Management games in learning process of business skills : case: global management challenge Finland
Yuan, Yichuan (2011)
Yuan, Yichuan
Lahden ammattikorkeakoulu
2011
All rights reserved
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-201104285198
https://urn.fi/URN:NBN:fi:amk-201104285198
Tiivistelmä
The subject of this thesis is management games in learning process of business skills, Case: Global Management Challenge Finland.
The thesis seeks to find out how different management games are used worldwide in learning business skills, it introduces the biggest strategic and management game: Global Management Challenge, studies the case of this game in Finland, discusses how management games could help students learn different business skills and proposes future training programs for this game.
The theoretical part consists of the following the theories: business skills and the learning process, traditional ways of learning compared to learning from business games. After that, some popular business games worldwide are introduced, and then the author made the comparisons based on different characteristic of those business games.
The research method applied in the whole research is qualitative method. The case study part is to analyze the result of the questionnaire based on the 61 GMC game participants in Finland in 2009 and 2010. The participants consisted of Finnish, Chinese and Vietnamese students. The survey is closely related to the training programmes from schools, business skills learning from students, students‘ problems during the competition, their expectations from the training programmes and their acquisitions from the GMC competition. The author made a careful study and evaluation of the survey, afterward, he proposed some suggestions for future training programmes for the GMC Finland.
The thesis seeks to find out how different management games are used worldwide in learning business skills, it introduces the biggest strategic and management game: Global Management Challenge, studies the case of this game in Finland, discusses how management games could help students learn different business skills and proposes future training programs for this game.
The theoretical part consists of the following the theories: business skills and the learning process, traditional ways of learning compared to learning from business games. After that, some popular business games worldwide are introduced, and then the author made the comparisons based on different characteristic of those business games.
The research method applied in the whole research is qualitative method. The case study part is to analyze the result of the questionnaire based on the 61 GMC game participants in Finland in 2009 and 2010. The participants consisted of Finnish, Chinese and Vietnamese students. The survey is closely related to the training programmes from schools, business skills learning from students, students‘ problems during the competition, their expectations from the training programmes and their acquisitions from the GMC competition. The author made a careful study and evaluation of the survey, afterward, he proposed some suggestions for future training programmes for the GMC Finland.