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1.
Multiround business simulation games have been gaining popularity in higher education. However, certain aspects of experiential learning of individual students in the game remain unaddressed in research literature. Team assessments, such as team papers, appear a common, “natural” choice given the team‐based nature of the games but may potentially mask individual learning outcomes. In this study we use a qualitative method to glean from individual students’ papers a deeper understanding of the process of learning of individual students in a team‐based, multiround business simulation game. Our findings indicate that individual and timely assessments are necessary to identify cases of not meeting the expected individual learning outcomes for the instructor's corrective intervention. This study contributes to the understanding of the process and outcomes of student learning in a multiround business simulation game, methods of teaching a supply chain and operations class with a simulation, and methods for better aligning course goals and assessments.  相似文献   

2.
The main concern is a longstanding one in classroom instruction—the determinants of effective team performance. The paper explicitly examines the effect of teacher‐controlled factors on the use and functioning of student teams. From a sample of 500 undergraduate students, data are obtained on aptitude, diversity, instability, motivation, personality style, size, and performance. The regression results suggest that team motivation and instability, which are both partly controlled by the instructor, are particularly important in determining a team's performance. An implication is that instructor decisions about team make‐up and incentives can have a significant impact on student achievement.  相似文献   

3.
In this pilot research we examine the impact of two leadership development training programs on the ability of students to acquire knowledge, share knowledge, and apply knowledge for organizational decision making. One program emphasized concepts and case‐based application based on a technical learning paradigm. The other program used a game‐based computer simulation, Virtual Leader, grounded in an experiential or situated learning paradigm. After training, students from both programs engaged in a complex in‐basket exercise to examine the quality of their leadership and managerial abilities. In this exercise, participants from each training intervention worked with their trained cohort to accomplish a day of managerial work. Participants were observed and their individual and collective actions and decisions on behalf of the organization were evaluated. Using qualitative research we compared the organizational decisions associated with each group to determine which pedagogical technique resulted in the most effective application of student learning. While technical learning pedagogy was associated with greater information acquisition, the game‐based computer simulation (an experiential, social‐interaction oriented pedagogy) was associated with better decision quality and more shared cognition. Evidence suggests that students taught with the game‐based computer simulation collectively demonstrated a greater ability to apply what they learned.  相似文献   

4.
As the fortunes of e‐businesses fluctuate, what is the state of e‐business educational offerings? The present study attempted to explore this question by investigating the number and nature of e‐business programs available in colleges and universities. Results were compared to previously published findings on e‐business education. Data were collected from program web sites. Master's and bachelor's degree programs based in North America and elsewhere in the world were examined. Despite the “dot‐bomb” economy, the present data suggested large increases in all foreign and North American bachelor's programs between the start of the fall semester of 2000 and November 2001. The number of North American master's programs appeared to increase dramatically during the year 2000 and at a lesser rate afterward. Findings also suggested that bachelor's and foreign master's programs involved more technical e‐business courses than the North American master's programs. The educational and economic factors possibly underlying these trends are discussed.  相似文献   

5.
We examined student attitudes toward a team‐based learning method known as the readiness assurance process encompassing team exams to model how student satisfaction is initially shaped and subsequently changed over time as a function of scholastic performance and perceived development of professional skills (PS). We found that students were generally positively disposed toward the learning method and recognized its benefits in terms of developing teamwork skills. A regression analysis of student responses to an instrument distributed directly after each of four quizzes given over the course of a semester leads to the inferences that satisfaction with the method depends minimally upon the immediate feedback provided by student performance on a quiz and more critically upon student perceptions of how it has enhanced their PS. There is also shown to be a strong carryover effect in satisfaction with the method in successive uses. The results suggest that student attitudes are shaped by multiple, high‐level goals, and not just scholastic performance. The study also evidences the need to study learning interventions over multiple uses rather than through a one‐shot design.  相似文献   

6.
Many universities are pursuing increases in on‐line course offerings as a means of offsetting the rising costs of providing high‐quality educational opportunities and of better serving their student populations. However, enrollments in online courses are not always sufficient to cover their costs. One possible way of improving enrollments is through marketing campaigns targeted to specific demographic groups. In this study, we take a first look into how students’ perceptions of e‐learning systems, prior to their enrollment in an online course, vary across socioeconomic status and gender. Findings suggest that prior to taking an online course, working‐class students perceive e‐learning systems more positively than their middle‐class peers but that little difference exists between genders. Armed with this knowledge, universities may improve online course enrollments by marketing online courses specifically to working‐class students or through campaigns aimed at improving middle‐class students’ perceptions of e‐learning systems.  相似文献   

7.
As organizations continue to expand their implementation of Lean practices, business schools and corporate training organizations have developed numerous games and simulations aimed at teaching Lean concepts in manufacturing settings. However, simulations have lagged behind the most recent adaptations of Lean outside of the factory in services, and more specifically, in office settings. In this article, we present a Lean simulation game, referred to as “Computer Solutions, Inc.” that provides participants with hands‐on experience in applying Lean principles in a nonmanufacturing setting. The simulation takes place in the order‐quote department at “Computer Solutions, Inc.,” a company that specializes in designing customized computer solutions for small businesses. The order‐quote process is purely office‐based and involves such activities as collecting information, processing information, filling out documents, and forwarding those documents to different parts of the organization. This simulation is implemented as a “pencil‐and‐paper” exercise that can be performed by students in the classroom. Our simulation brings some unique benefits that are often missing from current Lean manufacturing‐based simulations. It involves multiple rounds of Lean improvements that can span several weeks, providing students a chance to identify wastes and to make a thoughtful application of Lean tools and techniques. Students also get to experience the challenges of group dynamics that are often present in team‐based improvement efforts.  相似文献   

8.
This teaching brief describes a 30‐minute game where student groups compete in‐class in an introductory time‐series forecasting exercise. The students are challenged to “beat the instructor” who competes using forecasting techniques that will be subsequently taught. All forecasts are graphed prior to revealing the randomly generated actual demand. Experiential learning and forecasting exercises are reviewed before detailing how the game is administered and debriefed. Student survey results (n = 247) provide evidence of teaching effectiveness, including that 78% of students said that playing the game increased their interest in learning the forecasting techniques that were used by the instructor.  相似文献   

9.
结合近年来广东省大学生电赛作品的出题动向、新技术需求,针对其中亟待解决的AI算法、高速信号采集、图像识别、无线组网、复杂控制和飞控等问题,在学生培养模式上,提出基于嵌入式平台的深度学习边缘计算教学培养模式,加强高速信号和图像采集、无线通信的训练;融入"互联网+"、数据库和大数据处理;探讨电赛人才培养模式.建立一个以培养...  相似文献   

10.
We revisit the relationship between attendance and performance in the undergraduate university setting and apply agency theory in the instructor–student context. Building on agency theory propositions in the educational setting advanced by Smith, Zsidisin, and Adams (2005) , we propose that the student and instructor must align goals to promote the student's achievement of performance learning outcomes, and attendance functions as a behavior‐based alignment mechanism to encourage the convergence of faculty and student interests. Further, we propose that attendance does not equally affect lower‐ and higher‐performing students and that absences are also negatively related to students' cumulative grade point average. We test these hypotheses with data from undergraduates enrolled in management courses at a state university in the southeast. Our results show that attendance is positively related to exam performance, there are more pronounced negative effects of an absence for lower‐performing students than for higher performers, and absences are negatively related to a student's cumulative grade point average. We discuss the implications of our findings for students, instructors, and universities as well as practice in teaching and learning.  相似文献   

11.
An interesting aspect in the current literature about learning networks is the shift of focus from the understanding of the “whole network” of a course to the examination of the “personal networks” of individual students. This line of research is relatively new, based on small‐scale studies and diverse analysis techniques, which demands for more empirical research in order to contextualize the findings and to meta‐analyze the research methods. The main objective of this paper is to review two research questions posed by a previous British Journal of Educational Technology contribution by Shane Dawson in order to know whether the differences in personal network composition impact on the performance of students. The two questions were defined by Dawson as follows: (1) Are there significant differences in personal network composition between high‐ and low‐performing students? and (2) Do high‐performing students have larger personal networks than their low‐performing peers? In addition, the “clustered graphs” method used in this study allows the inclusion of the structural analysis of personal networks. In doing so, a new research question is addressed: (3) Are there significant differences in personal network structure between high‐ and low‐performing students? This paper tries to answer these questions in the context of two undergraduate, inter‐university and fully online courses, and two different technology‐enhanced learning environments (a virtual learning environment and a personal learning environment) where interactions took place indirectly through shared resources. The results show that the network behaviors of high‐ and low‐performing students' are strongly correlated, and that high‐performing students developed larger personal networks than low performers.  相似文献   

12.
This article aims to examine the benefits of teachers using their own autobiographical writing in the classroom. It explores the blurring of truth and fiction in autobiographical writing and argues that teachers can help students if they provide students with the cloak of fiction when writing about their own lives. Furthermore, it puts forward the case that when teachers share pertinent autobiographical episodes then pupils are more willing to respond in an engaged and passionate fashion. In developing my argument, I suggest that autobiographical writing can be therapeutic in certain classroom contexts. The data sources for this article are the author's own life and two case studies: an 11‐year‐old boy, George, and a 15‐year‐old girl, Eloise, both of whom were pupils of the author and wrote autobiographically for him. The methodological approach is that of bricolage: chiefly, the article combines ethnographical observation with interviews and discourse analysis. I also examine quantitative studies which look at the therapeutic dimensions of autobiographical writing. Theoretically I draw on Friere's concept of ‘conscientization’ (Friere 1985: 49) in order to critique the ‘banking’ concept of education, which would close down opportunities for pupils to write freely about their own lives.  相似文献   

13.
为解决航空专业产学研协同创新效率不高、创新意愿低的问题,构建产学研协同创新的演化博弈模型。博弈双方采用“积极合作”和“消极合作”两种策略,通过对协同创新行为的动态演化博弈和参数变化的分析,明确其演化机理与均衡稳定性。研究结果表明协同创新风险系数的增加、创新资源水平差距及学习能力差距的扩大,促使创新主体选择“消极合作策略”;协同创新预期收益的提高会增加选择“积极合作策略”的概率。并从政府引导支持、动态分配协同创新收益与成本、“双师双能型”教师队伍建设、学术团队建设四个方面提出对策建议,以促进航空专业产学研协同创新的快速发展。  相似文献   

14.
This article examines the ascendance of team sports as tools of “character building” in British Victorian public schools in the second half of the nineteenth century. The focus of this enquiry is the commonly overlooked pedagogical innovation underlying this process – the utilisation of organised games as educational tools. Relying on Roger Caillois' delineation of the unique qualities of game playing, I explore how team sports’ game qualities shaped their educational function and perception in Victorian public schools. Broadly stated, these game qualities enabled team sports to function as an ideal site for shaping on-court behaviour, while limiting their long-term effect on student conduct. Two central limitations of the Victorian application of game playing are pointed out. First, offering an organised model of play, team sports increased adult control over students’ play patterns, yet they concurrently undermined student agency within play, and the relevance of these activities to external contexts. Moreover, Victorian educators assumed that lessons learned on the court would readily carry over to other areas of students’ lives and failed to meaningfully incorporate team sports into the broader educational curriculum. These lessons concerning the educational function of games are particularly timely in light of the growing pervasiveness of games, physical and virtual, in educational contexts and in children’s lives in general.  相似文献   

15.
This article chronicles the coordination and better integration of existing institutional resources to support cocurricular themes embedded in the provision of a large enrollment, video‐mediated undergraduate operations management (OM) course. The name Project Cheddarfield refers to a 2008 initiative in which two professors team‐taught an OM course to over 600 undergraduates on two different continents through the repeated rapid exchange of digital video between the United States and Singapore. Simultaneously infused in this core curricular delivery were themes of global awareness and study‐abroad, including the promotion of one particular opportunity that bridged the two campuses. This action research narrative spans over 5 years of related activity leading up to the initiative, as this project is best understood as a trajectory, or the evolving result of design adapting to unfolding realities.  相似文献   

16.
Labour market outcomes of undergraduates' choice of subject are important for public policy and for students. Policy interest is indicated by the prominence of ‘employability’ in public discourse and in proposals to concentrate government funding in England in supporting STEM subjects (science, technology, engineering and mathematics). As students in England face the prospect of bearing the full financial burden of undergraduate tuition, the large differences between wage premia for different subjects may become of increasing interest. We find that, even after taking account of differences in motivation towards the choice of undergraduate subject, males and members of certain non‐White ethnic groups are more likely to choose ‘high wage‐premium’ subjects. We also find some significant differences between the motivations of different minority ethnic groups. However, students from lower income households are less likely to choose high wage premium subjects, which is a concern for this aspect of policy towards participation in higher education and social mobility.  相似文献   

17.
This conceptual paper suggests a methodology for increasing student satisfaction in core courses by applying the principle of mass customization to increase student satisfaction. It proposes that customization can be increased by increasing course flexibility along three dimensions: content flexibility, schedule flexibility, and course length flexibility. The increased flexibility provides opportunities for both student‐centered customization and the cross‐functional integration of the core course with other disciplines. Core courses were targeted because of their high volume of students specializing in something other than the core course being taught and the associated general disinterest of these types of students. There are two main sections. The first section provides an overview to the proposed course structure while the second provides suggestions about computer‐based technology that can be used to support the structure presented in the first section. Examples are presented that pertain to a core course in statistics, but the technology and course structure presented are easily adaptable to core courses in any discipline.  相似文献   

18.
Over the past decade, more and more business schools are attempting to teach business processes (BPs) by using enterprise resource planning (ERP) software in their curricula. Currently, most studies involving ERP software in the academy have concentrated on learning and teaching via self‐assessment surveys or curriculum integration. This research extended previous studies by attempting to measure student knowledge acquisition of BP concepts (BPC) about two common BP cycles through hands‐on exercises using ERP software. Assessments of students’ knowledge about BP were conducted at multiple time points during the study. In addition, a Technology Acceptance Model (TAM)‐based survey was employed to analyze student self‐assessment about improved understanding of BPs though ERP hands‐on exercises. Results from our empirical study indicated that there is no clear evidence that students’ knowledge about BPs significantly improved after experiencing ERP software. However, students’ self‐assessment showed that there is a positive relationship between their comprehension of BPs and hands‐on experience with ERP software. Our research findings concurred with previous research, and studies undertaken in other disciplines.  相似文献   

19.
20.
The assessment of internal control is a consideration in all financial statement audits, as stressed by the Statement on Auditing Standards (SAS) No. 78. According to this statement, “the auditor should obtain an understanding of internal control sufficient to plan the audit” ( Accounting Standards Board, 1995 , p. 1). Therefore, an accounting student will progress through the auditing course with the responsibility of learning how and why internal controls are assessed. Research in expert systems applied to auditing has shown that there is strong support for the constructive dialogue used in expert systems as a means of encouraging their use in decision making ( Eining, Jones, & Loebbecke, 1997 ). The purpose of this study is to provide the student or novice auditor with a method for developing a more comprehensive understanding of internal controls and the use of internal controls in audit planning. The results of the study reinforce previous findings that novices do better when an expert system applies analogies along with declarative explanations, and clarifies the length of time in which the use of active learning in a training system can provide an improvement to declarative knowledge, but procedural knowledge must be acquired over a longer time frame.  相似文献   

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