TY - GEN
T1 - Information and communication technologies integration in teaching
T2 - 3rd International Conference on e-Learning, ICEL 2008
AU - Al-Qirim, Nabeel
PY - 2008/1/1
Y1 - 2008/1/1
N2 - This research shows the results of using a business game (BG) for a Supply Chain (SC) course over three semesters by female students. Utmost care was followed in designing the BG to abide to recent pedagogical trends. The course has both theory and developmental (laboratory) components. The objective from introducing the BG is to provide an integrated assessment tool covering both components and to enrich the student learning process through facilitation and mentoring. Thus, the purpose of this game is to expose students to the real business and the online trading environments. Students are expected to form groups, adopt business ideas in a SC setting (in coordination with other groups), and plan and implement the business (business case) and developmental (functional SC prototype) parts. In the business plan, groups are expected to strategically trade shares online using appropriate online tools to diversify their investment portfolios and to increase the overall SC surplus. The scope of the BG is intended to extend across the whole semester and hence, progressing both the theory and technical components of the groups' projects (report, presentation, demonstration) as the different SC topics are progressed and covered. The BG has proved useful in fulfilling its objective raising both theoretical and practical implications.
AB - This research shows the results of using a business game (BG) for a Supply Chain (SC) course over three semesters by female students. Utmost care was followed in designing the BG to abide to recent pedagogical trends. The course has both theory and developmental (laboratory) components. The objective from introducing the BG is to provide an integrated assessment tool covering both components and to enrich the student learning process through facilitation and mentoring. Thus, the purpose of this game is to expose students to the real business and the online trading environments. Students are expected to form groups, adopt business ideas in a SC setting (in coordination with other groups), and plan and implement the business (business case) and developmental (functional SC prototype) parts. In the business plan, groups are expected to strategically trade shares online using appropriate online tools to diversify their investment portfolios and to increase the overall SC surplus. The scope of the BG is intended to extend across the whole semester and hence, progressing both the theory and technical components of the groups' projects (report, presentation, demonstration) as the different SC topics are progressed and covered. The BG has proved useful in fulfilling its objective raising both theoretical and practical implications.
KW - Business game
KW - Facilitation
KW - Pedagogical trends
KW - Technology
KW - UAE tertiary students
UR - http://www.scopus.com/inward/record.url?scp=84938690142&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84938690142&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:84938690142
T3 - Proceedings of the International Conference on e-Learning, ICEL
SP - 1
EP - 10
BT - Proceedings of the 3rd International Conference on e-Learning, ICEL 2008
A2 - Remenyi, Dan
PB - Academic Conferences Limited
Y2 - 26 June 2008 through 27 June 2008
ER -