Experiential Exercises in the Online Environment   302 | Developments in Business Simulation and Experiential Learning, Volume 36, 2009  EXPERIENTIAL EXERCISES IN THE ONLINE ENVIRONMENT Michael J. “Mick” Fekula University of South Carolina Aiken mickf@usca.edu Janet M. Duck Penn State Great Valley jmd226@psu.edu ABSTRACT The evolution and rapid progression of the online learning environment has afforded many new technologies for course structure and design. Although an advantage of online learning is that every student in the class has an equal opportunity to participate, the disadvantage is that students are unable to interact with each other as they would in a traditional classroom setting. This poses a challenge to the use of traditional experiential learning methodologies designed for the classroom. While computer-based simulations are greatly enhanced through web-based technology, experiential exercises that rely upon rich communication means are likely to be degraded in an online class. The purpose of this presentation is to explore the nature and effectiveness of experiential exercises in the context of online environments. The presentation also examines the extent of existing technologies that can be used to enhance experiential exercises conducted online. After defining what we meant by an experiential learning exercise, as opposed to a computer-based simulation game, this presentation will classify experiential exercises according to the degree to which a particular exercise relies upon face-to-face, real-time interaction with other students in order to be effective. At the other extreme, we identify exercises that would be effective in an asynchronous environment. In the interval, we distinguish exercises that require varying degrees of synchronous participation or face-to-face interaction. Similarly, we then identify those technologies that align with particular exercises. The goal of the presentation is to offer a taxonomy from which teachers can identify those exercises most suitable to the online environment. In like manner, professors can use the scheme to classify the exercises which they create. This approach has the potential to generate a perspective that reveals the need for a whole new breed of experiential exercises; those being designed solely for use in the ever-growing online learning environment. The presentation also identifies new technologies that will be needed to allow for the use of particular types of experiential exercises. We also expect that this presentation will open up a whole new dimension of perspectives, research ideas, and papers for ABSEL, as well as the larger experiential community. Table of Contents Volume 36, 2009 Protecting Academic Integrity: Student Assessment In The Online Environment Pedagogical Shift: Teaching Report Writing For Accountants Online Increasing Student Learning In An Investment Management Course Through The Innovative Use Of Experiential Learning Pedagogy A Moral Development Unit For Business Courses Dividing Up Grandma’s Things: A Multifaceted Exercise In Critical Thinking Application Of Haekel’s Thesis To ABSEL Development Linking Stories With On-Line Threaded Discussions For Critical Thinking In Management Curriculum Why Have We Neglected Vicarious Experiential Learning? A Triadic Multi-Disciplinary Approach To Enhancing The Efficacy Of Experiential Learning Movement Toward Increased Student Roles In The Design Of Experiential Exercises Ready-Mix Concrete Company: An Experiential Exercise In Management Theory Using Portfolio Theory In A General Management Simulation An Experimental Analysis Of Advertising Strategies And Advertising The Relationship Between Goal Orientation And Simulation Performance With Attitude Change And Perceived Learning Beyond The Profitable-Product Death Spiral: Managing Product Mix In An Environment Of Constrained Resources Online Marketing Control With The Strategic Business Unit Analysis Package Beat The Market Game Creating Decision Support Systems In Business Simulation Games The Use Of Computer-Assisted, Interactive Role-Play Simulation In China Asia Marketing: An International Business Game An Empirical Test Of “Behavioral Immersion” In Experiential Learning Existing And Emerging Business Simulation-Game Design Movements Computerized Business Simulations: A Systems Dynamics Process Service Launch Evaluating Business Plans In A Simulation Environment Teaching Software Development By Means Of A Classroom Game: The Software Development Game Group Decision Experiments Using Business Game - Problem Solving With Conflict Luna: A Role Play Game For Learning Incoterms 2000 Entrepreneurship: A Game Of Risk And Reward Phase I -- The Search For Opportunity The Wee Game: A Pre-Game Learning Inhibitors In Business Simulations And Games New Version Of An Old Simulation Helps Build A Perfect Capstone Course Project Competitor: A Simulation Game For Project Management With 2 Models And 2 Modes Mitigating The Winner’s Curse In The Auction Market Of A Computer-Assisted Business Gaming Simulation Evaluation Of Collaborative Filtering By Agent-Based Simulation Considering Market Environment Marketing Simulation Game Decision Making Experience And Its Impact On Indecisiveness Among Introductory Marketing Students Individual And Organizational Learning In A Top Management Game In Pursuit Of Stockholder Value: Reinforcing Core Concepts In A Business Strategy Simulation With A “Shadow” Stock Market Competition The Simplicity Paradox: Another Look At Complexity In Design Of Simulations And Experiential Exercises In Search Of The Ethnocentric Consumer: Experiencing “Laddering” Research In International Advertising The Paradise Islands Revisited: Trouble In Paradise Developing And Assessing Student Information Literacy Competency Do First Mover Advantages Exist In Competitive Board Games: The Importance Of Zugzwang The Natural Debriefing Approach: A Case In A Simple Business Game Pursued For Perfect Communications New Product Development Simulation Dominance In On Line Business Games Competitions Cooperative Business Game With Framing Effect Experiential Exercises In The Online Environment Enhancing Web-Based Simulations With Game Elements For Increased Engagement The Ginseng Game Experience Business Using a Simple Business Simulation