APPLICATIONS AND EXAMPLES OF QUALITY CONTROL TRAINING SOFTWARE Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 232 APPLICATIONS AND EXAMPLES OF QUALITY CONTROL TRAINING SOFTWARE George A. Johnson, Idaho State University Corey Schou, Idaho State University A.Davant Bullard, Idaho State University ABSTRACT This session is a demonstration of several different programs that have been developed in the area of quality control simulation and training. They are computer simulations of physical equipment and associated exercises commonly used in teaching quality control. The programs all run on an IBM PC compatible computer with at least one floppy disk. Each of the programs have been tested in the classroom with good success. We will also demonstrate programs for the OC and AOQ calculations that produce appropriate graphs for OC and AOQ curves and control charts for means, ranges and attributes. THE PROGRAMS The following is a description of three of the programs in the series. These programs will all run on an IBM PC compatible computer with at least 640k and a single floppy disk drive QUINCUNX The first exercise is a simulation of a QUINCUNX. The QUINCUNX is used teaching quality control to demonstrate the underlying normality of many physical situations. The program QUINCUNX graphically reproduces an active animated simulation of the fall of the beads through a pin matrix to form the normal distribution. The QUINCUNX program provides total counts for each collecting column as the simulation is running. The user can interrupt the process at any time to reduce or increase the speed of the process. While tilting the physical device can vary its speed somewhat, this does not have the flexibility and speed provided by the simulation program. With the simulation the number of balls dropped can also be changed easily. The simulation program has the capability of storing the output of 4 different runs, so the results can easily be compared in any order. Funnel The second exercise is taken from Gitlow, et al 1(1989). This experiment consists of a funnel mounted on a stand through which a ball is repeatedly dropped. The position of the funnel can be left stationary or moved after each drop. Five different control rules commonly used in practice for control of processes can be demonstrated. The thrust of the exercise is to demonstrate the problems of over control. The program simulates this process and displays it to the participants in graphical real time. Bead Box The third exercise is described in Walton2 (1986) when she describes the use of this exercise in the seminars put on by Dr. William Edward Deming. The exercise consists of a box of beads of two colors and a paddle with some number of bead depressions in it. Students take turns inserting the paddle in the box and withdrawing beads. Beads of one color are labeled good and the other color bad. The students are to attempt to withdraw all good beads. The moderator acts as the supervisor using typical methods to exhort the workers to produce good product. The main idea behind the exercise is to demonstrate that real improvement of quality comes about only by change in the process. You cannot ‘manage or somehow browbeat your employees into better quality. Using this program one performs the same task electronically. Other Programs Programs will also be demonstrated relating to control charts. Programs are available for control charts for means, ranges, and attributes. All programs demonstrate the calculations by showing the formulas for the control charts, the substitutions, and finally the answers. Control chart plots of the data are also provided. In the area of acceptance sampling, a program is provided that will calculate the operating characteristic (OC) curve and the average outgoing quality (AOQ) curve. Results are provided in tabular and graphical form. The last program is a simulation of a production process where students can use control charts in deciding whether to correct a process or not. Interactive and situation specific feedback will be provided at the end on when they made good or bad choices. SUMMARY The three physical devices described in this paper are excellent tools for demonstrating various quality control principles. These tools provide clear and convincing evidence of the underlying principles; however, they are frequently slow, cumbersome and limited in flexibility. They perform none of the calculations needed by the user. By using computer simulations of these devices one can cheaply, easily and quickly demonstrate the principles, make the calculations necessary and present results in tables or graphs. The computer programs here provide more flexibility for several features than are provided by the physical device. Ideally the physical device and the computer programs can be used together to provide the clarity of the physical device and the flexibility of the computer. Reducing training time for companies clearly reduces company cost of that training. Table of Contents Volume 19, 1992 The Pedagogical Utility of a Management Simulation Game in a Business Policy Course Modeling Economic Environments in Business Simulations: Some Comparisons and Recommendations Experiential Learning and TQM Principles: Teaching Behavioral Science in a Business School The Use of Poster Presentations as a Final Project in the Business Policy Course The Device Business: A Management Simulation for Strategy Formulation The Advantages of Experiential learning in the Auditing curriculum A Framework for the Identification of Moderated and Mediated Performance consequences of Pedagogical Alternatives Simulating Qualitative Research Relating to Values and Lifestyle Segmentation A New Market Demand Model for Business Simulators Interactive Optimization Using the Method of Relative Improvement Preferences: Methodology and Empirical Evaluation The Service Trainer Simulation Benefits of Internet Computer Networks for ABSEL Members How Should We Measure Experiential Learning? An Assessment of Simulation Usage in Management Accounting Courses The Influence of Myers-Briggs Type and Group Dynamics on Simulation Performance Effective Leadership Behavior in the Desert Storm Arena: An Application of the Vroom-Yetton-Jago Model Installing and Consolidating Work-Team Values: The Effects of a Multicultural Outdoors Experiential Program Key Determinants and Decision performance in a Business Simulations and Experiential Learning environment Multi-Cultural Experiential Learning: A Computer Simulation in Indonesia Attitudes Toward and Emotions Related to Women as Managers: A Replication and Beyond Scenario Approach to Simulating Consumer Expenditures: A Cross-Cultural Analysis Insights into Ethical Decision making Activities and Organizational Performance: A Management Simulation Analysis of College Students and Managers Evaluating a Business Simulation Program for Joint Venture Negotiation and Management Teaching Business Interviewing Strategies with an Experiential Approach Cooperative Learning Across the Business Curriculum Modeling Total Quality Elements into a Strategy-Oriented Simulation Teaching Business Decision making using a Simulator Extending the Educational Utility of a Simulated Competition within the Confines of an Established Undergraduate Marketing Curriculum Expert Systems Versus Traditional Methods for Teaching Accounting Issues Confidence Extremes Diminish Quality Performance in a Total Enterprise Simulation Can Ethics Be Taught? A Simulation Tests a Traditional Ethics Pedagogy Through The Looking Glass, Inc.: Organizational Climate Research as Experiential Pedagogy The use of Cluster Analysis for Business Game Performance Analysis Power and Ethnicity: An Experiential Learning Exercise (How to Sensitize Students to Diversity) Directed Development of Critical and Creative Thinking Skills for Case Analysis Implementing Total Quality Management in a Computerized Business Simulation Product Quality in Business Simulations Use of Simulation for Ethics Education in Management Satisfying the University's Customers through Total Quality Management Instruction: A Case Study Personality Characteristics and Group Performance in Total Enterprise Simulations Concepts of Interval Estimation and Quality Control Charts via Computer Simulated Sampling An Examination of the Effect of Team Cohesion, Player Attitude, and Performance Expectations on Simulation Performance Results The Effectiveness of Inventory Management and Production Scheduling Training in a Total Quality Management Environment Peer Group Indicators of the External Validity of Business Games: A five-year Longitudinal Study Political Strategies and Personal Actions Does Practice make Perfect? Observations on Simulation Trial The Use of A Non-Business Computer Simulation to Teach Marketing Management BankPro Commercial Bank Simulation The Production Game Pursuing Excellence: Work Strengths, Assets and relevant Values (An Exercise) Test of a Short Outward Bound Experience for College Students What is it that we want Student To Learn? Using Two TQM Philosophies when Playing Blackjack The Lagged Effects of Decision Variables on Financial Performance Measures Used in Two business Simulations The Development of an Experiential Exercise for Career Planning and Effective Job search Performance Measuring Quality in Management of Business Pedagogy Exploring Quality and Productivity Improvement: Using and Experiential Process Toward a Generalized Architecture for Intelligent Reactive Management Systems The Quality Game TQX: Using Expert Systems to Improve Training in Total Quality Management A Simulation of the Effect of the Medicaid Payment Lag on the Financial Position of Community Pharmacies The Use of a Board of Directors to Evaluate and Validate Decisions in a Competitive Graduate Management Simulation Course The Impact of Academic Dishonesty on Business Simulations and Experiential Learning Activities Picture Project: An Experience of Icebreaking and/or Decision-Making An Effective Role-playing Exercise for Teaching Requisite TQM Supervisory Attitudes/Behavior Computerized Management Simulations and Some Correlates of Students' Satisfaction The Timing and Stability of Reactions to Market Structure in a Single Player Simulation Environment A Graphics Application Extension for a Simulated Decision Support System Environment Aspects of a Group Project Utilizing Actual Business data and a Computerized Accounting System The Role of Universities' Extended Learning Department in Assisting Organizations Implement Total Quality Management A three-dimensional Learning Experience to Develop Total Quality Management Skills Estimating Quality Costs by Computer Simulation Applications and Examples of Quality Control Software Assessing Business Pedagogy A Demonstration of an Experiential Process for Exploring Quality and Productivity Improvement Processes An Action-Ethics Dilemma: A Demonstration Org Sim Jr.: A 2-3 Hour Version of the 2-Day Blanchard/Murrell Organization Simulation Building Buildings: An Experiential Exercise in Organizational Structure, Communication, Leadership and Group Dynamics Expert Systems for Organization Design: A Demonstration A Demonstration of Product Quality in a Business Simulation: Version 2 of CEO Two Revolutions, Total Quality Leadership, and the Baldy: The Story of Milliken Total Quality after the Award - The Xerox Story Building a Competitive Advantage through Customer Satisfaction and Reengineering Human Resource Planning: Managing the Only Renewable Resource for a Competitive Advantage Using Simulations to Teach International Issues: An analysis of the Multinational Management Game's Learning Environment Quality Function Deployment: A Tutorial Care and Nurturing of Teams Making a Good Thing Better: Adding TQM to Participative management Empowering Organizations to Redesign and Transform Themselves - Eastman Chemical Using Simulations in Field Management Development of an International Life Insurance Company Reinforcing the TQ Environment via Simulation Transforming a Business College into a Total Quality College