SUBSTANCE ABUSE IN ORGANIZATIONS MICRO COMPUTER TRAINING MODULES Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 212 SUBSTANCE ABUSE IN ORGANIZATIONS Micro Computer Training Modules James W. Schreier, Far Cliffs Consulting Timothy D. Dondlinger, Far Cliffs Consulting ABSTRACT Substance abuse in organizations is considered by experts to be a crisis in America. Issues related to detection, drug testing, training, policy development, and legal concerns affect anyone going to work and everyone in management. In 1986, then President Reagan called for a “drug free workplace. - In 1989, the Department of Transportation and the Federal Aviation Administration called for drug free policy actions, drug testing, and education/training. This is a practical demonstration of a computer based training program that meets DOT and FAA requirements for education. The program would be applicable for use in a variety of university classes on human resources, management, ethics, and business policy. INTRODUCTION This program was created to help the supervisor, manager, and professional in any organization develop the skills necessary to understand and effectively deal with the substance abuse problem. Knowledge is power and today’s manager cannot effectively deal with the problem unless they understand the nature of the problem and how organizations must deal with it. The program features seven different options, providing different levels of activities in different areas of the overall problem. First, there are facts about the problems of substance abuse in organizations. This gives you the background of the problem and an idea about why organizations must act. Next, there is a module, which tests and provides information about the physical, psychological, and behavioral effects of different substances. Then, there is a series of incidents, job related, affecting performance, and based on different types of substance abuse. Here you have the opportunity to compare your answers to a fifteen-year database of information. You’ll develop a better understanding of how many organizations deal with this problem. The fourth section of the program changes focus, to examine your personal style in dealing with conflict. This i8 a basic management skill for effectively confronting an employee with a substance abuse problem. Here you have the opportunity to compare your style and apply it to a variety of different situations. Section five begins the real application section, where the knowledge you’ve gained in the first half of the program can be applied. This section is an action maze, a series of cases set in an organization, and developed “live’ as you take actions. Your actions will affect what happens. You’ll be scored on how well you recognize and confront a variety of different problems. The substance abuse problem has social, psychological, and management elements. And there is also a serious legal aspect. Section six brings in the legal perspective. You have to decide, a~ a judge, arbitrator, or unemployment compensation hearing officer, what to do in a series of actual cases. You’ll find out what actually happened in these true cases. The last section focuses on putting the information together in an in-basket simulation of a manager facing substance abuse issues on-the-job. Here you must develop policy, make decisions about policy components, evaluate ways to confront employee, and deal with long-term strategies for effectively combating the problem. The program can be completed by individuals or groups. In each section there are discussion questions that one person doing the program can consider. And there are scoring sheets and additional discussion questions for groups of managers to analyze and discuss. We recommend that any individual using this program complete all seven sections. Each develops a component of the programs that adds to your overall knowledge and ability to deal with the problems of substance abuse but each module stands alone. As part of an overall training program, you can choose those modules most appropriate to your learning needs. Substance abuse in organizations is a serious problem. This training program is a serious effort to provide information and skills. Part 1 FACTS AND FIGURES Test your knowledge against a 15-year database of information on organizational policies and practices. Part 2 SIGNS AND SYMPTOMS Test your knowledge and learn about the effects of substance abuse in a game format where you are given the answers and you have to ask the questions. Part 3 INCIDENT ANALYSIS Use your organization policy to respond to a series of incidents. Then compare your responses to a national survey. Part 4 CONFLICT MANAGEMENT STYLE Measure your style in confronting job-related situations that are stressful. Part 5 MANAGERIAL ACTION MAZE See how well you can score on this fast moving case where the decisions you make affect the information you receive. If you solve the problems quickly, you’ll demonstrate your competence in handling employee personal problems. Part 6 THE LEGAL PERSPECTIVE Become an arbitrator and make your decisions on a series of actual cases. You’ll receive information on how your decisions compare to actual decisions made by union arbitration hearings, unemployment compensation boards, and courts. Part 7 MANAGEMENT IN-BASKET Demonstrate the integration of skills in handling substance abuse problems. This is your opportunity to face real problems with organization policy and practice to guide you. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team What's the Problem? A Dynamic Model for Teaching Problem Solving Skills Experientially International Currency Fluctuations: Money$im, A Simulation Superstores: A Specialized Retailing Simulation Within a Specialized Marketing Curriculum Factors Affecting Student Perceptions of Learning in a Business Policy Game VC + EL = VL The Name Game: An Experiential Exercise in Intergroup Relations The Effects of Experiential Accounting Work Experience on Student Performance in Intermediate Accounting Courses The Results of Using the Experiential Activity Group Performance Evaluation in a Business Policy Setting Using a Legal Database to Describe the Legal Environment of Marketing (and Business) Matching Environmental Uncertainty and Organizational Configuration An Instructional Computer Simulation of Tampering in QC Executive Evaluation of Student Learning in the Looking Glass Simulation Group Personality Composition and Total Enterprise Simulation Performance An Expert System for Selecting Analytical Techniques for Analyzing Marketing Research Data Effects of Cognitive Styles on Responses in an In-Basket Simulation A Psychometric Analysis of Kolb's Revised Learning Style-Inventory Selecting and Developing Experiential Exercises Using Movies Application of a Real-World Strategic Management Model in the Classroom Demand Equations which Include Product Attributes Consumption as the Objective in Computer-Scored Total Enterprise Simulations The Effects of Decision Format and Evaluation on Simulation Performance, Decision Time, and Team Cohesion The Effects of Computer Related Assignments on Student Performance in Business Administration The Money Game: A Dynamic Simulation Including Random Shocks for Money and Banking Courses Methods for Evaluating Performance on Business Simulations: A Survey The Effects of Synergogy on the Policy Course: Significant Improvements in Student Learning and Teacher Evaluation Conditions and Outcomes of Trust in a Two-Person Bargaining Exercise Bankgame Enhancing Computer Business Simulation with the Use of VGA Graphics An Experiential Approach to Entrepreneurship An Advanced Simulation Method (ASM) for Multiple Objective Problems The Influence of Experiential learning Techniques on Student Recognition of Non-Primary Learning Styles Negotiating Mergers and Acquisitions: A Cocktail Napkin Approach Identification of Unintended Effects in Experiential Laboratory Exercises An Experimental Comparison of Paper and Pencil and Computer Aided Decision Support Tools Porting a Simulation from the IBM World to the Macintosh World A Transaction Cost Analysis of Experiential Learning The Development of Experiential Exercises for Courses in Entrepreneurship and Small Business Management The Assessment Center as and Experiential Classroom Exercise Pricing Strategy Algorithms for Playing Business Simulations Organizational Structures for International Operations: An Experiential Activity Simulation Emphasis in the Business School Capstone Course An Integrated Approach to Computerizing the Business Curriculum Cross-Cultural Business Negotiations Exercise Organizational Socialization and Gender Differences in Students at Work Understanding Student Work Experience: A Content-Analytic Approach Introducing Executive MBA Programs with Management Games An Analysis of Improvement in Business Decision Outcome with Sequential Use of Two Simulation Games Teaching Business Policy Utilizing Mass Lecture and Individual Case Labs Potholes Along the Road to Evaluating Learning Outcomes: The Case of Outdoor Management Training Experiential Learning for Interior Design Students: Using CADD, Lotus 1-2-3, and Wordperfect Cognitive Learning Using a Computer-Based, Qualitative Interactive Business Simulation Sex Discrimination: Does the Woman get the Job or Does the Best Man Win? A Search for Visual Aids to Support Experiential Learning Through the 1990's An Experimental Analysis fo the Effectiveness of Student Role-Playing in Sales Training How to Have Students Learn from their Term Projects Self-Evaluation Exercise (SEE): An Assessment of Class Contribution A Study of the Influence of Team Formation on Attitudes and Performance in Management Games A Hardware Based CIM Simulation Laboratory Model Test Substance Abuse in Organizations Micro Computer Training Models Teaching Forecasting, Cash Budgeting and Inventory Model Building Using SBTools A Comparison of the Effects of Experiential Learning Activities and Traditional Lecture Classes An Adjunct Writing Instruction Assistant, The Computer; With an Illustration Classroom Software for ABC Analysis Utilizing Information Processing Technology to Enhance the Business Policy Simulation Experience Progressive Cases Realistic Job Previews Vs. Traditional Job Previews: Experiencing the Differences and Understanding the Consequences Investment Analysis Using the Pragmatic Multiplier Approach A Computer Simulation Interface for Competitive and Firm Analysis Self-Assessment of Ethical Decision Making Predispositions Preparing Managers for Overseas Assignments An Inquiry into Japanese Marketing: Workshop on Teaching Japanese Marketing The Performance Appraisal Feedback Interview: A Role Play for Human Resources Management Teaching Counselor Selling techniques Using Experiential Techniques to Teach International Topics International Management Simulation Gaming: Current Status and Future Developments A Realism Comparison of Simulation Technologies/Methodologies A Time-Efficient Game to Illustrate Concepts Taught in Management Courses and Management Development Programs Teaching the Management of Technology The Concept of Face and the Applicability of Experiential Exercises in an Oriental Culture's