...The online business simulaTion game ThaT makes learning fun! Player manual Contents game basics Starting a game Finding your way around 2 3 Core activities Ordering product Making sales Increasing your sales Hiring staff game score Key Indicators Game characters 4 6 Checking progress Current week Stock levels Purchase reporting systems Check effect of promotions Financial reports Customer comments options a-Z system requirements faQ: game sites 7 8 8 9 The online business simulaTion game ThaT makes learning fun! Game basics The Small Business Game is an educational game where you run your own sport franchise store (The Sports Store). Each full game starts at week 1 and moves through to week 52 when the game ends. You can leave and come back at any time – we will save the game from your last week of inputs. A game week is pretty much like any week in a retail sports store business. Each week customers come in, browse and (maybe) buy a product from you. Each week you need to make sure that you have enough stock for people to buy, manage your cash and keep you eye on what is happening. starting a game During the registration process you assigned a team. This selection will set up the branding to be used in the game. Once you have been registered for the game, to get started, follow these steps. Click, ‘play now’ from any screen in the web site. To start a new game, click on the ‘new game’ button. To restart...
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...goals, not gaming or fun. On the other hand, the ‘entertainment’ strand of children’s software is more geared towards attracting children. By featuring an open-ended, exploratory online environment and fantasy worlds rather than goal-oriented games, the entertainment genre advertises to a more youthful target audience comprised of children who seek adventure, imagination, pleasure, exploration, and creativity, in contrast to the academic strand’s learning and reflecting goals. However, I would like to focus on the last genre, construction. After defining what the constructivist approach symbolizes, I will use the example of the online gaming series, “The Sims,” to show how this genre differs from the academic and entertainment types in terms of content, benefits, and advertising techniques. The construction genre is often also called authoring, for it involves a player who is the writer, builder, or creator. “This constructivist approach focuses less on conveying academic or cultural content and more on providing tools for construction and tinkering… They draw less on explicit educational ideologies or images of play and more on images of mastery and control” (101). This genre integrates both education and entertainment, in a way. The games...
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...Executive Summary The purpose of writing this report is to evaluate and provide sound advices to the company, Venture Simulation Ltd on its business simulation game, Sim Venture. Several recommendations will be given for future improvements based on the main business areas of the company. In recent years, the business simulation industry is growing rapidly. With outstanding product design and feature, more and more educational institutes and commercial organizations demand the business simulation to provide their students and staffs quality business and entrepreneurship learning. Since there is a potential market opportunity for the product, it is necessary to introduce a new product and implement an aggressive marketing strategy in the existing and new market in order to obtain sustainable competitive advantage for larger market shares. For scaling the venture, the owners emphasize the long lasting customer relationships to enhance the customer loyalty to the product. Effective intellectual property protection strategy must also be executed in order to prevent others from copying the simulation. Finally, several innovative strategies including effective marketing strategy, introduction of new product, penetrations of new markets are strongly recommended for better future business growth. Table of Contents Executive Summary Table of Contents 1. Introduction 1 2. Background of the Company 1 3. Market Opportunity 2 4. Product...
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...REAL-TY-COON Alternative method of teaching is a very important tool to encourage students to learn in a fun and meaningful way. Simulation game is one of the ways to achieve that. A simulation game is a dramatic view of real life situations for the serious purpose of learning about real experiences in a controlled environment. Students of CEC from IIM Raipur created and conceptualized a simulation game, REAL-TY-COON. The main objective of the game is to replicate real life scenario of construction business. The game is based on the concept of demand and supply and how market prices of products are determined. The game consisted of 5 set of teams. 4 set of teams played the role of suppliers and 1 played the role of builders. The division of teams was done as follows: Team Type | Teams | No. of Players | Builders | 5 | 4 | Cement Suppliers | 3 | 2 | Sand Suppliers | 3 | 2 | Stone Suppliers | 3 | 2 | Steel Suppliers | 3 | 2 | The game has 5 rounds. In each round, builders have to build a specific building allocated to them. To build any of the buildings, they have to buy adequate amount of cement, stone, steel and sand from the suppliers. They will be provided with fixed initial amount of cash. Builders can approach bank to get additional cash at a fixed rate of 10% which will be applicable for that round only, carrying forward loan for each extra round will attract an additional 5% rate per round. In case the builders are not able to get a deal from the...
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...Natural History through Game Based Learning Zainal A. Hasibuan, Yugo K.Isal, Baginda Anggun N.C., Mubarik Ahmad, and Nungki Selviandro phase to implementation phase. Next, experimental games to study the influence of game culture on students. Finally, the conclusions of the article and future research. Abstract—Indonesia is a country consisting of thousands of islan. With many islands in Indonesia then there are many cultures of various ethnic groups scattered across Indonesia. With the cultural diversity that exist in Indonesia, then the existing culture must be preserved because the culture is a very important element in representing the personality of a country. There is a tendency that Indonesian young generation do not recognize their cultures. "Desa Maya Budaya Indonesia" (DayaBaya) : Virtual Village with Indonesian Culture - is a game developed to introduce Indonesian culture to young generation. This game simulates a virtual village located in a region in Indonesia that can be developed according to the player’s desires and wishes. The simulation will help young generation to know various cultures of Indonesia at the early stage. This game has also been tested on 48 students from Vocational High School,and a result from this experiment shows that the game improves user’s knowledge about cultures. II. PREVIOUS STUDY In the previous studies, the DayaBaya game has been developed. In this section, the game for education, game plan, game design and game development will be explained...
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...As we know, business processes are critical to success of companies. This Business Process Management (BPM) simulation game gives us a better understanding of how the effective BPM impacts the whole business operation system. Also, this game demonstrates how we should do to improve the business process to make it more interconnected, intelligent and sustainable. From this game, we can see how BPM allows me to alter critical business process that affect not only the profit and customer satisfaction but also the environmental factors. In this game, firstly, we are given a HEAT map. The HEAT map is a component-based model of the company. It presents three types of management activity performed: Direct activities, Control activities and Execute activities. Also it shows us many groups of related business activities. It is a graphical representation of data where the concentrations of questionable factors are represented by corresponding colors in the model. This model provides us the useful information to analyze the current operation of AFTER, and helps us find out which area we should focus on to improve the process management. Then, we are required to create “As-Is” process maps. In order to pick a model that best fit the company, we have to know what’s the need of the company, what’s the problem the company is facing now and then decide how to solve these problems by improve the “As-Is” process. There are four tasks in the process, which are “collect caller information”...
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...Research on Educational Impact of Games A Literature Review Institute for Games for Learning NYU Education/Assessment Group CUNY Education/Assessment Group White Paper # 02/2009 Version 0.1 June 25, 2009 Florrie Ng Helen Zeng Jan L. Plass Gaming Literature Coding In response to researchers’ calls for more systematic investigations of the use of games for learning, we conducted an extensive literature review on this topic. By surveying prior research, we examined the themes that emerged, the methodology employed, and the findings yielded, the ultimate goal being to identify knowledge gaps in the literature. To this end, we reviewed the relevant research conducted in the last 15 years by following the procedures outlined below. (a) Using the widely used social science database PsycINFO, we searched for articles which focused on both games and learning. The keywords chosen were “gam*” and either “learn*”, “teach*”, or “educat*” (the wildcard * can stand for any of a defined subset of all possible characters; for example “gam*” includes “game,” “games,” “gaming,” etc.). This generated about 4000 peer-reviewed articles from the earliest date (i.e., before 1960) to the end of 2008. (b) Given that studies conducted a decade ago tended to be less rigorous methodologically or yield obsolete results, we decided to focus our attention on more recent research. Once we narrowed down the time period to the years of 1995 to 2008, about 2400 peer-reviewed articles were left in the...
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...Company NN December 4, 2013 Company NN December 4, 2013 Annual Report Letter to Stockholders Annual Report Letter to Stockholders Letter to Stockholders To our Stockholders, Thank you for supporting Company NN. The last four quarters has definitely been a challenging one for the Cereal industry where many cereal companies compete in the same market. Company NN has been striving to become the first choice in cereal that provides customers with the best quality and the best price. In order to achieve this, it requires a long-term strategy that will be executed fully over the next few years. In the last four quarters, we have successfully launched the six customer tailored products for three regions. For each distribution channel, we chose specific packages to meet our distributors’ requirement on packaging. By investing in reduction of setup time, we were able to change our production faster in order to meet changes in customers’ preference and market trend. We also invested in production equipment thereby reducing batch size to support our LEAN manufacturing philosophy. In doing so, we successfully attained production flexibility while incurred only a small amount of extra interest expense due to the early investment in long-term equities that spread out investment cost during the whole machine life. Also, our credit rating was consistently the best in the industry, proving that we are headed in the right direction. With the highest AAA credit rating, we had...
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...Online gaming is made possible with game servers. Game servers transmit some of its data about its internal state to allow players to maintain their own display of the game which they are playing. Dedicated servers will simulate game worlds without supporting direct input and output. While listen servers will run in the exact same process of a game client. Multiplayer games depending on their source engine use a client server networking architecture. A dedicated server host runs the game and takes care of world simulation, game rules, and the player input process. The players system and the server talk by sending data packets to each other at a high frequency. The server sends your system updates on current world states which will generate audio and video output. Because the network bandwidth is so limited and the server can’t send packets to every client every time there’s a world update the server takes constant rate snapshots and broadcast them to the clients. The network packets take time to travel between server and client so the client is always a bit behind the server. This can make it hard to play call of duty multiplayer when you have even a millisecond lag. The server simulates the game in time steps called ticks. Mods can specify their own tick rate. The servers process ever incoming user command during each tick. It also runs a physical simulation step, check game rules, and update the games current state. With more CPU power you can increase the stimulation precision...
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...| | Study the Effect on the Number of Choices of the Name in Naming Game Abstract The naming games model on complex network have been studied in recent researched. Few research on the impact of the available choose of choice of names for the name game have been conducted. The purpose of this study is to find the relationship of the number of choices for the naming games affect the convergence time of the network. Introduction The purpose of this study is to find out the impact of the number of available choice of the name for the agent to negotiate to the hearer on the convergence time. Fully connected network and NW Small-world network will be used as the model of the software simulation for analyzing the effect of number of choice of names for the naming games The Model NW Small-World Network is used to evaluate the effect on the number of choice of the naming games. The naming game used in this study is modified from the traditional naming game. The algorithm of the revised naming game is as follows: 1. Construct a fully connected or NW Small-World network 2. Randomly select a connected node in the network as the Speaker. 3. Randomly select a neighbor from the Speaker as the Hearer. 4. The Speaker randomly selected a name from his memory and tells the name to the Hearer. 5. If the hearer already has the same name...
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...How Video Games and Virtual Simulators Affect Tactical Skills of Military Members in Battle Michael Genthner National University Table of Contents Table of Contents 2 List of Tables 3 Abstract 4 Introduction 5 Background and History 5 Definition of Terms 6 Purpose and Objectives 6 Research Hypothesis 7 Method 8 Military Based Video Games 8 Shooting Simulators 10 Indoor Simulated Marksmanship Trainer 10 Long Range Precision Shooting Simulator 10 Driving Simulators 11 Flight Simulators 13 Results 14 References 17 List of Tables Figure 1: Real World Improvement Vs. Simulation Realism Military Training FAQ. (2013). In VirTra. Retrieved March 24, 2013, from http://www.virtra.com/military-faq/ 15 Table 2: Long Rang Precision Shooting Simulator Sherer, K. (2007, October 29). Laser Shot announces Personal Weapon Simulator partnership. In Gamzig. Retrieved March 28, 2013, from http://www.gizmag.com/go/8224/.........................................................................16 ABSTRACT This paper explores a brief history and the current utilization of virtual simulators and video games within the United States Department of Defense (DoD). Focusing on modern times, the US military is continuing to utilize virtual simulators and war based video games to assist in the training of troops before going on the battle front. The US Military presently uses numerous types of simulators for training, the following will include the implementation of ISMIT...
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...5.2.2 Business Simulation Game (Individual Report) The Business Simulation Game (Developing Winning Competitive Strategies) is an online, PC-based exercise where you run (in groups) an already established company in head-to-head competition against companies run by other groups from your class. Company operations are made as realistic as possible and the functioning of the marketplace in this Business Strategy Game closely mirrors the competitive functioning of the real-world business arena, thus allowing you and your co-managers to proceed rationally and logically in making strategic based decisions. As strategic managers you will need to satisfy your board members and shareholders/investors on five set performance objectives for the company. These will be explained in full detail in the Participant's Guide which you can download once you register for the game. While the objective of the game itself is to end up leading the competition, through these performance objectives, your assessment mark will be based on an individual report. This simulation game will commence from the tenth week (eleventh for cohort 2) of term. There will be: two practice sessions in the first two weeks where the simulation game will be presented in full detail; followed by five full decision making sessions over the next five weeks. At the end of the Business Simulation Game you will be required to prepare an Individual Reflective Strategic Report. This report will be borne out of your strategic...
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...Ethics Game Dilemmas Unknown ETH/316 March 21, 2013 Instructor Ethics Game Dilemmas We as company leaders, have many responsibilities. One of our most important responsibilities is ethical and social responsibility because it requires everyone to adhere to a set of policies personal and professional. The issues in the ethical game simulation are complex yet simple enough to follow the required steps to come to a decision that works for all parties involved. The issue whether the information obtained by Jamal Moore is used to discipline Aaron Webb for violating the NDA or discipline him for the manner in which the information was obtained (Ethics game worksheet, 2013). What were the ethical issues presented in the simulation game Ethical dilemmas can be used to address organizational issues through awareness, training, and support of management and shareholders. Even though this issue has become more of a legal issue, management cannot minimize the incident to avoid legal situations. They need help from all shareholders and upper-level management. Computer security is the issue and the new system that was just implemented has been compromised by an employee. People are less likely to break the law or a legal code if they are aware they are breaking rules. Two employees have violated company policy one for posting sensitive company data and the other for hacking a computer to obtain incriminating information. Moreover, as the manager of safety and...
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...The Effect of a Computer Simulation Activity versus a Hands-on Activity on Product Creativity in Technology Education Kurt Y. Michael Computer use in the classroom has become a popular method of instruction for many technology educators. This may be due to the fact that software programs have advanced beyond the early days of drill and practice instruction. With the introduction of the graphical user interface, increased processing speed, and affordability, computer use in education has finally come of age. Software designers are now able to design multidimensional educational programs that include high quality graphics, stereo sound, and real time interaction (Bilan, 1992). One area of noticeable improvement is computer simulations. Computer simulations are software programs that either replicate or mimic real world phenomena. If implemented correctly, computer simulations can help students learn about technological events and processes that may otherwise be unattainable due to cost, feasibility, or safety. Studies have shown that computer simulators can: 1. Be equally as effective as real life, hands-on laboratory experiences in teaching students scientific concepts (Choi and Gennaro, 1987). 2. Enhance the learning achievement levels of students (Betz, 1996). 3. Enhance the problem solving skills of students (Gokhale, 1996). 4. Foster peer interaction (Bilan, 1992). The educational benefits of computer simulations for learning are promising. Some researchers even suspect...
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...Ethics Game Dilemmas Joanne Leetch ETH/316 June 18, 2012 Mary Sortino Ethics Game Dilemmas * In the Ethics Game Dilemmas Part II introduced two situations that needed an ethical decision to be made by management as to the best way to handle the situations. The first dilemma deals with the implication that there might be harassment, by an employee named Bill, going on in the workplace. The employee who may be being harassed, employee named Gayle, requested a confidential meeting to discuss an issue. She did not mention anything about harassment, just a request for a confidential meeting. The second dilemma was in regards to an employee publishing false or inaccurate data based on research that the company had just completed and did not turn out as well as expected. Just like in the first Ethics Game Dilemmas the goals of this game were to: enhance ethical sensibility, increase efficacy in decision making, and increase ability to effectively communicate the course of action needed. The lenses used in the first situation were the Rights and Responsibilities lens and the Results lens. The decision-making steps used in this situation were: Step 1 - Be attentive. The issue in this dilemma was how to answer the employee’s request for confidentiality in the meeting. Step 2 – Be intelligent. The stakeholders that were identified in this issue were the shareholders, the VP of Human Relations, Gayle’s manager (me), Gayle, Bill, and Bill’s manager Step 3a – Be reasonable...
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