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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Využití systémových simulátorů v manažerské výuce / The Utilization of Systems Simulator in Managerial Education

Vožická, Martina January 2009 (has links)
The thesis is focused on system simulators and their use in management education. It is concentrated on the use of management games and simulators. The work begins with a general overview of system simulation, clarification of basic concepts and more detailed information on simulation modeling. It informs readers about the history of this branch, data inputs, relation with other disciplines. I am interested in modeling and simulation goals of typical usage. I deal with the usual user profile of management games, the reasons for using simulation modeling, description various types of simulators, microworlds, possibility of a formal knowledge representation. Work describe area of management games. There is also a description of the influence of games on the managerial hard and soft skills, including their relationship with various levels of management. The thesis focus on market research of management games and simulators, and then selecting the appropriate management games for teaching at the Faculty of Management in Jindřichův Hradec. Suitable games are described in greater detail and compared.
22

A pedagogical game for project management

Huebner, Nathan Daniel January 1978 (has links)
An interactive computer game for teaching project management skills using network models is presented. The game is written in APL notation. The game is based on a discrete simulation model of the project network. The player simulates the project for a period of time and can then solicit reports, perform resource scheduling or CPM analysis, and make changes in response to the current environmental conditions. The instructor interacts with the game through the environmental modifying functions and the scheduling of exogenous events. This allows him to create a game which is tailored to a specific pedagogical situation. Descriptions of techniques used to add these options and some suggestions for them are included. / Master of Architecture
23

A Computer Simulation of an International Marketing Environment

Chiesl, Newell E. 05 1900 (has links)
The purpose of this study is to develop a simulator which would bridge the gap between theory and reality for the student of international marketing. The simulator developed is a computerized business game entitled "The International Marketing Simulator." The International Marketing Simulator contains a description of the model, player's manual, and scenario section, Incorporated in this section is information on how to input decisions into the computer game. The International Marketing Simulator also contains information on the functioning of the International Marketing Simulator. Some of the functions discussed were the demand function, production function, and the promotion function. When the demand function was discussed it was noted that price and promotion were interrelated. The last part of the International Marketing Simulator is a detailed story of each of six foreign countries which are used in the International Marketing Simulator. This section is called the scenario section since each country has a story about it which "sets the stage" for the computer game. There were four parts to the verification process of the International Marketing Simulator. The four parts were (1) making trial program runs an an IBM 360 computer, (2) verifying the logic of the model of the International Marketing Simulator, (3) students participating in making trial runs on the International Marketing Simulator, (4) conducting a before-after study with a control group.
24

Jogos de empresas e sua aplica????o no ensino da Contabilidade

Horita, Jorge Yutaka 01 June 2005 (has links)
Made available in DSpace on 2015-12-04T11:45:28Z (GMT). No. of bitstreams: 1 Jorge_Yutaka_Horita.pdf: 2620143 bytes, checksum: dc78de31070d4e79f82504de283d21d3 (MD5) Previous issue date: 2005-06-01 / The present research sought to analyze the applicability of the teaching technique known as Business Games in Accountancy teachings, and to check the support of this technique to fit it within the context of the current business environment. Definitions and concepts were searched in the literature on Business Games, Teaching, Learning and Teaching Processes, and Learning with Business Games, by means of bibliographic research. The main goal of this study, Business Games, was described bibliographically, as well as the history, purposes and primary features of Business Games and the rationale for their use, and a summary was presented on the main researches on the issue that were carried out by local authors, comparing the common items that were analyzed, as well as the conceptual base that backed such studies. The theoretical references used for supporting this research were further analyzed, including the Theory of Andragogy, which is defined as the art and science of adult teaching; the theory of Experiential Learning, which deals with the acquisition of learning by means of living experiences; and the Theory of Vicarious Learning, which deals with learning by observing models, whose presence is identified in a certain learning style. To achieve the proposed goal, an experimental research was carried out, consisting of the application of Business Games to students who were concluding their undergraduate studies in Accountancy, analyzing the perception of the students as regards to the results obtained in the learning process resulting from the use of Business Games / Esta pesquisa procurou analisar a aplicabilidade da t??cnica de ensino denominada Jogos de Empresas no ensino da Contabilidade e conferir o favorecimento dessa t??cnica para adequ??-lo ao contexto da realidade de neg??cios atual. Exploraram-se, atrav??s da pesquisa bibliogr??fica, as defini????es e conceitos encontrados na literatura sobre Jogos de Empresas, Ensino, Aprendizagem, e Processos de Ensino e Aprendizagem nos Jogos de Empresas. Descreveu-se bibliograficamente o objeto principal deste estudo, os Jogos de Empresas, sua hist??ria, seus objetivos, suas caracter??sticas b??sicas, as raz??es para a sua utiliza????o, apresentando-se uma s??ntese das principais pesquisas efetuadas pelos autores nacionais sobre o tema, comparando os pontos comuns abordados, bem como a base conceitual que suportou esses estudos. Analisou-se ainda o referencial te??rico utilizado para a fundamenta????o desta pesquisa, abordando-se a teoria da Andragogia, definida como a arte e a ci??ncia do ensino do adulto; a teoria da Aprendizagem Vivencial, que trata da aquisi????o da aprendizagem atrav??s de experi??ncias vivenciais; e a teoria da Aprendizagem Vic??ria que trata do aprendizado pela observa????o de modelos, cuja presen??a ?? identificada em um determinado estilo de aprendizagem. Para atingir o objetivo proposto, realizou-se uma pesquisa experimental que consistiu na aplica????o do Jogo de Empresas em uma turma em fase de conclus??o de um curso de Ci??ncias Cont??beis, tendo-se analisado a percep????o dos alunos quanto aos resultados obtidos na aprendizagem em decorr??ncia dessa aplica????o.
25

AN EXPERT SYSTEM USING FUZZY SET REPRESENTATIONS FOR RULES AND VALUES TO MAKE MANAGEMENT DECISIONS IN A BUSINESS GAME.

DICKINSON, DEAN BERKELEY. January 1984 (has links)
This dissertation reports on an effort to design, construct, test, and adjust an expert system for making certain business decisions. A widely used approach to recurring judgmental decisions in business and other social organizations is the "rule-based decision system". This arrangement employs staff experts to propose decision choices and selections to a decisionmaker. Such decisions can be very important because of the large resources involved. Rules and values encountered in such systems are often vague and uncertain. Major questions explored by this experimental effort were: (1) could the output of such a decision system be mimicked easily by a mechanism incorporating the rules people say they use, and (2) could the imprecision endemic in such a system be represented by fuzzy set constructs. The task environment chosen for the effort was a computer-based game which required player teams to make a number of interrelated, recurring decisions in a realistic business situation. The primary purpose of this research is to determine the feasibility of using these methods in real decision systems. The expert system which resulted is a relatively complicated, feed-forward network of "simple" inferences, each with no more than one consequent and one or two antecedents. Rules elicited from an expert in the game or from published game instructions become the causal implications in these inferences. Fuzzy relations are used to represent imprecise rules and two distinctly different fuzzy set formats are employed to represent imprecise values. Once imprecision appears from the environment or rules the mechanism propagates it coherently through the inference network to the proposed decision values. The mechanism performs as well as the average human team, even though the strategy is relatively simple and the inferences crude linear approximations. Key aspects of this model, distinct from previous work, include: (1) the use of a mechanism to propose decisions in situations usually considered ill-structured; (2) the use of continuous rather than two-valued variables and functions; (3) the large scale employment of fuzzy set constructs to represent imprecision; and (4) use of feed forward network structure and simple inferences to propose human-like decisions.

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