Erfahrungen mit der Entwicklung und Umsetzung eines Planspiels für

Transcription

Erfahrungen mit der Entwicklung und Umsetzung eines Planspiels für
SAGSAGA Planspielforum
ZMS DHBW Stuttgart 2015-06-18
Erfahrungen mit
der Entwicklung und Umsetzung eines
Planspiels für
Existenzgründung und Nachhaltige Entwicklung
in und mit Südafrika
 Prof. Ulrich Holzbaur
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Hochschule Aalen
SB Wirtschaftsingenieurwesen und Nachhaltigkeitsbeauftragter
Central University of Technology, Bloemfontein, extraordinary professor
Steinbeis Transfer-Zentrum Angewandtes Management Aalen
© Prof. Dr. Ulrich D. Holzbaur, AAUAS STZAM
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VAL-U SSB
 Das Planspiel
VAL-U VALues and yoU
Wertebasiertes Planspiel für Unternehmertum
 Das Umsetzungs-Projekt SSB
Umsetzung eines Planspiels in Südafrika
(+Deutschland + Namibia)
 Das Entwicklungs-Projekt
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Hochschule Aalen Studentische Projekte
ESPRESSO = Experience Science and Practical Relevance and learn
Sustainably via Sustainability prOjects (Willkommen in der Wissenschaft)
CUT Bloemfontein, VUT Vanderbijlpark, CPUT Cape Town Südafrika
Windhoek University , Namibia/ Hochschule Wismar
Voice of Business
© Prof. Dr. Ulrich D. Holzbaur, AAUAS STZAM
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Project role players
© Prof. Dr. Ulrich D. Holzbaur, AAUAS STZAM
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Planning game project
SSB VAL-U
Frage:
Wie könnnen wir zur Nachhaltigen Entwicklung in Südafrika beitragen?
Reallabor
Research questions:
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How can games support entrepreneurship?
How can games support Sustainable Development?
How can you develop and deploy a
game for a special purpose?
Special research on:
 Experiential methods
 Education for SD
 Experience and culture
 Games for ESD
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Projektziele
 Vision:
den Unternehmergeist fördern und zu einer Nachhaltigen Entwicklung
beitragen
 Mission:
Durch das Planspiel sollen die Grundlagen für die
Unternehmensgründung bzw. Unternehmensführung vermittelt werden.
 Differenzierung:
Einsatz in Südafrika und Deutschland
 Anforderungen an das Spiel
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Simple Spielkonzepte
günstige bzw. fast kostenlose Spielmaterialien
international verständlich
Weiterentwicklung des Nachhaltigkeitsbewusstseins
Vermittlung von Soft- und Businessskills
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Nachhaltigkeit
 Nachhaltig ist eine Entwicklung, die den Bedürfnissen der heutigen
Generation entspricht, ohne die Möglichkeiten künftiger Generationen
zu gefährden, ihre eigenen Bedürfnisse zu befriedigen und ihren
eigenen Lebensstil zu wählen.
(Brundtland-Definition 1987)
 Komponenten (Säulenmodell)
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Wirtschaft und Wertschöpfung
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Soziales System
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Natürliche Umwelt
© Prof. Dr. Ulrich D. Holzbaur, AAUAS STZAM
Ökonomie
Werte
Soziales System
Sicherheit, Regeln
Ökologie
Lebensraum, Ressourcen
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Sustainable Development

World Commission on Environment and Development, 1987
 Integration of
.. to meet the needs of
 Socioeconomic Development
.. to meet
the needs of
the present
without
.. to the
meet
the needs of
 Environmental protection
the present
without
compromising
present
without
compromising
the
 Integration of
chances
ofthe
future
compromising
the
chances
of
future
generations
to
meet
their
 Intergenerational Justice
chances
future
generations
toofmeet
their
own needs
..
 Intragenerational Justice
generations
to meet their
own needs
..
own needs ..
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Projektplan
 Initial development
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Educational games
Concept development and project plan
Development of game level 1
Test runs for game level 1
Development Levels 2 to 6
Test runs for level 2 to 6
Training and Train the Trainer Materials
Local/regional rollout
Evaluation
Training and TtT Materials
Nationwide rollout
Self standing materials
© Prof. Dr. Ulrich D. Holzbaur, AAUAS STZAM
2008 – 2013
2013
2013 – 2014
2015 – 2016
2015 – 2016
2016
2016 - 2017
2017 – 2019
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VAL-U
Entrepreneurship education
Based on the concept of value(s)
 Economic value
 Ethical values
Education for
 Entrepreneurship
 Corporate Social Responsibility
VALue + yoU
 You create values
 Your value(s)
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VAL-U – entrepreneurship
VALUES
value
by action
entrepreneurial
values:
strategy and society
valuing people and culture
creating value for the customer
adding monetary value
the concept of value creation
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Levels
Level
vaue aspect
entrepreneurship contents
6
adding value to society
5
entrepreneurial values
4
valuing people and culture
3
creating value for the market
Business plan development, forecast and
research, bringing the plan to action
Sustainable development, corporate social
responsibility, strategic planning, competition,
entrepreneurship
Project management, teamwork and leadership,
networking, soft skills and culture
Marketing and sales, risk management, supply
and demand, quality and research, stakeholders
2
adding monetary value
1
the concept of value creation
© Prof. Dr. Ulrich D. Holzbaur, AAUAS STZAM
Accounting, cost analysis, interest and taxes,
investment and financing, funding
Elementary economics: product prize and
financial gain, procurement, production and
sales
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Levels
Level
entrepreneurship contents
basic training concept
6
Business plan development, forecast, research
Business game - Board based game
5
Sustainable development, corporate social
responsibility, strategic planning, competition
Albuchmühle – Role based game
4
Project management, teamwork and leadership
Leonardo – haptic game
Skills - board based game
3
Marketing and sales, risk management, supply and
demand, quality and research, stakeholders
Micro Eco Nomy - Board based game
2
Accounting, cost analysis, financing, funding
Bilancia - Board based game
1
Elementary economics: product prize and financial
gain, procurement, production and sales
Micro Eco Nomy - Board based game
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Levels
Level
basic training concept
6
Business game - Board based game
5
Albuchmühle – Role based games
4
Leonardo, LegoTower - haptic action games
3
SSB Market - Board based game
2
Bilancia - Board based game
1
Micro Eco Nomy - Board based game
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Level 1:
Micro Eco Nomy
 The game is based on the following materials:.
 Board (company) one for each company
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Procurement (in-store) + production + sales (out-Store) + cash
Markets: materials + products
Bank
 Money
 Firm accounts for each company
 Income statement and
game balance sheet for each company
 Materials that represent the production
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Game board level 1
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Board
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Micro Eco Nomy
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your company
Procurement
department
Storage for products
Production
Sales department
Storage for raw materials
Cash
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the outside world
Materials
Procurement marktt
U.Holzbaur
© Prof. Dr. Ulrich D. Holzbaur, AAUAS STZAM
Money
Customers
Product marketi
2014
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Level 2
Buchführung
 Wertschöpfung
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Unterschied cash flow und Werte
Aktiva und Passiva
Ausgangspunkt: Kredit
Grundidee der Waage
 Investition
 Finanzierung
 Gewinn
 Umsatz vs. Gewinn
 Firmeneigentum vs. Privateigentum
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Wertschöpfung
 Start: loan
 Buy
 Produce
 Sell
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 Pay interest
plus fixed costs
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your company
Procurement
department
Storage for products
Production
Sales department
Storage for raw materials
Cash
Bank account
© Prof. Dr. Ulrich D. Holzbaur, AAUAS STZAM
Bank loan
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the outside world
Bank debit
Money
materials
Bank account
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Level 3
Markt
 Werte schaffen für den Kunden
 Der Absatz ist keine Konstante
 Klassisches Marketing
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Preisgestaltung
Distribution
Qualität
Preis-Absatz-Funktion
Marktforschung
Diversifizierung
 Geschäftsideen
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Level 4:
Management and Leadership
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Planspiele für die Kompetenzbildung in den Bereichen
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Haptische Spiele
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Management
Führung
Inter-Kulturelle Kommunilkation
Bewusstsein für inter-kulturelle Differenzen
LegoTurm
Leonardo Brücke
Brückenbau
Teambuilding je nach Situation ….
Rollenbasierte Planspiele
 Siehe level 5
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Lego Tower
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The planning game:
 LEGO tower
 Project management
 Planning
 Estimation
 Implementation
 Controlling
 Magic triad
 Height
 Resources and Staff
 Time
 The project
 Adapt the Game
 Plan the Event
 Organise
 Evaluate the Event
© Prof. Dr. Ulrich D. Holzbaur, AAUAS STZAM
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Leonardo Bridge
 Integrate Engineering with Management skills
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Level 5
Sustainablility
 Langfristige Entwicklung: Strategy
 Nachaltige Entwicklung: Sustainable Development
 Nachhaltige Entwicklung nahebringen
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Allmende Planspiel
Chancen und Risikn der Nachhaltigen Entwicklung
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Megatrends
Geschäftsideen
 Globales Lernen
insbesondere im Kontext
Deutschland / Schulen
 Auszeichnung
Globales Lernen
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role based games
 Albuchmühle
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Players plan the future for a mill
Core aspects:
 Marketing
 Environmental and risk management
Players have hidden agendas
 Number factory
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Players “produce” numbers
Each player has different
 Information
 Role and responsibility
Planning takes place on different levels:
 Production (to calculate the numbers)
 Organization (push-pull, R&D, )
 Communication (rules, culture)
© Prof. Dr. Ulrich D. Holzbaur, AAUAS STZAM
Your role is ...
You are ....
You are responsible for ...
You will be evaluated ...
You may ...
You want to ...
You are planning to ...
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VAL-U and Sustainable Development
Socioeconomic development via
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Entrepreneurhip creating employment
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Improved understanding of value creation chain
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Improved governance and value orientation
Education for sustainable development via
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Integration of ethical values into the training
© Prof. Dr. Ulrich D. Holzbaur, AAUAS STZAM
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Level 6
Entrepreurship
 Entrepreneurial skills
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Selbsteinschätzung
Kompetenzentwicklung
 Business plan
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Ideen
Konzepte
Finanzplan
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aus dem Planspiel heraus
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 Konkrete unternehmerische Aktionen insbesondere an Schulen
und Hochschulen
 Kooperation mit enactus
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Personality
Rollenkarten
Seller
Every fourth product can be sold one money unit more expensive
Engineer
In every round of production a saving of one money unit
© Prof. Dr. Ulrich D. Holzbaur, AAUAS STZAM
Buyer
No need to pay every fourth raw material
Workaholic
Every third round it is your turn two times in a row
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Develop and Deploy
 For the overall concept and each level
 For each field of application
 there are several tasks
Overall
concept
Game
Trainig
Materials
Train the
Trainer
Documen-tation
Conceptualise and design
Adapt: pedagogy + didactics,
culture + experience + fun
special context
Desigin, produce and distribute
Champion the Implementation
Supervise and evaluate
Publish and distrubute
© Prof. Dr. Ulrich D. Holzbaur, AAUAS STZAM
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Rollout Plan Structure
6
5
4
3
2
1
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Rorisang Centre

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Zusammenfassung

Situationsabhängige Anpassung des Planspielsystems
 Ziel
 Land
 Branche
 Bildungsniveau und Alter
 Kooperation in einem internationalen Projekt
 Adaption an andere Kulturen
 Einbindung von Studierenden beider Hochschulen
 Reallabor
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