice and further research are outlined, identifying in particular the importance of qualitative insights in the evaluation process and the need for greater understanding of the inter-relationships between the various dimensions and attributes of user-experience in serious games
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