HEALTH PROMOTING BEHAVIORS-A DECISION MAKING EXERCISE Developments in Business Simulation and Experiential Learning, Volume 25, 1998 HEALTH PROMOTING BEHAVIORS-A DECISION MAKING EXERCISE Allen K. Gulezian, Central Washington University This exercise focuses on the benefits and costs involved in group contrasted with individual decision making. Student like to do this exercise and become very involved. The exercise shows some situational factors a person might consider before using group or individual decision making. The exercise gives students learning about decision making the added opportunity of increased understanding by doing and analyzing decision making in a psychologically safe environment. The exercise begins with specifying the objectives it wishes to accomplish for learners. There are three- one is to contrast the advantages and disadvantages of individual and group decision making. Another is to experience and discuss some situational factors that a manager might consider when using individual or group decision making. And lastly students are ask to practice consensus building skills in group decision making. Students working alone are asked to think what percentage of 1262 adults age 18 or over in a national health phone survey reported that they engaged in certain health promoting behaviors. There are fifteen behaviors that they must estimate percentages for. Students are then formed into groups which must do the same task by consensus. Guidelines are given to each group for promoting group consensus. Each individual is given a packet containing instructions and a worksheet for recording individual and group percentage estimates. The facilitator gives students the results of the national health survey. Using the worksheet learners can compute their individual score and the score for their group estimate. Each group using the worksheet health survey official percentages, calculates an individual score by taking the absolute difference between each resultant health survey index percentages and the percentages that the individual working alone gave a behavior. The absolute differences are summed giving an individual score. The smaller the score the closer it is to the official health survey index percentage ratings. The average individual score as well as the highest and lowest individual score is calculated and recorded on the worksheet. Next group percentage scores are determined using the same procedure. While these calculations are being done the facilitator puts the following table up. The table is filled in by going round robin from group to group. TEAM#\ SCORE 1 2 3 4 5 6 INDIV. X INDIV. HIGH INDIV. LOW INDIV. TEAM Some discussion questions posed to the groups are as follows: 1. Which score most accurately matches the health survey score? The average individual scores or the team score? Why? Remember the more closely the match the lower the score. 2. Was the best or worst individual score more or less accurate than the team score? 3. What were the behaviors that helped and hindered attaining a team consensus? Did these behaviors increase or decrease the team’s accuracy? 4. In general what are the advantages and disadvantages associated with team decision making? 201 Developments in Business Simulation and Experiential Learning, Volume 25, 1998 5. Are there certain situational factors that make team decision making more appropriate than individual decision making? What questions should be considered? The exercise concludes with five factors that a decision maker might consider in choosing between individual and group decision making. The exercise also includes a bibliography and facilitator suggested instructions for conducting the exercise. A complete copy of the decision making exercise may be obtained by contacting Allen Gulezian, 300 Lookout Mountain Drive, Ellensburg, Washington, 98926. Phone (509) 925-3265. 202 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