Skip to main content

Simulation Game as a Live Case Integrated into Two Modules

  • Conference paper
Frontiers in Gaming Simulation (ISAGA 2013)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 8264))

Included in the following conference series:

Abstract

The desire and need to provide attractive and more effective learning environment for students is one of the main motivators for creating practical oriented tasks and courses. One of the ways to deliver more effective and attractive learning environment is the use of experiential learning methods. This paper follows a long discussion among scholars of design and implantation methodology of experiential exercises into the curriculum e.g. Gentry, McCain and Burns (1979); Butler, Markulis, and Strang (1985); Cannon and Feinstein (2005).

The paper discusses the concept of a double game structure featuring two different courses from two departments yet intertwined on one platform to provide accessibility of data. The first game is a classic start-up management business simulation game played in teams by a class of entrepreneurship course (management students) while the second game is an investment game played by students in the financial analysis course (Finance and Accounting Students). Both courses are conducted by lecturers from respective disciplines, through the use of a live game interaction platform. The investment game draws data from the business game of entrepreneurship course for all investment decisions while the business game in itself maintains the traditional entrepreneurial role of growing a viable business as in the real world.

The financial analysis course independently analyses the data from the first game to make independent investment decisions based on business growth potential. Students from both games receive constant feedback as they move from one quarter to another.

This paper describes an organizational and methodological set-up of both games and their integration in the courses as well as learning outcomes. Among other interdisciplinary learning outcomes or experiential education potential, we highlight the practical approach to ethical issues and dilemmas related to management decision-making process based on existing financial information and transparency issues in reality. The attractiveness of the proposed course module will be the introduction of two business games together and combining them into one larger game structure. The teaching and learning effectiveness come from creating dynamic and realistic learning environment based on the metrics and feedback.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Caddote, E., Bruce, H.J.: The management of strategy in Marketplace, Innovative Learning Solution (2008)

    Google Scholar 

  2. Anderson, L.W., Krathwohl, D.R.: A taxonomy for learning, teaching, and assessing: A revision of Bloom’s Taxonomy of Educational Objectives. Longman, New York (2001)

    Google Scholar 

  3. Feinstein, A.H., Cannon, H.M.: Constructs of simulation evaluation. Simulation & Gaming: An International Journal 33(4), 425–440 (2002)

    Article  Google Scholar 

  4. Cannon, H.M.: Dealing with the complexity paradox in business simulation games. Developments in Business Simulations and Experiential Exercises 22, 96–102 (1995)

    Google Scholar 

  5. Cannon, H.M., Andrew, H.F.: Bloom beyond Bloom: Using the revised taxonomy to develop experiential learning strategies. Developments in Business Simulations and Experiential Exercises 32, 348–356 (2005)

    Google Scholar 

  6. Butler, R.J., Markulis, P.M., Strang, D.: Learning theory and research design: How has ABSEL fared? Developments in Business Simulation and Experiential Exercises 12, 86–90 (1985)

    Google Scholar 

  7. Gentry, J.W., McCain, K.C., Burns, A.C.: Relating teaching methods with educational objectives in the business curriculum. Insights into Experiential Pedagogy 6, 196–198 (1979)

    Google Scholar 

  8. Gentry, J.W., Commuri, S.R., Burns, A.C., Dickinson, J.R.: The Second Component To Experiential Learning: A Look Back At How Absel Has Handled The Conceptual And Operational Definitions of Learning. Developments in Business Simulation and Experiential Learning 25 (1998)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2014 Springer International Publishing Switzerland

About this paper

Cite this paper

Mulenga, J., Wardaszko, M. (2014). Simulation Game as a Live Case Integrated into Two Modules. In: Meijer, S.A., Smeds, R. (eds) Frontiers in Gaming Simulation. ISAGA 2013. Lecture Notes in Computer Science, vol 8264. Springer, Cham. https://doi.org/10.1007/978-3-319-04954-0_13

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-04954-0_13

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-04953-3

  • Online ISBN: 978-3-319-04954-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics