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This entails the reasons behind wiring the paper, the thoughts of other writers and analysed that have contributed to the essay as well as the outcomes of the same. As seen in Harvard referencing, the abstract must be inclusive of all the thoughts that need to be included in the essay just as this paper has (Gustavii, 2003). The abstract of this article is one that is all inclusive of all the themes and ideas, just as expected of a sensible abstract. Johnson, Stainton & Borodzicz (2010; 705), clearly indicates that the article will propose a methodology structures for evaluations educational validity of business gaming simulation through comprehensive research and analysis of findings.
INTRODUCTION: The introduction of a paper is one that needs to ensure that the reader has a clear understanding of the entire topic. The introduction of this paper evaluates the reasons for addressing the study, based on previous collected data from analysts and researchers. With Johnson, Stainton & Borodzicz (2010) stating clearly the aim of the paper, the introduction simply takes the reader through the entire paper without perusing the entire of it. THEORTICAL FRAMEWORK: This is yet another section of the layout of a good paper.
As seen in the work of Johnson, Stainton & Borodzicz (2010) the title and the content in the article are correlated. The article deals with the effectiveness and educational validity in regard to the various designs and implementation processes. As seen in the conclusion of the theoretical background, the author clearly concluded by applying business gaming in validation of education (Johnson, Stainton & Borodzicz, 2010). The research methodology framework is very well prearranged, all for the reason of ensuring that the reader gets the message sent.
The research designs and instruments have been clearly stated that support the validity of the research. Points for and against the design have been set out clearly thus enhance an underst6ndingh of the article (Johnson, Stainton & Borodzicz, 2010). However, it is vital to note the authors are wary of the shortcomings and confirm that further research needs to be done. FINDINGS: As a result of the research, Johnson, Stainton & Borodzicz (2010) come up with the findings as follows; The bottom line of assessment of business gaming imitation is the effectual product of learning The designer shapes the representational value of the simulation , and how well it will be understood Experiential learning can be defined as a learning process that involves encountering issues and implementing solutions to the problems Self-motivation is of essence in the case of business gaming simulation as it is crucial in motivating participants A proper set of guidelines should be present in the case of problem of design, and implementation of the evaluation process should be provided so as to authenticate the efficiency of business simulation Business gaming simulation greatly impacts the external educational validity in terms of understanding the actual world.
The collected data should be well summarized so as to motivate the individuals who are willing to learn and shape their career The simulation ought to be keenly designed putting much emphasis on criteria such as complications, implementation methods of the representational validity. LIMITATIONS: Johnson, Stainton
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