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Leveraging online gaming for teaching student leadership and teamwork
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Special Interest Group on Computer Personnel Research Annual Conference archive
Proceedings of the special interest group on management information system's 47th annual conference on Computer personnel research table of contents
Limerick, Ireland
SESSION: IT in pedagogy table of contents
Pages 73-76  
Year of Publication: 2009
ISBN:978-1-60558-427-0
Authors
Cathryn Gorlinsky  University of Delaware, Newark, DE, USA
Mark A. Serva  University of Delaware, Newark, DE, USA
Sponsors
ACM: Association for Computing Machinery
SIGMIS: ACM Special Interest Group on Management Information Systems
Publisher
ACM  New York, NY, USA
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ABSTRACT

Within the college classroom, many skills are difficult to simulate effectively. Online gaming may provide a rich environment for students to learn effective leadership and teamwork. This paper discusses the organizational difficulties of setting up such a simulation, as well as providing a preliminary conceptual framework for instructors to consider when implementing an online game simulation in their classes. The paper concludes with suggestions for encouraging students to apply the concepts they learned in the online world to their actual teams.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Reeves, B., T. Malone, and O'Driscoll. 2008. Leadership's Online Labs. Harvard Business Review. (May).
 
2
Honey, P. and M. Mercer. 2008. Learn from your mistakes. Personnel Today. 33--34.
 
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Grisoni, L. and M. Beeby. 2007. Leadership, Gender and Sense--making. Gender, Work and Organization. 14(3), 191--209.
 
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Hussain, Z. and M. Griffiths. 2008. Gender Swapping and Socializing in Cyberspace: An Exploratory Study. CyberPsychology & Behavior. 11(1).
 
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Lee, L. and C. Ward. 1998. Ethnicity, Idiocentrism--Allocentrism, and Intergroup Attitudes. Journal of Applied Social Psychology. 28(2), 109--123.
 
6
Chen, L., H. Hill, and E. Wang. 2008. Personality Traits and Life Satisfaction among Online Game Players. CyberPsychology & Behavior. 11(2), 145--149.
 
7
Cook, T. and D. Campbell, Quasi-Experimentation: Design and Analysis Issue for Field Settings. 1979, Boston: Houghton-Mifflin Company.

Collaborative Colleagues:
Cathryn Gorlinsky: colleagues
Mark A. Serva: colleagues