• 제목/요약/키워드: Business Simulation

검색결과 868건 처리시간 0.129초

Understanding of Business Simulation learning: Case of Capsim

  • KIM, Jae-Jin
    • 4차산업연구
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    • 제1권1호
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    • pp.31-40
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    • 2021
  • Purpose - According to the importance of business simulation learning as a new type of business learning tool, this study reviews the dimensions of business education and a brief history of business education simulation. At the end Capsim strategic management simulation program is introduce with its feature. Research design, data, and methodology - This study has been analyzed in a way that reviews at previous literature on simulation learning and looks at examples and features of Capsim simulation, online business simulation tools which has been used in the global market. Result - Capsim simulations are designed to offer focused opportunities for deep practice. That's why they are often more effective than passive tools such as textbooks, videos, or lectures. By the way, 'deep practice' is very different from 'ordinary practice'. After commuters who drive to school or work can accumulate thousands of hours of driving, but that doesn't make them expert drivers. The key to deep practice is self-awareness. That is, paying attention to what you are doing well and not so well. This is so important to learn that scientists use a specific term for it: 'metacognition', or thinking about the way you think and learn. Conclusion - The use of business simulation learning, such as Capsim, which is a given case, can create similar local systems by potentially engaging a large number of users in the virtual market. It could also be used as an individual to complete business training for students and those who are active in the business field of business.

경영 교육을 위한 경영 모의 게임의 활용 방안: 개발 과정 및 교육 방법을 중심으로 (How to use Business Simulation Game for Business Education: Based on the Development Process and Business Education Method)

  • 김상수
    • 경영정보학연구
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    • 제7권1호
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    • pp.41-63
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    • 2005
  • 디지털 기술이 발전함에 따라서 다양한 에듀테인먼트 유형의 컨텐츠가 경영 교육 분야에 활용되고 있다. 그 중에서 현실 세계를 가상 게임화 해서 기업 경영을 체험해 보는 경영 모의 게임(business simulation game)이 경영 교육 분야에서 널리 활용되고 있다. 외국의 많은 대학과 기업에서는 경영 모의 게임을 경영 교육 도구로서 널리 활용하고 있으나 국내에서는 상대적으로 널리 활용되고 있지 못하는 상황이다. 본 연구에서는 지난 2년 반 동안 산학 협동으로 개발한 경영 모의 게임을 소개하고, 이를 이용한 경영 교육 활용 방안을 제시하고 있다. 먼저 경영 모의 게임의 개발 방법, 구조, 진행 방법을 중심으로 경영 모의 게임의 개발 과정을 설명하고 있다. 다음에 경영 모의 게임을 경영 교육에 활용하기 위한 방안으로서 교육 효과, 장점/단점, 교육 대상, 교육 효과 강화 방안, 경영 미션, 교육 계획안, 평가 방법을 중심으로 논의하였다.

경영 모의 게임의 교육 효과에 관한 탐색적 연구 (An Empirical Study on the Education Effect of Business Simulation Game)

  • 김상수;임성택
    • 경영정보학연구
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    • 제8권2호
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    • pp.173-188
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    • 2006
  • 디지털 기술이 발전함에 따라서 다양한 유형의 디지털 컨텐츠가 경영 교육 분야에 활용되고 있다. 그 중에서 현실 세계를 가상 게임화 해서 기업 경영을 체험해 보는 경영 모의 게임(business simulation game)이 경영 교육 분야에서 널리 활용되고 있다. 다른 경영 교육 방법에 비해서 많은 장점을 가지고 있는 경영 모의 게임은 외국의 많은 대학과 기업에서 경영 교육 도구로서 널리 활용하고 있으나 국내에서는 널리 활용되고 있지 못하는 상황이다. 본 연구에서는 경영 모의 게임을 수강한 기업 관리자를 중심으로 경영 모의 게임의 교육 효과를 탐색적으로 분석하였다. 통계적 분석 결과, 경영 모의 게임을 수강한 교육생들은 경영 모의 게임의 교육 효과에 대해서 긍정적으로 생각하고 있는 것으로 분석되었다. 통계적 분석 결과와 경영 모의 게임의 개발과 교육 경험을 기반으로 경영 모의 게임을 교육 현장에 활성화할 수 있는 방안을 제시하였다.

E-Business and Simulation

  • Park, Sung-Joo
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2001년도 The Seoul International Simulation Conference
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    • pp.9-10
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    • 2001
  • Simulation has been evolved with the advance of computer and technique of modeling application systems. Early simulations were numerical analysis of engineering models known as continuous simulation, analysis of random events using various random number generators thus named as Monte Carlo simulation, iud analysis o(\\\\`queues which are prevalent in many real world systems including manufacturing, transportation, telecommunication. Discrete-event simulation has been used far modeling and analyzing the systems with waiting lines and inefficient delays. These simulations, either discrete-event, continuous, or hybrid, have played a key role in industrial age by helping to design and implement the efficient real world systems. In the information age which has been brought up by the advent of Internet, e-business has emerged. E-business, any business using Internet, can be characterized by the network of extended enterprises---extended supply and demand chains. The extension of value chains spans far reaching scope in business functions and space globally. It also extends to the individual customer, customer preferences and behaviors, to find the best service and product fit for each individual---mass customization. Simulation should also play a key role in analyzing and evaluating the various phenomena of e-business where the phenomena can be characterized by dynamics, uncertainty, and complexity. In this tutorial, applications of simulation to e-business phenomena will be explained and illustrated. Examples are the dynamics of new economy, analysis of e-business processes, virtual manufacturing system, digital divide phenomena, etc. Partly influenced by e-business, a new trend of simulation has emerged called agent-based simulation, Agent-based simulation is a technique of simulation using software agent that have autonomy and proactivity which are useful in analyzing and integrating numerous individual customer's behavior. One particular form of agent-based simulation is swarm. This tutorial concludes with the illustration of swarm or swarm Intelligence applied to various e-business applications, and future directions and implications of this new trend of simulation.

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Qualitative Simulation on the Dynamics between Social Capital and Business Performance in Strategic Networks

  • Kim, Dong-Seok;Chung, Chang-Kwon
    • 유통과학연구
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    • 제14권9호
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    • pp.31-45
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    • 2016
  • Purpose - This study develops a simulation model that looks at the dynamics between social capital and business performance in strategic networks to understand their behaviors in relation to each other, and to suggest dynamic relationship strategies. Research design, data, and methodology - Based on existing literature, this study identifies the complex causal loop diagram on social capital and business performance in strategic networks, and converts them into a simulation model for observing how the changes in business environment and relationship dependency affect social capital and business performance. Results - The simulation results showed that, first, the formation in social capital and business performance of networks with low relationship dependency was less affected by the changes in business environment. Second, the formation in social capital and business performance of networks with high relationship dependency was negatively impacted by the changes in business environment. In other words, higher relationship dependency strengthened the impact of changes in business environment on business performance. Conclusions - Thus, this study confirmed that in strategic networks, the changes in business environment and the degree of relationship dependency dynamically affect business performance, and that relationship dependency mediates the degree in which changes in the business environment affect business performance. The results of the simulations were further verified through actual business cases.

A Methodology for Integrating Business Process and Simulation for Business Process Redesign

  • Kim, Joong-In;Yim, Dong-Soon;Choi, Jung-Sang;Kim, Keun-Chong
    • International Journal of Quality Innovation
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    • 제6권1호
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    • pp.74-97
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    • 2005
  • IDEF0 is the IEEE standard for functional enterprise modeling and has been used for business process modeling or process mapping in US and Europe. But it does not reflect the potential benefits of modeling and simulation of the dynamic aspects of an enterprise or a system. On the other hand, simulation tools concentrate mostly on the simulation of material flows and are difficult to include information flows and control flows. Additionally, the simulation models that include elements such as queues, event generators and process nodes is a visual interactive representation for the model builder, but is inconvenient for the domain expert. In an attempt to fill that void, we provide an integration of business process and simulation models in this paper. An enhancement of the IDEF0, called parameterized IDEF0, is proposed and its conversion mechanism to network simulation model is developed. Using this methodology, business process models for alternative systems can be evaluated and compared through simulation on time, cost, and quality metrics. As an application of the proposed methodology, economic evaluation of EDI (Electronic Data Interchange) for time-based BPR (Business Process Redesign) is demonstrated. In addition to BPR, the developed methodology may be further integrated with ABC (Activity Based Costing), TQM (Total Quality Management), and economic evaluation of information systems.

Development of a Structured Debriefing for Business Simulation Games and Its Effect on College Students' Business Knowledge and Entrepreneurship Competencies

  • Jieun LEE;Yugyeong KIM;Hyunwoo HWANG
    • Educational Technology International
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    • 제25권1호
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    • pp.93-127
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    • 2024
  • This study evaluates the effect of structured debriefing for a business simulation game for university students. The program provides an authentic learning experience of real-world business management by allowing learners to make decisions related to R&D, marketing, production, and finance through a business simulation game, and check the results in real time. In 2022, University A and B each ran a business simulation game-based program as an extra-curricular activity. University A conducted a traditional instructor-led debriefing where the instructor explained the summarized process and results, while University B implemented a structured debriefing which had been developed based on Gibbs' and 3D models. To assess the effect of the structured debriefing compared to the traditional instructor-led debriefing, business knowledge and entrepreneurship competencies were measured three times. Repeated measures ANOVA was used to test for the differences between the two groups and to examine interaction effects between group and time. The structured debriefing group achieved statistically significantly higher academic scores than the traditional instructor-led debriefing group at the post-test and in 2 weeks. There was no statistically significant difference between the groups in terms of entrepreneurship competencies. There was no interaction effect between group and time, both in academic achievement and in entrepreneurship competencies. In conclusion, the simulation game-based program integrated with the structured debriefing session is more likely to have a stronger impact on academic achievement and its retention.

경영 시뮬레이션 학습의 타당성 분석 및 교수모형 설계 (Feasibility Analysis and Curriculum Design for the Business Simulation Learning)

  • 이재원;박진명
    • 한국콘텐츠학회논문지
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    • 제9권8호
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    • pp.309-323
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    • 2009
  • 경영 시뮬레이션 학습은 경영학 교육에 응용되는 교육용 게임 소프트웨어를 활용하는 교수방법으로 기업경영활동을 유사하게 모의화 하여 가상기업들을 경영하면서 경영학 지식, 경영관리 능력, 그리고 문제 해결 능력을 체험하며 학습하는 경영교육 도구로써 관심이 증대되고 있다. 이에 본 연구는 경영 시뮬레이션 학습에 대한 수업 타당성 분석과 교수모형의 설계를 목적으로 이뤄졌으며 경영 시뮬레이션 학습 교육과정의 대학 도입 및 운영을 위한 사전 단계의 연구로써 경영 시뮬레이션 학습의 동향과 연구현황 조사, 필요성 인식 조사 및 수업 가능성에 관한 문헌조사 그리고 대학 학부생과 기업체 임원에 대한 설문 수요조사 및 분석 연구를 수행함으로써 산업계와 대학교육에서의 경영 시뮬레이션 학습에 대한 필요성과 가능성을 논의하였다. 또한 문헌조사와 수요조사의 분석결과를 활용하여 대학의 경영교육을 위한 경영 시뮬레이션 학습의 교과과정을 설계하고 교수모형으로 제시하였다.

Firms Collaboration in the E-Business Environment A System Dynamics Simulation

  • Kim, Bowon
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2001년도 춘계 학술대회 논문집
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    • pp.163-163
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    • 2001
  • The primary research questions in this paper are why and how competing firms collaborate, not compete, in the virtual marketplace, e.g., B2B marketplace in the Internet environment. In order to answer the questions, we take on a system dynamics simulation approach: we consider two broad e-collaboration strategies: · Exclusive e-business strategy If the firm adopts this strategy, it allocates all of its resources (available for e-business development) to its own e-business capability building only. · Collaborative e-business strategy When the firm adopts a collaborative e-business strategy, it invests not only in its own, but also the industrys e-business capability building. From the system dynamics simulation results, we conclude that e-collaboration pays off in the long run: although it is hard to tell whether the collaborative strategy is better than the exclusive one during the initial period, it is unambiguous that the collaborative e-business strategy Performs much better in the long run. We infer that such collaboration could occur when the firms realize that they benefit from the expansion of the market demand due to their collaboration. That is, in order for such collaboration between competing firms to be sustainable, such collaboration should create more demand in the market so that each company could earn more profit even if it gets less in terms of market share.

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