Simulation-Gaming: On the Improvement of Competence in Dealing with Complexity, Uncertainty and Value Conflicts (eBook)
381 Seiten
Elsevier Science (Verlag)
978-1-4832-9850-4 (ISBN)
This volume records the Proceedings of the International Simulation and Gaming Association's 19th International Conference which took place at Utrecht University in 1988. Seven sections are contained in the volume. The first section on complexity, uncertainty and conflict deals with theoretical and methodological issues. This is the introduction to the conference theme "e;On the improvement of competence"e;. The following sections cover broad areas: organizational change, business simulation, policy exercise, methodology, learning environments, and special topics such as environmental planning, health care, diplomatic games and gambling.
Front Cover 1
Simulation-Gaming: On the Improvement of Competence in Dealing with Complexity, Uncertainty and Value Conflicts 4
Copyright Page 5
Table of Contents 6
Foreword 10
Acknowledgements 12
Preface 14
Section One: Complexity, Uncertainty and Value Conflicts 16
Chapter 1. On the improvement of competence 18
Chapter 2. "Structures, actors and choices" 23
Games, Simulations and Plays 23
The Main Oppositions on Which the Major Paradigmatic Differences in the Social Sciences are Based 24
Strategies to Overcome the Rifts Between the Two (or Four) Cultures in the Social Sciences 29
Gaming and Simulation: Their Contributions to the Social Sciences and to the Solution of Policy Problems 34
References 36
Chapter 3. The reality, management and simulation of complex systems 39
Introduction 39
Order Out of Chaos and Fluctuations 41
Maintaining Dynamic Stability in a Complex System 42
Co-operation and Competition 43
Innovation and Control for the Management of Complex Systems: The Role of Negotiations, Information and Technology 44
Limitations on Knowledge and Analysis 46
Simulation: The Third Reality - Its Necessity and Constraints 48
Conclusion 51
References 51
Chapter 4. Global modelling in Japanese political science 53
Concept of Models of World System in Japan 53
Infrastructure of Model Building 55
Development of Personal Computers in Japan and its Potential Use for Global Model Building 61
Tron Concept of Computer System and Human Centred Global Simulation 64
References 65
Chapter 5. Strategic decision making and simulation in Shell 66
The Context of Strategic Decision Making in Shell 66
The Character of Strategic Probl 67
The Implications for Strategic Decision Making 69
Facilitation of Strategic Decision Making 70
Barriers in Management Team Model Building 75
In Conclusion 75
References 76
Section Two: Organizational Chang 78
Chapter 6. Organizational change, implementation, social simulation, cultural change and leadership, model switching 80
Chapter 7. Organizational change: workshop review 83
Introduction 83
The Metaphor 84
Conclusion 86
Chapter 8. SWITCHER: an organization support system for improving reflective competence 87
Introduction to the Game 87
Concepts behind SWITCHER 88
Models 90
Switches 92
Potential Users and Possibilities 94
References 95
Simulation References 95
Chapter 9. Social simulation of organizing and organizational change 96
Introduction 96
Characteristics and Methodology of Social Simulation 97
Applications 100
Conclusions from Actual Use 103
Session Review and Concluding Remarks 103
References 104
Chapter 10. PACT 105
Introduction 105
Background 106
The Game 109
Conclusion 112
References 112
Chapter 11. MIDAS: an awareness game on innovation management 113
Chapter 12. GHOSTS IN THE MACHINE: a computer-aided simulation/game to explore the relationships between strategic policies, tactical action and organizational cultures 114
Section Three: Business Simulation 116
Chapter 13. Business simulation: an introduction 118
Chapter 14. Crisis gaming for research and training 121
Introduction: What is a Crisis Game 121
Modelling an Organization 122
Defining Management 122
Defining the Player 124
Applications of Crises Gaming 125
Experiences So Far 127
Session Overview 128
References 129
Chapter 15. Wargaming 130
Introduction 130
Computer-assisted Command Post Exercises 131
Problems and Advantages 135
Future Developments 138
Conclusions 140
Session Review 140
References 141
Chapter 16. Goal-setting and business gaming 142
Introduction 142
The Study 145
Summary 148
Session Review 149
Appendix 1: Team Goals: Pre-game Questionnaire 150
Appendix 2: Team Goals: Post-game Questionnaire 150
References 150
Simulation References 151
Chapter 17. A study of the relationship between student final exam performance and simulation game participation 152
Introduction 152
Past research 152
Purpose and Design of the Present Study 153
Methodology 154
Results 155
Discussion 157
Conclusion 159
References 159
Simulation References 160
Chapter 18. Dysfunctionalism in American management systems: management mania in corporate America 161
Introduction 161
Narration 162
Refutation 162
The Escalation Simulation 164
Confirmation 165
Conclusion 165
Summary 166
Recommendation 167
References 168
Chapter 19. Australian rehearsal technique 170
Introduction 170
Ethical Competence 171
Lady Jane Hospital 172
ART Effects 172
Implications 174
Session Review 174
References 175
Simulation References 175
Chapter 20. Talking heads 176
Chapter 21. Designing an intercultural business simulation 177
Chapter 22. The educational challenge of business simulations 178
Chapter 23. Student- and instructor-orientedfeatures in a business simulation 179
Chapter 24. Adapting a wargame formulti skill tasks 180
Section Four: Policy Exercise 182
Chapter 25. Policy exercise, (group) decision support 184
Chapter 26. Structured participation in technology assessment: the policy exercise 187
Introduction 187
Concept for the Policy Exercise 188
Action Research: Developing the Policy Exercise 190
The Policy Exercise and Technology Assessment 190
Implementing the Policy Exercise for Technology Assessment 191
References 193
Chapter 27. Project definition gaming/ simulation exercise 195
The Problem 195
Pre-game Activities 196
Running of the Game 200
Post-game Activities 203
References 203
Chapter 28. An expert system that simulates group decision making in a stochastic environment and exhibits learning 204
Introduction 204
Decision Making and Expert Systems 204
Research Effort 205
Expert System Model 208
The Live Expert System Experiment 211
References 216
Chapter 29. Designing and evaluating decision support systems: a group DSS for international transfer pric 218
Introduction 218
Development of the System 220
Evaluation of the Syste 221
Conclusion 222
References 223
Chapter 30. Gaming as an environment for testing the effectiveness of decision support systems 225
Chapter 31. The value analysis of the management information systems, problem analysis and gaming 226
Section Five: Methodology 228
Chapter 32. Methodology - behavioural and social systems design and evaluation of games/ simulations, classification, taxonomy 230
References 233
Chapter 33. Problems of taxonomy for gaming in macro- and micro-economic subjects 234
Introduction 234
Questions Before Setting up a Taxonomy 234
Experiences When Classifying Economic Games 237
Chapter 34. From rigid-rule to free-form games: observations on the role of rules 240
Introduction 240
Images of Rigid-Rule and Free-Form Gaming 240
The Role of Rules 241
Rule-Base Versus Rigidity 243
Some Observations on Rules and Rigidity 246
Summary 248
References 248
Simulation References 249
Chapter 35. A simple method of scenariomaking: two Japanese cases in community planning 250
Introduction 250
Scenario-making with mutual learning process 251
Two cases of applying SIMPLE 253
Concluding remarks 254
References 255
Chapter 36. Design and evaluation of computer-based behavioural/ social system simulations 256
Chapter 37. Computer-based interactive procedure for analysing conflict resolutions within simulation and gaming 257
Section Six: Learning Environments and Communication 258
Chapter 38. Learning environments and communication: an introduction 260
Rererences 264
Chapter 39. Some dangers when using interactive events to improve competence 265
Introduction 265
The inside view 266
The design of 'Should our Students be Professionals?' 269
Session Review 270
Rererences 271
Chapter 40. ME - THE SLOW LEARNER and some of its implications 273
Chapter 41. Simulation/gaming: brain-compatible teaching strategy for the improvement of competence 274
Chapter 42. The "JOG Your Right Brain Exercise" at ISAGA 88 275
Introduction 275
PD Background 277
Overview of the JOG Exercise 278
ISAGA 88 Session Review 279
References 282
Chapter 43. Thurston-Parkin - a case study in team communication 284
Chapter 44. Student learning invoked by simulations embedded in a learning environment 285
Introduction 285
The use of Computer Simulation Programmes in Education 286
Aspects to take into account in the development phase 287
Session Review 290
References 292
SIMULATION REFERENCES 292
Chapter 45. On modelling in CALL conversational simulations 293
Chapter 46. Interactive simulation in a computer based training environment 294
Section Seven: Special Topics 296
Chapter 47. Special topics: an introduction 298
Chapter 48. Environmental planning: workshop review 301
Introduction 301
Brief Description of the Presented Simulation-Games 302
Environmental Planning and the Use of Simulation-models 302
Discussion 304
References 305
Simulation References 305
Chapter 49. Learning about electric power planning: a gaming approach 307
Introduction 307
Demonstration of Energy Planning 308
Future Voltage as a Decision-making Tool 310
Prospects for the Future 313
References 313
Chapter 50. Biosphere and underdevelopment 315
Introduction 315
The Simulation in the Local Authorities Improving of Competence Project 316
Description of the Simulation 317
Session Review 322
References 323
Chapter 51. Simulation of integrated rural development with IRDEM 324
Introduction 324
Use of Simulations for Decision Support 326
The IRDEM Model 327
The Kanjira Cast Study Area 327
Illustrative Results 332
Session Review 336
References 338
Chapter 52. CHERNOBYL: a game of negotiations under stress 340
Chapter 53. Improving dental planning through computer simulation 341
Introduction 341
History of the Model 342
Description of the Model 342
Session Review 343
Conclusions 345
References 346
Chapter 54. Physiotherapist's dilemma 347
Introduction 347
The Problem Situation 347
The Purpose of the Game 349
The Simulated System 349
The Game Itself 351
Summary 353
References 354
Chapter 55. Diplomatic games 355
Training Diplomats 355
The Context 356
The Case 357
The Background 358
The Roles 359
The Process 360
The Workshop 361
Chapter 56. Competency in gambling games 363
Introduction 363
Gambling and Competition 363
Key Concepts: Games, Gambling and Play 364
Competency in Gambling 368
Conclusion: Incompetent Gambling 371
References 372
Game References 373
Chapter 57. SURVIVAL: a case study in risk taking 374
General Introduction to the Simulation 375
Extracts from the Simulation Instructions (Extended Version 375
General Observation and Conclusions from the Development Operation and Evaluation of "SURVIVAL 379
Review of the Workshop 380
The Contribution of Experiential Techniques to the General Intellectual Development of the Student or Participant 380
References 382
Chapter 58. Gaming, gambling, risk taking, addictions and a developmental model of a pathology of manmachine relationships 383
| Erscheint lt. Verlag | 26.1.2016 |
|---|---|
| Sprache | englisch |
| Themenwelt | Schulbuch / Wörterbuch ► Unterrichtsvorbereitung ► Unterrichts-Handreichungen |
| Sozialwissenschaften ► Pädagogik | |
| Technik | |
| Wirtschaft ► Betriebswirtschaft / Management ► Unternehmensführung / Management | |
| ISBN-10 | 1-4832-9850-7 / 1483298507 |
| ISBN-13 | 978-1-4832-9850-4 / 9781483298504 |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
| Haben Sie eine Frage zum Produkt? |
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