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企业管理教育:从“管理案例”到“管理游戏”的转变 被引量:1

Enterprise Management Education:From"Management Case"to"Management Game"
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摘要 管理领域中的“产学研”是三个互联的领域,大学生群体对“产”(业)领域的经验是缺乏的,而管理学作为年轻学科,该领域的“研”(研究)又尚未完全成熟成型,那么如何针对大学生开展管理领域的“学”成为难题。本文强调了企业管理教育的一种基本指向,即将既有管理理论仅视为引子,通过“抛砖引玉”的逻辑,来引出每个学生自己的独立思考。为达此目的,分析了管理案例方法的“利”与“弊”,强调该方法依然不能为学生创设真实的管理情境,因而提出可强化管理游戏的引入,通过让学生们临时构成一个“组织”,通过扮演组织角色使他们“生活”在一个真实的管理情境中而非想象,这样可实现学习过程的趣味性、学习心态的主动性以及学习结果的独创性。 In the field of management,"industry,university and research"is three interconnected fields.College students are lack of experience in the industry field.As a young discipline,the research in this field has not yet been fully mature.Therefore,how to carry out"learning"in the field of management for college students has become a difficult problem.This paper emphasizes a basic direction of enterprise management education,that is,the existing management theory is only regarded as an introduction,and through the logic of"throwing a brick to attract jade",each student will lead to his own independent thinking.In order to achieve this goal,this paper analyzes the advantages and disadvantages of management case method,and emphasizes that the method can not create real management situation for students.Therefore,the introduction of management game can be strengthened.Students can be allowed to form an"organization"temporarily,and they can"live"in a real management situation rather than imagination by playing an organizational role,which can increase the interest of the process, the initiativeof learning attitude and the originality of learning results.
作者 郭骁 GUO Xiao(Business School,Central University of Finance and Economics,Beijing 100081,China)
出处 《广义虚拟经济研究》 2020年第3期12-15,共4页 Research on the Generalized Virtual Economy
关键词 企业管理 管理教育 管理案例 管理游戏 教育指向 enterprise management management education management case management game education orientation
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