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Playing to Learn: Business Simulation Games as Leadership Learning Environments

机译:学习学习:作为领导力学习环境的业务模拟游戏

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The aim of this dissertation is to investigate if participation in business simulation gamingsessions can make different leadership styles visible and provide students with experiencesbeneficial for the development of leadership skills. Particularly, the focus is to describe thedevelopment of leadership styles when leading virtual teams in computer-­supportedcollaborative game settings and to identify the outcomes of using computer simulation gamesas leadership training tools.To answer to the objectives of the study, three empirical experiments were conducted toexplore if participation in business simulation gaming sessions (Study I and II), whichintegrate face-­to-­face and virtual communication (Study III and IV), can make differentleadership styles visible and provide students with experiences beneficial for the developmentof leadership skills. In the first experiment, a group of multicultural graduate businessstudents (N=41) participated in gaming sessions with a computerized business simulationgame (Study III). In the second experiment, a group of graduate students (N=9) participated inthe training with a ‘real estate’ computer game (Study I and II). In the third experiment, abusiness simulation gaming session was organized for graduate students group (N=26) and theparticipants played the simulation game in virtual teams, which were organizationally andgeographically dispersed but connected via technology (Study IV). Each team in allexperiments had three to four students and students were between 22 and 25 years old. Thebusiness computer games used for the empirical experiments presented an enormous numberof complex operations in which a team leader needed to make the final decisions involved inleading the team to win the game. These gaming environments were interactive;; participantsinteracted by solving the given tasks in the game. Thus, strategy and appropriate leadershipwere needed to be successful. The training was competition-­based and requiredimplementation of leadership skills.The data of these studies consist of observations, participants’ reflective essays written afterthe gaming sessions, pre-­ and post-­tests questionnaires and participants’ answers to open-­ended questions. Participants’ interactions and collaboration were observed when they playedthe computer games. The transcripts of notes from observations and students dialogs werecoded in terms of transactional, transformational, heroic and post-­heroic leadership styles. Forthe data analysis of the transcribed notes from observations, content analysis and discourseanalysis was implemented. The Multifactor Leadership Questionnaire (MLQ) was alsoutilized in the study to measure transformational and transactional leadership styles;; inaddition, quantitative (one-­way repeated measures ANOVA) and qualitative data analyseshave been performed.The results of this study indicate that in the business simulation gaming environment, certainleadership characteristics emerged spontaneously. Experiences about leadership variedbetween the teams and were dependent on the role individual students had in their team.These four studies showed that simulation gaming environment has the potential to be used inhigher education to exercise the leadership styles relevant in real-­world work contexts.Further, the study indicated that given debriefing sessions, the simulation game context hasmuch potential to benefit learning. The participants who showed interest in leadership roleswere given the opportunity of developing leadership skills in practice.The study also provides evidence of unpredictable situations that participants can experienceand learn from during the gaming sessions. The study illustrates the complex nature ofexperiences from the gaming environments and the need for the team leader and role divisionsduring the gaming sessions. It could be concluded that the experience of simulation gametraining illustrated the complexity of real life situations and provided participants with thechallenges of virtual leadership experiences and the difficulties of using leadership styles inpractice. As a result, the study offers playing computer simulation games in small teams asone way to exercise leadership styles in practice.
机译:本文的目的是研究参与商务模拟游戏课程是否可以使不同的领导风格可见,并为学生提供有益于领导技能发展的经验。特别是,重点是描述在计算机支持的协作游戏环境中领导虚拟团队时领导风格的发展,并确定使用计算机模拟游戏作为领导力培训工具的结果。为了回答研究的目的,进行了三个实证实验以探索如果参加将面对面和虚拟沟通(研究III和IV)相集成的商业模拟游戏课程(研究I和II),可以使不同的领导风格可见并为学生提供有益于领导技能发展的经验。在第一个实验中,一群多元文化的商科研究生(N = 41)通过计算机化的商务模拟游戏(Study III)参加了游戏课程。在第二个实验中,一群研究生(N = 9)通过“房地产”计算机游戏(研究I和II)参加了培训。在第三个实验中,为研究生组(N = 26)组织了一次商业模拟游戏会议,参与者在虚拟团队中玩了模拟游戏,虚拟团队在组织和地理上分散但通过技术联系在一起(研究IV)。在所有实验中,每个小组都有3至4名学生,学生年龄在22至25岁之间。用于经验实验的商业计算机游戏呈现出大量复杂的操作,其中团队负责人需要做出最终的决定,以引导团队赢得比赛。这些游戏环境是互动的;;参与者通过解决游戏中给定的任务进行互动。因此,战略和适当的领导才能成功。培训是基于竞赛的,并且需要实施领导才能。这些研究的数据包括观察,参与者在游戏后写的反思性文章,测试前和测试后的问卷以及参与者对开放式问题的回答。参加者在玩计算机游戏时观察到他们的互动和协作。观察结果和学生对话中的笔记笔录按照事务性,变革性,英雄主义和英雄主义后的领导风格进行编码。为了从观察到的转录音符进行数据分析,实施了内容分析和语篇分析。研究中还使用了多因素领导问卷(MLQ)来衡量变革和交易型领导风格;;此外,还进行了定量(单向重复测量方差分析)和定性数据分析。本研究的结果表明,在业务模拟中在游戏环境中,某些领导特征是自发出现的。团队之间的领导经验不同,并且取决于学生在团队中所扮演的角色。这四项研究表明,模拟游戏环境有可能被高等教育使用,以行使与现实工作环境相关的领导风格。研究表明,在简短的汇报会议中,模拟游戏环境具有极大的学习潜力。对领导角色表现出兴趣的参与者将有机会在实践中发展领导技能。该研究还提供了参与者可以在游戏过程中体验和学习的不可预测情况的证据。这项研究说明了游戏环境中经验的复杂性,以及在游戏期间需要团队负责人和角色划分。可以得出结论,模拟游戏训练的经验说明了现实生活中情况的复杂性,并为参与者提供了虚拟领导经验的挑战以及在实践中使用领导风格的困难。结果,该研究提供了在小团队中玩计算机模拟游戏的一种方式,可以在实践中锻炼领导风格。

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    Siewiorek Anna;

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  • 年度 2012
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