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Imitation game "Robinson" - plotting. Business game "Robinson" Work on a collection of articles by management classics

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This island, not marked on any map of the world, will amaze you with its splendor and... strange silence. Is there anyone else here besides you? Explore the area and find out. Looks like you'll have to get out of here alone... Search for items, solve puzzles and come up with a plan to escape from the island!

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wild island

By the will of fate, you ended up on a very beautiful, but strange island. Wild places are fraught with many dangers: predatory animals and poisonous plants, natives and pirates... We must get out of here, and as soon as possible!

First of all, carefully inspect the wreckage of your ship that crashed on the coastal reefs. Find all the items on the list on the deck, in the cockpit and the captain's cabin ... Take with you to the shore and everything that seems useful to you. Dry food and water will help to survive in the wild. But the captain's diary and compass will give hope to return home to civilization!

Enjoy the incredible adventures of Robinson Crusoe at your convenience. A lighter version is for those who are not in a hurry and believe that there are never too many tips. And playing for survival will appeal to everyone who knows how to make decisions quickly and independently, without advice.

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1 MINISTRY OF EDUCATION AND SCIENCE OF THE RUSSIAN FEDERATION FEDERAL AGENCY FOR EDUCATION KURGAN STATE UNIVERSITY DEPARTMENT "ECONOMY AND MARKETING" BUSINESS GAME "ROBINSON" METHODOLOGICAL INSTRUCTIONS for conducting practical classes in the discipline "Enterprise Economics" for students of specialties, Kurgan 2007

2 Department: "Economics and Marketing" Discipline: "Enterprise Economics" Compiled by: Ph.D. economy Sciences, Associate Professor V.S. Mironova Approved at the meeting of the department on November 30, 2006 Recommended by the Methodological Council of the University 200 2

3 Introduction This development offers in its simplest form an active practical lesson for mastering a minimum of economic concepts. It is recommended to conduct this business game as the first lesson in the discipline "Enterprise Economics" for students of specialties. The proposed development is based on the instruction for organizing and conducting the "Robinson" simulation business game, developed by the Department of Economics and Industrial Organization of South Ural State University. The purpose of the game: mastering elementary economic concepts in the simplest form and acquiring the first skills of a systematic approach to making economic decisions. The business game "Robinson" is based on the story of the famous hero of the popular novel by Daniel Defoe, who ended up on a desert island after a shipwreck, Robinson Crusoe. 1 Contents of the game In the game "Robinson" a conditional situation is considered: a modern, educated person, a navigator, as a result of a disaster, ends up on a desert island. Every 12 months, typhoons, earthquakes, tsunamis occur on the island, which destroy traces of human activity on it. Robinson is aware of these features of the island. Robinson's greatest desire is to leave the island as soon as possible, but in order to do so, he needs to build a boat that can withstand sea navigation. It takes 100 days to build such a boat. However, for life, a person needs food, clothing and housing. The game provides options for food, clothing and housing, which differ in the time spent for their implementation. Robinson must build a boat in the least amount of time, using various options for providing food, clothing and housing as he chooses. Robinson can eat berries and mushrooms, fish, game. Each day is dedicated to a certain type of work. It is impossible for one day to prepare food and, for example, build a boat. The stock of food as a result of preparations for 1 day is: berries and mushrooms - for three days; fish - for 5 days; game - for 15 days, including a day for food preparation. 3

4 You can not eat one type of food for more than 25 days in a row, as there will be a disease with disability for 10 days. It is impossible to store fish for more than 10 days (in the case of fishing two days in a row), and game - for more than 15 days, as they deteriorate. Robinson can live either in a hut or in a stone cave. You can start building a cave only if you provide a roof over your head, that is, making a hut is mandatory. Two variants of clothes are offered: - old clothes in which the traveler got to the island; - A new set of clothes that he can make for himself on the island. For the manufacture of means of obtaining food, clothing, housing, costs are required, which are divided into capital and current. Capital costs are initial one-time costs (E). Current costs are the costs of maintaining tools, clothing, housing in good condition. Current costs include the cost of repairing livelihoods and maintaining the home. Data on the cost of time as capital are also available on the form of the participant in the game. Tools, clothing, need to be repaired. The frequency and duration of repairs to the means of subsistence is also shown on the form of the participant in the game. Table 1 groups capital and operating costs for various food, clothing and shelter options. Table 1 - Capital and current time costs for various subsistence options Capital Current costs Means options costs, Duration Periodicity of existence of days of repair, days of repair, days Fishing after 12 days 10 5 tackle for use Hunting tools 22 2 after 4 days of use Old Clothes Monthly New Clothes 7 2 in 2 months Looking at the capital and current costs of time, Robinson learns the first truth - greater capital costs in the first stage of preparing livelihoods require less future expenses for their maintenance and repair. This situation is typical 4

5 when considering various economic problems associated with choosing the best option from several existing ones. Within a month, Robinson must necessarily complete all the work, providing himself with food, maintenance and repair of housing and clothing. On the day when Robinson was not provided with food, he could not perform any work, except for 5 days during the entire period of his stay on the island, when emergency circumstances forced Robinson to refuse food in order to complete some work that had been started. These 5 days can be used in any order. It depends on Robinson himself. The game is complicated by the fact that natural disasters occur on the island from time to time; hurricane winds, downpours, heat leads to the destruction of dwellings, boats, breakage of tools, spoilage of food. Putting them in order takes more time. The probability of damage and possible loss of time for different options for livelihoods are different (table 2). They are shown on the roulette dial. Table 2 - Probability of damage to livelihoods and possible loss of time Livelihood options Probability of damage Possible loss of time, days Fishing gear 0.3 1-3 Hunting tools 0.7 1-4 Hut 0.6 1-4 Cave 0.1 1- 6 Old clothes 0.7 1-2 New clothes 0.3 1-4 Boat 0.3 1-4 The nature of the damage and the loss of time are shown on the cards that the teacher holding the game has. Roulette is a simulator of the external environment. After every two months on the island, Robinson must turn to the roulette by turning the arrow by hand. Depending on which sector the roulette stops at, Robinson receives that card. The winner is the one who, subject to all the rules, quickly built a boat and sailed from the island. If after 12 months Robinson did not have time to build a boat and sail from the island, then he is considered a loser. For consolation, he is given the opportunity to try his fate in the catastrophe that is approaching the island. The probability of survival is 0.1 and is determined using a roulette wheel. 5

6 If, during rotation, the roulette arrow stops at a free, uncolored sector, then Robinson survived and must start the game again. From the foregoing, it follows that the desired and the actual in the situation in which Robinson finds himself diverge. What is desired is to build a boat as soon as possible and sail from the island, but really - a complete lack of means of subsistence. The discrepancy between the desired and the actual is the problem. The problem should be solved with the help of the system. A system is a set of natural (objectively existing) and artificial (abstract) elements and phenomena that are in certain relationships and form a qualitatively new integrity compared to a disparate set. The elements of the system under consideration are capital and current costs, the time and frequency of repairs, the likelihood of damage to livelihoods. These elements are interrelated. Thus, the greater the capital expenditure, the lower the ongoing cost of repairs, the less frequent the frequency of repairs, and the less the likelihood of damage to livelihoods. Thinking about the problem of building a boat, Robinson must take into account all the elements of the system in interconnection and, on this basis, develop a strategy that he will follow in the distribution of time resources. A correctly chosen strategy of behavior in the current situation will allow him to build a boat in the optimal time and sail from the island. 2 Organization of the game The game is designed for 4 hours. All students of the group take part in it. Students are divided into groups of 2 people. Each group of students is given a special form, in the left corner of which the names of the players are recorded. Dividing students into larger groups is impractical, since the more people in the group, the more opinions about how to behave in the current situation, and this will lead to disputes, noise, and thus complicate the process of managing the participants in the game. The teacher leading the practical lesson acts as an arbitrator. Before the class begins, he should put up posters to better understand the content of the game, set up a roulette wheel that simulates the external environment on his table, and prepare cards showing damage to livelihoods due to natural disasters. On the form, students fill out a time diary. Every two months they live on the island, they submit their form for verification to the arbiter (teacher), who can impose a fine if errors are found in filling out the diary. 6

7 Robinson, in the presence of the arbiter, starts the roulette wheel, the arbiter gives him a card corresponding to the number of the sector where the roulette arrow stopped. The completed forms are handed over to the arbitrator. 3 Rules of the game On the form of the participant of the game, each rectangle imitates one day. In a month, 25 working days are taken, on the remaining days of the month Robinson does not work and does not eat (fasting days). In the diary of recording the time spent, each day is fixed by a letter, depending on the nature of the work performed. Procurement of food is noted in the line "food". At the same time, the preparation of mushrooms and berries is indicated by the letter G, fish - by the letter P, hunting products - by the letter O. The designation with different letters is due to the fact that the supply of various food products varies in the number of days. Simultaneously with filling out the registration diary, the right side of the game participant form is filled in, where the day and month are marked in the corresponding rectangles. This is necessary in order not to get confused and at each moment to know and see on the form what was built by Robinson, whether the means of subsistence were repaired, how many days are needed to complete the work begun. In the rectangle, the day used is marked with a date, for example, 25.3, which means the 25th of the third month. If a cap is drawn over the rectangles, then the number of the month is written in the cap, and the days of that month are written in the rectangles. In case of incorrect distribution of time resources, corrections on the form are not allowed. Errors in filling out the form are penalized by the loss of time; the first mistake - 1 day, repeated - 2 days. Penalties are recorded in the "Boat" line. 4 Functions of Robinson Having started the game, Robinson must allocate time to provide himself with food, clothing, housing. Days free from compulsory work go to the construction of the boat. After every two months on the island, Robinson presents the form to the arbitrator for verification and turns to the tape measure to determine the damage caused by natural disasters. When planning work in the next month, he is forced to reckon with unforeseen losses of time, which are reflected in the time diary. 7

8 5 Functions of the arbiter The role of the arbiter is performed by the teacher who leads the practical session. The arbitrator controls the game mode, checks the correctness of filling in the forms, monitors the roulette table, issues cards characterizing the damage as a result of natural disasters. At the end of the lesson, the arbiter collects forms from the participants in the game, analyzes the activities of the participants, summarizes the results of the competition between them, identifies patterns, compares the most successful and unsuccessful options for building a boat. The arbitrator should note that based on the considered situation in the Robinson game, it is possible to form a decision-making strategy in other economic problems, for example, in the problems of determining the economic efficiency of capital investments, choosing the most effective options for new technology, etc. References 1. Glazunova N.I. Public Administration System: A Textbook for High Schools. M.: UNITY-DANA, Ignatieva A.V., Maksimtsov M.M. The study of control systems: Textbook for universities. Moscow: UNITY-DANA, Komarov V.F., Khristenko V.B. Instructions for organizing and conducting an imitation business game "Robinson". Chelyabinsk: SUSU Publishing House, Mukhin V.I. Research of control systems: Textbook for universities M.: Exam,

9 Mironova Valentina Sergeevna BUSINESS GAME "ROBINSON" METHODOLOGICAL INSTRUCTIONS for conducting practical classes in the discipline "Enterprise Economics" for students of specialties, Editor N.M. Kokina Signed for printing Format 60*84 1/16 Paper type. 1 Order Cond. oven l. 0.75 Uch.- ed. l. 0.75 Screen printing Circulation 200 Free price Editorial and publishing department of KSU, Kurgan, st. Gogol, 25 Kurgan State University


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Have you always dreamed of living in a bungalow by the sea? Well, here's your ticket to a tropical island. True, one way and with a minimum of luggage: a shipwreck is not the best way to complete an ocean voyage. Now you need to stay alive. Expand and fortify the camp, get resources, drive away animals, look for traces of your dead predecessors. And most importantly - stick together: only in this way can you move mountains and cross the ocean!

Robinson Crusoe is an exciting tabletop adventure set on a lost island. Together you have to equip your home, make the necessary tools, explore the surroundings, protect yourself from wild animals. In addition, each party will set specific goals for you. Can you cleanse the island of evil spirits? Survive the war with bloodthirsty cannibals? Find treasures in ancient temples before a volcanic eruption destroys them? You will need ingenuity, mutual assistance and a little luck - then no vicissitudes of fate will stop you on your way to victory!

How to play

Robinson Crusoe is a co-op game where you play co-op against the game, and its goal depends on which scenario you choose. To make it easier for players to gather their strength and not forget anything, each turn is divided into several phases:

  • Event Phase - In this phase, a card from the Event deck is revealed. The effect indicated on the card is resolved. These are events independent of you that take place on the island.
  • Morale Phase - In this phase, you test how inspired you are to survive in these wild places. If your Spirit is low, you will take additional wounds.
  • Extraction phase - in this phase you get the resources available for your camp. Resources are divided into two types: food and wood. Immediately after receiving the resources, you can use them.
  • The Action Phase is one of the most important phases in the game. During it, the players plan their actions. For example, construction, research, threat elimination and others. When all actions are planned, then the actions begin in the order and by the players that were selected during the planning stage.
  • Weather Phase - In this phase, players are faced with the unstable weather conditions of the island. There are three dice in the game to determine the state of the island: a rain dice, a winter dice, and a hungry beasts dice. Depending on the selected scenario and the course of the game, certain dice are rolled.
  • The Night Phase is the last phase of the game. Players rest after a hard day. Food supplies are eaten and the place of lodging for the night is determined and, accordingly, the beginning of the next day.

Who has won?

All players become the winner in the board game "Robinson Crusoe" if they were able to fulfill the conditions of the scenario, otherwise the game wins.

Game Features

This game is perfect for fans of the novel of the same name by Daniel Defoe. You will be able to experience for yourself all the hardships of survival on a desert island, fight with wild animals and even meet Friday himself! It will also be interesting for children to play it, because there is no fight between the players in the game, and its atmosphere takes you to picturesque islands with wild animals and unexplored lands. The game consists of colorful and high-quality components with which you can plunge into another world again and again.

And in the "Rules" section you will find an additional mission about the adventures of a movie crew on King Kong Island! Make a movie about a giant ape, survive and get out of the island with a masterpiece film - will you succeed in all this?

This game is an individual task for self-organization of a person in extreme conditions. Each participant in the game is invited to play the role of Robinson, who found himself on a desert island.

Objective of the game: Build a boat as quickly as possible and get off the island.

Main condition: a boat can be built in 100 days, but another day of building a boat is possible only if that day is provided with food, clothing and shelter.

Restrictions: any of the days of stay on the island is dedicated to only one thing. The duration of each month is taken as 30 days.

The following options are offered to provide Robinson with food, clothing and housing. These options have different effects.

    Food preparation:

    Fruit picking: one picking day provides Robinson with fruit for 3 days, including picking day.

    Fishing: one day of fishing provides food for 5 days, including a day of fishing. But it takes 10 days to make a net, and in addition, 7 days to repair the net every 12 days of catching fish.

    Hunting: one day of hunting provides Robinson with food for 15 days, including the day of hunting. But it takes 22 days to make hunting tools.

    Farm organization: 20 days are allotted to organize the farm, and then 1 day of work on the farm provides Robinson with food for 10 days, including a day of work on the farm.

    Creation and maintenance of housing

    Hut: it takes one day to equip it, but it needs to be built 4 times a month.

    House: its construction takes 19 days, repairs - 4 days every six months, maintenance (maintenance of cleanliness and order) - 1 day per month.

    clothing

    Available clothes- its content - 3 days a month.

    Clothes set: - its manufacture - 5 days, its maintenance - 1 day after 20 days, repair - 2 days after 3 months.

Having studied the conditions of the game, the participant must choose his individual strategy for providing himself with food, housing, clothing, while solving the main task - building a boat. The work is formalized by constructing a line graph of the necessary costs.

The activity of the players is evaluated according to the final result, taking into account the necessary and current costs incurred and their economic content.

Appendix 2

Work on a collection of articles by management classics. Control work "Evolution of management"

The purpose of this work is to develop students' skills of independent study of the primary sources of management classics, the acquisition of public speaking practice, the development and formation of skills in applying the methods of bringing the essence of the issue to the understanding of the group. Moreover, this is a manifestation of responsibility to the group, since control work is carried out on the basis of the information of the speakers.

The result of the work on the book is the preparation of a series of essays covering the activities of F.U. Taylor, A. Fayol, G. Emerson and G. Ford.

According to the prepared abstracts by individual students, a message is made to the entire group of students with notes on the main provisions of the material presented.

As a check on the study and assimilation of the material, a mini-control is carried out. It should be noted that in preparation for the test work on the book "Management is a science and art", students are expected to work independently on the entire book.

Questions for the mini-test:

1 to 4; from 5 to 8; from 9 to 12.

    G. Ford's principles as the basis for success in organizing a business.

    Characteristics of the organization of labor and production at the enterprises of G. Ford.

    Standardization: the meaning, the need for development in the enterprise system itself, the effectiveness of the application.

    The main and auxiliary enterprises, their features, similarities and differences in the rules of management and organization of production.

    Briefly about the main concepts of F. Taylor, G. Emerson, G. Ford, A. Fayol (independent conclusions of students).

Rules of the game.

You are Robinson, you find yourself on a desert island. Your task is to sail away from the island as soon as possible. It takes 100 days to build a boat. At the same time, you need to eat, dress and provide yourself with housing:

· You need to eat every day (there are only 5 days of emergency days that can be spent without food, emergency days cannot be used more than one in a row);

You can not eat one type of food for more than 25 days in a row (exactly 25 days - you can);

· Every day you can not perform more than one type of work;

By the end of the second month, it is imperative to build a dwelling;

Housing and clothing require monthly repairs, repairs must be made in the month in which they are required according to the schedule (the exception is the month of departure from the island - for example, if you manage to build a boat in the 11th month, you can not repair clothes and housing).

The appendix provides all the necessary information on the time spent on all types of work.

For example, there are three alternatives to food production: picking fruits and mushrooms, fishing, and hunting. According to the rules of the game, you must use at least two of them. Stocks of fruits and mushrooms are enough for three days, including the day of collection (that is, after collection, you can do other work for two days). Stocks of fish are enough for five days, including the day of fishing, hunting gives food for 15 days, including the day of hunting (14 days of free work). For fishing and hunting, it is necessary to make tools (fishing tools require 10 days, hunting - 20 days), gathering does not require any tools.

In addition, the guns are in need of repair. Repair of fishing gear is required after you have gone fishing 12 times, it takes five days to repair. After four times of hunting, two days are needed to repair hunting equipment.

The appendix provides information on the time spent on the construction and maintenance of housing. The home repair schedule shows how many days you need to spend each month on maintenance and repairs. One cell corresponds to 1 day, the number of the month corresponds to the month according to the calendar. For example, a cave requires one day in two months to spend on its maintenance, and in the seventh month - a major overhaul within 4 days.

The same conditions for the manufacture and repair of clothing. The old clothes in which you got to the island do not require initial costs, but require repair, and the further you go, the more (starting from the seventh month - four days a month). You can make a new set of clothes for yourself, spending 7 days on it. This new set requires two days to repair every other month. Repairs are made only in the month following the month of manufacture. So, if you make a set of new clothes in the second month, then you don’t need to repair it in the second month, and you don’t need to repair the old one. But, if you do not have time to make new clothes in the second month, then you need to spend time repairing the old one.

How to complete the work calendar. The calendar has 12 months vertically and days horizontally. In this game, each month has 25 days. Each type of work has its own line (preparing food, making and repairing gear, building and repairing a home, making and repairing clothes and building a boat). Each work is written in the corresponding line. Symbols of works are given below. When preparing food, it is necessary to record in the calendar - for how many days food stocks are made. After collecting, “points” denote two days - for other work. After the hunt (only if the gear for hunting has already been made) - we mark 14 days with “dots” - for other work. "Points" in this case mean that these days you eat stored food.

At the beginning of each month, it is recommended to first carry out all necessary repairs, and then proceed to other work. The only exception is the month of sailing - in this month it is allowed not to repair clothes and housing. But, if you do not have time to finish building the boat, and the necessary repairs are not made this month, you will break the rules of the game and your result will not be counted.

In order not to recalculate the number of days spent on the construction of the boat each time, a boat is drawn under the calendar, in which there are exactly 100 cells. After spending one day building a boat, cross out one space on the boat. Thus, as soon as all the cells on the boat are crossed out, the construction of the boat will be completed. For control, you must also calculate how many days a month you spend on a particular job.

How to complete the application. Simultaneously with the filling of the calendar, the application is also filled. At the same time, in the calendar you indicate the work that you are doing on the corresponding day, and in the application, on the contrary, put the date - when you are doing this work. For example, it is obvious that you need to start the first day with gathering. Therefore, in the “collection” section, fill in the first cell with the date - 1/1. In the first month (if you do not make a new set of clothes), you need to spend one day repairing the old one. If you do this on the 20th day of the first month, then enter the date in the appropriate box: 20/1. This procedure applies to all work - when doing work, write down the date of its completion in the “appendix”.

Symbols of works:

FROM robbed

FROM construction X izhiny

R fishing

R repair X izhiny

O jota

FROM construction P more

H extraordinary days

R repair P more

manufacturing FROM Nastya R fishing

R repair FROM container O hope

R repair R fishing gear

manufacturing H new O hope

manufacturing FROM Nastya for O hots

R repair H clothing

R equipment repair for O hots

construction L clothes