Experiential learning in management education has had a long and productive history beginning with Harvard Business School's attempts in 1909 to bring realistic business situations into the classroom with the case method. Later, cases were supplemented with computer simulations and games (Chiesl 1990). Games and simulations, like cases, have been used in business education to provide learners with a broader picture of business forces, and to teach them how to maintain congruence between environmental constraints and organiza-tional needs (Elgood 1984,9). In 1993 it was estimated that 95 percent of busi-ness schools used business games in policy and marketing courses (Wolfe and Chanin 1993, 38). As an instructor of business communicatio...
Experiential-learning is learning by “doing ” – learning through a real world experience. Does the ...
This paper presents a case study of the delivery of two integrated, experiential modules on the Busi...
Purpose- High order leadership, problem solving skills, and the capacity for innovation in new marke...
Business simulations allow students to experience a fictitious business in a safe learning environme...
A single business policy class of 44 students was divided into two groups. During the class period, ...
Management studies have been criticized for lagging behind the actual needs of organizations, ignori...
Business Games are a specific typology of serious games which combine business simulations and games...
Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/168457/1/dsji12250_am.pdfhttp://deepblu...
In this chapter we discuss the fundamental principles of experiential learning, learning by doing an...
By means of a controlled experiment in an advanced marketing course, it has been contrasted that gam...
Business simulations serve as learning platforms that stimulate the “gaming” interest of students, t...
Now more business schools use simulation technology to develop their students' capabilities. Ho...
This dissertation aims to integrate various learning approaches, i.e., multiple literacies, experien...
This study investigates whether the processes associated with the use of business simulations can be...
Purpose – Simulation in education has been well documented. Business simulation games (BSGs) are oft...
Experiential-learning is learning by “doing ” – learning through a real world experience. Does the ...
This paper presents a case study of the delivery of two integrated, experiential modules on the Busi...
Purpose- High order leadership, problem solving skills, and the capacity for innovation in new marke...
Business simulations allow students to experience a fictitious business in a safe learning environme...
A single business policy class of 44 students was divided into two groups. During the class period, ...
Management studies have been criticized for lagging behind the actual needs of organizations, ignori...
Business Games are a specific typology of serious games which combine business simulations and games...
Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/168457/1/dsji12250_am.pdfhttp://deepblu...
In this chapter we discuss the fundamental principles of experiential learning, learning by doing an...
By means of a controlled experiment in an advanced marketing course, it has been contrasted that gam...
Business simulations serve as learning platforms that stimulate the “gaming” interest of students, t...
Now more business schools use simulation technology to develop their students' capabilities. Ho...
This dissertation aims to integrate various learning approaches, i.e., multiple literacies, experien...
This study investigates whether the processes associated with the use of business simulations can be...
Purpose – Simulation in education has been well documented. Business simulation games (BSGs) are oft...
Experiential-learning is learning by “doing ” – learning through a real world experience. Does the ...
This paper presents a case study of the delivery of two integrated, experiential modules on the Busi...
Purpose- High order leadership, problem solving skills, and the capacity for innovation in new marke...