Marcin Wardaszko
Kozminski University
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Featured researches published by Marcin Wardaszko.
Simulation & Gaming | 2018
Marcin Wardaszko
Background. This article offers another look at the complexity in simulation game design and implementation. Although, the topic is not new or undiscovered the growing volatility of socio-economic environments and changes to the way we design simulation games nowadays call for better research and design methods. Aim. The aim of this article is to look into the current state of understanding complexity in simulation gaming and put it in the context of learning with and through complexity. Methodology. The nature and understanding of complexity are simultaneously field-specific and interdisciplinary. Analyzing understanding and role of complexity in different fields associated with simulation game design and implementation. Thoughtful theoretical analysis has been applied in order to deconstruct the complexity theory and reconstruct it further as higher-order models. Results and recommendations. This article offers an interdisciplinary look at the role and place of complexity from two perspectives. The first perspective is knowledge building and dissemination about complexity in simulation gaming. Second, perspective is the role the complexity plays in building and implementation of the simulation gaming as a design process.
Simulation & Gaming | 2017
Marcin Wardaszko; Błażej Podgórski
Background. The effectiveness of digital game-based learning is an important issue. Mobile learning games (MLG) are rapidly growing trends among the digital game-based learning genre. Although many studies have been conducted and mobile games have been shown to have an unquestionable potential as a learning method, their effectiveness has not been fully proven, and the positive impacts and outcomes of mobile learning games with respect to learning have yet to be investigated. Aim. The study aimed at capturing the cognitive learning outcomes and the process of knowledge acquisition. The study has demonstrated both positive and negative cognitive learning effects of using mobile learning game in comparison with the textbook learning process. Methodology. This article presents a comparative study conducted on a group of 160 freshman students majoring in management and finance. The participants of the study, divided into subgroups, were taught using either textbook-based learning or a mobile learning game. Three tests were applied to measure their performance: a pre-test at the beginning of the experiment, and two post-tests, the first administered directly after the learning process and the second 2-3 weeks after the initial learning. Results and recommendations. MLG have been proven to create many positive effect for learning. It is as effective in transferring factual knowledge as textbook learning, when measured directly after the learning process. In longer term, the effects are blurred because the affective effects interfere with the measurement.
Simulation & Gaming | 2016
Marcin Wardaszko
Background. Business simulations are being played by a growing number of students. One potential scope for their implementation is the introduction of game-based programs at an early stage of the education ladder. Teaching programs with computer-aided simulations are new tools addressed to both secondary school teachers and students. Aim. This article describes a secondary school program supported by a business simulation game. The program was designed to teach students fundamental knowledge in the fields of economics and business. Methodology. The article gives insight into the design process and the final product of this teaching and learning program. Demand modeling, econometric decision modeling sample, insights into game scenario design, and the teaching program material offer a broad picture of the scope and nature of this project. Results and Recommendations. The project illustrates the process of educational game design in a setting of many limitations. Application of user-centered design and flow methodologies was helpful in designing and implementing this game into a teaching program for secondary school students. The students benefit from an optimal experience owing to a goal-oriented, evolutionary model of demand and costs developed for the purpose of implementation of the project.
International Simulation and Gaming Association Conference | 2013
John Mulenga; Marcin Wardaszko
The desire and need to provide attractive and more effective learning environment for students is one of the main motivators for creating practical oriented tasks and courses. One of the ways to deliver more effective and attractive learning environment is the use of experiential learning methods. This paper follows a long discussion among scholars of design and implantation methodology of experiential exercises into the curriculum e.g. Gentry, McCain and Burns (1979); Butler, Markulis, and Strang (1985); Cannon and Feinstein (2005).
SimTecT/ISAGA | 2016
Anna Palyga; Marcin Wardaszko
The scientific aim of this research is to define how to manage communication effectiveness in teamwork in highly complex and dynamic problem-solving settings. Existing studies on communication processes and teamwork effectiveness are quite numerous but do not offer any coherent results nor precise conclusions regarding communicative effectiveness in teams for business games contexts. This stems not only from the variety of scientific fields examining this matter but also from the differences in paradigms and methods employed. Also important is the fact that the relationship between group processes and teamwork effectiveness derives from highly complex and multileveled phenomena and processes. Thus, there is a need to embrace a dynamic, process-oriented approach. Previous research in this field is based on static diagnosis, meaning: on observation or diagnosis of states at different time-points and comparison between the two. There is very little research on teamwork effectiveness focusing on tracking (1) the “waving” of communication processes in time and (2) the adaptive dynamics in the teamwork course. This research was aimed at testing a method that would make it possible to develop such an approach, and it resulted in the emergence of a behavioral pattern in the examined teams. Based on that, the authors elaborate a management model for an effective communication management process at the team level.
SimTecT/ISAGA | 2016
Marcin Wardaszko
Organizational development understood as a long-term systematic approach to the organizational change management strategy plays a very important role in management studies. One of the topics particularly interesting in this area is using simulation games as effective interventions for organizational change at the level of individuals, teams, and organizations. Based on an analytical review of the current state of theoretical and practical knowledge, the author proposes a new model of games classification in the area of strategic usage of simulation games as means to achieve goals of organizational development. The model combines the framework of both games classification and organizational goals within typical simulation gaming methods. The model has been designed to act as the basis for operationalization strategies for organizations to develop with simulation games.
Developments in Business Simulation and Experiential Learning | 2016
Anna Ruszkowska; Marcin Wardaszko
Developments in Business Simulation and Experiential Learning | 2013
Marcin Wardaszko
Developments in Business Simulation and Experiential Learning: Proceedings of the Annual ABSEL conference | 2018
Marcin Wardaszko
Developments in Business Simulation and Experiential Learning | 2016
Marcin Wardaszko; Helmut Wittenzellner; Paulina Holzmann; Anna Winniczuk