Strategy Tools as Symbolic Objects in Managerial Language Games


Book Description

Dragan Djurić looks at strategy tools from a process-ontological worldview as proposed by the Process Organization Studies discourse. Building on Wittgenstein’s later philosophy he understands science and management as language games thereby developing a view of strategy tools as objects with both an ontological and a symbolic function. This perspective is contrasted with the traditional understanding of strategy tools as ‘technologies of rationality’ as well as with the practice-based view of strategy tools as ‘boundary objects’.




CIMA E3 Strategic Management


Book Description

BPP Learning Media provides comprehensive materials that highlight the areas to focus on for your exams and complement the syllabus to increase your understanding.




The Oxford Handbook of Management


Book Description

Management, the pursuit of objectives through the organization and co-ordination of people, has been and is a core feature-and function-of modern society. Some 'classic' forms of corporate and bureaucratic management may be seen as the prevalent form of organization and organizing in the 20th century, but in the post-Fordist, global, knowledge-driven contemporary world we are seeing different patterns, principles, and styles of management as old models are questioned. The functions, ideologies, practices, and theories of management have changed over time, as recorded by many scholars, and may vary according to different models of organization, and between different cultures and societies. Whilst the administrative, corporate, or factory manager may be a figure on the wane, management as an ethos, organizing principle, culture, and field of academic teaching and research has increased dramatically in the last half century, and spread throughout the world. The purpose of this Handbook is to analyse and explore the evolution of management; the core functions and how they may have changed; its position in the culture/zeitgeist of modern society; the institutions and ideologies that support it; and likely challenges and changes in the future. This book looks at what management is, and how this may change over time. It provides an overview of management - its history, development, context, changing function in organization and society, key elements and functions, and contemporary and future challenges.




Policy Games for Strategic Management


Book Description

This book explains why and how gaming-stimulation techniques have been used in Europe and the United States to improve decision quality on a special class of bewildering and threatening strategic problems that are described as strategic volcanoes or 'macr




Knowledge Management Tools


Book Description

The third in the readers series Resources for the Knowledge-Based Economy, Knowledge Management Tools analyzes the use of knowledge management tools in the past, present and future. It helps managers and companies utilize what they know. The selections in this volume were carefully chosen to represent the strengths and weaknesses, and pros and cons of using technology to support knowledge-based activities. They acknowledge that, although tools alone are not the answer to the difficult questions surrounding knowledge management, if utilized effectively tools can open up new realms of innovation and efficiency for today's knowledge-driven businesses.




The New Engineering Game


Book Description

Adapt to a world of digitalization and get ready to become a successful player in the new engineering game Key FeaturesDiscover what the fourth industrial revolution is all aboutExplore the new engineering game through the context of globalization, craftsmanship, and interdisciplinary engineeringDevelop strategies to improve the engineering of products with functional architecture, lean systems engineering, and moreBook Description Organizations today face an increasingly complex and dynamic environment, whatever their market. This change requires new systems that are built on the foundation of a new kind of engineering and thinking. The New Engineering Game closes the gap between high-level reflections about digitalization and daily engineering methods and tools. The book begins by describing the first three industrial revolutions and their consequences, and by predicting the fourth industrial revolution. Considering the fourth industrial revolution, it explains the need for a new kind of engineering. The later chapters of the book provide valuable principles, patterns, methods, and tools that engineering organizations can learn and use to succeed on the playfield of digitalization. By the end of the book, you'll have all the information you need to understand the various concepts to take your first steps towards the world of digitalization. What you will learnDeal with the challenges of Conway's LawExplore domains from different viewpoints with the Cynefin frameworkUse the Business Model Canvas (BMC) to view your business model in one chartUse the Business Model Navigator (BMN) to elaborate your business modelGet an overview of REThink 4.0Discover how to apply the principles of the Agile Manifesto for Software Development in your projectsWho this book is for This book is for those of you who want to want to gear up for the ever-evolving and dynamic environment that has come into play with digitalization. Anyone who wants to create industry-grade applications using smart product engineering techniques will find this book useful. To grasp all that has been explained in this book, all you need is a knowledge-seeking attitude.




Gamification: Concepts, Methodologies, Tools, and Applications


Book Description

Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.




Handbook of Research on Serious Games as Educational, Business and Research Tools


Book Description

"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.




Early Childhood Development: Concepts, Methodologies, Tools, and Applications


Book Description

A focus on the developmental progress of children before the age of eight helps to inform their future successes, including their personality, social behavior, and intellectual capacity. However, it is difficult for experts to pinpoint best learning and parenting practices for young children. Early Childhood Development: Concepts, Methodologies, Tools, and Applications is an innovative reference source for the latest research on the cognitive, socio-emotional, physical, and linguistic development of children in settings such as homes, community-based centers, health facilities, and school. Highlighting a range of topics such as cognitive development, parental involvement, and school readiness, this multi-volume book is designed for educators, healthcare professionals, parents, academicians, and researchers interested in all aspects of early childhood development.




Learning by Playing. Game-based Education System Design and Development


Book Description

With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.