SIMNET WORKSHOP THE INTERNATIONAL SIMULATION NETWORK DEMONSTRATES THREE NEW BUSINESS GAMES Experiential Learning Enters the Eighties, Volume 7, 1980 116 SIMNET WORKSHOP THE INTERNATIONAL SIMULATION NETWORK DEMONSTRATES THREE NEW BUSINESS GAMES Francisco J. James, Simtek ABSTRACT SimNet is an internationally-accessible computer network offering a library of over twelve Business Games as an economic alternative to the acquisition and storage of such games. This demonstration session will present SimNet’s (a) description, (b) purpose, and Cc) economics, and will conclude by engaging the participants in a demonstration of the last three Business Games incorporated into the network. Description After a brief but global description of SimNet, we will define the international scope, the breadth of the Business Games library it offers, its hardware compatibility, the hardware and software reliability, and the designed simplicity engineered into SimNet. During a five-minute explanation of the purpose of SimNet, we will indicate the primary design objectives and the target user of the network. The target class sizes, target budgets, target computer center sizes, and target applications will be specified. In addition, we will discuss the impact of SimNet on decisions affecting computer hardware, minimum class size, seminar locations, business game scheduling, and departmental budgeting. We will also illustrate the difference in purpose and design between Edunet and SimNet. Specifically, we will illustrate how and why class sizes as small as ten students can benefit from SimNet business games, and how in-house programs (e.g. linear programming, regression, and other software) can he used to complement SimNet business games and how these games can be compressed to be run completely within a class session. Economics Finally we will discuss the costs associated with SimNet, compare it against other alternatives, and illustrate conditions under which SimNet becomes more or less attractive than other alternatives. Critical considerations at This point include: class size, existing computer facilities, user expertise, scheduling factors, curriculum-flexibility considerations, and parameter-flexibility considerations. Specifically, we will graph several cost curves to illustrate the costs of running Business Games in SimNet as compared to other options. Since SimNet suffers negligible fixed costs and since all operating costs are fully variable, the economics of SimNet become more attractive with smaller classes, smaller computer centers, lower computer expertise, dispersed campus facilities, high curriculum-flexibility requirements, and lower user expertise. The network will prove nest appropriate for small business schools and for departments highly concerned with budget constraints. At that stage we will illustrate how to achieve costs as low as $3/student in the process of running a complete business game. Demonstration SimNet currently includes a library of over twelve business games, including: BUSOP COMPUTER-ASSISTED CASES IN LOGISTICS & OPS. MGMT. * ELECTRONIC INDUSTRY GAME EXECUTIVE SIMULATION INTEGRATED SIMULATION MARKETING A NEW PRODUCT * POCKET CALCULATOR BOOM PURDUE GRAIN ELEVATOR MANAGEMENT GAME PURDUE SUPERMARKET CHAIN MANAGEMENT GAME RISKM SIMQ SUPERMARKET STRATEGY * DEPARTMENT STORE GAME The latest additions to the library are those games starred above. For each of those games (starred above), we will provide a general description of the game, a presentation of the models on which they are based, a discussion of each game’s adaptability to other industries, and a set of instructions describing how to run those business games in SimNet. After that description, we will run one or more sample periods of each of the games, and, time-permitting, we may run other games in the library to illustrate the system’s simplicity of operations and minimal time requirements. Table of Contents Volume 7, 1980 Symbol Recognition and Correlation for Evaluating Decision Making in Computer Aided Business Simulations Polanal: An Experiential Approach to Decision Support The Use of Time Contracts in Formal Education Indexing Simulation Model Response for Gaming Flexibility Moving Toward A Theory of the Use of Simulation Games and Experiential Exercises Use of Simulation Administration to Achieve Pedagogical Objectives Experiential Learning on the Job - A Business Internship Program Toward the Ultimate Experiential Exercise A Learning Through Managing Program Workshop Using Experiential Materials in Industry Training Sponsored Experiential Learning - An Opportunity Problems and Pitfalls of Externally Sponsored Field Research Projects Viewed form an Experiential Learning Perspective A Modular Approach to Experiential Learning: Classroom & Consulting Using Simulation & Experiential Learning In Industrial Settings Terminations: An Experiential Review Agenda Items -- Board of Supervisors' Meeting - Town of Jori The Objective-Setting Interview in MBO: An Experiential Approach The All-Star World Series Team Exercise: an Experiential Learning Exercise Dealing with Various Organizational Behavior Issues Progress Report on global, A Rich Multinational Gaming Environment Computer Simulation: A Tool to Teach Queuing Theory New Technology for Business Games Technological Frontiers in Computer Simulations for Business Education Simulating the Product Life Cycle on Interactive Terminals On Compensatory Demand Functions in Marketing Simulations The Use of Games at Different Levels in a Single Marketing Course to Increase Game Participation Sun Airlines: A Heterogeneous Consumer demand exercise Incorporating a Group Selection Test An Organization Development Approach to Teaching Organization Behavior CBID: Cognitive, Behavioral, and Interpersonal Development - A Skill Development/Social Learning Approach to Management Development Using a Live Case Via Video Tape A Town and gown Approach Development of Student Generated Cases Using Computerized Text Editing and Database Technology Interdisciplinary Approached to Problems in Utilizing Experiential Techniques To Use or Not To Use Experiential Techniques, That's is the Question Forming Participant Teams in Simulation Gaming The Problems of Motivating Students and Clients in Live-Case Projects Problems of Teaching Leadership Skills Through Experiential Techniques Conflict Style Measurement: Antecedent to Change - A Proposal for an Experiential Exercise Demonstration Fundamentals of Simulation for Newcomers An M.B.A. Orientation Simulation for Managing Time and the Areas of One's Life SimNet Workshop: The International Simulation Network Demonstrates Three New Business Games The Use of a Simulation Model in the Planning and Evaluation of Commercial Bank Operations Probability Assessment and Performance in Business Game Simulations WageSim: A Wage and Salary Administration Simulation Grading as a Teaching and Feedback Mechanism: Modifying Student's Self-Perceptions of Performance Can Business Games Effectively Teach Business Concepts? Development of Multiple Value Orientations in Conflict Resolution Behavior: An Experiential Teaching Paradigm in Labor-Management Relations Course Designing a Competency-Based Peer Assessment Scale for the Evaluation fo Teaching in Higher Education A Method for Evaluating Information for the Equipment Replacement Decision: An Application of Monte Carlo Simulation Simulation: A Method of Appraising Communication Networks in Managerial Decision Making An Evaluation of In-Class Student Involvement Evaluation of the SBI Program from an Experiential Viewpoint: Focus on the Student Differential Predictors of Academic Performance for White and Non-White Samples The Manager's Dilemma: An Unobtrusive Measure of the managerial Sex-Role Stereotype Are Computer Simulations Sexist? The Effect of Group Size on Attitudes Toward the Simulation Associations Between Individual Cognitive Processing Variables and Business Game Performance and Play Students' Perceptions on Managerial Functions After Exposure to Either the Case Method or a Simulation What Business Students Learn from Finance Simulations Attitude Toward Experiential Exercises, The Student-Teacher Relationship, Student Psychological Types, and Performance An Example of How to Design a Research-Based and Classroom-Effective Organizational behavior Exercise Some Issues in Game Design Untested Hypotheses: An Approach to Experiential Learning Evaluation of Simulation Games: A Critical Look at Past Efforts and Future Needs Is Self-Perception Predictable? - Some Laboratory Results An Exercise in Conflict-Handling Behavior The Relationship Between Group Size and the Learning Curve Effect in a Gaming Environment Learning About Organizational Management Through Organizational Management: Closing the Gap Strategies, Managerial Approaches, and Decision Making in a General Management Simulation A Comparison and Evaluation of Similar and Dissimilar Group Scenarios Generated Using Manual Simulation Games Weaknesses of Research Methods in Experiential and Simulation Studies