Experiential Learning and Learning Styles
In: Oxford Research Encyclopedia of International Studies
"Experiential Learning and Learning Styles" published on by Oxford University Press.
In: Oxford Research Encyclopedia of International Studies
"Experiential Learning and Learning Styles" published on by Oxford University Press.
"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.
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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.
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In: APSA 2014 Annual Meeting Paper
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Working paper
In: PS: political science & politics, Band 41, Heft 2, S. 379-385
This paper discusses an arms control simulation that formed a central
part of the course, Controlling Chemical and Biological Weapons.
Based on the experiential learning approach this simulation sought
to (a) provide an active learning context for students to acquire an
in-depth understanding of central aspects of biological arms
control, and (b) gain an appreciation for the complexities of
multilateral diplomacy in general and arms control negotiations in
particular. I taught this course in spring 2006 to a group of 16
final-year undergraduate students. The arms control simulation
complemented the weekly one-hour lectures and replaced the standard
one-hour student-led seminar sessions. At the beginning of the
simulation I supplied students with a set of confidential country
instructions to approach the simulation, which was subdivided into
two negotiating rounds of three sessions each and a drafting
exercise towards the end of the semester.
In: PS: political science & politics, Band 50, Heft 3, S. 842-848
ISSN: 1537-5935
ABSTRACTTo date, more than 650 university presidents across the United States have become signatories of the American College and University Presidents' Climate Commitment (ACUPCC). A central goal of being a signatory is for a campus to achieve carbon neutrality. This article suggests that bringing the practice of experiential learning to the college classroom is a mechanism to help students understand and become involved in campus carbon-neutrality efforts. More specifically, it discusses the practical realities of using an undergraduate environmental-policy course to create policy proposals for our campus's 2020 carbon-neutrality goal. The findings support a growing body of literature that demonstrates the value of experiential learning by enabling students to move from theory to practice.
In: Teaching Law with Popular Culture (Christine Corcos ed., Carolina Academic Press, 2017)
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In: Europolity: continuity and change in European governance, Band 16, Heft 2
ISSN: 2344-2255
In: Georgia State University College of Law, Legal Studies Research Paper No. 2011-27
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In: info:eu-repo/grantAgreement/EC/H2020/644187/EU/Realising an Applied Gaming Eco-system/RAGE
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.
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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 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)