Interpretation of BASE Business Games upon i-system
Interpretation of BASE Business Games upon i-system
カテゴリ: 国際会議
論文No: MS4-3
グループ名: ACIS2015
発行日: 2015/10/15
著者名(英語): Tomomi Kaneko(Hokkaido University of Science Junior College), Wataru Hase (Hokkaido University of Science Junior College),Ryoju Hamada(SIIT Thammasat University|), Chawalit Jeenanunta (SIIT Thammasat University|), Masahiro Hiji(Tohoku University)
キーワード: analogue games, BASE business\ngames, i-system, supply chain collaboration\n(SCC)
要約(英語): In modern society, innovation, which is derived from potential demand and knowledge creation, is one requirement for business success. However, innovation seldom occurs in real society. Potential demand might be found in detailed market research. However, knowledge creation does not occur incidentally. It also arises from a fusion of knowledge and skill. The authors assume that a methodical system of some kind might help knowledge creation. A systemic method is the i-system [1]. Many applications of knowledge creation are explained by i-systems. At the university level, professors can teach them and the way of thinking of an i-system as a lecture. Students can study them as knowledge, but they can not understand them as experience. The authors have developed BASE business games: a participation-type education technique using analogue games. As described herein, the authors attempt to interpret an i-system using teaching methods with BASE business games. Then the authors used the SCC game and the SCC2 game, BASE business games, at the School of Management Technology (MT) of Sirindhorn International Institute of Technology (SIIT), Thammasat University in 2014 and attempted to consider comparison of the answer of questionnaire for students from the knowledge creation’s perspective. Results show that this teaching method unites their knowledge into meaningful experiences and facilitates understanding of knowledge creation as an experience.
原稿種別: 英語
PDFファイルサイズ: 965 Kバイト
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