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An evaluation of a simulation game for Security Analysis and Portfolio Management (SAPM)
Author
Tan, Gek Hua
Supervisor
Hu, Chun
Abstract
"Business is a game, the greatest game in the world if you know how to play it." - Thomas J. Watson Sr., IBM's founder.
In the course module, Security Analysis & Portfolio Management (SAPM), students learn to apply financial tools and techniques required to make decisions in selecting a portfolio of securities that meet company's predetermined set of financial goals, especially in the investment of funds. A pen-and-paper simulation game is being used to reinforce and assess students' skill level for the past two years. With new advances in technology, the lecturer felt the need to convert it to a web-based version. This study aims to evaluate the pen-and-paper game and the results will be served as a blueprint for future revisions of the game. In particular, we investigate whether the learning objectives are met. The findings show that the students generally felt that (1) the game has improved their understanding and application of the various SAPM theories; (2) their decision-making skills have improved; (3) their communications skills have improved; and (4) the game has provided them a real-to-life experience as a fund manager. The results above indicates the game promotes holistic learning. Through participation in the game, the students apply technical analyses, communicate among team members to make decisions to buy/sell shares, reflect and react on their decisions as markets responded. In other words, the students can see and experience the whole process in action.
In the course module, Security Analysis & Portfolio Management (SAPM), students learn to apply financial tools and techniques required to make decisions in selecting a portfolio of securities that meet company's predetermined set of financial goals, especially in the investment of funds. A pen-and-paper simulation game is being used to reinforce and assess students' skill level for the past two years. With new advances in technology, the lecturer felt the need to convert it to a web-based version. This study aims to evaluate the pen-and-paper game and the results will be served as a blueprint for future revisions of the game. In particular, we investigate whether the learning objectives are met. The findings show that the students generally felt that (1) the game has improved their understanding and application of the various SAPM theories; (2) their decision-making skills have improved; (3) their communications skills have improved; and (4) the game has provided them a real-to-life experience as a fund manager. The results above indicates the game promotes holistic learning. Through participation in the game, the students apply technical analyses, communicate among team members to make decisions to buy/sell shares, reflect and react on their decisions as markets responded. In other words, the students can see and experience the whole process in action.
Date Issued
2002
Call Number
HG4529.5 Tan
Date Submitted
2002