scholarly journals Supporting Entrepreneurial Attitudes at Technical Universities Through Simulation Games. Evidence from Poland

2020 ◽  
Vol 11 (37) ◽  
pp. 49-63
Author(s):  
Karolina Olejniczak ◽  
Anna Dębicka

RESEARCH OBJECTIVE: The aim of the paper is to evaluate the experi­ence resulting from the use of simulation games as supporting entrepreneurial attitudes at technical universities. THE RESEARCH PROBLEM AND METHODS: The main problem raised in the article concerns the effectiveness of simulation games as a method of sup­porting entrepreneurial attitudes at technical universities. The article provides an overview of selected literature and presents the authors’ experience in using simulation games. THE PROCESS OF ARGUMENTATION: The first part presents selected aspects of entrepreneurship and simulation games. The next part presents the results of a case study on the use of simulation games in Poland. As a result, the final part formulates conclusions regarding this issue for the future. RESEARCH RESULTS: Knowledge and usefulness of a simulation game as an entrepreneurship education method among students of technical universi­ties have been indicated. Conclusions have been formulated pointing to high effectiveness and usability of simulation games in supporting entrepreneurial attitudes. CONCLUSIONS, INNOVATIONS AND RECOMMENDATIONS: The studied method of entrepreneurship education seems to be extremely in­teresting for students of technical universities and should be further developed as an innovative educational solution.

2019 ◽  
Vol 50 (3) ◽  
pp. 393-407 ◽  
Author(s):  
Tim Rogmans ◽  
Wasseem Abaza

Background. Despite the increasing use of business simulation games in management education little is known about their effectiveness as learning tools. Aim. The aims of this study were to assess the effectiveness of an international business simulation game in enhancing levels of student engagement. Methods. We investigated student engagement levels after using a simulation game, as measured through quantitative self-reports obtained through a survey among students. The results were compared to engagement levels experienced in more traditional classroom based case discussions with the same students in the same course. The study was carried out across six class sections taught by two professors over two semesters. Results. The results show that average student engagement levels were higher during the traditional case study class than during the class using the simulation game. The standard deviation of the reported levels of student engagement was higher for the simulation game than for the traditional class, indicating that student responses were more extreme (either positive or negative) for the class using the simulation game. Students who were generally more motivated to learn reported higher levels of engagement with the simulation, whereas students with low levels of motivation who found the game complex became less engaged. Conclusion. Simulation games are not always necessarily effective in enhancing engagement among all students. The choice between traditional and experiential learning methods may be partly determined on the basis of the level of student motivation and other student characteristics.


Author(s):  
João Paulo Coelho Marques

This article focuses on the teaching of a business plan as a tool for entrepreneurship education through the structure of the pyramid principle, seeking to find out how this framework was used to teach the preparation and communication of the business plan. The case study involved 332 students grouped into 104 projects, developed as a part of the degree in management at the Polytechnic Institute of Coimbra for ten years. The study is qualitative and quantitative and shows that 97.1% of the projects were based on customer needs. The method of teaching students was to guide them to effectuation, implying the application of the contingency model to teach the business plan. However, only 28.4% of the students in the sample indicated an increase in awareness for entrepreneurship and 20.9% stated that learning how to prepare the plan would be useful in the future.


2015 ◽  
Vol 29 (5) ◽  
pp. 379-395 ◽  
Author(s):  
Dina Williams

The purpose of this study was to bridge a gap in our understanding of the role business simulation games can play in the development of entrepreneurial capabilities in undergraduate students. While entrepreneurship education has come a long way from being a branch of business and management studies, to its current status as a core discipline in its own right, the debate on the pedagogy of entrepreneurship education continues. The best results in entrepreneurship education are achieved when students are exposed to action-oriented experiential learning that encourages problem-solving, creativity and peer evaluation. Game-based learning is an emerging pedagogy that brings together the evolving nature of young learners and experiential learning. Grounded in the theory of experiential learning and action research methodology, this study investigates how a particular business simulation game, SimVenture, develops not only students' business and management skills but also their entrepreneurial attitude and values. The findings suggest that the business simulation allowed students to face their limitations, overcome some of them and make significant progress in their learning. Using SimVenture improved students' appreciation of business in general and the challenges entrepreneurs have to face in running a business.


2019 ◽  
Vol 50 (3) ◽  
pp. 377-392 ◽  
Author(s):  
Robert Lohmann

Background. This article analyses whether an experimental policy-simulation might help political scientists in making predictions about prospective situations. Within the presented simulation-game, two groups of randomly assigned participants discussed the same issues but had different demographic structures. The ways in which their discussions transpired and results of the negotiation might provide a glimpse at how decisions might be made by societies in the future. Purpose. This article presents this special simulation-game. Furthermore, it seeks to discuss whether policy-simulations can be designed as experiments, whether there is a benefit, and for whom. Method. This study is based on both qualitative and quantitative data. The partici-pants in the simulation-game have been questioned in a pretest and in two post-tests. Furthermore, six pre- and post-interviews were conducted with involved experts. Results. The results show that the simulation-game can provide some ideas about the future, if perhaps not necessarily a wholly accurate image of the future. Observing experts and the participants gained some knowledge about how future generations might work together and where potential conflicts might be. Conclusion. Policy-simulations can be designed as experiments and might help to provide a glimpse into future, but designing such simulation-games is even more com-plex than designing simulationgames for a solely educational use.


2020 ◽  
Vol 10 (2) ◽  
pp. 45-61
Author(s):  
João Paulo Coelho Marques

This article focuses on the teaching of a business plan as a tool for entrepreneurship education through the structure of the pyramid principle, seeking to find out how this framework was used to teach the preparation and communication of the business plan. The case study involved 332 students grouped into 104 projects, developed as a part of the degree in management at the Polytechnic Institute of Coimbra for ten years. The study is qualitative and quantitative and shows that 97.1% of the projects were based on customer needs. The method of teaching students was to guide them to effectuation, implying the application of the contingency model to teach the business plan. However, only 28.4% of the students in the sample indicated an increase in awareness for entrepreneurship and 20.9% stated that learning how to prepare the plan would be useful in the future.


Author(s):  
Michele Fumarola ◽  
Jan-Paul van Staalduinen ◽  
Alexander Verbraeck

Simulation games have often been found useful as a method of inquiry to gain insight in complex system behavior and as aids for design, engineering simulation and visualization, and education. Designing simulation games are the result of creative thinking and planning, but often not the result of a rigorously applied design method. Design methods can be used to structure the creative process. The specific types of games we chose for studying design methods are simulation games focused on information-intensive domains, of which logistics management is an example. Our new design method takes into account the information intensiveness of the domain. The design method incorporates enterprise information management, simulation model design, and instructional design. The design method we propose uses ten steps in designing a simulation game: the first five for making a conceptual design and the final five for using the conceptual design as a basis for the simulation game. Iterative cycles are added to improve intermediate results. This paper discusses the design method and presents two different case studies. The first case study helped in developing the design method, while the second case study served for assessment and improvement.


2020 ◽  

Events – future, trends, perspectives provides insights into many of the recent developments within the diverse event industry. International scholars and experts with backgrounds in multiple related fields have taken up exciting research topics and offer perspectives, thoughts and views on a number of current and future issues and challenges. The topics are as diverse as the industry itself and include discussions on gender and diversity, disruptive technologies, sustainability, psychological effects, the co-creation of experiences, the future of event education and many more. Vivid case studies and best practice examples are used to illustrate current and future developments and to spark discussion and debate amongst scholars, practitioners and students alike. The Corona crisis (Covid-19) is having a massive impact on the events industry. Due to the editorial deadline of this book in February 2020, this topic could not be considered in this edition. We ask for your understanding. Content: Kim Werner and Ye Ding Acknowledgements PART A Nicole Böhmer, Kim Werner and Imke Wargin Female Careers in the Event Industry – Myth, Reality or Future Vision? Susanne Doppler, Burkhard Schmidt and Liza Funke Work Stress of Event Managers Hans-Jürgen Gaida Marketing Meeting and Event Destinations in Disruptive Times: Future Challenges and Chances Steffen Ronft Event Psychology – An Interdisciplinary Approach Chunlei Wang and Xingdan Wang Theorising the “Event View” as a Kind of “World View” Helmut Schwägermann China Outbound Events – A Challenge for European MICE Destinations Markus Große Ophoff, Kai-Michael Griese and Kim Werner Event Organisations at the Interface between Sustainability and Digitalisation Hui Huang and Hanzhi Zhang Festivals and “New Retail”: A Case Study of the “Double 11” Shopping Festival in China Kim Werner, Christina Bosse and Kai-Michael Griese Slow Events: Assessing the Potential for the Event Industry of the Future PART B Aliosha Alexandrov and Kai-Michael Griese Value Co-creation and the Impact on Marketing and Event Management Curricula Xing Lan and Yi Ding Cooperative Transnational Event Management Education: A Case Study of International Event Management Shanghai (IEMS) Mattheus Louw and Thomas Temme Enhancing Student Learning in Event Management: Student Perceptions of a Business Simulation Game Ye Ding, Li Zhang and Chunlei Wang Innovation and Entrepreneurship Education in Event Management: Case studies from Chinese Universities Gernot Gehrke Researching the Future of Event Education Steffen Ronft Appendix: Further references concerning psychological effects and phenomena


Author(s):  
Marcin Wardaszko

Case studies and simulation games have a lot in common. In this chapter, the author analyses the commonalities of case studies and simulation games in three different aspects. The first aspect is the use of simulation games as case study based simulation games for teaching and learning, which are essential parts of simulation and gaming. The second aspect is designing case-study-based simulation games for educational purposes. The third aspect is using case-study-based simulation games in organisational development to increase the effectiveness of organisations and cultural changes. In order to help to design the appropriate learning experience, the author proposes a new game classification related to rule rigidity and win-state conditions, which will help the designers in their task of designing the proper case-study-based simulation game.


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