92 research outputs found

    Portfolio Construction in Global Financial Markets

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    This paper presents a classroom simulation that can be used to introduce the concepts of portfolio management and asset allocation in the presence of global markets. While there are portfolio management games and stock trading games that are designed to cover an entire semester, this simulation provides a single period introduction to portfolio management. The simulation also creates an environment in which students discover how exchange rate volatility can affect investment returns of global funds.

    Problem Discovery And Problem Solving In Unstructured Situations: Using The Pan-Pacific Enterprises Simulation With University Students

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    Simulations and games provide students with real-world experiences in a safe, controlled environment.  Properly designed exercises can increase the effectiveness of classroom instruction and promote higher-order learning.  Pan-Pacific Enterprises: Strategic Decision Making (2003) is a problem solving and communications simulation suitable for undergraduate and graduate students.  Students are given a resource allocation problem and told to solve the problem in small groups outside of class.  In class, each group has the opportunity to integrate its small group solution into a company-wide strategic plan.  The core problem of the simulation is that the various groups are given different goals so they arrive at different solutions.  These differences provide the entire class with an ambiguous problem with no obvious solution.  The class as a whole has to develop a method to integrate the sometimes conflicting solutions

    Factors affecting success of small business enterprises in the Polish tourism industry

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    The study analyzes the factors affecting growth and success of small entrepreneurial firms owned and operated by ten female entrepreneurs in the Polish tourism industry. The motivation behind this study is to form an understanding of leadership and innovative strategic behavior exhibited by female entrepreneurs and to analyze the factors that are crucial to promotion, development, and success of small size entrepreneurial firms within the tourism industry. The paper argues that leaders of successful business organizations are required to effectively communicate a vision conducive to creativity through available formal and informal channels while encouraging their employees to act and perform in order to have a positive influence on the organization’s success. Conclusions are drawn concerning the leadership practice, innovation, and sustainability of the industry’s entrepreneurial activities that have proven critical to the success of business. The findings provide insights on leadership and policy making regarding business innovation and leadership strategies for entrepreneurial development and growth in the sector of tourism industry that has an environmental or sustainability focus. Leadership characteristics and innovation strategies presented provide practical implications for smaller organizations and help bring about positive social change in other countries where female leadership within SMEs has not been significantly recognized

    Decision making: Tourism and hospitality game

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    This paper introduces the reader to an experiment that proposes an expanded format of cooperative learning techniques with sets of pedagogical innovations to better meet the teaching outcomes. In this context the paper presents a decision-making game where Tourism and Hospitality students are fully involved in the educational process via active participation in the Tourism and Travel Game. The game demonstrates decision-making processes that must be taken within competitive environment with imperfect information. The individual components of the game allow players to explore the effects of production capacity, production costs, market demand, and government controls within a competitive market. Students are expected to develop various skills and competences during game. The paper presents an assessment instrument in order to provide a feedback if students benefited from opportunities that replaced a lecture with active participation by using the Tourism and Travel Game. An assessment instrument allowed us to evaluate the students\u27 opinion on their knowledge acquisition and retention rate. Each student was given the same questionnaire that evaluated how teaching with Tourism Game had influenced each area of the students\u27 learning outcome: positive interdependence, face-to-face interaction, individual accountability, group processing of the group learning experience, critical thinking, problem solving, decision-making ability, aptitude for detail, oral communication, written communication, knowledge of information, ability to organize and analyze, comprehension, application, synthesis and evaluation. Obtained results indicate a strong support for using the game as a pedagogical tool rather than a traditional lecture

    Decision making: Tourism and hospitality game

    Get PDF
    This paper introduces the reader to an experiment that proposes an expanded format of cooperative learning techniques with sets of pedagogical innovations to better meet the teaching outcomes. In this context the paper presents a decision-making game where Tourism and Hospitality students are fully involved in the educational process via active participation in the Tourism and Travel Game. The game demonstrates decision-making processes that must be taken within competitive environment with imperfect information. The individual components of the game allow players to explore the effects of production capacity, production costs, market demand, and government controls within a competitive market. Students are expected to develop various skills and competences during game. The paper presents an assessment instrument in order to provide a feedback if students benefited from opportunities that replaced a lecture with active participation by using the Tourism and Travel Game. An assessment instrument allowed us to evaluate the students\u27 opinion on their knowledge acquisition and retention rate. Each student was given the same questionnaire that evaluated how teaching with Tourism Game had influenced each area of the students\u27 learning outcome: positive interdependence, face-to-face interaction, individual accountability, group processing of the group learning experience, critical thinking, problem solving, decision-making ability, aptitude for detail, oral communication, written communication, knowledge of information, ability to organize and analyze, comprehension, application, synthesis and evaluation. Obtained results indicate a strong support for using the game as a pedagogical tool rather than a traditional lecture
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