Date Received Fall 2008 Semester Assessment Report Form Submitted: March 4, 2009 1. Program Information: Program Gaming Department Hotel Management College Hotel Administration Program Gail Sammons Assessment William Werner Coordinator Semester Data Fall 2008 Collected Report Gail Sammons and William Werner Submitted by Phone/email 895-4462 Date Submitted March 2009 2. According to the Assessment Plan for this program, what were the planned assessments to be conducted during the 2008-2009 Academic Year? You may want to copy and paste from this program’s assessment plan. Which outcomes for this program were measured? How did you measure the What results did you expect? If the students performed well outcomes? what would their performance look like, i.e. percentages, means, or comparisons to a national standard? Understand and apply mathematics of table games, slots and race and sports book. Describe and assess the effectiveness of human resource management systems for gaming operations Assess business strategies and trends that affect growth and success of the gaming industry Evaluate the management and design of credit collection, surveillance and security, technological, accounting and functional control systems for gaming operations Course grades in GAM 225, 334, 434, 470 Course grades in HMD 359, GAM 334 GAM majors average grade will be C or better in course GAM 225, GAM 334, GAM 340, GAM 426, GAM 434 and GAM 474 Course grades in GAM 225, GAM 340, GAM 437, GAM 426, HMD 410 GAM majors average grade will be C or better in course GAM majors average grade will be C or better in course GAM majors average grade will be C or better in course Communicate clearly orally and in writing with recruiters, management, guests, and coworkers (reworded) Identify and address problem gaming issues and related social responsibilities Demonstrate a high degree of ethics and professionalism (reworded) Course grades in GAM 225, GAM 295, GAM 434, GAM 437 GAM 490 Course grades in GAM 225, GAM 334 GAM 434, GAM 437, GAM 442 Course grades in GAM 225, GAM 334, GAM 340, GAM 426, GAM 434, GAM 437 and GAM 490 Alumni reputation GAM majors average grade will be C or better in course GAM majors average grade will be C or better in course GAM majors average grade will be C or better in course 3. Results, conclusions, and discoveries. What are the results of the planned assessments listed above? What conclusions or discoveries were made from these results? Describe below or attach to the form. Results, conclusions, and discoveries In the following GAM courses and HMD courses offered Spring 2008 GAM majors earned average grades of: GAM 225 2.25 GAM 334 GAM 340 3.30 GAM 434 Spring only GAM 440 GAM 474 4.00 GAM 490 GAM 339 Spring only GAM 426 Spring only GAM 437 2.80 GAM 442 GAM 470 HMD 203 2.80 HMD 259 3.00 HMD 454 2370 HMD 407 2.90 HMD 410 3.30 HMD 453 3.10 HMD 395 3.30 The gaming degree students have met or exceeded the program’s expectations as far as final grades in a course. The exit survey for gaming students was conducted the last day of class in December, but the results were not tabulated. The surveys from Fall 2008 will be added to Spring 2009 analysis of the exit surveys. Course Prefix GAM GAM GAM Course Number 225 225 334 This course increased my understanding of the subject matter. 3.7 3.6 3.6 Course assessments covered the key concepts of the course. 3.7 3.4 3.6 Course materials helped clarify the subject matter. Rating scale if a 4 point scale Course Prefix GAM GAM GAM Course Number 470 474 490 This course increased my understanding of the subject matter. 3.3 3.1 3.1 Course assessments covered the key concepts of the course. 3.6 3.1 3.1 Course materials helped clarify the subject matter. 3.2 3.0 3.1 Rating scale if a 4 point scale GAM 437 GAM 440 GAM 442 3.7 4.0 3.9 3.7 4.0 3.9 Head counts continue to increase in the Gaming Management Major. College Program Hotel Administration GAM Fall 2004 Final Fall 2005 Final 1 29 Fall 2006 Final 63 Fall 2007 Final 93 Fall 2008 Final 104 GAM 225: Essays and Research papers from GAM 225 available from department office. GAM 340: After comparing the Pre-test content to the Post-test (Final Exam) content focusing on the Gaming Degree Objectives, my analysis showed an increase of 16.61% for the course containing those tests (GAM 340). The average of the pre test was 57.14% and the average of the final exam was 73.75%. GAM 442 Specifically, we explore the following themes: Ethics: The dramatic spread of gambling in America and abroad forces us to critically contemplate its social, ethical, and economic effects on our everyday lives. While gambling has long been a key influence on the American scene, never has it been as readily available as it is to us today. This course will focus specifically on the social “laboratories” of gambling communities across the United States and around the world. Problem gambling: The phenomenon now labeled by medical experts as “problem gambling” will be explicitly addressed, and we will explore the medical treatments, academic research, operations strategies, and legislative efforts to confront these social costs. The first day of class, I asked the students to write an essay introducing me to their experiences with gambling and the gaming industry -- focusing specifically on their perceptions of the social, economic, and ethical impacts. I then follow up in each of three subsequent exams with shortessay questions that ask them to outline social and ethical costs and benefits of the gaming industry, and to define and explain the impacts of problem gambling. Students improve dramatically over the course of the semester, as few have been asked to critically contemplate gambling and society, and they emerge with a strong understanding of this industry's role in the communities in which it operates. GAM 437 Fall 2008 Assessment The Pre-Test consisted of 20 questions with the 18 students missing an average of 13 questions out of the 20; getting an approximate 34% average. The 20 questions tested later in the semester, resulted in 18 students missing an average of 7.55 questions which resulted in a 62% average. The class spent a majority of time on Demonstrate a high degree of ethics and professionalism (#7). Each outside speaker addressed this as part of their substantive presentation. In addition, the students learned the licensing requirements first hand by attending a gaming control board meeting and submitting a paper on the issues presented at the meeting. Approximately 35% of the class addressed licensing issues, including the gaming control application, the system for approvals and denials and the effect of a negative action Approximately 7 % of the class time was spent in a discussion on the mathematics of race and sports books (#1). Approximately 21 % of the class time was used to evaluate surveillance and security systems and technology (#4). The class also addressed problem gaming issues and related social responsibilities (#6), and Business Trends (#3) especially in the area of manufacturing of new gaming devices. GAM 440 Brief Description Line-item Management Measurement Challenges Customer Service Pareto's Rule Vacation Events Shopping Events A Priori Discounts Graduated/Tiered Discounts Case. Mkg. Survey Discounting Practices Cost of Discounts Twenty-one Discounts Bet Tracking Case. Mkg. Survey - Disc. Vars Avg. Bet & Profit Margin Excessive Event Frequency Activity vs. Success Credit Authorization Critical Credit Issues % correct PreTest 20.0% 1.0% 10.0% 70.0% 50.0% 70.0% 60.0% % correct PostTest 100.0% 76.9% 61.5% 100.0% 92.3% 100.0% 84.6% 80.0% 10.0% 1.0% 60.0% 40.0% 10.0% 100.0% 54.5% 100.0% 100.0% 63.6% 63.6% 20.0% 44.5% 99.0% 40.0% 23.6% 53.6% 30.0% 70.0% 50.0% 30.0% 1.0% 40.0% 72.7% 53.8% 84.6% 84.6% 63.6% 81.8% 42.7% -16.2% 34.6% 54.6% 62.6% 41.8% Improvement) Pct. Chg. 80.0% 75.9% 51.5% 30.0% 42.3% 30.0% 24.6% Assessment Plan: Measured Outcome Assess business strategies of the gaming industry Assess business strategies of the gaming industry Assess business strategies of the gaming industry Assess business strategies of the gaming industry Assess business strategies of the gaming industry Assess business strategies of the gaming industry Understanding table game math Understanding table game math Understanding table game math Understanding table game math Evaluate the design of functional control systems Evaluate the design of functional control systems Assess business strategies of the gaming industry Assess business strategies of the gaming industry Assess business strategies of the gaming industry Assess business strategies of the gaming industry Assess business strategies of the gaming industry Evaluate the design of functional control systems Evaluate the design of functional control systems Fall 2008 GAM 470/HOA 636 (combined) OBJECTIVE BEING MEASURED: Understand and apply mathematics of table games, slots, race and sports book wagering. HOW IS OBJECTIVE BEING MEASURED: Students are requested to take an Assessment Quiz BEFORE THE BEGINNING OF LECTURE 1; the assessment quiz has questions involving mathematics of table games, slots, race and sports book wagering. The Final Exam is comprehensive, and has questions on all of these topics. The effectiveness of instruction is evaluated by a paired comparison of Pre and Post scores. Histogram of Diff 10 Frequency 8 6 4 2 0 0 30 60 90 Diff The above graph shows that the scores on the final tend to be higher than the scores on Assessment Quiz. The paired t-test was used to test no difference in the two scores vs. Final mean > Quiz % mean . The paired t-test rejected the null, which implies that the Final Scores were higher, or the students did learn the required material. The sign test was also used on the differences to test if the median of differences > 0 or not, and once again, the null of no difference was rejected in favor of improvement in scores. Two-Sample T-Test and CI: Final Score, Assessment% Two-sample T for Final Score vs Assessment% N Mean StDev SE Mean Final Score 43 88.86 7.57 1.2 Assessment% 43 45.5 27.7 4.2 Difference = mu (Final Score) - mu (Assessment%) Estimate for difference: 43.3256 95% lower bound for difference: 35.9714 T-Test of difference = 0 (vs >): T-Value = 9.88 P-Value = 0.000 DF = 48 Sign Test for Median: Diff Sign test of median = 0.00000 versus > 0.00000 N Below Equal Above P Median Diff 43 4 0 39 0.0000 42.00 GAM 474 and GAM 490 The following is a list of the Gaming Degree internship students, their respective properties and the types of internships. Six of these students received permanent positions in the gaming industry upon completion of their program. GAM 490 is measured by Performance Evaluations from industry coordinators and GAM 474 is measured by final reports from students Research papers from GAM 474 available in Department office. FALL 2008 LOCATION OF INTERNSHIP MGM Grand, L. V. Riviera WMS Gaming MGM Macau Treasure Island GAM 490 TYPE OF INTERNSHIP Acctg./Fin Casino Marketing Gaming Device Mfg Casino Marketing Casino Marketing Aristocrat Eastside Cannery Gaming Device Mfg Table Games MGM Grand, L. V. Slot Operations GAM 474 Independent Study MGM/Mirage Strategic Planning Slot Tournament Efficiency at Riviera WMS Gaming at G2E Show The Gaming Industry in Macau Evaluate Pros & Cons of Mobile Marketing Aristocrat Related to G2E Show East Side Cannery Be the Best on Boulder Highway G2E Show Seminars Riviera Rampart Casino Summerlin Table Games Table Games Surveillance/Security Game Protection TableLink at Rampart 4. Use of Results. What program changes are indicated? How will they be implemented? If none, describe why changes were not needed. An exit survey was given to the students in GAM 474 and GAM 490. Unfortunately the surveys were misplaced and were not found until 2/26/09. There was not enough time to have the Cannon Center run these surveys, so they will be added to Spring 2009 survey collection and reported at that time. 5. Dissemination of results, conclusions, and discoveries. How and with whom were the results shared? These assessment results, conclusions, and discoveries will be shared with Gaming Program faculty to assist them in developing pre-tests and post-tests that clearly assess the revised Learning Outcomes. These results, conclusions and discoveries will also be shared with faculty of those departments in which gaming students are required to take courses.
© Copyright 2026 Paperzz