Work, Costs and the Unexpected in the academic’s creation and use of Games and Simulations in Teaching and Learning

Ian Stewart, Kun Wang
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Abstract

Experiential teaching and learning activities such as games and simulations are increasingly popular in management education. The research has evolved specific clusters of concerns, principally; correlates of performance, the effectiveness in management courses, and what they can possibly teach. However, O’Flynn (2021) states that “the teaching viewpoint has been widely neglected.” In management education research, costs, human or financial, of games or simulations, specifically towards the creator, the academic do not seem to be considered. Recent systematic reviews show the literature prioritising the effects of experiential learning, games or simulations and ‘future research’ guidance calling for more of the same. This leads to a simple research question “What are the actions, unexpected events, costs and risks in using experiential teaching and learning techniques, from the lived experience of academics?” This paper uses data from a British Academy of Management/Management Knowledge & Learning Division-funded project into the lived experience of management academics creating and using games and simulations. It presents an analysis of three cases that exemplify the categorisations created by this research to uncover costs, risks and emergent events that are generally unreported by the serious games and simulation literature.
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在教学和学习中创造和使用游戏和模拟的学术工作,成本和意外
游戏和模拟等体验式教学活动在管理教育中越来越受欢迎。这项研究主要发展了一些具体的问题;绩效的相关性,管理课程的有效性,以及他们可能教授的内容。然而,O’flynn(2021)指出,“教学观点被广泛忽视了。”在管理教育研究中,游戏或模拟的人力或财务成本,特别是对创造者而言,学术似乎没有被考虑在内。最近的系统综述显示,文献优先考虑了体验式学习、游戏或模拟的影响,以及“未来研究”指南呼吁更多类似的影响。这就引出了一个简单的研究问题:“从学者的生活经验来看,使用体验式教学和学习技术的行动、意外事件、成本和风险是什么?”本文使用的数据来自英国管理学院/管理知识&;学习部资助的项目,研究管理学者创造和使用游戏和模拟的生活经验。本文对三个案例进行了分析,这些案例都是通过研究发现的成本、风险和突发事件,而这些通常都是严肃游戏和模拟文献所未报道的。
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