Direct Use SimulationsThis page explores the situation where the simulation is run by teams on their own computer and where the tutor moves between teams advising and challenging. |
This type of simulation is used where it is not necessary for the teams to interact and compete in the markets. This means that the teams use their own computer and the trainer is not directly involved in decision entry and simulation process.
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Example Simulations
All of our Concepts Series and Planning Series, some of our Tactical Series and Functional Series are Direct Use because the situation modelled does not require interactions between the teams in the marketplace and where short duration is necessary.
Strengths
The administrative load is placed on the team and thus a trainer may manage up to eight teams, (This is especially true if the training group is spread around a large room).
Participants expect to be using computers.
Decisions can be made asynchronously . In other words, teams do not need to submit decisions at the same time. This allows some teams to start slowly while others are rushing into the simulation. This reduces the time required to run the simulation and so this approach is particularly effective for very short durations.
Weaknesses
The trainer is peripheram to the process and so may not be fully aware of the decisions and results and so may find it difficult to identify coaching needs and manage the learning process.
A computer and printer is required for each team and this may not be possible in some locations.
Participants may be distracted by the computer. (There is a considerable body of research that suggests this. However, our designs take this into account and minimises this risk.)
Participants need to be computer literate and time can be wasted while they learn how to use the software. (With our simulations as we design them to be easy to use with comprehensive help systems)
Teams may become mesmerised by the simulation and so not spend enough time thinking and reflecting. (Our designs take this into account and force teams to do this).
If the teams are in separate team rooms, it may be difficult for the trainer to manage learning.
Practicalities
Ideally, the teams should be spread around one large room rather than in separate team rooms.
It helps if the large record sheets are spread around the walls or outside team rooms. These allow teams to share results and so learn from each other. Also, as these record sheets are updated after each team has made its decisions, this encourages the slower teams to catch up.
It is advisable to have a spare computer and printer.
With some versions of our simulations it is possible for up to three teams to share a computer.
© 2003 Jeremy J. S. B. HallMost recent update: 21/07/03
Hall Marketing, Studio 11, Colman's Wharf, 45 Morris Road, London E14 6PA, ENGLAND
Phone & Fax +44 (0)20 7537 2982 E-mail jeremyhall@simulations.co.uk