Please use this identifier to cite or link to this item: http://rportal.lib.ntnu.edu.tw:80/handle/77345300/32965
Title: Adapting Monopoly as an Intelligent Learning Game for Teaching Dynamic Competitive Strategy
Authors: 國立臺灣師範大學國際人力資源發展研究所
Yeh, C.R.
Tao, Y.H.
Hong, T.P.
Lin, W.Y.
Chen, P.C.
Wu, C.H.
Lin, C.W.
Issue Date: 17-Aug-2007
Abstract: Competition is inevitable in the business environment. Competitive Strategy is thus a very important subject in management education. However, due to the complexity of the concept and business’s zero tolerance for strategy mistakes, the teaching of competitive strategy has so far been limited to classroom discussions on theories and cases, without the benefit of hands-on experiences for actual skill-building. A Monopoly-like game, when designed to simulate business competition and developed with appropriate instructional strategy, can provide students a viable venue to practice competitive decision making without jeopardizing business operation. The Monopoly allows students to test out textbook theories in realistic competitive situations, offering invaluable “learning by doing”opportunities from the experiential learning perspective. The traditional Monopoly board game has been incorporated into classroom activities in two junior-level college classes. Initial feedback from students has been positive. However, the traditional Monopoly game, paper-based or computer-based, is neither convenient nor effective for instructional purposes. An intelligent “Strategy Monopoly”online game designed with the teaching of competitive strategy concept in mind, not only provides the benefit of a digital learning game or a computer simulation in improving student motivation,teacher feedback and other learning effects, but also has the ability to collect and analyze students’learning-path data in order to design adaptive learning strategies for students with different cognitive levels or learning styles. The large volume of learning-path data can be stored in a data warehouse to be used with data mining techniques to validate the competitive strategy theories, or to serve as a basis for designing an intelligent learning module embedded within the Monopoly online game to consult students on rules of the game or strategy decisions. The same set of data can also be used to deduce rules of winning competitive decision making, thus provides ample opportunities to validate current strategy theories. To move the “Strategy Monopoly”learning game from concept to reality, we assembled a cross-disciplinary development team from the fields of Business Administration, Education, Information Management, and Computer Sciences to submit a research project proposal to the Taiwan’s National Science Council for funding. With the collaborative efforts, we have established an integrated research project with three interrelated sub-projects to (1) design the Strategy Monopoly game for teaching competitive strategy from instructional design perspective, (2) develop the online game system from system development perspective, and (3) design the intelligent tutoring component from the information technology perspective. We first performed an in-depth review of the literature to justify the need for such an online Strategy Monopoly game for management education. The review included the instructional methods used in Taiwan, the characteristics and teaching challenges of business competitive strategy, the application of experiential learning and simulation game in management education, and the current status of Monopoly computer games. With the understanding of the above literature, we then conducted an initial design focusing on the basic functionality of the learning game and the intelligent tutoring component from both a short-term and a long-term perspective. An UML (Uniform Modeling Language) case diagram was used to explain how the system administrator, the teacher and the student actors will interact with three system modules, i.e., system management setup, game management and learning game system. Furthermore, a conceptual diagram depicting the relationship between learning-path data warehouse and data mining was presented to show how applications of advanced information technology can be used in instructional learning games, as opposed to the traditional online game or e-learning context. Finally, we proposed using Java language, MySQL database, Linux operations system and Apache web server for this learning game environment. In particular, the use of Java was justified because of the strength in its scalability and flexibility in future system development. As its short-term objective, this development project aims to complete a prototype learning game system that integrates learning of key competitive strategy concepts in a fun learning environment. The prototype system will allow teachers to design and setup game parameters easily for students to play and learn the desirable learning objectives in the strategiccompetition context. Furthermore, the design of embedded learning content, game path data collection, learning path mining, and rule editing management will allow the teachers to customize the learning game to students’different learning levels or styles or to provide instant feedback to students on strategy decisions. Several long-term goals are envisioned as outcomes of this project. In terms of the game design, it can be adapted to different management contexts and thus can be used in other management courses. In terms of game development, the project team will pursue expanding the 2D multiple-innings game into a 3D instant game or mobile phone device environment. In terms of online game environment, this project considers a point-to-point online game environment to distribute the server load into different local servers in order to satisfy a simultaneous in-flux of a large number of users on this game. In terms of learning assistance, the learning game can be advanced to provide tutorials on competitive strategy, online strategy analysis and recommendation, and self-learning computer agent as the playmate to individual students. Besides, this game can evolve into a game engine or middleware to be adopted by other game developers as a great time-saving template. The research team strongly believes that the intelligent “Strategy Monopoly”learning game will greatly strengthen the learning effects from using the traditional Monopoly in Competitive Strategy course, and will serve as an example for the development and application of simulation games in management education of Taiwan’s higher education institutes.
URI: http://rportal.lib.ntnu.edu.tw/handle/77345300/32965
Other Identifiers: ntnulib_tp_H0304_02_003
Appears in Collections:教師著作

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