26 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.

    The Impact of COVID-19 on Tourism and Hospitality in Poland: Female Entrepreneurial Firms’ Ecosystem Strategies

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    Beyond severe illness and deaths, the COVID-19 pandemic brought widespread economic disruption, businesses closing, and unemployment surging to levels not experienced since the Great Depression. The effect of this pandemic on global tourism has been fast, extensive, widespread, and devastating. This paper identifies the significant characteristics of female entrepreneurial businesses. It examines the strategies taken between 2015 and 2022 to influence the firm\u27s growth and reduce the impact of the COVID-19 pandemic. The findings are based on the interviews conducted with ten female entrepreneurs who own and operate small family-based entrepreneurial firms in Poland\u27s tourism and hospitality industry. This paper aims to deliver recommendations for policy actions and entrepreneurship strategies to effectively grow and curtail or counterbalance the impact of exogenous shocks such as the economic shutdown caused by the COVID-19 pandemic

    ADVANCING INFORMATION LITERACY USING THE CRAAP PROCESS IN THE PRINCIPLES OF MACROECONOMICS COURSE

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    This paper illustrates the information literacy strategy in an undergraduate program at the U.S. Coast Guard Academy. The paper exemplifies a sequential approach to advancing information literacy skills with the goal of improving students’ capabilities to evaluate and apply information in a specifically designed learning environment, while generating new knowledge in undergraduate coursework. The paper emphasizes how information literacy can be developed within coursework through a six-step process, including defining, locating, selecting, organizing, presenting, and assessing. Moreover, the proposed information literacy process consists of five key components with related informational questions allowing completion of the information literacy tasks with the CRAAP process. The five elements of the CRAAP process comprise currency, relevance, authority, accuracy, and purpose, which must be advanced and mastered across a four-year undergraduate program. The paper concluded that information literacy requires the development of a specially designed framework of information literacy learning that must be applied across coursework using specifically designed assignments

    Fostering Information Literacy in the Management Education at the U.S. Coast Guard Academy

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    This paper illustrates the information literacy (IL) strategy in an undergraduate Management program at U.S. Coast Guard Academy. The paper exemplifies a sequential approach that improves students’ capabilities to evaluate and apply information in a specifically designed learning environment while generating new knowledge in undergraduate business coursework. The paper also emphasizes how IL can be developed within management coursework through a six-step process, including defining, locating, selecting, organizing, presenting, and assessing.  This specially designed framework of IL learning can be applied across all relevant courses using specially designed assignments in the Management major

    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
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