@inproceedings{52caa71e92294433bb4a7da36bcd57ec,
title = "Designing Business Game by Student-Teacher Collaboration",
abstract = "Designing simulation game is a difficult task, although demands for such learning methods are increasing. Currently, many games are created by an original author and are improved independently. If one can include young students who have just finished playing a game to enhance games, then one might be able to solve human resource shortage. Student-teacher collaboration is rare and such experience is limited. At Tohoku University in Japan, and at Thammasat University in Thailand, a business game designing project was conducted during 2003–2019 that included students and teachers under the management policy called The Great Charter. The authors assigned the most appropriate roles to individual students who were stimulated through collaboration. Some students were awakened, later harnessing and sharing their young energy as great game designers and global players and through businesses as entrepreneurs.",
keywords = "Awakening, Business game camp, Close communication, Entrepreneurship, Mindset",
author = "Ryoju Hamada and Tomomi Kaneko and Masahiro Hiji",
note = "Publisher Copyright: {\textcopyright} 2022, Springer Nature Switzerland AG.; 52nd International Simulation and Gaming Association Conference, ISAGA 2021 ; Conference date: 06-09-2021 Through 10-09-2021",
year = "2022",
doi = "10.1007/978-3-031-09959-5\_20",
language = "English",
isbn = "9783031099588",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
publisher = "Springer Science and Business Media Deutschland GmbH",
pages = "239--253",
editor = "Upinder Dhar and Jigyasu Dubey and Vinod Dumblekar and Sebastiaan Meijer and Heide Lukosch",
booktitle = "Gaming, Simulation and Innovations",
address = "Germany",
}