In this article, PROLOG, a microcomputer-based business logistics game, is introduced and compared with batch-processed games. An approach for using PROLOG in the classroom is described, as well as student reactions to the game.
Get full access to this article
View all access options for this article.
References
1.
BASIC (1982), BASIC by Microsoft: IBM Personal Computer Hardware Reference Library, 2d ed., Boca Raton, FL: International Business Machines Corporation.
2.
Biggs, William D. and Theodore J. Smith (1982), "Adapting Mainframe Business Simulations to Mini Computers,"Proceedings, Association for Business Simulation and Experiential Learning, pp. 260-263.
3.
Burns, Alvin C. and Dan L. Sherrell (1981), "A Microcomputer Simulation for Teaching Retail Location Strategy,"Journal of Experiential Learning and Simulation, 3 (December), 239-244.
4.
DeHayes, Daniel W., Jr. and James E. Suelflow (1971), Logistics Simulation Exercise (LOGSIMX), unpublished game manual, Bloomington, IN: Indiana University.
5.
Frazer, J. Ronald (1977), "Manufacturers and Retailers: A Negotiation Game for Beginning Management Students,"Proceedings, Association for Business Simulation and Experiential Learning, pp. 309-314.
6.
Frazer, J. Ronald (1980), "Some Issues in Game Design,"Proceedings, Association for Business Simulation and Experiential Learning, pp. 184-186.
7.
Fritzsche, David J. (1983), "A Marketing Channels Simulation for Microcomputers,"Simulation & Games, 14 (March), 63-76.
8.
Gentry, James W. and Thomas L. Brown (1974), "Simulation: A Frustration, a `Game,' or a Meaningful Learning Experience,"Proceedings, Association for Business Simulation and Experiential Learning, pp. 182-184.
9.
Gentry, James W. and Gregory M. Pickett (1982), "A Review of Channels Exercises and the Description of a New Alternative,"Proceedings, Association for Business Simulation and Experiential Learning, pp. 117-119.
10.
Good, Robert E. (1979), "Student Reactions to Micro Computers: Suggestions for More Effective Use,"Journal of Marketing Education, 1 (November), 82-88.
11.
Graham, Robert G. and Clifford F. Gray (1969), Business Games Handbook, Chicago: American Management Association.
12.
Greene, C. Scott (1981), "Computer-Based Simulations: Over-coming Instructor Misgivings through Effective Planning,"Journal of Marketing Education, 3 (Fall), 13-18.
13.
Jackson, George C. and Fred W. Morgan (1983), "A Classroom Experiential Exercise for Studying Materials Management Decision-Making,"Journal of Marketing Education, 5 (Spring), 16-21.
14.
Kuehn, Alfred A. and Michael J. Hamburger (1963), "A Heuristic Program for Locating Warehouses,"Management Science, 9 (July), 643-666.
15.
Laughery, K. Ronald (1984), "Teaching Humans Game-Playing Skills,"Simulation & Games, 15 (June), 187-212.
16.
Low, James T. (1980), "Guidelines for the Use of Business Simulation Games,"Journal of Marketing Education, 1 (April), 30-37.
17.
McKinnon, Gary F. , Scott M. Smith, and Milton E. Smith (1985), "The Diffusion of Personal Computers Among Business School Faculty: A Longitudinal Study of Attitudes, Expectations and Uses,"Journal of Marketing Education, 7 (Fall), 1-6.
18.
Miller, Fred (1985), "Integrating the Personal Computer into the Marketing Curriculum: A Programmatic Outline,"Journal of Marketing Education, 7 (Fall), 7-11.
19.
Morgan, Fred W. and Paul T. Nelson (1980), "A Classroom Experiential Exercise for Studying Physical Distribution Decision-Making,"Journal of Marketing Education, 1 (November), 83-90.
20.
Myers, David (1984), "The Patterns of Player-Game Relationships,"Simulation & Games, 15 (June), 159-185.
21.
Sanchez, Peter M. (1980), "Common Errors in Using Marketing Management Games,"Journal of Marketing Education, 1 (April), 25-29.