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Changing organisations with gaming/simulations

Author: Geurts, Jac ; de Caluwé, Léon ; Stoppelenburg, AnnemiekePublisher: Elsevier, 2000.Language: EnglishDescription: 236 p. : Graphs/Photos ; 24 cm.ISBN: 9061559782Type of document: BookBibliography/Index: Includes bibliographical references and index
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Item type Current location Collection Call number Status Date due Barcode Item holds
Book Asia Campus
Main Collection
Print HD6954 .G48 2000
(Browse shelf)
900188913
Available 900188913
Book Europe Campus
Main Collection
Print HD6954 .G48 2000
(Browse shelf)
001221773
Available 001221773
Total holds: 0

Includes bibliographical references and index

Digitized

Changing Organizations with Gaming/Simulations Table of contents Introduction 11 I 11 1.2 1.3 1.4 1.5 1.6 1.7 Gaming/simulation 17 A long tradition 17 The concept of 'games' 19 What is simulation? 20 What is a gaming/simulation? 22 The functions of gaming/simulations 29 Form and function 31 Elements of a design methodology 35 Learning and change 43 General trends in organisational change 43 Individuals in organisational development 46 Groups (teams) in organisational development 52 Perceptions on changing organisations 57 Intermezzo A: The functions of gaming/simulation in organisational change 65 Eight case studies in a nutshell 65 Determining the functions of a game 67 The function ladder 72 The case studies and the functions 76 Eight case studies 81 Between training courses and 'learning by doing': from knowledge to behaviour in the WOLEM simulation 81 Looking back to the future: College Futura 91 Trusting to common sense - KLM's PlanE 99 No more love by mail: Army New Style (LANS) 106 Environmental Impact Assessment: We need to become a team 112 From shopkeeper to entrepreneur: Albert Heijn's Superman simulation 119 ECT schematic: A holistic perspective is helpful 124 TOP-GAME: A radical turnaround 129 Intermezzo B: Themes for design and use 137 Themes in designing a gaming/simulation 137 Themes in using a gaming/simulation 141 2 2.1 2.2 2.3 2.4 3 3.1 3.2 3. 3 3.4 4 4.1 4.2 4. 3 4.4 4.5 4.6 4.7 4.8 5 5.1 5.2 6 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 The design of a gaming/simulation 145 A paradigm for design 146 The functional specifications for design 149 Analysing processes and mechanisms 151 Developing an integral schematic 153 Technical specifications for design 155 Designing the prototype 157 Testing the prototype 157 Refining and perfecting the prototype 157 Our preferences in game design 158 Using a gaming/simulation 169 The role of the game operator 170 How to run a game 178 Debriefing: reaping the 184 Measuring and explaining effects: A case study 189 Introduction 189 The greenprint and the evaluative study 190 Effects of the intervention 192 Explaining differences in effects 195 Effective elements of the intervention 196 Summary and conclusions 201 The functions of gaming/simulations in organisational change 201 Lessons about design: the change process 205 Lessons about design: the design process 207 Conclusions about formats 210 The uses of gaming/simulations 213 The future of gaming/simulations 215 Bibliography 217 List of figures 225 List of tables 227 Index 229 About the authors 237 7 7.1 7.2 7. 3 8 8.1 8.2 8.3 8.4 8.5 9 9.1 9.2 9. 3 9. 4 9.5 9.6

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