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EN
Purpose: The aim of the article is to assess the role of business simulations in shaping entrepreneurial skills at a university, where simulation games are used as a tool to support the teaching process. Therefore, the article presents the effectiveness of their use in academic conditions in a practical context, based on scientific research. Design/methodology/approach: For the purposes of this article a survey was conducted among students who participated in classes using simulation games. Findings: The introduction of innovative teaching methods at universities seems necessary due to the changing economic needs, and thus the need to acquire new competences in the labour market by employees (university graduates or students working during the course of study). One of the most difficult problems results from the discrepancy between the goals of the educational system and the insufficient preparation of lecturers to work in the present conditions, and the low level of development of their skills. Research limitations/implications: It is advisable to carry out further scientific research in the field of using of simulation games due to the fact that they are increasingly used as a tool to support the process of practical learning. Practical implications: Not without significance for the learning process is also the emotional involvement of participants who acquire knowledge more easily if they are interested in the given issue and understand the benefits resulting from it. Social implications: Nowadays, it is impossible to imagine didactic activities carried out only in a conventional way. Currently implemented didactic processes at universities are often supported by active and modern teaching methods which include, among other things, simulation games. Their main advantage is that they facilitate the transfer of knowledge in an interesting way, teach creative problem solving, arouse interest and allow to gain new experiences, including interpersonal ones. Originality/value: Active learning tools such as collaborative learning and problem-based learning can partly replace the traditional lecture-based method that continues to dominate in higher education. Advocates of active learning show that these innovative teaching strategies are more effective in increasing student motivation, knowledge acquisition, and general academic achievement.
EN
Purpose: The article presents the essence, characteristics and types of simulation decision games, as well as the effectiveness of their use in academic conditions in the theoretical context. Design/methodology/approach: The article is based of analysis of research results published in national and world publications. Findings: The didactic process carried out at universities with the use of direct forms of teaching can be supported by additional tools, including simulation decision games, because it brings many benefits in different areas. By playing we are able to learn many issues in a natural way, to refer to the mechanisms of the organization's functioning, and to use – sometimes dormant – soft competences of game participants. Research limitations/implications: It is advisable to carry out further scientific research in the field of using simulation games due to the fact that they are increasingly used as a tool to support the process of practical learning. Despite its popularity, the assessment of the effectiveness of using simulation games as an educational or training tool is still unclear. Social implications: Game-based learning (GBL) is used not only in higher education (especially in a wide range of economic and management disciplines, such as: marketing, economics, international business, project management, strategic management or human resources management), but also in other fields, including: army, education, advertising, trade, medicine and employee training. Originality/value: The work is theoretical. However, the problem raised in the article, in the context of new challenges posed by teachers in the teaching process, is an inspiring introduction to further research.
PL
Rozwój kompetencji to proces ciągły, na który składają się nie tylko umiejętności, ale również wiedza i postawa dająca wyraz gotowości do jej wykorzystania. Obecnie problem jakości kształcenia na poziomie uniwersyteckim nie zawsze dotyczy lub raczej nie obejmuje kompetencji zawodowych pracowników. Rynek pracy zaś oczekuje od absolwentów większej elastyczności, kreatywności i oczywiście właściwych kompetencji. Ocena efektów kształcenia często nie odnosi się do praktycznego i osobistego zaangażowania studenta, a w przyszłości lub w tym samym czasie - pracownika. Celem artykułu jest ocena stopnia przydatności opracowanych gier symulacyjnych do pełniejszego osiągania założonych efektów kształcenia, a tym samym do podwyższania jakości kształcenia w zakresie zagadnień inżynierii produkcji na poziomach uniwersyteckim i zawodowym. W eksperymencie wzięli udział studenci studiów inżynierskich na kierunkach zarządzanie i inżynieria produkcji oraz logistyka. Wyniki jako studium przypadku zilustrowały efektywność proponowanej metodologii i jej zastosowanie na poziomie uniwersyteckim w trybach stacjonarnym i niestacjonarnym. Proponowana metodologia nie tylko stanowi innowacyjne rozwiązanie w zakresie oceny efektów kształcenia, ale przede wszystkim już na etapie kształcenia nakreśla kierunki zwiększania kompetencji zawodowych przyszłych i bieżących pracowników produkcyjnych.
EN
The development of competences is a continuous process, consisting not only of skills but also knowledge and a willingness to use the competencies gained. A university-level education does not always relate to, or provide, the professional competences required of employees. The labor market expects from graduates: greater flexibility, creativity and relevant competences. The evaluation of learning outcomes often does not take into account a student’s practical ability or their level of competence related to their future career. The aim of the article is to assess the usefulness of prepared simulation games to achieve the assumed learning outcomes more fully, thus improving the quality of education at the university and the professional level in the production engineering field. The experiment was attended by students of engineering studies at the following faculties: Management and Production Engineering and Logistics. The results, as a case study, illustrated the effectiveness of the proposed methodology and its application at the university on a full and part-time basis. The proposed methodology is an innovative solution that not only assesses the effects of education, but above all, outlines a direction to improve professional competences of future and current production workers.
EN
Development of the specialists’ professional competence can be achieved both directly during games and a post-game analysis. Since the continuing education system must respond quickly to changes in external and internal conditions it is necessary to adapt it to new conditions. This is possible when scientific and pedagogical staff of the university is ready to the project activity. In this regard the problem of teachers training for such activities is actual one. The most effective methods of such preparedness development are game methods and, in particular, business and simulation games. There are situations of "conflict" of interest during games as in real life and teachers of different subjects must search a compromise that satisfies basic learning goals. During the game, participants consider many variants for solving certain project tasks, methods of training schemes designing. It is very important in the sphere of maritime specialists training. Participants are often faced with a lack of methodological training that is an important motivating factor for self-development and new knowledge. Business and simulations games have an aim to develop readiness of teachers to design educational systems. The paper discusses the methodological approaches to the development of conceptual designs of professional business/simulation games for seafarers and managers of maritime transport and describes a business/simulation game scenario “Ensuring the safety of maritime cargo transportation”. The problems of the game organization, a results analysis and developing measures to improve the system of training and self-improvement plans of participants are considered.
5
Content available Symulacja komputerowa w ekonomii eksperymentalnej
PL
Dzięki ciągłemu rozwojowi informatyki, realizacja badań eksperymentalnych w naukach ekonomicznych wspomagana jest komputerowo w coraz większym stopniu. Jedną z metod komputerowych, które mogą mieć duże znaczenie we wspieraniu realizacji laboratoryjnych eksperymentów ekonomicznych jest symulacja komputerowa. Celem artykułu jest analiza możliwości i kierunków zastosowania symulacji komputerowej we wspomaganiu badań eksperymentalnych w naukach ekonomicznych.
EN
With the continuous development of information technology, the realization of experimental research in economics is increasingly assisted by computers. One of computer methods, which may be important in supporting the realization of laboratory economic experiments is computer simulation. The aim of the article is to analyze the possibilities and directions of computer simulation applications in supporting experimental research in economics.
PL
W artykule zaprezentowano nowatorską koncepcję szerokiego wykorzystania gier symulacyjnych na studiach podyplomowych w obszarze logistyki, które są przeznaczone dla praktyków biznesu. Przedstawiono założenia studiów, ich program oraz kompetencje uzyskiwane w ramach studiów przez ich uczestników. Uczestnikami studiów są głównie praktycy z biznesu, co wymusza użycie specjalnych form w procesie kształcenia. Takimi formami są zespołowe projekty logistyczne oraz symulacyjne gry decyzyjne. Opracowane zostały trzy gry symulacyjne: „Usługi – analiza rynku i konkurencji”, „LogCHAIN – procesy łańcucha dostaw” i „ABC – rachunek kosztów działań ABC w procesach logistycznych”. Gry zostały opracowane z maksymalnym uwzględnieniem celów ich powstania oraz uwarunkowań ich realizacji. W artykule przedstawione zostały przesłanki wykorzystania gier w logistycznym kształceniu praktyków z biznesu, założenia i program studiów podyplomowych oraz pakiet symulacyjnych gier decyzyjnych i ich funkcji w procesie kształcenia logistyków.
EN
The paper presents a novel concept of the extensive use of simulation games in postgraduate studies in the logistics area which are designed for business professionals. The assumptions of studies, their program and competences obtained by their participants through the study are presented. The participants are mainly practitioners from business. It forces the use of special forms in the educational process. Such forms are collaborative logistics projects and decision-making simulation games. Three simulation games have been developed: "Services – market and competition analysis ", "LogCHAIN – supply chain processes" and "ABC - activity based costing in logistics processes". Games have been developed with maximum consideration of the purpose of their creation and the conditions for their implementation. The article presents the conditions for the use of games in education of business practitioners in the logistics, assumptions and program of studies, and a set of simulation decision games and their functions in the education process.
EN
The article is about simulation games and their application in management teaching. It presents the results of several psychological studies over the participants of simulation games. It also discusses the influence of the simulation games use in teaching on the quality ofteaching objectively and perceived by students.
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