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    Virtual Team Role Play Using Second Life for Teaching Business Process Concepts

    166708_166708.pdf (184.2Kb)
    Access Status
    Open access
    Authors
    Rudra, Amit
    Jaeger, Bjoern
    Aitken, Ashley
    Chang, Vanessa
    Helgheim, B.
    Date
    2011
    Type
    Conference Paper
    
    Metadata
    Show full item record
    Citation
    Rudra, Amit and Jaeger, Bjoern and Aitken, Ashley and Chang, Vanessa and Helgheim, Berit. 2011. Virtual Team Role Play Using Second Life for Teaching Business Process Concepts, in Sprague Jr, R.H. (ed), Hawaii International Conference on System Sciences, Jan 4 2011. Koloa, Hawaii, USA: IEEE.
    Source Title
    Proceedings of the 44th annual Hawaii international conference on system sciences
    Source Conference
    Hawaii International Conference on System Sciences
    DOI
    10.1109/HICSS.2011.484
    ISBN
    9780769542829
    School
    School of Information Systems
    Remarks

    © 2011 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.

    URI
    http://hdl.handle.net/20.500.11937/39693
    Collection
    • Curtin Research Publications
    Abstract

    This paper describes the use of a virtual world environment to facilitate a role play assignment for buying and selling Enterprise Resource Planning (ERP) software solutions in a distributed environment. The exercise involved the use of Second Life to facilitate the virtual presentation and meeting among the vendors and the purchaser of the software. Students playing vendors and purchase roles were organized into teams who meet, collaborate, and negotiate business transactions in the virtual environment. The aim of the experiment was to introduce students to properties of ERP-systems which are the most common software systems used by businesses, and at the same time introduce tools for virtual team collaboration in an international setting between students in Norway and Australia. This paper reports the experiences from the students' and teachers' perspectives and we give recommendations regarding the use of Second Life in role-playing exercises.

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