ORG SIM JR.: A 2-3 HOUR VERSION OF THE 2-DAY BLANCHARD/MURRELL ORGANIZATION SIMULATION Developments In Business Simulation & Experiential Exercises, Volume 19, 1992 236 Org Sim Jr.: A 2-3 Hour Version of the 2-Day Blanchard/Murrell Organization Simulation Kenneth L. Murrell, The University of West Florida Five years of successful development and use of the Blanchard/Murrell Organizational Simulation (Org Sin) led to the creation of the shortened version of the simulation in the summer of 1991 (Blanchard/Murrell. 1986). It had been used successfully in several other universities, in public and private business and in cross-cultural settings; however, the logistics of a full two-day simulation limited the applicability. University colleague and business partners wanted a version that could be conducted in less time, could he facilitated by one or two people and would require only one room, not the four’ needed for the full version. Fortunately for the author, as he was participating in the Spring 1991 Annual American Management Association, HRD Conference in Orlando. Florida, he was able to attend a presentation featuring a condensed version of Barry Oshry’ s highly respected week-long workshop called the Power LAB (Oshry 1991) The modifications of this very elaborate power simulation served as if excel lent model to condensing a multi -day program into a shorter and easier to operate mini-lab (Oshry, 1977). Understandably a shortened version will lack the full depth and intensity of a complete simulation. But the shortened version does :, have much to offer. and it is especially useful in situations where people cannot manage either the tine or the facilities to provide the longer complete version. Although there are some similarities the Org Sim Jr., as a second gene rat ion of Org Sim is very different from the Oshry Power Lab design Both models at tempt to create organizational environments to teach issues that cannot be taught well in more traditional formats. . Both simulation create organizations I environments in which participants can learn about V the complexity of organizational behavior. The Org Sim Jr. of fers the same cutting edge experiences as the more complex original simulation. Interactions with the participants (from 20 to 60 people) as the struggle to make an organization perform effectively provide intense personal learning experiences. In the original Org Sim long-term learning result s have frequently been reported no other design even begins to create the organizational dynamics that result front this real life simulation (Murrell/Blanchard 1992). . In classroom teaching and organizational training an organization-based simulation is an essential tool for people to learn about the context in which they will be expected to perform. This understanding of the organizational context is taken for granted too often. In reality, few people, including managers, have a serious appreciation of the deep complexity of organizations. It may well be that we inadvertently prevent people from developing this deeper understanding of organizational dynamics by emphasizing individual and not collective behavior. This organizational complexity, as well as the important societal and cultural environments in which we live, is nut welt taught in most experiential designs. In a period of history where the importance of these is becoming more and more obvious, it is appropriate to design more usable tools to teach an appreciation for these macro-level dynamics. The Org Sim Jr. design is offered as one example. REFERENCES Blanchard Dallas and Kenneth Murrell (1936). The Organization Simulation Participants Manual Copyright Byte Size and K. I.. Murrell under Review McGraw Hill, 1991. Murrell K I. & Blanchard D. (1992) “Orgsim: Using an Organizational simulation to Create A ‘'Live’ case.’” Accepted for publication Spring 1992 Management Development Journal,, England Murrell, Kenneth and Dallas Blanchard (1986) Organization Simulation Coordinators Manual Copyright K. L. Murrell and Byte Size, under review McGraw Hill, 1991 Oshry. Barry and Karen Ellis Oshry (1991). “Making a difference in the Organization from the Top. Middle and Bottom levels.” Pre-conference Session No. 5, American Management Association conference April 14 1991, Orlando Florida Oshry, Barry (1977). Poser nod Pus lion. Boston Massachusetts: Power and systems Training, Inc’. 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