Using Simulation Games & Role Play as a Practical Way

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Embedding Enterprise in HE 2009 Conference
Using Simulation Games & Role Play
as a Practical Way of Embedding
Enterprise in the Curriculum
Dr Jonathan Moizer
University of Plymouth
Business School
Embedding Enterprise in HE 2009 Conference
What are Simulation Games &
Role Play (SGRP)?
• Simulation
– Imitates
– Represents/predicts
– Experimentation
• Games
–
–
–
–
Specified activities
1+ players
Rules based
Competitive
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• Gaming
– Playing the game
• Role Play
– adopt & act out the role of
characters, or parts
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Gaming simulations
Computer-based
Training simulations
Modelling simulations
Typology of
SGRPs
Interactive
Role play
Non-Interactive
Non computer-
based
Field games
Paper-based
Educational games
Card games
Board games
Adapted from Feinstein et al. 2002; Hsu, 1989; Ellington, 2001;
Maier & Gröβler, 2000; Hays & Singer, 1989
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Why Teach with SGRPs?
• Experiential learning
• Deeper learning
– Learning by doing
– Learning on reflection
• More fun
• Ownership of learning
• Integrate subject matter
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• Microworld / learning lab
–
–
–
–
–
Experimentation
Verisimilitude / fidelity
Safe environment
Ownership of learning
Theory into practice
See Moizer et al 2004; 2006 for fuller exposition
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Barriers to Teaching with SGRPs
• Suitability
– Achievement of ILOs
• Skills
• Keeping students busy
– Fidelity
• Reflection of real world problem
• Complexity diluting learning
– Student experience
See Lean et al (2007) for fuller exposition
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• Resource
– Capital expenditure
– Administrative & technical costs
– Time to prepare, deliver & assess
SGRP learning
– Additional input from support staff
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• Risk
– Student resistance & negative
reactions
– Technical problems
– Loss of control
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Computer Based SGRPs: The
Business Strategy Game (BSG)
•
•
•
•
Web-based strategy game
Global business
Student teams in competition
Macro-environmental conditions
set by instructor
• League table
• Simulated years of decisions
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Design & Delivery of BSG Teaching
• Lectures & case studies for 1st half
of module
– Business strategy theory
• Gaming for 2nd half of module
–
–
–
–
Business strategy practice
Briefing
6 weeks (simulated years) play
Debriefing
• Summative assessment
• Reflection
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BSG Learning Outcomes
• Setting strategic objectives
• Crafting a strategy
• Adapting strategy to changing
competitive conditions
• Analyse & utilise company & industry
information
• Capstone experience
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Paper Based SGRPs: PaperScape
• Lecture on the ‘Resource Based View of
the Firm’
• Paper based game
– Student teams in competition
– Paper, elastic bands, paperclips, sellotape,
etc.
– 10 minutes planning
– Trading
– 5 minutes to construct ‘skyscaper’
– Tallest tower ‘wins’
– Plenary discussion
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PaperScape Learning Outcomes
• Understand role resources and
capabilities play in achieving
competitive advantage
• Discuss elements of good
strategy
• Develop teambuilding within
groups
• Build the highest skyscraper with
the resources and capabilities
their firm has
(Adapted from Sheehan: 2006)
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Board Game Based SGRPs:
Monopoly
• Basic accounting lectures
• Monopoly game
–
–
–
–
–
4 players per board
3-4 playing sessions
Record financial transactions
Play over sustained time period
Use Excel to produce
• Balance sheet
• Profit & loss account
– Summative assessment
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Monopoly Learning Outcomes
• Putting together a P&L & B/S
• Creating their own financial
transactions
• Analysis of performance
• Negotiation skills
• Excel spreadsheet skills
• Team work in developing
presentation
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References
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•
•
Ellington, H. (2001) ‘Using Games Simulations and Case
Studies to Develop Key Skills’, in M. Boyle and Y. Smith
(eds.) Simulation and Gaming Research Yearbook,
SAGSET.
Hays, R.T. & Singer, M.J. (1989) Simulation Fidelity in
Training System Design: Bridging the Gap between
Reality and Training, New York: Springer-Verlag.
Hsu, E. (1989) ‘Role Event Gaming Simulation in
Management Education: a Conceptual Framework and
Review’, Simulation and Games 20(4): 409-438.
Lean, J., Moizer, J.D., Towler, M. and Abbey, C. (2007)
‘Simulations and Games: Use and Barriers in Higher
Education’ Active Learning in Higher Education 8(1): 227242.
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•
•
•
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Maier, F.H. & Größler, A. (2000) ‘What are we Talking
About? - a Typology of Computer Simulations to Support
Learning’, System Dynamics Review 16(2): 135-148.
Moizer, J.D., Lean J., Smith, G. and Towler M. (2004)
'Experiences of Using a Business Strategy Simulation:
Lessons for Promoting Effective Learning' International
Journal of Management Education 4(1) 19-28.
Moizer, J.D., Lean, J., Towler, M. and Smith, G. (2006)
‘Modes of Learning in the Use of a Computer-Based
Business Simulation Game’ International Journal of
Learning Technology 2(1): 49-61.
Sheehan N.T. (2006) ‘Understanding How Resources
and Capabilities Affect Performance: Actively Applying
the Resource-Based View in the Classroom’ Journal of
Management Education 30(3): 421-430.
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