BUSINESS GAMES TEACH: THOUGHTS ON THE SOURCES OF CONFLICTING CONCLUSIONS ON THEIR EFFECTIVENESS Developments in Business Simulation and Experiential Learning, Volume 25, 1998 BUSINESS GAMES TEACH: THOUGHTS ON THE SOURCES OF CONFLICTING CONCLUSIONS ON THEIR EFFECTIVENESS Joseph Wolfe, University of Tulsa ABSTRACT Numerous evaluations have been made on the teaching effectiveness of business games. Despite these evaluations it is still unclear that these gases are effective or they are worth the effort expended on thee from both administrator, developer and player perspectives. This paper offers reasons why the literature has produced so many conflicting conclusions regarding their effectiveness. INTRODUCTION Even though many doubt the effectiveness of business gases their use has increased annually since their inception. Are gases being accepted because of their high face validity with certain groups? If games are valid learning environments, and are superior to other knowledge delivery systems in certain applications, what is the source of confusion regarding their efficacy given the years of study that has been spent on creating, enhancing and delivering them? It is believed there are many sources of confusion. Much havoc cones from how the validation study was conducted, the measures of course success used, the problems of distinguishing between individual and group-level learning, and the differing skills possessed by instructors using simulations. Moreover, too of ten student opinions or attitudes about a game have been cited as “proof” of a gape’s success or failure even though numerous studies have found student opinions vary based on their experience with the gate. More importantly it has been found positive attitudes about a game are not associated with superior course grades or learning levels. Some studies failed to separate team size fro. team composition thereby making it impossible to detect the level of involvement each player had in the company’s decision-making sessions. It could be reasoned that highly cohesive teams and enthusiastic players would lead to superior game performance but this has not always been the case. While it has been found that high achieving, high aptitude students outperform low achieving, low aptitude students in a gate, no study has discovered a relationship between gate results and learning about course-related knowledge, whether measured at the group or individual level. Lastly, the literature has often written of “the case approach” and the “gaming approach” as if the methods are practiced in a uniform manner. Although it is possible games are applied in a more uniform fashion due to their “programmed” quality, instructors can vary the way both cases and games are used in the classroom. When using cases some employ group presentations. Others have students prepare their cases as group projects. Others merely discuss the cases in class. In applying gases, some instructors delegate the entire administrative and coaching process to graduate students. Others integrate the game’s development throughout the semester through press conferences, shareholder’s meetings and consultant’s reports. All these factors, plus the individual instructor’s skills as a case discussion leader and a business game coach could influence the degree either approach produces learning. CONCLUSION Baaed on objectively measured, course-related learning outcomes the business gases used for teaching strategic management produced knowledge gains while games in marketing and economics courses less successful. 151 Table of Contents Volume 25, 1998 Marketing Goes to the Movies Bringing Experiential Learning to a Principles of Marketing Course Investment Analysis Application Using In-house Spreadsheet Models SugarCoated Statistics: An Exercise for the First Day of Class Improving Undergraduate Student Involvement in Management Science and Business Writing Courses Using the Seven Principles in Action Establishment and Funding for Interuniversity / Multidisciplinary Student experiences The Prospects of Creative Teaching: A Discussion with Patricia Sanders The Simulation and Classroom Assessment Techniques Developments of Management Skill Assessment Games as Instruments of Assessment: A Framework for Evaluation The Role of Artificial Intelligence in Business Curricula Threshold Solo Competitor: A Management Simulation (V1.0) a Windows-Based. Play Alone, Total Enterprise Simulation and Assessment Instrument Toward An Understanding of One's self-concept Total Enterprise Simulations and the Internet: Improving Student Perceptions and Simplifying Administrative Workloads The Expatriate an Assignment Orientation Game An Expatriate's Nightmare: An Experiential Exercise in Coping with Overseas Assignments Analyzing Experiential Exercise: Using the Scientific Method for Problem Solving The Second Component to Experiential Learning: A Look Back at How ABSEL has handled the Conceptual and Operational Definitions of Learning Predictive Models of Learning: Participant Satisfaction of Experiential Exercises in Business Education Accelerating Moral Development through Use of Experiential Ethical Dilemmas Ethical Dilemmas to use with Business Simulations to Teach Ethics The Class Approach in Behavioral Simulation in a Business Policy/Strategic Management course: A Progression toward Greater Realism An Exploration of the Emergence of Process Prototypes in a Management Course Utilizing a Total Enterprise Simulation How Organizations Are Improving Their Performance Utilizing Electronic Commerce: Examples From The Internet The Market Access Planning System (Maps): A Computer-Based Decision Support System For Facilitating Experiential Learning In International Business An Excel Workbook For Student Planning And Interface With A Simulation Game Design Of Multi-Media Based Pedagogy For Leadership Training Panel Discussion On Using The Internet For Courses Valuing And Enhancing Teaching: Sharing Tips Via The Web The Buddy Project: A Semester Long Project Aimed At Developing An Appreciation For Diversity Enhancing The Excitement And Learning Retention In The Classroom: The Power Of Magic The Supervised Management Internship: A Job Or Learning Experience Team Ware™ An Online Moderated Class Discussion Facility And Beyond A Neophyte Distance Educator's Experience Learning Management By Practicing Management: A Report Of Significant Student Service In 1997 Integration Of Academic And Service Learning: Students' Perceptions About Its Effects And Outcomes The Value Of Incorporating A Service Learning Component Into Course Content: A Presentation And Roundtable Discussion Business Games Teach: Thoughts on the Sources of Conflicting Conclusions on their Effectiveness Antecedents Of Learning In The Simulation: A Replication Using Student Journals To Enhance Learning From Simulations Technological Change And Intertemporal Movements In Consumer Preferences In The Design Of Computerized Business Simulations With Market Segmentation Integrating The Marketing Curriculum Using Collaborative Learning Teaching Time Management In A Sales Program: The Application Of A Computer Simulation Game Adapting Interactive Computer Simulations For Content Based Esl Instruction Multimedia And Student Expectations Synthesizing Data For Media Simulations Composing A Team Health Promoting Behaviors-A Decision Making Exercise Does it really Work? An Application of the Group Interaction Framework Administering the MIT Beer Game: Lessons Learned A Paperless Economy? Instructing Students on the Aspects of Successful Electronic Commerce Maximizing Learning Gains in Simulations: Lessons from the Training Literature Observing General Ability in a Total Enterprise Gaming Simulation FReach Teach: A Computer-Based System for Teaching Advertising Media Planning An Integrated Business Instruction System An Experiential Exercise you can Tinker With Experiential Exercises or Computer Simulations? Cash Flow Statements: Are They Important in Business Simulations? Holistic Cognitive Strategy in a Computer-Based Marketing Simulation Game: An Investigation of Attitudes Towards the Decision-Making Process Barnga: A Game on Cultural Clashes The Many Faces of Culture: Understanding Country and Corporate Culture Students' View of the Use of Business Gaming in Hong Kong Assessing General Management Interest What is the Future of Business Gaming? Starting a Small Music Trivia Business Exercise and Other Innovative Icebreakers An Integrated Approach to Behavioral Skill Development Career Focus: A Student and Business Learning Experience The Use of Concept Mapping in Teaching Strategic Management An Experiential Approach to Developing Mission Statements Business Games in Brazil-Learning or Satisfaction A Simulation within a Simulation: Job Layoff's and Emotional Reactions