Randömia balloon factory : a unique simulation for working across the cultural divide
Notice bibliographique
Résumé
In this unique simulation, a group of trainers representing a toy and game company from Richland (a wealthy and powerful Western country) travel to Randomia (a traditional non-Western country) to train the Randomians in techniques for improving product quality and productivity. The first training attempt is a failure, so the trainers must find out from the Randomian workers why it failed, as it succeeded many times before in Richland. The simulation picks up two days after the failed training. The interaction between these two opposite cultural groups results in frustration and confusion, which occurs when people from different cultures come together.Randomia: A Unique Simulation for Working Across the Cultural Divide simulates a realistic business-related problem that many Western managers and trainers experience when they interact with people who have different value-driven behaviors. It is designed for fifteen to thirty-five participants and takes approximately three hours. One unique feature is that the Richlanders-composed of some mixture of American, Anglo-Canadian, British, Irish, German, Dutch, Belgian, Scandinavian, Australian, or New Zealander participants-play themselves. They receive no cultural rules, unlike the Randomians, who are given specific rules on how to behave, lending a unique authenticity to the game. Aha! insights are sure to follow!Elegant in its simplicity, clever in its design, Randomia Balloon Factory simulates an interaction between corporate trainers from one country (Richland) and factory workers from another country (Randomia). The four key cultural concepts that this simulation is modeled on are useful for any global corporation whose employees deal directly with people from other cultures or support employees who do. The designers take each of these concepts and trace behavioral outcomes, exploring ways to respond appropriately to culturally different others. Much more material is available in the play of this simulation than can be covered in three hours. If you have done a thorough needs assessment, this can be handled by focusing on those aspects of the experience that are most relevant to the client. -Sandra Fowler, Simulation & Gaming, editor Intercultural Sourcebook Simulations are powerful learning tools. In the hands of skillful facilitators, Randomia Balloon Factory can generate very useful insights regarding the nature of cross-cultural differences. Equally important is its potential for promoting cultural self-awareness. Participants in the exercise should gain an increased level of open-mindedness and humility, both of which contribute to successful cross-cultural relations. -Gary M. Wederspahn, author of Intercultural Services: A Worldwide Buyer's Guide and Sourcebook and Principal Consultant, Intercultural Business Solutions Innovative, realistic and flexible, Randomia is an experiential exercise that builds on the strengths of the classic cross-cultural simulations. It adds flexibility and a welcomed, elegant simplicity. The sophisticated debriefing section has a depth unique in its anticipation of learning opportunities; those 'aha' experiences we all want to encourage. Randomia is a powerful addition to the field. -Jeanne M. McNett, Associate Professor of Management Department of Business Studies, Assumption College
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Comment cette classification a été obtenuedéplier
Prédiction distillée sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.
Scores Codex et Gemma par catégorie
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,002 | 0,002 |
| Méta-épidémiologie (sens strict) | 0,001 | 0,000 |
| Méta-épidémiologie (sens large) | 0,001 | 0,001 |
| Bibliométrie | 0,000 | 0,000 |
| Études des sciences et des technologies | 0,001 | 0,000 |
| Communication savante | 0,003 | 0,000 |
| Science ouverte | 0,003 | 0,001 |
| Intégrité de la recherche | 0,001 | 0,001 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,000 | 0,000 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule tête enseignante, pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».