Beyond Reality: Aspects of Business Simulation Design and Use that Deliver Learning
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Transcript of Beyond Reality: Aspects of Business Simulation Design and Use that Deliver Learning
Beyond Reality: Aspects of Business Simulation Design
and Use that Deliver Learning
Jeremy J. S. B. HallTraining 2010 ConferenceFebruary 3rd - Session 708
Purpose
Explore:The elements and structure of a business simulation
designed for learning. The appropriate level of reality to ensure learning
and engagement.What is required beyond the simulation model for a
simulation that focuses on learning rather than just replicating the real world.
Strategic simulation design issues
Audience
Users of business simulations?Designers of business simulations?Choosers/authorisers of business simulations?
None of the above?
AgendaIntroduction – meSimulations – what they doWhy do you use simulations?What do you want from them?Reality: “the reel problem” and “the cat, the kitten the
hysterical bird and the naked man”Beyond reality: design for learning – issues, focus
and wasteCase Study – the DISTRAIN SIMULATIONSummary
Jeremy HallDesigner of business simulations
– Over the last 40 years have designed 60+User of simulations for training
– Run them around the world 2,000 + times
Believe passionately in their use and how to improve their design.
Simulations: What they doPREPARE REVIEWSIMULATE
P-2P-1 P-3 P-4 P-5
MAKEDECISIONS
ANALYSERESULTS
SIMULATEREPLAN
Why do you use simulations?
• Explore Knowledge and Challenge Understanding• Develop and Practise Skills• Motivate and Engage• Assessment and Evaluation• Enhance Learning
Churchill Fellowship Study (Hall, 1996)
What are simulations best for?
What do you want from them?
Your wish list for a business simulation?– A Model of your business?– Bling?– Effective, efficient & consistent learning?– Transfer
• Replicate your issues?• Use by in-house trainers?
Reality the holy grail?
A commonly held view is that an exact replica of reality is the ultimate goal of business simulation design.
“Designers of business simulations all have the common objective of making their model as realistic as possible” (Decker et al, 1987)
“Management simulations are valid pedagogic tools provided they are complex and realistic” (Miller & Leroux-Demers 1992)
Exploring “reality”Two cases1. The Simulator: The Reel Problem!2. The cat, the kitten, the hysterical bird and
the naked man!
What sort of reality?“The degree to which the game corresponds with the
real life situation” (Norris, 1986) (External Validity) - a precise mathematical model of the business?
Or “the extent to which the training environment prompts the essential underlying psychological processes relevant to key performance in the real-world setting” (Kozlowski and DeShon, 2004). (Psychological Fidelity) - the extent to which the simulation elicits the appropriate Cognitive Processing – develops wisdom.
Beyond Reality DesignStrategic Design Issues • Purpose • Focus
Tactical Design Issues• Simplicity & Stylisation• Beyond the Model - Interactions• Dynamics• Engagement• Design for Use
Learning, Learning, Learning
For business simulations, the learning purpose in today’s turbulent and ever changing world is to learn how to approach and solve business problems rather than know “the best” solution (as in the past?).
So, I see simulations being concerned with developing Business Wisdom rather than Business Knowledge.
Design AspectBase simulation design on what needs to be learned
rather than what is real.
Learning Ladder
Focus
B + C = Learning Need (purpose)A + B = Issues addressed by the simulationIdeally
B >> A (as A is waste and prolongs the simulation)B > C (learners time is used productively)
Design AspectOnly build in decisions, models and results that address learning needs – not
because they are real!
A B C
The Model: Stylising & Simplification
Increasing simplicity
Surreal
“Real” Business
Imaginary
Generic BusinessIncreasing stylisation
Corporate Cartooning (Hall 2008)
Industry Specific
Beyond the Model
Decisions The Model Results
Need to relate to issues, stimulate
thought and not be obvious.
Need to link to decisions, stimulate thought and not be
obvious.
Interactions are as important as the model!
Issues Actions Outcomes
Interactions – Decisions & Results
Decreasing A
mbiguity
less detail(granularity)
Ambiguity affects cognitionGranularity affects workload
Corporate Cartooning (Hall 2008)
DynamicsSimulations are dynamic and this must be allowed for.To ensure deep thought decisions must be
appropriately ambiguous.Cognitive workload must be taken into account.Interactions must be stable and reasonable.
Design AspectsRamp complexity and challenge as the simulation progresses.Test the models’ behaviour.
Computer Simulations: Design for Process (Hall 2008)
Engagement“Days of tedium in front of a computer:
corporate gaming is just like real life” Times 6th Dec. 2008
Design Aspects:Challenge and purposeAppropriate workload (not too much or too little).Evolving experience (cognitive and affective).Appropriate ambiguity (linking cause and effect).Appropriate competition – winning and not losing!
Design for Use
• Use by In-house Trainers - Transfer– “Training by Schneider employees was more about
having local market knowledge than cost.”– “Each simulation was tutored by a Gambro senior
manager because this person would have the necessary in-depth knowledge of the business.”
• Tutor Support System – Ease of Use– A system that provides additional reports to help reveal
and explain the operation of the simulation, to allow the trainers to reactively answer questions and proactively manage the learning process.
DISTRAIN Case Study
• Improve Sales Engineers’ “Business to Business” knowledge
• Replicate a Schneider Distributor• Be run by Schneider staff• Provide Active Learning• Last no more than a day• Existing simulation extensively customized
DISTRAIN - Issues
• Replicate an electrical distributor• Interactions across whole enterprise• Distributor objectives and measures• Finance – profitability, liquidity etc.• Marketing – customer needs and influences• Purchasing – inventory management• Human Resources – skills and availability
DISTRAIN - Simplification
One day duration limited complexity.Markets limited to three sectors.Only 15 separate decisions.Some decisions were low granularity.
DISTRAIN - Stylisation
Decisions designed to link to IssuesDecisions and Issues introduced in stages.Interactions: Decisions and Results.Some decisions company wide.Profit levels like industry but better.Limited types of customers, promotions and
resources. Customer Service dynamic removed.
DISTRAIN – The Outcomes
Feedback from Schneider Electric/Square D after the first year’s use (multiple runs).
1. Recalibration ensured the simulation was real world.2. Continuous introduction of new ideas kept everyone
interested.3. Training by Schneider employees was more about
local market knowledge than cost.4. Each decision needed to be accounted for by another
to maximize impact. Schneider has been trying to teach thinking through the process for years – this class helped them understand.
Beyond Reality - SummaryThree Aspects
1. From Reality to Simplification & Stylisation2. Engagement from Content to Fun3. Learning: Support and Process
Does and Don’ts1. Don’t add stuff because it is real. 2. Do create a ramped, evolving experience.3. Do spend time on designing the interactions.4. Do link complexity to duration.
Jeremy J. S. B. Hall
Phone +44 20 7537 2982E-mail:
[email protected] Site: www.simulations.co.uk
from knowledge through simulated experience to wisdom
Bonus Slides
The slides beyond this point are to explore issues and are not part of
the main presentation
Lower Order Thinking
Higher Order Thinking
Learning issuesKnowledge AcquisitionComprehensionApplicationSynthesisEvaluation
Exploring knowledge & challenging understanding
• Business Appreciation• Basic Finance• Business Strategy• Etc.
RETURN
Simulation
SIMULATION: Virtual Business Experience (Hall 1996)
To practice & develop skills• Decision-Making• Analysis & Diagnosis• Handling uncertainty & ambiguity• Present, promote & negotiate ideas• Team Working
Learning IssuesShare Experience & Knowledge
RETURNSIMULATION: Virtual Business Experience (Hall 1996)
To motivate & engage• Break from lectures• Get sales people to think profit• Break down inhibitions• Fun!!!
Learning IssuesBusiness people are action orientedCompetition is a two edged sword
RETURNSIMULATION: Virtual Business Experience (Hall 1996)
To Assess & Evaluate• Assessing Learning (the learner’s view)
– Self-Assessment– Informal Assessment– Formal Assessment
• Evaluating Training (the provider’s view)– Prior Learning– Delegate Needs– Remedial Needs– Course NeedsLearning IssuesLife-long learning issuesExplicit assessment can detract from learning
RETURNSIMULATION: Virtual Business Experience (Hall 1996)
Enhance Learning• Link Theory & Practice
– Adult Learners concerned with using learning• Integrate
– Both with past learning and elements of course• Assimilate (memorise)
– Deep Processing– 15 x more effective than lectures
• Revise, Review & ReinforceLearning Issues
Adult Learners are concerned with processActive Learning
RETURNSIMULATION: Virtual Business Experience (Hall 1996)
Systems Dynamics Model
Time
Understanding
Confusion
Cognition
Time
Happiness
Unhappiness
Affection
Time
Too much work
Too little work
Workload
RETURNComputer Simulations: Design for Process (Hall 2008)
KNOWLEDGE
BUSINESS SUCCESS
WISE DECISIONS
WISDOM
EXPERIENCE
Shared Experience
Managed Experience
Simulated Experience
Learning strategy must extend beyond building knowledgeto encompass gaining experience and through it wisdomSimulations provide for this!
RETURNThe Learning Ladder
(www.simulations.co.uk/ladder)
DISTRAIN DecisionsDecisions Granularity IntroducedPercent Markup by Market Quarter 1Inventory Purchases by Market Quarter 1Marketing Company Quarter 1Staff Numbers Company Quarter 2Training Days Company Quarter 3Number of Products Company Quarter 4Receivable Days Company Quarter 4Electronic Linkage Yes/No Quarter 5Demo Equipment Yes/No Quarter 5Demo Room Yes/No Quarter 5Small Project Initiative Yes/No Quarter 5
DISTRAIN: Tutor Support