Success factors for teams in business game Dynama
-
DOIhttp://dx.doi.org/10.21511/ppm.16(1).2018.30
-
Article InfoVolume 16 2018, Issue #1, pp. 309-319
- Cited by
- 1556 Views
-
263 Downloads
This work is licensed under a
Creative Commons Attribution-NonCommercial 4.0 International License
The current article is based on data from Dynama business games conducted in two Estonian institutions of higher education (Estonian Business School (EBS) and Estonian Entrepreneurship University of Applies Sciences) between years 2012 and 2016. The research questions that this paper attempts to explore look at the relationship between the results obtained by different teams in business game Dynama and their teams’ characteristics. The paper also shows how the volume of market research information used affects the results obtained by different teams in the business game. This research of implementational nature primarily helps to develop the teaching methods and basis for team composition in business game Dynama with the purpose of sup¬porting the course and achieving the learning outcomes in a more effective way. The research results may also be of interest to those who use and research business games as a teaching tool. The variables employed in this study enabled us to compare our research with that conducted by A.-E. Lerviks and M. Paltschik at Hanken School of Economics and Business Administration in 1982.
- Keywords
-
JEL Classification (Paper profile tab)A220, A230
-
References13
-
Tables6
-
Figures0
-
- Table 1. Descriptive statistics for teams ment
- Table 2. Comparison of teams on the 1st and 5th place
- Table 3. Comparison of 10 most successful (Success group 1) and 10 least successful (Success group 2) teams based on accumulated profits
- Table 4. Comparison of 10 most successful and 10 least successful teams based on normalized accumulated profits
- Table 5. Comparison of upper and lower quartiles based on normalized accumulated profits
- Table 6. Models for game results based on team characteristics and market information acquired
-
- Ben-Zvi, T. (2006). Using Business Games in Teaching DSS. Journal of Information Systems Education, 18(1), 113-124.
- Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers & Education, 49, 873-890.
- Faria, A. J. (2000). The Changing Nature of Simulation Research: A Brief ABSEL History. Developments in Business Simulation & Experiential Learning, 27, 84-90.
- Faria, A. J. (2001). The Changing Nature of Business Simulation/ Gaming Research: A Brief History. Simulation & Gaming, 1, 97-110.
- Jakubowski, M., & Ryfa, J. (2017). Bringing Fun to Serious Tools – How Business Simulations Can Take Advantage from Video Games. Developments in Business Simulation and Experiential Learning, 44, 217-221.
- Jenkins, J. R. (1998). The Role of Simulations in International Management Education. Journal of Teaching in International Business, 9(3), 43-59.
- Klein, R. D., & Fleck, R. A. (1990). International Business Simulation/ Gaming: An Assessment and Review. Simulation and Gaming, 21, 147-165.
- Kross, P., & Liivat, A. (2013). Juhtimismäng Dynama. Ettevõtlusõpe kõrgkoolis, 111-116.
- Kross, P., & Liivat, A. (2015). Juhtimismängu Dynama kasutamine täienduskoolituses. Äripäeva koolitus – ja arenduskäsiraamat. Tallinn: Äripäeva Kirjastus.
- Lerviks, A.-E. (2004). Simulating and forecasting the demand for new consumer durables. Helsinki: Swedish School of Economics and Business Administration.
- Lerviks, A-E., & Paltschik, M. (1982). On Factors Associated with Success in a Complicated Business Game – Some Empirical Findings. Helsinki: Swedish School of Economics and Business Administration.
- Martin, A. (2000). The Design and Evolution of a Simulation/ Game for Teaching Information Systems Development. Simulation & Gaming: An Interdisciplinary Journal, 31(4), 445-463.
- Wolfe, J. (1993). A History of Business Teaching Games in English-Speaking and Post-Socialist Countries: The Origination and Diffusion of a Management Education and Development Technology. Simulation and Gaming, 24(4), 446-463.