Success factors for teams in business game Dynama

Author:

Alas Ruth1,Kross Peeter2,Liivat Anto3,Saar Jaanika4

Affiliation:

1. Ph.D., Professor, Head of Department of Management, Estonian Business School

2. Ph.D., Associate Professor of Management, Department of Management, Estonian Business School

3. MA, Lecturer, Department of Management, Estonian Business School

4. MBA Student, Estonian Business School

Abstract

The current article is based on data from Dynama business games conducted in two Estonian institutions of higher education (Estonian Business School (EBS) and Estonian Entrepreneurship University of Applies Sciences) between years 2012 and 2016. The research questions that this paper attempts to explore look at the relationship between the results obtained by different teams in business game Dynama and their teams’ characteristics. The paper also shows how the volume of market research information used affects the results obtained by different teams in the business game. This research of implementational nature primarily helps to develop the teaching methods and basis for team composition in business game Dynama with the purpose of sup¬porting the course and achieving the learning outcomes in a more effective way. The research results may also be of interest to those who use and research business games as a teaching tool. The variables employed in this study enabled us to compare our research with that conducted by A.-E. Lerviks and M. Paltschik at Hanken School of Economics and Business Administration in 1982.

Publisher

LLC CPC Business Perspectives

Subject

Strategy and Management,Business and International Management,General Business, Management and Accounting,Information Systems and Management,Law,Sociology and Political Science,Public Administration

Reference13 articles.

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2. Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers & Education, 49, 873-890.

3. Faria, A. J. (2000). The Changing Nature of Simulation Research: A Brief ABSEL History. Developments in Business Simulation & Experiential Learning, 27, 84-90. - http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.46 6.5628&rep=rep1&type=pdf

4. Faria, A. J. (2001). The Changing Nature of Business Simulation/ Gaming Research: A Brief History. Simulation & Gaming, 1, 97-110.

5. Jakubowski, M., & Ryfa, J. (2017). Bringing Fun to Serious Tools – How Business Simulations Can Take Advantage from Video Games. Developments in Business Simulation and Experiential Learning, 44, 217-221. - https://journals.tdl.org/absel/index.php/absel/article/view/3092/3040

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