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Own experiences/ backgroundProf. Dr. U. D. Holzbaur
Involved in education, teaching, training , leadership since 1974 Actively involved in training/teaching with Army, University Studies for secondary education Head, airborne radar systems group, EADS
Professional experience in Flight Trainer Design with EADS Prof. at AAUAS since 1990, students´projects in:
Computer Science and Software Development Environmental Management and Project Management First grade students´research projects 100 master thesis at Ulm University and AAUAS
LARS project „Planning Games“ Grant from the Studienkommission Hochschuldidaktik Baden-Württemberg
(university education commission) 1997 to 2002 workshops on planning games 1997 to 2002 Development of planning games for sustainability, management, skills
Situation: within their 1st and 7th semester, students work on a project in teams of 4 to 5 1st term: methods of project management and research 7th term: quality- and environmental management Two joint projects:
Public transportation system for students´ requirements, students´ticket Evaluation of the test
Participants: Pascal Cromm, Antje Discher: tests 4 + 5 students´ teams as object (participants) 1 + 1 students´ teams doing the evaluation
Students´ project run from march 2003 to July 2003 (final report)
With respect to any property PX of a person X we have several values which we may try to measure:
PX "how am I" is the "real" value of X however that may be defined. I(PX) "index" is an indicator for X, e.g. the classical IQ defined by an IQ test. S(PX) "how do I see me" is the self evaluation of the individual. F(PX,Y) "how do others see me?" is the external evaluation by another person or
group of persons Y, this is the image or aura of a person. S(F(PX,Y)) "how do I assume to be seen by others?" "do I know my own image?" F(S(PX),Y) "how do others assess my self-estimation?" F(F(PX,Y),Z) "how do others assess my image?"
In addition, the property PX leads to some performance P in a real world situation R or to some result P in a test situation T.
With regard to testing, we have I(PX) = P(PX,T). The 180°-feedback measures P(F(PX,Y=peer-group), T=180°-feedback)
Evaluation Typical distribution of students´ answers: fine/ good 20%, poor: bad: 20% too complex (> 50 %) took too much time ( > 50 %)
typical responses (free test) tests are too long and too complex many questions that are similar problems to see the meaning students get tired of filling the questionnaires not adapted to / adequate for students´situation
suggestions (free text) test should be anonymous role play would make more sense same method within all test
e.g.: „Ich verhalte mich unvermutet“ -> unexpected -> spontaneous behaviour positive ? creativity ? within a management/ leadership context, this is a rather negative property:
Other examples of planning games for management skills (paper based)
Number factory Players “produce” numbers Each player has different
Information Role and responsibility Behaviour
Planning takes place on different levels: Production (to calculate the mumbers) Organization (mass production, push-pull, R&D, ) Communication (rules, culture)
Albuchmühle Players plan the future for a mill Core aspects:
Planning games provide an optimal match for the competences needed by entrepreneurs:
Give the potential entrepreneur the Facts and Knowledge Problem solving competence Social Competence and Intercultural Competence Personal Competence and self-esteem Ethical Competence
which are needed to Plan: start a company and make the right decisions Communicate: get the money, personnell and customers Manage: run the company Control the operations and establish the management systems Decide optimally in routine and critical situations
Business Simulations allow to identify misplanning and risks
Test have been evaluated by students´ teams too complex too much questions with little differentiation inhomogeneous answering and evaluation system what do the tests measure?
Planning Games are a valuable tool to teach, experiment, learn evaluate soft and hard skills Create a basis for skill evaluation
Planning games can support soft skills Facts, knowledge and understanding: I KNOW Motivation and self-esteem: I CAN Action: I WILL