If the Games Work, Why Aren't More Faculty Willing to Play? 32 Developments in Business Simulations and Experiential Learning, Volume 37, 2010 IF THE GAMES WORK, WHY AREN’T MORE FACULTY WILLING TO PLAY? Spence Tower Ferris State University Towers@Ferris.edu ABSTRACT If you are an academic-type that likes to see theories that truly help solve real problems, this workshop is for you. We will initially use several motivation theories to clarify why our colleagues are resistant to using business games and simulations. Second, we will brainstorm numerous tactics to overcome the many barriers identified; finally, from these various tactics, you will develop a set of activities and an action plan tailored to your situation. THE OBJECTIVE(S) OF THE SESSION 1. Share overview of theory-based diagnostic model of work motivation that simplifies issues affecting desire, effort, performance, and satisfaction 2. Create a group-based, interactive forum where participants: Convert common employee barriers into related faculty barriers Identify numerous common barriers that keep faculty from participating in business simulations Understand why various past efforts to gain faculty involvement have been ineffective Share techniques that worked—and understand why 3. Construct a simple, yet wide-ranging map of suggestions participants can easily apply to boost their faculty members’ interest, effort, and course success TARGET AUDIENCE Faculty or administrators that want to. . . • understand why other faculty may not be participating • identify strategies to boost faculty involvement THEORETICAL FRAMEWORK AND/OR RELEVANT CONSTRUCTS This workshop focuses on four widely respected theories (and one lesser known) that each contribute to understanding human motivation. These theories include: • Expectancy theory - Mitchell, T. R. (1983). Expectancy-value models in organizational psychology. In N. Feather (Ed.), Expectancy, incentive, and action (pp. 293-314). Hillsdale, NJ: Lawrence Erlbaum Associates. • Self-efficacy theory - Bandura, A. (1997). Self- efficacy: The exercise of control. New York: W. H. Freeman • Equity theory - Adams, J. S. (1965). Inequity in social exchange. In L. Berkowitz (Ed.), Advances in experimental social psychology (Vol. 2, pp. 267-299). New York: Academic Press. • Goal Setting theory - Locke, E. A., & Latham, G. P. (1990). A theory of goal setting and task performance. Englewood Cliffs, NJ: Prentice Hall. • Resource Allocation theory – Kanfer, R. & Ackerman, P. L. (1989). Motivation and cognitive abilities: An integrative/aptitude-treatment interaction approach to skill acquisition. Journal of Applied Psychology, 74(4), 657-690. PEDAGOGICAL IMPLICATIONS AND/OR OUTCOMES OF THE ACTIVITY For each participant, the outcomes of this activity include a greater understanding of reasons why more faculty aren’t using business simulations as well as a list of theoretically based action plans that participants can take back to their schools to boost participation. Table of Contents Volume 37, 2010 A Simulation in Organizational Behavior: Development and Beta Test Simulating Networks: An Experiment Pick Your Group Size: A Better Procedure to Resolve the Free-Rider Problem in a Business Simulation The Impact Of Playing A Marketing Simulation Game On Perceived Decision Making Ability Among Introductory Marketing Students If the Games Work, Why Aren't More Faculty Willing to Play? Modeling Cascading Demand: Accounting for the Effects of Captive Consumer Relationships Issues In Simulation Implementation: Lessons From a Freshman Seminar ENDURANCE: A game for current economic times Simulating Processes: An Application In Supply Chain Management Another Look At The Use Of Forecasting Accuracy On The Assessment Of Management Performance In Business Simulation Games The Effect Of Advertising On Demand In Business Simulations The Relationship Between Learning And Performance In A Total Enterprise Simulation: Revisited And New Data. Is the Gold /Pray Simulation Demand Model Valid and is It Really Robust? Mission Possible - Using Simulation Games For Management Training In A Transition Economy Business Game Modeling For The Negotiation Between General Contractor And Subcontractors The Relationship Between Goal Orientation And Simulation Performance With Attitude Change And Perceived Learning: A Follow-Up Study The Invalidity Of "Natural Market Structure" Pims Validation Of Marketing Games Examining A Beta Test An Experiment On Group Decision-Making Using A Business Game: An International Comparison Of Mba Students In Japan; China; And Russia A Platform for Business Games - From Game Playing to Game Making: The Case of Yokohama National University Checking Financial Balance of Target Brand Portfolio with the Strategic Market Plan Cash Flow Package About Simulations and Bloom's Learning Taxonomy Managing Complexity: Applying the Conscious-Competence Model to Experiential Learning Using Accumulated Profits to Assess Performance in Simulations And Now Let's Really Innovate: The Notion of Perpetual Online Courses Distance Learning: A Game Application Web Based Total Enterprise Simulation Learning Business Administration Using Simulation Software A Review of Experiential Exercises in Absel's Published Proceedings Moving Outside the Classroom: An Experiential Exercise Involving Video Clips Peer To Peer: A New Tool for Student Peer Evaluation Continuing To Assess Project Management: What's Been Done? What's It Means? Looking At New Twists Strategies for Promoting Knowledge Formation and Dissemination in Business Simulation and Experiential Learning Introducing Experiential Exercises To Inexperienced Faculty Members Conveying Concepts Through Cartoons: Preliminary Results From Software Engineers In An Industrial Organization Theory Class Utilizing Institutional Problems as an Experiential Learning Opportunity for Students Considerations in the Design of Vicarious Learning Environments Enhancing Critical Thinking Through Service-Learning As A Consultative Process Encouraging "Established" Faculty to Adopt a "New" Games and Simulations Pedagogy IMA Candy Company: An Experiential Exercise in Managerial Accounting Mustard Seeds as Means for Creative Problem Solving, Ethical Decision Making, Stakeholder Alliance, & Leader Development through Experiential Learning in Management Education Interactive Classroom Technology: Adding a Benefit to the Traditional Classroom Excelling in the Capstone Simulation: An Application of Spreadsheet Technology as a Decision Support Tool GEO: An Entrepreneurship-Oriented Computer-Assisted International Strategy Simulation ERP Simulation Game: A Distribution Game to Teach the Value of Integrated Systems