The International Simulation and
Gaming Yearbook
|
The Link Between Case Studies, Simulation and Research: Interaction and the Development of Theory
Peter R.J. Trim
This paper focuses attention on a case entitled Riflestead University (Trim, 1997) which has been written for a variety of audiences and which can be used in a number of learning environments. Reference is made to how educational and management researchers can use the case as a basis for: (i) exploring issues relating to changes in further and higher education; (ii) appreciating the difference between evaluation and research; (iii) encouraging discussion about the paradigm debate; (iv) stimulating theory building; and (v) highlighting issues such as the ethical approach to research.
The Unique Contribution of Gaming/Simulation: Towards Establishment of the Discipline
Tomoaki Tsuchiya, Shigehisa Tsuchiya
To be a discipline gaming/simulation needs theory, methodology, and application and validation. Although we have made notable progress with regard to methodology and application, we are still struggling to validate the effectiveness of gaming/simulation and form a theory. The authors develop hypotheses about the unique contribution of gaming/simulation through two detailed case studies, and verify their validity by additional case studies and theoretical reasoning. By facilitating double-loop learning, gaming/simulation can make a unique contribution through the creation of a shared mental model essential for group problem solving. KEYWORDS: discipline; double-loop learning; gaming/simulation; theory; unique contribution.
Strategies for Playing Hi-Lo
Jim Freeman & Tadashi Takuwa
HI-LO is an interactive procedure commonly exploited by the gaming machine industry. It involves the player potentially in a succession of rounds, the winning amount from one round becoming the wager for the next. The essence of HI-LO is guessing whether the next number in a sequence of positive random integers is higher or lower than the last.
Costing out a HI-LO type game against a specific set of payoffs is a key responsibility for the machine provider. Unless payoffs and success probabilities are chosen with care there is a real danger that the machine will prove unprofitable for its operator.
A newly-developed series of EXCEL-based modules provide companies with a means of evaluating the economic characteristics of any HI-LO set up against a range of alternative playing strategies.
Students Expectation and Realisation Levels of Computer Simulated Business Exercises: A Case study in Service Management, University of Brighton
Thrine Hely and Nigel Jarvis
Computer simulated business exercises play an important role in education and putting learning in context; however, if they are not well facilitated the students may miss out on unique learning opportunities. This paper focuses on the identification of students expectation and realisation levels associated with computer simulated business exercises in service management at the University of Brighton, which in turn can assist tutors in the improved facilitation of the exercises. Based on a survey of travel, hospitality and food retail students, the study specifically identifies their expectation and realisation levels associated with participating in a simulated exercise as well as their hopes and fears. It concludes with issues that should assist academics in the future facilitation of such exercises. KEYWORDS: simulation exercise, expectation and realisation, applied management theory, team work, personal development.
Strategy Support During a Business Game Using an Expert System
Thomas F. Burgess
Computer-based business simulation games now feature substantially in the learning portfolio for the education, training and development of business and management personnel. This paper argues that previously attention has focussed on the provision of decision support software to assist participants in such simulations with low-level decision making. Explicit software support for high level strategic decision-making has been relatively neglected. The feasibility of developing high level systems is tested through the use of the expert system shell Crystal to develop a prototype strategy support system for the Executive 300 simulation. The systems knowledge representation and inference schemes are described along with its operation. Observations are made on the systems use, its potential for further extension and the opportunity for transferring the lessons drawn from the specific system to more generic support systems.
Reflections on the Design of Two Business Education CD-ROMs
Duncan Cullimore
This paper considers the issues involved in the design of two CD-ROMs. In particular the paper focuses on the mix of different types of content and the perceived needs of learners. It will be argued that the design of the software put the needs of the learners first although there is always an extent to which resources limit authors ambitions.
The National Innkeeping Business Game (1989-1997): Professional Development on a National Scale
H.A. Forsyth
The paper considers the National Innkeeping Business Game (NIBG) and its success in supporting both personal and professional development and improving the business performance of the participants. Over the 9 year period under discussion the game scenarios were updated annually in order to ensure industrial relevance and so maintain interest in the game and provide realistic learning experiences and create an environment encouraging lifelong learning.
A mission statement guided the development and conduct of the Games with the key objectives:
- to promote within the "Industry" high standards of professionalism and business development expertise, and through competition the development and recognition of such skills at the highest level.
- to aid and encourage the individual to undertake continuous professional and personal development, and to support lifelong learning so improving the conversion of aspiration into attainment.
- to develop where possible enjoyable competition so encouraging the learning process, and the development of confidence and expertise.
These annual competitions are shown to have successfully delivered the mission statement which is as relevant in 1998 as it was when incorporated into the first game in 1989, and in particular with the subsequent development of the University for Industry. It is estimated that some 5600 people have been enrolled on these games.
Incidental Tourist: A Game for Crossing Language Barriers
Marcello P. Balbo and Arnaldo Cecchini
ABSTRACT
The game Incidental Tourist was initially designed to show how communication among people speaking different languages is both a problem and an enrichment. It then became a game to raise attention about communication and group-awareness. In the game communication is unfolded in three layers; as a language problem, speaker and listener expectations, and the very desire to communicate in the first place. Groups have to interact, making apparent how participants perceive their responsibility towards each other either towards selected individuals, or to everybody.
There are several different solutions to the problem of communication involving different
Languages: designing a Lingua Franca based on one or some of the existing languages, inventing an artificial language, or allowing domination of one language over all others. Solutions can be varied (and sometimes intertwined in their evolution, for example from Pidgin to Creole), and lead to linguistic and cultural enrichment. Languages can be exchanged, "hybridised" or even contaminated all of which involves interethnic and intercultural integration or conflict (difficult but necessary for the evolution of humankind).
The game simulates the difficulty of learning an unknown language, various ways to learn it, and the building of a common language by simple and "natural" means.
Promoting Student Discussion Using Simulated Seminars on The Internet
Will Reader and Adam Joinson
The Internet is often as the panacea to the ills of education systems on both sides of the Atlantic. Although the use of the world-wide web (WWW) in teaching is relatively well researched, the use of various discussion forums in education has been somewhat neglected (Joinson, 1998). In this chapter we review the role discussion and argumentation skills in education, and how both can be fostered using "virtual" (Internet-based). It is argued that simulation of existing practices is often not the optimal way of using the Internet in teaching. Rather, the Internet allows for the use of alternative forms of discussion (e.g. peer commentaries) to encourage student learning. Finally, a brief consideration of different strategies for the development of virtual seminars is outlined.
Election in the Land of Independent Buttons: A Simulation Game Modelling Political Behaviour
Dimitri Kavtaradze
The tradition of electing very important people (VIPs) has come down to us from antiquity: people elected tribe chieftains, leaders of nations, totalitarian and democratic states, heads of guilds and trade unions, criminal kingpins and court judges, presidents and secretaries general, whether of the United Nations or the CPSU, chairmen of the Communist Party of the Russian Federation, the Liberal Democratic Party of Russia, the Women of Russia Party, the Party of Beer Lovers etc. Russia has been tirelessly accumulating the "historical experience of the masses" (Lenin), resuscitating and testing various formats of democratic elective institutions.
Life politicisation habitually outpaces our growing ability to comprehend it in any reasonable way; we are traditionally worried by the unpredictability of events, while those that do take place, stay unexplained for decades. Knowledge of the political behaviour is essential to every diplomat or politician. By way of the first initiation into an elementary course in politics, its spelling and grammar, you can take part in the election campaign of "Buttons", a simulation card game. Do not waste your time looking for this country on the globe; it is as yet too new to have been marked on the map, nut its small and unruly people is well known even to children: everyone has had something to do with Buttons at one time or another.
The Use and Effectiveness of Gaming/Simulation for Strategic Culture Change
Leon de Caluwe and Jac Geurts
In this article we describe the use of gaming/simulation for a strategic culture change of a big insurance company. Between 1992 and 1995, Delta Lloyd (DL), a large Dutch insurance company, underwent a total transformation. The rather bureaucratic and inefficient working processes have been revolutionised, the organisation has been extensively flattened and virtually all the 2,000 strong staff have been trained to work in a team context. To train these staff the TOP game, a tailor made game was developed.
The TOP game was run 140 times over a five month period. It was embedded in a large-scale change programme which was vital to the organisation concerned. We were in the fortunate position of being permitted to devise, carry out and evaluate the intervention; all of this with strong support from Delta Lloyd itself. Garners do not often get the opportunity to evaluate their approach. The leadership of Delta Lloyd stimulated us to accompany the consulting project with extensive research activities. A unique programme which should produce unique data.
Business Continuity Management: Using Simulations to "facilitate" Learning within Risk Situations
Dr. Edward P. Borodzicz
Acknowledging a pragmatic need for improved business continuity management (BCM), this paper argues that implementation may require specialised skills for which experts are not always in agreement. It is also argued that a number of established areas of disciplinary learning could be used to facilitate BCM, and hence there is considerable scope for knowledge transference, particularly from applied theoretical work in risk and simulations. The paper will consider the nature and context of contemporary BCP practice and exercises, it will also consider some of the primary disagreements among experts about application and the case for legislative control.
A Simulation in Solutions Planning Utilizing Problem Solving Tools
Theodore H. Rosen and John F. Lobuts Jr
The recent trend toward self-directed work groups developed to allow employees at all levels to contribute their individual strengths to organisational solutions. With increasing understanding and appreciation for the benefits of participation toward the satisfaction and motivation of employees, these benefits have value for achieving the goals of an organisation as well. The accomplishment of organisational purpose is only achieved via the use of human capital. Therefore, the use of participation in decision-making is a practical issue and not a moral imperative. By utilising technical skills that aid in the participative, decision making process, a model is developed which can assist in identifying issues affecting the implementation of new organisational procedures, directions, and change.
This simulation describes selected skills that benefit the participative, decision making process. As the simulation is completed, participants exercise the skills that they are introduced to at the outset of the simulation, and they are motivated by the creative activity of the process. The primary benefit to the organisation is that the quality of the input by the group is maximised and can exceed the sum total of the input of individual members i.e. synergy. This process supports these notions by including the entire group in the participative process.
Gaming Simulation in a Course of group Decision Making
Mieko Nakamura
This chapter reports on how a group decision making course was conducted via gaming simulation. Since the application of such methodology to group decision making has not been widely practised in Japan, this chapter attempts to share the fledgling experiences with readers. The chapter ends with an invitation for everyone to participate in one contemporary activity undertaken by the Japanese Association of Simulation and Gaming (JASAG).
Finding a "Forum" for De-Briefing Role-play in Adult Education
Kate Collier
ABSTRACT
I have argued elsewhere (Collier, 1998) that role-play practice can be enhanced through an acknowledgement of its connections with theatre arts theory. This allows for an understanding of how the use of dramatic form can enrich role-play activities, especially in terms of utilising the symbolic, imaginative potential inherent in this strategy.
This paper will examine different de-briefing practices that are used in role-play at present. Then it will explore how an understanding of the theory and practice of the Brazilian community theatre practitioner Augusto Boal, can add a new dimension to the de-briefing of role-play. It will focus particularly on Boals use of "Forum Theatre" and show how strategies used in this approach can be transferred to role-play activities and add complexity to the de-briefing process. I will argue that by utilising elements of "Forum Theatre, such as frozen images" and "multiple solutions", facilitators can encourage participants to take more control of the learning and evaluate their work throughout the role-play process, rather than at the end as is usual practice. I will also investigate Boals concept of the "spec-actor": a participant in the drama who is both involved yet critically detached from the role-play event and analyse its potential as a de-briefing too.
Profiting from Pollution in Business and Industry: A Colaborative Case Study
Maggie Boyle, Dick Glover and Pauline E. Kneale
ABSTRACT
A three hour case study introduces students to issues of managing pollution in business and industry, teamwork, decision-making, coping with partial information, and reflection on learning. The benefits of collaboration between business and academic partners in designing the case are explored. The case has been used with undergraduates, masters students and academics. Their reflections on experience are described.
Chicken Bones and Plasticine: A Casualty Simulation for Triage Instruction
M.P. Collingwood TD PhD MBA DMS RGN SCM RNT
F. Cameron BSc(Hons) RGN Dip CNE RNT
ABSTRACT
In this paper the authors report on the application of their knowledge and experience of casualty simulation from military exercises to the initial instruction of student nurses in the triage and initial treatment of hospital emergency admissions. The paper details the processes and outcomes.
The nursing students are transient members of the nursing teams in Accident and Emergency (A&E) departments and although sheltered by close supervision while there, the pre-allocation theoretical instruction and role-play has been shown to make them more aware of potential situations in the area, while the safe "dry run" increases their confidence and competence.
A Customisable, Computer-based Interactive Information Systems Development Project Simulation
Martin, H. Christaens and S. Brown
ABSTRACT
This paper describes a micro-computer based information systems development project simulation. The simulation presents a series of realistic inter-related events to the user, who must respond by making appropriate management decisions. Performance is directly fed back to the user via on-screen gauges. Users are encouraged to adopt different performance strategies, thus generating different experiences of the simulation. The paper describes aspects of the technical design and development of the simulation, in particular how a database is employed to manage the events separately from the program code, together with a custom interpreter and an event scheduling engine. The database of events is easy to customise and can also be extended to allow the management of different interaction scenarios. The simulation presents opportunities for both training and research.
Exercising Arithmetic Competence Through Coutdown
R.H. Davis and A. Gosling
ABSTRACT
An interactive system that mimics the mental arithmetic challenge encountered by contestants in the television panel game Countdown is described. The system offers a test bed for experimentation into methods for solving mental arithmetic problems either artificial intelligence techniques may be applied in an endeavour to optimise performance.
Two Approaches to meeting the Academic and Professional Skill Requirements of Graduate Construction Managers
S.E. Chen, J.L. Taylor MSc, MCIOB and Dr. Loosemore
ABSTRACT
This paper discusses the educational challenges that face construction academics in a changing commercial and university environment. It does so by providing two examples of educational innovation on course delivery, namely; the use of simulation techniques for student integrated project work at the University of Glamorgan and the problem-based learning approach used at the University of Newcastle in Australia.
Strategic Planning in Higher Education Institutions: The Role and Development of Information Strategies
Leanne Richards, Tim Hutchings and Danny Saunders
ABSTRACT
This chapter provides an outline of the current context for planning and strategic development within higher education institutions. Four planning models are identified before moving on to an analysis of the development of an information strategy for an entire university. A crucial concern is with staff development, and with this aim in mind a series of simulations explore themes for scenario planning in order to secure ownership of an interest in long term strategic development.
| Copyright 2000 SAGSET | Last Updated 26/02/00 |