"Experiential learning is an evolving form of education that fundamentally involves "learning by doing" and having the students reflect on the work. The book discusses these recent developments pertaining to the use of experiential learning in engineering education. A broad readership will find value in this book, including faculty who teach undergraduate engineering courses, engineering education researchers, industry partners that provide co-op experience, and developers of training modules for practicing engineers. The book covers a range of innovations in experiential learning: development in laboratories, in-class and problem-based learning, and project work"--
Management studies have been criticized for lagging behind the actual needs of organizations, ignoring experiential dimensions. We address this issue by applying experiential learning theory using an accountancy-oriented board game designed to help participants learn about cost management. The game was played in a pricing course with an enrolment of 104 accountancy students. We examined the impact levels of game entertainment and comprehensibility on the course material comprehension as well as the game's impact on the final grade in the course. Results show that game participants had significantly higher grades than students that did not participate in the game, and that entertainment and comprehensibility of the game predict the understanding of course material. We also found that managerial employment capability can be predicted by level of challenge participants derive from the game. This study addresses the gap between traditional management education and practice. It provides empirical evidence of the value of hands-on gameplay experience for assimilation of course concepts and strategies. The results confirmed the importance of exposing players through an entertaining game simulation to challenges that arise in the business world. In addition, we lay the ground for future studies on the novel usage of the game as a tool to assess management skills.
Management studies have been criticized for lagging behind the actual needs of organizations, ignoring experiential dimensions. We address this issue by applying experiential learning theory using an accountancy-oriented board game designed to help participants learn about cost management. The game was played in a pricing course with an enrolment of 104 accountancy students. We examined the impact levels of game entertainment and comprehensibility on the course material comprehension as well as the game's impact on the final grade in the course. Results show that game participants had significantly higher grades than students that did not participate in the game, and that entertainment and comprehensibility of the game predict the understanding of course material. We also found that managerial employment capability can be predicted by level of challenge participants derive from the game. This study addresses the gap between traditional management education and practice. It provides empirical evidence of the value of hands-on gameplay experience for assimilation of course concepts and strategies. The results confirmed the importance of exposing players through an entertaining game simulation to challenges that arise in the business world. In addition, we lay the ground for future studies on the novel usage of the game as a tool to assess management skills.
In recent years, many researchers have reported positive outcomes and effects from applying computer games to the educational process. The main preconditions for an effective game-based learning process include the presence of high learning interest and the desire to study hard. Therefore, educational game design has to tailor gameplay to the psycho-cognitive abilities, attitudes and skills of an individual player, in order to foster the player's motivation and creativity. To achieve this goal, it is necessary to draw a parallel between learning and playing styles, and to investigate the correlations between these types of constructs. The article presents a new playing style family based on Kolb's experiential learning theory that is appropriate to be used for educational games. This family is composed of four playing styles: Competitor, Dreamer, Logician and Strategist, and corresponds to Honey and Mumford's learning styles. To measure the four playing styles, a 40-item questionnaire was designed. In order to verify the consistency, validity, and reliability of that questionnaire as an accurate tool for recognizing the four suggested player styles, a pilot study was conducted. The article reports the results obtained from the study, along with their analysis and applicability. ; This study is part of the RAGE project. The RAGE project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains.
Part 1. International Experiences -- 1. Learning Geography in the Andes: Reflections on Teaching an Undergraduate Field Study Course in Peru (Erika N. Trigoso Rubio) -- 2. For Peat's Sake: An Experiential Environmental Study Abroad Trip to Scotland (Adrienne Cassel and Jacqueline Housel) -- 3. Experiential Learning in Nairobi, Kenya (Ellen R. Hansen) -- 4. Study Abroad in an Embedded Online Geography Class for Adult Working Professionals (Beth King and Fritz Kessler ) -- 5. Encountering Emotions During International Fieldwork: using Innovative Pedagogies to Develop Emotional Intelligence and Resilience (Alan Marvell & David Simm) -- 6. Experiencing Iceland: Immersive Professional Development to Build Geography Teaching Capacity (Ellen J. Foster, Dawna Cerney, Lynn Moorman, Niccole Villa Cerveny, and Dianna Gielstra) -- Part 2. Domestic Experiences) -- 7. Experiential Learning in Geography Teacher Education: Encountering Geography in the Immediate Environment (Susan Pike) -- 8. The Isle of Rum, Scotland: a Physical Geography Fieldtrip for Second Year Undergraduates Studying Outdoor Environment, Education and/or Leadership. (Mansfield L) -- 9. Service-learning and Geospatial Skills: What do the Students Think? (Lisa Tabor) -- 10. Intercultural Experiential Learning: Integrated Geography Field Courses for Undergraduates in Arts and Humanities in Spain (Andrea M. Arboleya and Benjamín González-Díaz ) -- 11. Encounters in Geography Field-based Teaching and Learning: Wales (Dr Eifiona Thomas Lane, Rebecca Jones, Dr Will Andrews) -- 12. Learning at Disney: Myth or Magic? (Lorri K. Krebs) -- 13. Digital Storytelling as Community-Based Intercultural Learning in Cultural/Historical Geography (Dr. David J. Marshall).
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"The Handbook of Experiential Learning In International Business is a one-stop source for international managers, business educators and trainers who seek to either select and use an existing experiential learning project, or develop new projects and exercises of this kind. The book is divided in two parts: Part I: Theories and Concepts of Experiential Learning in IB/IM.Part II: Examples of Experiential Learning Projects in IB/IM. The first part is dedicated to chapters dealing with conceptual and theoretical approaches to enhancing teaching and learning of International Business (IB) and International Management (IM) by the means of experiential learning, and foundational aspects of pedagogy and experiential learning. The second part contains specific applications of experiential learning in IB and IM. Each chapter in this section describes in detail one experiential learning project (e.g., X-Culture, Global Enterprise Experience, Export Odyssey, any other experiential projects which are used in IB and IM teaching)"--
The Handbook of Experiential Learning In International Business is a one-stop source for international managers, business educators and trainers who seek to either select and use an existing experiential learning project, or develop new projects and exercises of this kind
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