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The 'organization' as an interdisciplinary learning zone Using a strategic game to integrate learning about supply chain management and advertising

机译:作为跨学科学习区的“组织”使用战略游戏整合有关供应链管理和广告的学习

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Purpose - The research study seeks to explore the relationship among strategic gaming, the learning organization model and approach, and transfer of learning as key success strategies for improved individual and organizational performance and sustainable competitive advantage. This research aims to identify and elaborate on the strategic integration of interdisciplinary organizational areas leading to the development of a learning organization.Design/methodology/approach - The research uses a cross-sectoral case study approach to learning by focusing on the newly designed Advertising-SCM (Ad-SCM) simulation consisting of a strategic organizational game where experiential learning in organizational practice was emphasized and, subsequently, student learning outcome assessment results were analyzed. Findings - The Ad-SCM simulation game project strengthened the interdisciplinary business education for the learners by preparing them to connect to the corporate world effectively through the use of strategic gaming that modeled learning organization practice and transfer of knowledge, skills, attitudes and job relevant qualities to excel in the workplace. Interdisciplinary strategic games are valuable tools for learning and knowledge management within and across organizations, and need to be further investigated.Research limitations/implications - The research is useful for educators to try interdisciplinary, innovative projects to reinforce learning across all organizational disciplines in an inter-organizational setting, and improve organizational performance for a sustainable competitive advantage. The research is of great value to industry professionals as it motivates critical thinking through the use of the "learning organization" as an interdisciplinary learning zone and investigates the key issues in cross-sectoral business management areas.Practical implications - Interdisciplinary strategic gaming enables industry involvement to build up cross-disciplinary management exchanges between employees and provides real-life case scenarios for interdisciplinary research projects. This research explores the possibility of transfer of learning during the individual's academic pursuits leading to the reduction in training costs and improved return on investment for organization in the future.Originality/value - The paper utilizes an innovative research stream highlighting the relationship among the use of strategic gaming, becoming a learning organization and transfer of learning for effective learning and knowledge management.
机译:目的-研究旨在探索战略博弈,学习型组织模型和方法以及学习转移之间的关系,这些关系是提高个人和组织绩效以及可持续竞争优势的关键成功策略。这项研究旨在确定和阐述跨学科组织领域的战略整合,从而促进学习型组织的发展。设计/方法论/方法-该研究采用跨部门的案例研究方法,着眼于新设计的广告- SCM(Ad-SCM)模拟由战略性组织游戏组成,其中强调了组织实践中的体验式学习,随后对学生的学习成果评估结果进行了分析。发现-Ad-SCM模拟游戏项目通过使用战略博弈为学习者做好准备,使其有效地连接到企业世界,从而加强了跨学科商业教育,该策略博弈模拟了学习型组织的实践以及知识,技能,态度和与工作相关的素质的转移在工作场所表现出色。跨学科战略游戏是组织内部和跨组织学习和知识管理的重要工具,需要进一步研究。研究局限/含义-该研究对教育工作者尝试跨学科,创新性项目以加强跨组织的所有组织学科的学习非常有用。组织设置,并改善组织绩效以获得可持续的竞争优势。这项研究对行业专业人士具有重大价值,因为它通过使用“学习型组织”作为跨学科学习区来激发批判性思维,并研究跨部门业务管理领域中的关键问题。实际意义-跨学科战略博弈使行业参与建立员工之间的跨学科管理交流,并为跨学科研究项目提供现实案例。这项研究探索了在个人的学术追求过程中转移学习的可能性,从而降低了培训成本并提高了组织的未来投资回报。原创性/价值-本论文利用了创新的研究流,着重强调了使用知识之间的关系。战略性博弈,成为学习型组织和学习转移,以进行有效的学习和知识管理。

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