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Mgmt 1001 - Everest Simulation Report

Autor:   •  May 22, 2016  •  Research Paper  •  3,200 Words (13 Pages)  •  1,345 Views

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Everest Simulation Report

The analysis of individual and the team’s issues and achievements in the Everest Simulation using following three key concepts: personality and leaning, communication and teams.

Kaijia XU

Z5077900

MGMT 1001

Executive summary

Because of the absence of the photographer, our Red Team consists of a leader, a marathoner, an environmentalist and a physician experienced two Everest stimulations. However, our team still achieved a satisfactory grade in two simulations especially in the second simulation. We achieved 28% of team goals at first and increase it to 48%. The purpose of this report is to analyse individual and group experiences during the Everest simulations as well as assess the value of simulation as a learning tool. Therefore, the analysis will heavily depend on the development we made and the issues we solved through simulations. Academic management knowledge is utilized to explain the problems and achievements occurred in the simulations. The following three key concepts will be established in order to support the topic: personality and learning, communication and teams. Individuals’ behaviours which are determined by their personalities and can be shaped by learning will affect participants’ performance in the climb. Additionally, communication is a most effective for team members solving team conflict and group thinking. The team can also learn experience from the first simulation to avoid the same issues occurring in the second simulation again. To be honest, two simulations we participated taught us a lot in the different aspects of life, not only about management skills but also future carer. The value that simulations have as a learning tool is significant and cannot be ignored.

Executive Summary……………………………………2

Table of Contents...…………………………………….3

Introduction……………………………………………..4

Issues and achievements …………………………….4

Analysing the experience and achievement ………5

Personality and learning………………………………………………….. 6

Communication……………………………………………………………..7

Teams ……………………………………………………………………....8

Learning from simulations…………………………….9

Conclusion……………………………………………….10

Reference list…………………………………………….11

Appendix……………………………………………........13

Introduction  

The Everest Group Simulation is a game for a certain number of students in a group to climb the Everest together with each unique role and help realising the importance of learning and communication in a team. Overall, the report contains three key concepts: personality and learning, communication as well as teams to explain and evaluate what individuals and a group experienced and how a team cooperated to gain scores through two simulations. It will show the value of simulations as a learning tool based on different issues a team encountered during two climbing experiences. In addition, the report may emphasize various modes of communication inside a group such as the different methods that a team used to share opinions and situations in two simulations, the development a team made in Everest 2, how personality affect personal behaviour in simulations from learning as well as how issues occurred and solved in the process of the simulations in order to summarise what team members learn from Everest participations and how can experiences be applied to management effectively, which can account for a large proportion in the report. Hence, the report will simply be divided into three sections including the discussion of the value of simulations as a learning tool, the analysis of learning through simulations and recommendations for learning.

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