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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.
31

Эмпирическая (конвергентная) валидность авторской игры «Моя профессия» для профессионального самоопределения : магистерская диссертация / Empirical (convergent) validity of the author's game «My profession» for professional self-determination

Усачёва, М. Ю., Usachyova, M. Y. January 2021 (has links)
Объектом исследования явилась деловая игра «Моя профессия». Предметом исследования стала эмпирическая (конвергентная) валидность деловой игры «Моя профессия» на основании психодиагностических методик. Магистерская диссертация состоит из введения, двух глав, заключения, списка литературы (59 источников) и приложений, включающих в себя бланки применявшихся методик с интерпретацией, описание сценария игры «Моя профессия», таблиц содержательного соответствия игры и использовавшихся психодиагностических методик. Объем магистерской диссертации 124 страницы, на которых размещены 2 рисунка и 20 таблиц. Во введении раскрывается актуальность проблемы исследования, ставятся цель и задачи исследования, определяются объект и предмет исследования, формулируется гипотеза, указываются методы и эмпирическая база, а также этапы проведения исследования, научная новизна, теоретическая и практическая значимость работы. Первая глава включает в себя обзор литературы по теме профориентации и профессионального самоопределения. Представлены разделы, посвященные исследованию валидизации психодиагностических методик и деловых и психологических игр. Вторая глава посвящена эмпирической части исследования. В ней представлено описание организации и методов проведенного исследования и результатов, полученных по всем использованным методикам: «Опроснику профессиональных выборов», «Опроснику профессиональных предпочтений» Дж. Холланда, «Карты интересов» А.Е. Голомштока, деловой игры «Моя профессия» М.Ю. Усачёвой. Также в главе представлен корреляционный анализ результатов исследования. Выводы по главе 2 включают в себя основные результаты эмпирического исследования. В заключении в обобщенном виде изложены результаты теоретической и эмпирической частей работы, а также выводы по выдвинутой гипотезе, обоснована практическая значимость исследования и описаны возможные перспективы дальнейшей разработки данной проблематики. / The object of the research is the business game "My profession". The subject of the research is the empirical (convergent) validity of the business game «My Profession» based on psychodiagnostic techniques. The master's thesis consists of an introduction, two chapters, a conclusion, a list of references (59 sources) and annexes, including forms of the applied techniques with interpretation, a description of the scenario of the game «My profession», tables of meaningful correspondence of the game and the psychodiagnostic techniques used. The volume of the master's thesis is 124 pages, which contain 2 figures and 20 tables. The introduction reveals the relevance of the research problem, sets the goal and objectives of the research, defines the object and subject of research, formulates a hypothesis, indicates methods and empirical base, as well as stages of research, scientific novelty, theoretical and practical significance of the work. The first chapter includes a literature review on career guidance and professional self-determination. The sections devoted to the study of the validation of psychodiagnostic techniques and business and psychological games are presented. The second chapter is devoted to the empirical part of the study. It contains a description of the organization and methods of the study and the results obtained by all the methods used: «Questionnaire of professional choices», «Questionnaire of professional preferences» by J. Holland, «Maps of interests» by A.Ye. Golomshtok, business game «My profession» M.Yu. Usachyova. The chapter also presents a correlation analysis of the research results. Conclusions from Chapter 2 include the main findings of the empirical study. In the conclusion, in a generalized form, the results of the theoretical and empirical parts of the work are presented, as well as conclusions on the hypothesis put forward, the practical significance of the study is substantiated and possible prospects for the further development of this problem are described.
32

Effectiveness of Learning Through Experience and Reflection in a Project Management Simulation

Geithner, Silke, Menzel, Daniela 17 September 2019 (has links)
Aim. In close cooperation with an international automotive supplier we developed the “C2” business simulation game in order to meet real work practice needs. Based on the example of a site-location decision and the setup of a new factory in China, the participants of the game experienced the challenges of an interdisciplinary project team as well as project management in complex and rapidly changing situations. During the game we used the creative learning method LEGO® Serious Play®,1 which helps to express different understandings through hands-on modelling. The aim of the game is to acquire and improve both technical project management knowledge and soft skills of the participants. Method. In total, 47 students participated in one of six two-day game sessions. They reported self-perceptions about their skill level through pre- and postgame questionnaires. Further data were collected during the simulation game based on observations, lessons learned reflections of the participants and evaluation questionnaires. Results. Results from our pre- and post-game self-assessment questionnaires show that the “C2” business simulation game improves not only conceptual knowledge about project management but also team working and the participants’ other soft skills. Results indicate that the students’ reactions to the simulation game were positive, and students felt that the LEGO Serious Play method helped them to better cope with challenges of teamwork, influences of stakeholders, risk factors and unpredictable project situations. Conclusion. These results suggest that our business simulation game has the potential to be an effective learning and training tool to provide students with relevant skills necessary for project managers. By giving students the opportunity to act in an authentic scenario based on a real project case, we can support their action-oriented as well as their trial-and-error learning, or in short their learning through experience.
33

Ein systemorientierter Ansatz zur Modularisierung von Planspielen mit dem Ziel der Komplexitätssteuerung und Integration in Standardsoftware / A system-oriented approach to modularize business games with the aim of controlling the complexity and integration into standard software

Fischer, Helge 05 July 2006 (has links)
No description available.
34

Konzeption und Evaluation eines Planspiels unter besonderer Betrachtung von Lerneffekten und Planspiel-Akzeptanz

Zeiner-Fink, Susann 30 January 2023 (has links)
In der vorliegenden Dissertation werden die vielfältigen Einsatzmöglichkeiten von Planspielen in der beruflichen Bildung aufgezeigt. Zudem wird unter Berücksichtigung wissenschaftlicher und praktischer Anforderungen die Entwicklung eines Planspiels nach dem Design Science Research Ansatz vorgestellt. Um die Wirksamkeit von Planspielen sowohl kurzfristig als auch langfristig nachzuweisen, bedarf es empirischer Daten und differenzierter Aussagen, welche erfolgs- oder lernwirksame Faktoren in Planspielen implementiert sein müssen. Hierfür wurde ein Mixed Methods Untersuchungsdesign eingesetzt und durch Verwendung von Fragebögen, Storytelling- und Bild-Interviews untersucht, welche Einflussgrößen auf die Lerneffekte und die Akzeptanz von Planspielen wirken. Die Ergebnisse zeigen, dass in Abhängigkeit des Untersuchungszeitraumes und der Untersuchungspersonen unterschiedliche Einflussgrößen auf die Lerneffekte und die Akzeptanz wirken. Im Rahmen der Dissertation ist somit ein evaluiertes produktionsnahes Planspiel entstanden, dass die Elemente und Prozesse eines soziotechnischen Systems simuliert und in der beruflichen Bildung für verschiedene Lernende anwendbar ist. Die Arbeit bietet überdies einen Beitrag zur Überprüfung von Kausal- und Wirkungszusammenhängen in Planspielen. So werden die eingesetzten Methoden für die Planspielevaluation erweitert und die bisherigen Untersuchungen in der Planspielforschung ergänzt.:1 Einleitung 2 Stand der Wissenschaft und Technik 3 Iterative Entwicklung des Artefakts Planspiel 4 Evaluation der Einflussgrößen des Planspiels 5 Ergebnisse der empirischen Untersuchungen 6 Diskussion 7 Schlussbetrachtung Anlage A Ergänzendes Material zur theoretischen Fundierung Anlage B Ergänzendes Material zur iterativen Entwicklung und Evaluation Anlage C Ergänzendes Material der quantitativen Untersuchung Anlage D Ergänzendes Material zu den Storytelling-Interviews Anlage E Ergänzendes Material zu den Bild-Interviews Anlage F Zusammenfassende Übersichten / In this dissertation various application possibilities of business games in vocational education are shown. In addition, the development of a business game according to the Design Science Research approach is presented, considering scientific and practical requirements. In order to prove the effectiveness of business games in short-term as well as in long-term, empirical data and differentiated statements are needed, which success- or learning-effective aspects have to be implemented in business games. For this purpose, a mixed methods research design was employed using questionnaires, storytelling and picture interviews to examine which influencing variables have an effect on the learning effects and acceptance of business games. The results show that different variables influence the learning effects and the acceptance of business games depending on the time period and the participants. Within the framework of the dissertation, an evaluated production-related business game has been developed that simulates the elements and processes of a socio-technical system and can be used in vocational training for different learners. Moreover, the work offers a contribution to the assessment of causal and cause-effect relationships in business games. Thus, the methods used for business game evaluation are extended and previous studies in business game research are complemented.:1 Einleitung 2 Stand der Wissenschaft und Technik 3 Iterative Entwicklung des Artefakts Planspiel 4 Evaluation der Einflussgrößen des Planspiels 5 Ergebnisse der empirischen Untersuchungen 6 Diskussion 7 Schlussbetrachtung Anlage A Ergänzendes Material zur theoretischen Fundierung Anlage B Ergänzendes Material zur iterativen Entwicklung und Evaluation Anlage C Ergänzendes Material der quantitativen Untersuchung Anlage D Ergänzendes Material zu den Storytelling-Interviews Anlage E Ergänzendes Material zu den Bild-Interviews Anlage F Zusammenfassende Übersichten

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