Managing Human Resources Simulation Page 65 - Developments in Business Simulation and Experiential Learning, volume 38, 2011 ABSTRACT The name of the game is Managing Human Resources Simulation. This simulation is a set of connected case stud- ies situated within the Human Resources function, and oc- curring over time. This approach corresponds to the learner-centered model referred to as “Problem-Based Learning” or PBL. Participants learn to analyze informa- tion, solve problems by applying what they’ve learned in the course, and then assess their results. This means that while they are making decisions and analyzing outcomes, participants are “discovering” the cause and effect rela- tionships that are true for HRM and the organization in the simulated company. This simulation may be used effec- tively in a university course that surveys HRM, a capstone integration of an HRM major or minor, a graduate course that surveys HRM, or an organizational training program on human capital decision-making. The game can be played in-class, entirely online, or with a combination of in -class and online approaches. PARTICIPANT OUTCOMES The purpose of the simulation is problem-based or discovery learning which is based on learning by doing and then reflecting about what was observed and experienced. Consequently, the learning objec- tives emphasize the application of learning from other sources, and the practice of skills already or about to be acquired. Here is a list of participant learning ob- jectives:  Increase understanding of the relationships among HRM practices and organizational outcomes.  Practice analytical reasoning and critical thinking.  Practice working with data and basing deci- sions on it.  Develop a more strategic focus for decision- making by linking key results to decisions about practices.  Experience managerial decision-making.  Stay within a budget and balance competing priorities.  Practice team project management with multi- ple, complex projects.  Develop reports and presentations that ana- lyze and explain results.  Apply what participants have learned in their readings.  Supplement knowledge of current issues in HRM. TIME REQUIRED The game can be played for 1 to 8 quarters. In order to accomplish the basic learning objectives, at least one quarter must be played and analyzed. MINIMUM NUMBER OF PLAYERS The game can be played by as few as one player. In the classroom this game can be played by up to 15 teams with any number of players. For this confer- ence I would suggest that 8 teams with 3 to 4 players would be a realistic maximum. EQUIPMENT PLAYERS NEED None, although it would help if any had laptops with Internet connections. This would speed up enter- ing decisions. MANAGING HUMAN RESOURCES SIMULATION David Rahn California State University at Chico DRahn@csuchico.edu mailto:DRahn@csuchico.edu Table of Contents Volume 38, 2011 Simulated Tabletop Exercise for Risk Management - Anti Bio-terrorism Scenario Simulated Tabletop Exercise From Business Games to Simulations - Simuworlds & Microworlds Demand Equation Redux: The Design and Functionality of the Gold/Pray Model in Computerized Business Simulations Managing Client-Based Learning: Insights from Successful Teaching Project Courses in Marketing Tracking Forecast Error Type, Frequency and Magnitude with the Forecast Error Package Responding to Facilitate Collaboration Simulating Sudden Change and the Value of Timely Information Managing Human Resources Simulation A Study on Collectivism and Group Decision-Making: An International Comparison of Japan, China, and Russia Using a Gaming Simulation The Use of Management Games in the Management Research Agenda Gaming On-Line: A Simulation Application Positioning and Performance in Simulated Networks Supply Chain Management: A Simulation Application Simulation as a Teaching Method in Strategic Management Distance Studies Entrepreneurship: A Game of Risk and Reward Phase II: The Start-Up Return to the Paradise Islands: From Confrontation to Cooperation Effect on Market Performance of Displaying Supply and Demand Curves in a Business Simulation Appreciating Complexity: The Chief of Staff of the Army Game Managing Organizations: Experiential MBA Course Teaches Alternatives to the Machine Model A Simulation Model for Analyzing the Night-Time Emergency Health Care System in Japan The Continuing Evoluation of Assessing Project Management as an Academic Learning Outcome (ALO) Should College Instructors Change Their Teaching Styles to Meet the Millenial Student? The Mouse Game and its Effects on Team Interdependence Learning from the Gulf Oil Spill to Prepare for a Brighter Future: A New Game Engaging Stake Holders in Triple Bottom Line Accounting & Strategic Planning Video Killed the Biblio Star: The Impact of Digital Media on Student Learning Outcomes Exploring Motivation: Using Emoticons to Map Student Motivation in a Business Game Exercise An Alternative to PC and Internet Based Simulations: The Internet Integrated Mode MiddleState University -- A Crisis in Education Complexity Avoidance, Narcissism and Experiential Learning Examining the Cognitive, Affective, and Psychomotor Dimensions in Management Skill Development Through Experiential Learning: Developing a Framework A Situational Leadership Exercise Based on the Biology of a Starfish JOGAI CEFET -- The Industrial Administration Undergraduate Game Would You Take a Marketing Man to a Quick Service Restaurant? Modeling Corporate Social Responsibility In A Food Service Menu-Management Simulation Use of a Simulation in a Large Class Environment for a Marketing Principles Class: A Qualitative Analysis of Whether Learning Objectives were Met A Team Based Information Literacy Exercise ABSEL Marketing Communications Plan An Interdisciplinary Study of the Impact of Playing a Marketing Simulation Game on Student Knowledge of Management Accounting/Finance Principles Analyzing Construction Planning of Interiro Finish Work of Apartment Building by Simulation Doing Murder One Again The Simple Business Game and Simulation Transfering the Knowledge of Middle Management to Novices Infectious Disease Simulation Model for Estimation of Spreading Understanding the Relative Influence of Several Factors in ERP Simulation Performance: An Exploration of Ecological Validity Tragedy of the Commons: An Exercise Using Clickers to Illustrate and Teach a Key Concept in Negotiations The Meaning of Firm Demand in Business Simulations If the Games Work, Why Aren't More Faculty Willing to Play? Those Who Do and Those That Don't: A Study of Engaged and Disengaged Business Game Players