CONCEPTS OF TOTAL QUALITY MANAGEMENT: AN ACTIVE LEARNING EXERCISE Development In Business Simulation & Experiential Exercises, Volume 21, 1994 185 CONCEPTS OF TOTAL QUALITY MANAGEMENT: AN ACTIVE LEARNING EXERCISE Richard G. Platt, University of West Florida Walter J. Wheatley, University of West Florida DESCRIPTION The Concepts of Total Quality Management: An Active Learning Exercise is a high-level energy game that facilitates the learning of virtually every aspect of Total Quality Management. It allows participants to acquire and to increase their knowledge on this very important topic in an interesting exercise that capitalizes on intra-team synergy and inter-team competition and the excitement of gaming strategy. The teams compete for points by correctly responding to questions pertaining to Total Quality Management. The questions are categorized ten major TQM topics covering every major aspect of Total Quality Management. Topics 1. Total Quality Management History 2. Total Quality Management Concepts 3. Total Quality Management Organizational Structure 4. Implementing a Total Quality Management Program 5. Total Quality Management in Manufacturing Sector 6. Total Quality Management in the Service Sector 7. Total Quality Management Interpersonal Skills 8. Statistical Process Control 9. Customer Service 10. Total Quality Management Joker FEATURES OF THE TOTAL QUALITY MANAGEMENT LEARNING EXERCISE In addition to the instruction power of this exercise, it is very simple to utilize: 1. The exercise is contained on a 3.5 disc, which contains some basic playing instructions. After the number of teams and winning number of points are established, a flashing wheel containing the ten topics appears and play is begun. 2. The spinner flashes the TQM topics in random order eventually stopping on a topic. A question related to that topic appears with four possible answers. The team selects its answer and if correct, receives ten points. If the answer is incorrect, the game indicates the correct answer and awards no points. The next team repeats the process. The game continues until a team accumulates the selected number of winning points. 3. The more frequently, the game is used, the more knowledge about TQM is obtained by the participants. The exercise itself is a very extensive and comprehensive database of current TQM knowledge. In addition, it is hoped that the exercise will capitalize on the competitive spirit and/or team building efforts of the teams to search out more knowledge concerning TQM. REFERENCES References available upon request. Table of Contents Volume 21, 1994 ABSEL: The Way We Were and Need to Be The Intellectual Structure of ABSEL: A Bibliometeic Study of Author Cocitatons Over Time Activity-Driven Time in Computerized Gaming Simulations An Assessment Framework for Determing the Effectiveness of Total Enterprise Simulations Attributes of Learning Organizations: Simulating the Relationships Business Policy/Strategy Case Extension using Pro-Forma Planning: A Computer Based Model Complexity: Is it really that Simple? A Random-Strategy Criterion for Validity of Simulation Game Participation Enhancing a Computer Simulation with a Structured Reporting Environment Experiencing a Foreign Culture: A Cross-Cultural Simulation Group Cognitive Style and Computerphobia in Functional Business Simulations Human Issues in Technology Implementation Management Simulator Incorporating Advertising Strategy into Computer-Based Business Simulations: A Validation Study Increasing the Effectiveness of Performance Evaluation Through the Design and Development of Realistic Finance Algorithms The Packer-Feeder Game: A Commodity Market Simulator Relationships Between R&D and Profitability: An Exploratory Comparison of Two Business Simulations with Two Real-World, Technology Intensive Industries Simulation of the Predictive Value of Mammography Simulation Performance and Learning Revisited Strange Bedfellows: Competency Models and ACBSP Accreditation Standards Using a Business Simulation to Study the Determinants of Ethical Behavior What Simulation Users Think Players Should be Learning from the Simulations ADA and its Implications for Experiential Training Boss/ Subordinate Perceptions of Instrumental and Supportive Leadership Behaviors in Relation to Myers-Briggs Thinking Type Cluster Analyses of American Universities' Business Core Curricula Structures Utilized to Satisfy Fifteen Curriculum Areas Cooperative Learning or Learning to Cooperate Experiential Learning: Constraining Students with Time Budgets How Different Workplace Experiences Affect Different Worker Values Implications of the Trend Toward Relationship Marketing for Experiential Learning The Increasing Cultural Diversity of the American Workforce: Management's Challenge of the 21st Century Information and Uncertainty as Strange Bedfellows: A Model and Experiential Exercises Leadership as a Medium: It's Emergence and Effect on Performance in Small Leaderless Groups Speed, Depth, and Breadth: Assessing Learning in Learning Organizations Teaching Strategic Planning, Problem Solving, and Decision Making with Envisionary Experiential Exercises Validating an Instrument for Student Evaluation of Teachers: Some Noteworthy By-Products Don't Teach Ethics to Business Students Emotional Reactions Toward a Simulated Layoff: Before and After the Manipulation Enhancing Communication Using a Presentation Package Implementing Marketing Policies through a Business Management Simulation Integrating Action-Based Learning into Executive Development Programs On the validity of using the Microsegmentation Principle in Media Simulationsm Participatory Systems Analysis Some Relationships between Cultural, Organizational, and Educational Experience and Perceptions of Influence The Use of Decision Support Systems with a Marketing Simulation: The Future is Now Astute Business Policy: A Simulation of the Automobile Industry The Business Policy Game CEO II: A Gaming Simulation for Assessment Computer Paced Project Management Simulation Computerized Tutor Support Systems DEAL & GEO: Progressively Integrating Gaming Simulations for Entrepreneurship and International Business An Interactive Simulation Game for Competitive Decision-Making International Operations Simulation/Mark 2000 (INTOPIA) Multimedia Simulation Cuts Training Costs for Anderson Consulting Concepts of Total Quality Management: An Active Learning Exercise Cooperative Learning: The Extended Jigsaw Managing Diversity--Values and Attitudes: An Experiential Exercise in Awareness Navigating the Shoals of International Management Development Evaluating Student Performance in the Use of Computer Simulation Entrepreneurial Simulation Program