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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.
11

Appraisal of Dr. Broom's top management game

Gibberd, John Davidson January 1970 (has links)
The objective of the thesis is to examine Dr. Broom's Top Management Game. The examination covers the realism of model input output relationships, the cost of an application, the design structure utilized and the adequacy of the model presentation. Before the analysis is undertaken two analytical tools are developed. The first of these is a management game typology which provides a standardized, method for describing gaming models. The second tool is a two dimensional matrix which may be employed for design or analytical purposes. The rows of the matrix represent input for the current period and the columns output for the current period. In order to determine the feasibility of converting The Broom Game, to modular design, the structure of a modular game is outline. Dr. Broom's Game, is an educational model which employs the computer to calculate the results for a period. Though the model is supposedly total enterprise the personnel function is absent. The marketing function of the model performs in a highly unrealistic manner. Also the production function is inadequate in that no attempt is made to break production into its component parts. The cost of an application is approximately two dollars. In the authors opinion it is not feasible to convert the model to modular design. Finally the administrators' presentation was found to be inadequate. / Business, Sauder School of / Graduate
12

Simulation Design, Role Identification and Attitude Change in a High Technology Culture

Schumacher, Terry Robert 01 January 1992 (has links)
Gaming-simulations (G-S) are those in which participants play roles, make decisions and receive feedback while interacting with a simulation model. This study used attitude change to measure of G-S effectiveness in exploring questions relating simulation design and effectiveness. To define participant attitudes and the content for a simulation, the organizational culture of a software engineering firm was studied using an ethnographic approach. Inconsistencies between the existing culture and expressed ideals were measured using an 40 item attitude questionnaire drawn from statements made during interviews. Simulation structure and participant cognitive style were factors hypothesized to influence identification with a simulation role. Role identification was hypothesized to influence attitude change. Two versions of the simulation were designed to produce differential role identification. Role identification was measured by having the simulation software ask players questions near the end of the eight hour simulation class. The Davis (1980) Empathy scale was used to measure cognitive style. The WINNING AT DESIGN AUTOMATION gaming-simulation was created to induce attitude change toward the ideals. The simulation is written in HyperCard. Each participant managed a department, allocating their time to tasks that earned points as they competed in teams. A control group of 42 employees and 97 of the 122 who played the simulation completed pre- and post-simulation questionnaires. There was significant attitude change for all treatment groups. The different versions of the simulation did generate stronger and weaker role identification as predicted. The Empathy scale did predict role identification. The treatment group with highest role identification did not have the greatest attitude change. Other factors influencing the linkage of role identification to attitude change are discussed.
13

Development and analysis of a maintenance shop simulator-decision making game

Bachmann, John Albert January 1968 (has links)
This research was directed toward the development of a non-interacting, competitive decision-making game involving a maintenance facility in a textile fibers plant. The first part of this paper is a discussion and analysis of decision-making games in general. The second part contains the description of the objectives and the model of the game. An important feature of the game is that the participants must decide what data they need instead of being automatically provided with all of the available information. The validation of the game is presented in the last part of the paper. A test was conducted in a senior industrial engineering course. The appendix contains the administrator and player instructions. In addition, the program listing and sample output are included. / M.S.
14

Is a player's role in status determination important? a cross-cultural study of the impact of own and others' actions on ultimatum game decisions /

Walden, Emily. January 2009 (has links)
Thesis (B.A.)--Haverford College, Dept. of Economics, 2009. / Includes bibliographical references.
15

Construção de um sistema de gestão de materiais - MRP - Integrado ao Jogo de Empresas "Mercado Virtual" /

Hotta, Gustavo Funayama. January 2015 (has links)
Orientador: Antônio Fernando Crepaldi / Co-orientador: José de Souza Rodrigues / Banca: José Dinis de Araújo Carvalho / Banca: Renato de Campos / Resumo: Em um ambiente de produção com estruturas de produtos complexas e várias etapas, o sistema de gestão MRP (Material Requirement Planning) é utilizado para o planejamento da produção e tomada de decisão de fornecimento de material. O sistema desenvolvido na década de 1970 transforma a demanda por produtos acabados em um cronograma que orienta a liberação de ordens de compra e de produção para os componentes necessários. As organizações, preocupadas com o mercado mundial competitivo, consideram o recurso humano um fator importantíssimo para a estratégia empresarial e buscam por profissionais mais capacitadas e com maior conhecimento e habilidade em gestão. Para desenvolver essas capacidade é possível utilizar novas metodologias de ensino-aprendizagem baseadas em vivências, como os jogos de empresas, pois a realidade das empresas é complexa, exigindo que saibam usar os métodos e adaptá-los à realidade de mercado. Os jogos de empresas, cada vez mais utilizados em instituições de ensino e treinamento coorporativo, simulam situações reais com a finalidade de facilitar a assimilação dos conceitos em gestão de empresas, contribuindo de forma positiva para a formação acadêmica e profissional. Este estudo consistiu em construir um módulo em Microsoft Excel, focando na estratégia operacional, a fim de retratar um sistema de planejamento das necessidades de materiais - MRP. Tal módulo utiliza informações de um jogo de empresas já existente, o Mercado Virtual, com o objetivo de definir as quantidades e os momentos em que cada item deve ser produzido ou comprado para atender o programa mestre de produção (Master Production Schedule - MPS) e minimizar os custos de compra e armazenagem. Assim, a contribuição final do trabalho consiste em um módulo de simulação que pode ser utilizado como instrumento de apoio ao processo ensino-aprendizagem de MRP e conteúdo relacionado à gestão da produção / Abstract: In a manufacturing environment with complex product structures and multiple production stages, the management stages, the management system MRP (Material Requirement Planning) is used for production planning and decision making for material supply. The system developed in the 70s transforms the demand of finished products into a schedule that guides the release of purchase ordens and production components for the required products. Organizations, concerned about the competitive world market, consider the human resource as an important factor in business strategy and search for professionals more qualified and with management knowledge and skills. In order to develop them it can be used a new teaching-learning methodology based in experiences, such as business game, because the reality of companies is complex, requiring know-how in using the methods and adapt them to the reality of the market. Business games, increasingly used in education and corporative training institutions, simulate real situations in order to facilitate the assimilation of the concepts in business management, contributing positively to the academic and professional training. This study is to construct a module in Microsoft Excel, focused on operational strategy in order to portrary a MRP system. This module uses information from the business game, Mercado Virtual, with the objective of defining the quantities and period of each item should be produced or purchased in order to meet the master production schedule (MPS) and minimize purchase and storage costs. Thus, the final contribution of this work consists of a simulation module that can be used as a tool to support MRP teaching-learning process and content related to prpduction management / Mestre
16

Construção de um sistema de gestão de materiais - MRP - Integrado ao Jogo de Empresas Mercado Virtual

Hotta, Gustavo Funayama [UNESP] 20 January 2015 (has links) (PDF)
Made available in DSpace on 2015-06-17T19:33:54Z (GMT). No. of bitstreams: 0 Previous issue date: 2015-01-20. Added 1 bitstream(s) on 2015-06-18T12:47:52Z : No. of bitstreams: 1 000825373.pdf: 2096522 bytes, checksum: ef3ef8e923dec76d352557409aca27e3 (MD5) / Em um ambiente de produção com estruturas de produtos complexas e várias etapas, o sistema de gestão MRP (Material Requirement Planning) é utilizado para o planejamento da produção e tomada de decisão de fornecimento de material. O sistema desenvolvido na década de 1970 transforma a demanda por produtos acabados em um cronograma que orienta a liberação de ordens de compra e de produção para os componentes necessários. As organizações, preocupadas com o mercado mundial competitivo, consideram o recurso humano um fator importantíssimo para a estratégia empresarial e buscam por profissionais mais capacitadas e com maior conhecimento e habilidade em gestão. Para desenvolver essas capacidade é possível utilizar novas metodologias de ensino-aprendizagem baseadas em vivências, como os jogos de empresas, pois a realidade das empresas é complexa, exigindo que saibam usar os métodos e adaptá-los à realidade de mercado. Os jogos de empresas, cada vez mais utilizados em instituições de ensino e treinamento coorporativo, simulam situações reais com a finalidade de facilitar a assimilação dos conceitos em gestão de empresas, contribuindo de forma positiva para a formação acadêmica e profissional. Este estudo consistiu em construir um módulo em Microsoft Excel, focando na estratégia operacional, a fim de retratar um sistema de planejamento das necessidades de materiais - MRP. Tal módulo utiliza informações de um jogo de empresas já existente, o Mercado Virtual, com o objetivo de definir as quantidades e os momentos em que cada item deve ser produzido ou comprado para atender o programa mestre de produção (Master Production Schedule - MPS) e minimizar os custos de compra e armazenagem. Assim, a contribuição final do trabalho consiste em um módulo de simulação que pode ser utilizado como instrumento de apoio ao processo ensino-aprendizagem de MRP e conteúdo relacionado à gestão da produção / In a manufacturing environment with complex product structures and multiple production stages, the management stages, the management system MRP (Material Requirement Planning) is used for production planning and decision making for material supply. The system developed in the 70s transforms the demand of finished products into a schedule that guides the release of purchase ordens and production components for the required products. Organizations, concerned about the competitive world market, consider the human resource as an important factor in business strategy and search for professionals more qualified and with management knowledge and skills. In order to develop them it can be used a new teaching-learning methodology based in experiences, such as business game, because the reality of companies is complex, requiring know-how in using the methods and adapt them to the reality of the market. Business games, increasingly used in education and corporative training institutions, simulate real situations in order to facilitate the assimilation of the concepts in business management, contributing positively to the academic and professional training. This study is to construct a module in Microsoft Excel, focused on operational strategy in order to portrary a MRP system. This module uses information from the business game, Mercado Virtual, with the objective of defining the quantities and period of each item should be produced or purchased in order to meet the master production schedule (MPS) and minimize purchase and storage costs. Thus, the final contribution of this work consists of a simulation module that can be used as a tool to support MRP teaching-learning process and content related to prpduction management
17

Systems Implementation: a Gaming Approach

Davis, Kenneth Roscoe 05 1900 (has links)
The research objective is to demonstrate that a game-implementation process can serve as a means of solving some key implementation problems and for integrating the components associated with developing a quantitative based system. Thus, the study has the following objectives: 1. To demonstrate by means of a case study example that gaming can be successfully employed as a systems implementation tool. 2. To identify a game-implementation approach which would be useful in developing and implementing a quantitative based system.
18

The Relationship between Identifiable Attributes and Decision-Making Ability of Purchasing Personnel as Measured by the Results of a Management Game

Ellis, Norman Dean, 1933- 05 1900 (has links)
This study investigated the relationship between certain biographical and personality characteristics and decision-making ability of purchasing personnel as measured by the results achieved in a complex management game.
19

Um jogo para contribuição do ensino de empreendedorismo / Game for contribution to the teaching of entrepreneurship

Santos, Gesinaldo dos 04 December 2014 (has links)
Acompanha: Manual didático para construção e aplicação do jogo de empreendedorismo / Recém-formados inseridos no mercado de trabalho mostram dificuldades para aplicar na prática o que aprenderam na Universidade. Entre possíveis motivos, podem estar as abordagens de ensino utilizadas. A partir desse problema, esta pesquisa propõe uma atividade de ensino e aprendizagem baseada na aplicação de conhecimentos de empreendedorismo em uma situação simulada. Para tal, foi desenvolvido um jogo, fundamentado em um plano de negócio, que objetiva contribuir para elucidar conhecimentos teóricos sobre empreendedorismo em situações práticas de lançamento de uma empresa no mercado. Um dos suportes teóricos é o trabalho de Hendricson et al 2006, tratando o contraste entre as habilidades de novatos e de especialistas de uma área. O jogo foi aplicado em duas turmas do curso de sistemas de informação de uma Faculdade do Estado de São Paulo. Os dados coletados indicaram que o Jogo contribuiu para a aplicação dos conceitos teóricos aprendidos sobre empreendedorismo e também proporcionou alta motivação e interesse dos alunos. / Novice professionals who enter the market face difficulties to apply knowledge acquired in the university. Teaching strategies may have an impact in this context. This master thesis proposes a learning activity based on the exercise of entrepreneurial skills in a simulated situation. To this end a game was developed. It was based on a business plan and aimed to clarify the application of theoretical knowledge in the launching of a company in the market. One of the theoretical supports of the research is the work of Hendricson et al 2006, treating the contrasts between the beginners and experts of a professional field. The game was applied with two classes of an under-graduation course of information systems, at the State of São Paulo. Data collected indicated that the game led to the application of theoretical concepts learned by the students, keeping them highly engaged and motivated.
20

Um jogo para contribuição do ensino de empreendedorismo / Game for contribution to the teaching of entrepreneurship

Santos, Gesinaldo dos 04 December 2014 (has links)
Acompanha: Manual didático para construção e aplicação do jogo de empreendedorismo / Recém-formados inseridos no mercado de trabalho mostram dificuldades para aplicar na prática o que aprenderam na Universidade. Entre possíveis motivos, podem estar as abordagens de ensino utilizadas. A partir desse problema, esta pesquisa propõe uma atividade de ensino e aprendizagem baseada na aplicação de conhecimentos de empreendedorismo em uma situação simulada. Para tal, foi desenvolvido um jogo, fundamentado em um plano de negócio, que objetiva contribuir para elucidar conhecimentos teóricos sobre empreendedorismo em situações práticas de lançamento de uma empresa no mercado. Um dos suportes teóricos é o trabalho de Hendricson et al 2006, tratando o contraste entre as habilidades de novatos e de especialistas de uma área. O jogo foi aplicado em duas turmas do curso de sistemas de informação de uma Faculdade do Estado de São Paulo. Os dados coletados indicaram que o Jogo contribuiu para a aplicação dos conceitos teóricos aprendidos sobre empreendedorismo e também proporcionou alta motivação e interesse dos alunos. / Novice professionals who enter the market face difficulties to apply knowledge acquired in the university. Teaching strategies may have an impact in this context. This master thesis proposes a learning activity based on the exercise of entrepreneurial skills in a simulated situation. To this end a game was developed. It was based on a business plan and aimed to clarify the application of theoretical knowledge in the launching of a company in the market. One of the theoretical supports of the research is the work of Hendricson et al 2006, treating the contrasts between the beginners and experts of a professional field. The game was applied with two classes of an under-graduation course of information systems, at the State of São Paulo. Data collected indicated that the game led to the application of theoretical concepts learned by the students, keeping them highly engaged and motivated.

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