LEARNING STYLES INFLUENCES ON SATISFACTION AND PERCEIVED LEARNING: ANALYSIS OF AN ONLINE BUSINESS GAME Developments in Business Simulation and Experiential Learning, Volume 32, 2005 LEARNING STYLES INFLUENCES ON SATISFACTION AND PERCEIVED LEARNING: ANALYSIS OF AN ONLINE BUSINESS GAME Igor V. C. Batista University of Sao Paulo (USP) igorvcb@usp.br Edgard B. Cornachione, Jr. University of Sao Paulo (USP) edgardbc@usp.br ABSTRACT This paper aims at verifying the existence of influences of learning styles on satisfaction and perceived learning, considering participants of a Brazilian nationwide online business game (SEBRAE Challenge). The sample consists of 46 undergraduate students (Accounting & Business). After determining each student’s learning style (according to Kolb’s experiential learning theory), we analyzed the differences of satisfaction and perceived learning based on each observed learning style. The findings show that all learning styles proposed by Kolb’s theory were present within the sample, and that no evidences were found in terms of individual learning styles’ influences on satisfaction and perceived learning. INTRODUCTION More than ever, it is seemingly impossible to disregard technological advancements and the respective impacts in our lives. Such changes even affect the way we analyze and promote education in a broad sense, as well as in business education (Theóphilo, 2002). It is evident that we need to rethink business education, updating all the means to current needs. In this track, the Intergovernmental Working Group of Experts of International Standards of Accounting and Reporting – ISAR, within the United Nations Conference on Trade and Development – UNCTAD conducted various meetings aimed at proposing a global curriculum model directed to accountancy postsecondary programs. This model bears not only the components of a qualification system to accountants – including techniques, skills, and desirable values required for the graduation (UNCTAD/ISAR, 1998a), but also the contents that should be considered as a guide in order to prepare and organize a program in tune with the global needs within the field (UNCTAD/ISAR, 1998b). Regarding the required skills in terms of the accounting profession, the mentioned proposed model highlights the following idea (UNCTAD/ISAR, 1998a, p. 5): “It is not sufficient for aspiring professional accountants to posses only theoretical knowledge. Accountants must also have ability to apply theoretical knowledge to practical, real-life situations, by obtaining, analyzing, interpreting, synthesizing, evaluating and communicating information.” Considering these arguments, it is clear that we need to promote a different business education, allowing students to experience, in a more significant way, the environment in which they will act professionally: the business environment. It is required to change the focus, from a less creative education environment, full of lectures and deeply based on textbooks (Albrecht & Sack 2000, p. 43; Sauaia, 2003) to a new approach, including, as mentioned by Albrecht & Sack (2000, p. 64): “some elements of group work to teach leadership and working together, role playing to teach negotiation, technology assignments to teach technology, and larger projects to teach project management.” Such need is stressed by the U.S. Department of Education that determined in 1991 as a national education goal, the enhancement of critical thinking in college graduates. The current literature review shows that business programs’ curricula approach critical thinking skills in three ways: problem-based learning, course-content-embedded learning and as an element underlying other pedagogies (Braun, 2004). In this way, the business game teaching approach, characterized by its simulation capabilities of activities of an organization, bearing distinct complexity levels, while also allowing interactions with an also simulated economic environment, appears as a valid teaching alternative supporting students concerned with exercising planning, as well as developing top-level decision making skills (Fripp, 1984). The mentioned comments and ideas highlight the possibility of using business games as a teaching technique that may support the achievement of current demands of business education. Student’s autonomy stimulated through the business game approach is expanded when it is applied online, based on communication resources and the Internet. On the other hand, the use of online business game as a teaching tool is a barely explored issue in Brazil. In this 22 mailto:igorvcb@usp.br Developments in Business Simulation and Experiential Learning, Volume 32, 2005 way, in order to understand the online business game approach it is important to study people who experienced it, analyzing their own traits and impressions while attending this type of business game. Thus, this paper aims at verifying the existence of influences of the learning styles on the satisfaction and perceived learning, considering participants of an online business game. LITERATURE REVIEW Studies on learning have distinct approaches while trying to comprehend how people learn and the conditions of learning, as well as considering the attempt to identify the role of the agents and their instruments to facilitate learning. Psychology and education literature bears alternative theories and concepts in terms of learning. In general, there is a behavioral approach considering learning as a long- lasting behavior change of the individual, ignited by several stimuli, changing his thoughts, feelings, and actions (Gagné, 1985; Gil, 1997; Libâneo, 1994; McKeachie, 2002). When aiming at promoting changes in behavior, aptitude, and knowledge, the experiential learning cycle is regularly applied (Keys & Wolfe, 1990). Kolb’s experiential learning theory justified the use of rich, active learning environments, of which business games are a specific type. These ideas from Keys & Wolfe indicate that, when related to business game facilitated learning, the experiential learning cycle, as proposed by Kolb (1984), should be considered. This affirmation is stressed by Fripp (1984) while discussing the use of business games in managerial training: “The best known theoretical approach to learning, which supports the need for managers to have an active orientation and, at the same time, a more passive and thoughtful one, is due to Kolb”. On the other hand, using Kolb’s learning styles inventory presents some questioning regarding its adequacy. Authors like Freedman and Stumpf (1978, 1980) question Kolb’s instrument accuracy as well as his experiential learning theory. On the other extreme of this issue it is possible to find authors like Bostrom et al. (1993) and Wyrick (2003) attesting the validity of the mentioned instrument. In this sense, this paper considers that the learning theory supporting business game methods and techniques is the experiential learning theory. According to Kolb (1984), this occurs when a person gets involved in some activity, develops a critical analysis, extracts some useful concepts, and applies the results. Business games support learning through experiences that represent the dynamics of an organization. In order to facilitate learning, all the phases of Kolb’s experiential learning cycle should be equally explored. According to the analyzed literature, certain people bearing specific learning styles tend to prefer a particular subject area: “(…) divergers have careers in the humanities and social sciences, assimilators prefer to work in the natural sciences and math related fields, and accommodators enter business and social professions. Convergers tend to be ones whom enter science-based professions like engineering” (Wyrick, 2003). Such characteristics may influence students’ preferences for specific teaching methods rather than others. One of the relevant parameters of this research is the perceived learning of business games participants. Learning theories develop the idea of learning through an internal (mind) or external (behavior) approach. In addition, perceived learning and actual learning are different ideas, representing another way of analyzing learning. On this particular issue, Johnson et al. (1996) highlight that perceived learning within a business simulation framework may be “defined as the self-evaluation by the participant as to the knowledge and skills acquired during the simulation”, and the authors found useful the adoption of perceived learning to support the teaching and learning process, due to the fact that involvement and perceived realism presented relationships with perceived learning. In this sense, it is required to develop an instrument capable of recognizing such learning from the standpoint of the own participant’s perception. In other words, there is a decision of considering the participant’s feelings related to his learning from experiencing a business game. Therefore, this paper measures the business game participant’s perceived learning using the educational taxonomy of learning objectives as proposed by Bloom (1954), and reviewed by Anderson & Krathwohl (2001), using the concepts related to the cognitive process dimension. This taxonomy, according to Bloom (1954) aims at students’ expected explicit changes considering the educational process. It is also important to consider that learning expectations and actual learning are different ideas, even observing relevant relationships between them (Claxton and Murrell, 1987). Inspired by these objectives, Brazelton (2000) stresses that “the purpose of Bloom’s taxonomy is to distinguish between memorized knowledge and intellectual activities involving different abilities and skills.” Bloom’s taxonomy involves a set of cognitive changes in an increasing sequence, from the more simple to the more complex one. On this particular aspect, and relating the idea to this research, it is worth to mention that measuring changes in cognition (Winitzky and Kauchak, 1995) does not mean measuring behavior change: people may know what to do, but they may not do it. However, knowledge is the basis for all cognitive processes becoming required by all other subsequent levels of the considered taxonomy. When the knowledge increases, other levels appear, resulting in ever-increasing abilities. Business game participants’ satisfaction level has been studied by several authors (Fripp, 1984; Olivas; Newstrom, 1981; Sauaia, 1995), and it is possible to find consensus on the reviewed literature regarding the use of business game approach within an educational environment and the increase in participants’ satisfaction and motivation. On the 23 Developments in Business Simulation and Experiential Learning, Volume 32, 2005 other hand, such studies are focusing on the business game use based on face-to-face settings, characterized by the physical presence of instructors and learners in the same physical environment, at the same time. However, it is convenient to state that there is no consensus among participants in terms of the satisfaction level created by business games. Some students prefer other teaching methods, such as the case approach, instead of games. The experience focused by this paper was developed within a distance education environment, and as a result, it was not based on the face-to-face paradigm, while relying on computers. Therefore, there is a concern related to investigate participants’ satisfaction in the light of a non- traditional environment. In this sense, considering the business game object of this research, it is important to observe that the decision- making activities always occurred on a face-to-face basis. This is because the team was able to use only one computer (always the same computer during the entire process). Thus, the team had to meet adopting a face-to-face approach in order to decide and deal with the whole online environment. By using the online environment, this particular business game was promoting the participation of geographically spread teams. The growing expansion of distance education based on the use of new technologies, mainly the Internet (Arbaugh, 2000; Arbaugh; Duray, 2002), brings the need to evaluate students’ satisfaction level in terms of this alternative way of education. Researchers have normally used this parameter as part of the assessment of computer-based distance education (Davis, 1989; Arbaugh; Duray, 2002). Student’s satisfaction level in terms of distance education, based on information technology is a determining factor to evaluate the need for reviewing and promoting changes in the employed technology (Davis, 1989). In this sense, the student’s satisfaction can be understood as a level of his contentment in terms of how the business game experience is conducted. This evaluation aims at measuring his contentment level regarding the virtual environment organization, student’s self-evaluation, and team performance during the game experience. If, by one hand, the distance education can bring an educational performance increase, in several senses (Arbaugh; Duray, 2002), by the other hand, the innovation on the employed methodology, along with the use of new technologies may interfere inhibiting this gain, mainly considering the different relation between the user and the means to promote the educational activity. Studies like the one conducted by Davis (1989) have been demonstrating that student’s satisfaction in distance learning environments is strongly related to the perception of technology utility and ease of use. This perception of utility and ease of use may be measured through identification of users’ satisfaction level (Medeiros & Cybis apud Teixeira et al., 2002). People use a specific instrument, according to its capacity of helping them while improving their work performance, which is called the perceived utility. However, even though a user can be convinced of the instrument’s utility to his work performance improvement, the decision of using it still requires the assessment of the difficulty level of operating it. This is the so-called cost and benefit evaluation, where the user will use certain instrument while it is capable of bringing more benefits than the required efforts to use it. This is called the perceived ease of use (Davis, 1989). According to Bertoletti et al. (apud Teixeira et al., 2002), for a technology to achieve success and to be effectively used, it is required to be useful to a specific audience, to be easy of understand and use, and to bear an attractive interface, stimulating the user while calling his attention. These authors still stress that the relevance of evaluating the perceived ease of use due to the fact that it allows the identification of problems that may harm user’s interaction, many times responsible for frustration, anxiety, and bad performance. But, although the perception of utility and ease of use is relevant, there are other factors that also contribute to user adhesion (Arbaugh, 2000; Davis, 1989). In general, the reviewed literature presents that student’s satisfaction in relation to computer-based distance learning may be associated with causes and effects. Causes are basically (not only) related to two variables: perception utility and perception of ease of use of the employed technology for class delivery (Davis, 1989). On the other hand, the effects of this satisfaction are related to the student’s disposition to participate of new experiences based on this media (Arbaugh; Duray, 2002). This paper analyses the participant’s satisfaction of those who experienced a distance-learning environment involving a business game approach. Considering that one of the goals of this paper is to determine the participants’ learning styles, and specify the details of the business game environment, using the experiential learning theory, the analysis of the participants’ learning styles is based on Kolb’s theory (1984). When referring to experiential learning theory, Claxton & Murrel (1987, p. 25) highlight that “the theory deals not only with style but also with the more basic questions of learning and individual development”. Thus, this paper is supported by this theory while discussing business game. When dealing with learning styles, Kolb’s experiential learning theory recognizes the existence of four distinct learning styles: divergers, assimilators, convergers, and accommodators. According to Carthey (1993), each style is described next: Divergers, the first studied group, perceive information through a concrete way and process it in a reflective way. The learning occurs through listening and sharing ideas. They are imaginative thinkers that believe in their own experiences, analyze an experience through several lenses, value intuition, and work for harmony. This group is especially interested in people and cultures. As members of the second group of Kolb’s learning styles, assimilators perceive information through an abstract way, and process it through reflection. They use 24 Developments in Business Simulation and Experiential Learning, Volume 32, 2005 Analyzing the main data collection techniques related to hypothetical-deductive research (the case of this paper), it is possible to find the questionnaire (Vergara, 2004). theory and concepts to integrate their observations within what they are learning. This group needs to know the specialists’ way of thinking on the particular subject and learn while thinking about ideas. They value the sequential thinking, and need details. Assimilators prefer traditional classrooms, and are more interested in ideas than in people. They also feel uncomfortable with subjective reasoning. Thus, this research uses a questionnaire as a way of gathering its required data. The fact that the questionnaire acts as a more precise data collection instrument (Oliveira, 2003) also supports its use here. Convergers perceive information through abstraction and process them actively. Their learning occurs through theories’ testing and common sense application. They are pragmatic and need to know how things work. They are objective, going straight to the point. They value strategic thinking and are task-oriented. The data collection instrument used in this study is divided into four distinct parts: Part I – Participant Profile. This part of the questionnaire aims at unveiling some information from the participants related to the intervening variables of this research. Part II – Participant’s Perceived Satisfaction. In this part, the key is to determine the SEBRAE Challenge participant’s satisfaction, based on the literature review. This part consists of eight questions where the participants can disclosure their opinion using a five-point Likert scale. The questions here were adapted from the previous work of Sauaia (1995), bearing the desired validity. The fourth group from Kolb’s theory is the accommodators. People in this group perceive information through a concrete way, and process it actively, integrating experience and application. They learn through trial-and- error. They are enthusiasts of new things, bearing an easy adaptation. When confronted by a theory that cannot support facts in a similar way as they can see, they start to dispose the theory. Part III – Participant’s Perceived Learning. This part of the questionnaire uses questions based on the reviewed Bloom’s taxonomy (Anderson & Krathwohl, 2001) and aims at identifying participants’ behavioral changes related to certain perceived learning. Ramsay, Hanlon, and Smith (2000, p. 225) present one specific reason to be concerned about studying learning styles of accounting majors: Also considering the goals of the SEBRAE Challenge presented throughout the introduction of this study, we decided to insert three additional questions in order to identify if the participants could reach those goals indeed. In this part of the questionnaire the responses were collected using a five-point Likert scale. Some authors have suggested that students should not be forced to use learning approaches that do not suit their cognitive style. The future of accounting education could be that institutions and staff provide a range of learning approaches (e.g., lectures, cooperative learning activities, multimedia), allowing students to choose learning opportunities that best suit their cognitive style. Part IV – Learning Styles. This last part of the questionnaire relies on Kolb’s Learning Styles Inventory. This inventory consists of 12 sentences, each one with four options that must be ranked by the respondent. Based on the answers to these twelve sentences, the participants’ learning styles are determined using a predefined framework (Carthey, 1993). The response is individual, fast, and direct (Anderson, 1994). RESEARCH METHOD The business game object of this paper is the fourth edition of the SEBRAE Challenge, developed in 2003. It is a Brazilian nationwide competition, open to all students enrolled in any undergraduate program accredited by the Brazilian Ministry of Education. The Kolb’s Learning Styles Inventory bears a strong validity, since it had been used in more than 150 researches (Karuppan, 2001). The SEBRAE Challenge aims at stimulating the entrepreneurship approach and spreading the entrepreneur culture among undergraduate students all over the country; developing managerial skills within small business; allowing participants to have a real experience in managing a virtual company. Mattar (1999) discusses the forms of application of this instrument in terms of variables like, cost, time, sample control, measurement uniformity, respondents’ educational level, among other aspects. Hence, considering the geographical sample amplitude involving the entire state of Minas Gerais (Brazil), and the particularity of this problem (online business game), we used the Internet as the means of data collecting. In this sense, a password-protected website containing the questionnaire was made available to the selected students. In order to participate of the game, students must set a team of at least three and at maximum five participants, and all team members must be enrolled in postsecondary institutions of the same state. This paper focuses on undergraduate business students (Accounting & Business) who participated of the mentioned SEBRAE Challenge. Considering team mix, according to the rules of the event, it is possible to have students from different institutions or programs in the same team. Several authors of research methodology (Rea & Parker, 1997; Creswell, 2003) stress the need for gathering respondents’ authorization when dealing with data collection. This is a valid concern, which offers the researcher certain warrants to the use and analysis of the 25 Developments in Business Simulation and Experiential Learning, Volume 32, 2005 collected material. In this way, all the subjects of this sample received an eMail message explaining this research, its reasons, purpose, goals, presenting the researchers, the research code and the password, while also asking the student’s participation and implicitly authorization (when filling in the questionnaire). DATA ANALYSIS This research started focusing only on accounting majors from the state of Minas Gerais (Brazil), which participated of the SEBRAE Challenge (4th edition). But, according to the rules of this event, it was possible to have students from different majors organizing a team. In this sense, the number of cases observed by this research had expanded, involving not only accounting majors, but also business majors. In summary, a total of 388 students (majoring accounting or business, from private and public higher education institutions, male and female) represent the participants from the state of Minas Gerais. After sending the eMail with instructions to all subjects of the sample, a total of 61 questionnaires returned. Among these, 15 were discarded due to the fact that they referred to students who had only enrolled in the business game, without any kind of participation in the proposed activities. Thus, the sample consists of 46 answers from students bearing all the requirements of this study. Several statistical procedures were developed using the data, including descriptives and comparisons of means, with the support of SPSS (Statistical Package for Social Sciences) version 10.0.1. Table 1 summarizes the considered sample both in terms of program and gender. The mean age for this sample is 25.6 years (s= 6.1). The institution type and program hours related to this sample are presented in Table 2. Another relevant aspect that the literature emphasizes, in terms of influence on participant’s perceived satisfaction, is computer literacy. In this sense, the data collection instrument presented five options allowing the respondents to develop a self-assessment. Most of the sample (76.1%) bears skills in terms of desktop solutions (basic or advanced), meaning that during the SEBRAE Challenge phases the use of computers did not interfere on participant’s satisfaction. Another element that helps identifying participant’s satisfaction refers to the general opinion about the SEBRAE Challenge. An expressive number of participants (95.7%) classifies this online business game as good or very good, the two highest concepts in the adopted scale. In terms of participants’ opinions related to their satisfaction (with the media and the business game) and perceived learning (according to Bloom’s taxonomy), a five-point Likert scale was used. Table 4 presents information on this particular aspect. Results presented in Table 4 show that all means are higher than the scale mean (three), except for the items “Agreement with time extension (duration)” (mean= 2.67) and “Development of the ‘Entrepreneur Feeling’” (mean= 2.65), both bearing the highest standard deviations. These descriptive statistics indicate that, in general, subjects considered positively their participations (SEBRAE Challenge), and presented positive assessment of both satisfaction and perceived learning during the experience. Examining influences of learning styles on satisfaction and perceived learning, first we determined the learning style of each subject, processing data according to Kolb’s theory. Due to the fact that the data did not present the requirements of parametric statistical procedures (McClave; Benson; Sincich, 2001; Pagano, 2001), a nonparametric procedure (Kruskall-Wallis) was used to verify the existence of significant differences when the answers (Table 4) were segmented considering the subjects’ learning styles (Table 5). Thus, the adopted procedure compares the subsets of answers based on the subjects’ learning styles in order to test the following null hypothesis: “there are no significant differences of satisfaction and perceived learning among the observed learning styles”. Table 6, presented next, registers the results of the mentioned nonparametric tests (the chi square statistics are omitted). Analyzing the obtained results, we can observe that, in this sample, there are no significant differences of satisfaction and perceived learning when analyzed in terms of learning styles (considering that all obtained p-values are above the established limit of 0.05). CONCLUSION This study demonstrates that, based on this sample, the participants of SEBRAE Challenge 2003 consider the experience as very relevant and valid, in terms of satisfaction. They also feel that business games supported by a distance education environment represent an important instructional experience, based on the fact that they are willing to attend an online business game (the highest obtained score: 4.07). In terms of the perceived learning, the subjects consider the experience as a significant one. And, here is important to stress certain advantages: the business game could recover previous knowledge (mean= 3.69), and also develop the analysis skills (mean= 3.87). Thus, we can sustain the viability of the use of online business games as an instructional component to improve business education, supporting students while developing the required business skills. While analyzing the proposed goals of the SEBRAE Challenge, the students of this sample did not consider that attending this event was related to the development of their “entrepreneur feelings” (mean= 2.65). This particular aspect may stress that entrepreneurship is more related to other parameters than managerial experiences like those emphasized by business games. 26 Developments in Business Simulation and Experiential Learning, Volume 32, 2005 In conclusion, no evidences were found in terms of individual learning styles influences on participants’ satisfaction and perceived learning in this online business game. This fact may lead to conclusion that participants of this kind of experience may decide to attend based on the convenience or opportunity rather than their personal style. On the other hand, the presence of all learning styles (as proposed by Kolb), within the sample, indicates that while developing and conducting new business games, the learning styles should be considered in order to improve the results of this type of experiential approach. Davis, F. (1989). “Perceived usefulness, perceived ease of use and user acceptance of information technology”. MIS Quarterly, n. 13, 319-340. Freedman, R. & Stumpf, S. (1978). “What can one learn from the learning style inventory?” Academy of Management Journal, n. 21, 275-282. Freedman, R. & Stumpf, S. (1980). “Learning style inventory: less than meets the eye”. Academy of Management Review, n. 5, 445-447. Fripp, J. (1984). “Business games can be educational too!” Journal of European Industrial Training, 8(1), 27-32. Gagné, R. M. (1985). “The conditions of learning and theory of instruction” (4th ed.). New York: CBS College Publishing. REFERENCES Gil, A. C. (1997). “Metodologia do ensino superior” (3rd ed.). 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Thousand Oaks: SAGE. 27 Developments in Business Simulation and Experiential Learning, Volume 32, 2005 Sauaia, A. C. A. (1995). “Satisfação e aprendizagem em jogos de empresas: contribuições para a educação gerencial”. Ph.D. Dissertation (University of São Paulo). Sauaia, A. C. A. (2003). “Conhecimento versus desempenho das organizações: um estudo empírico com jogos de empresas”. In VI SEMEAD Seminários em Administração (Proceedings). São Paulo: EAD/USP Press. Teixeira, A. C. et al. (2002). “ProEstWeb – Ambiente de ensino de Probabilidade e Estatística para alunos de Ciência da Computação”. Available at http://upf.tche.br/~pasqualotti/pew.htm. Access: 28/sep/2003. Theóphilo, C. R. (2002). “A alternativa da educação à distância nos cursos de Ciências Contábeis no Brasil”, In 2º Congresso USP de Contabilidade (Proceedings), São Paulo: EAC/USP Press. UNCTAD/ISAR (1998a). 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(2003). “Understanding learning styles to be a more reflective team leader and engineering manager”. Engineering Management Journal, n. 15, 27-33. Table 1 – Attendance by Program and Gender Accounting Business Total Male 21 8 29 Female 16 1 17 Total 37 9 46 Table 2 – Type of Institution and Program Hours Public Private Total Morning 12 0 12 Evening 12 22 34 Total 24 22 46 Table 3 – Computer Literacy Frequency Absolute Relative Low skills 4 8.7% Basic Desktop Solutions (MS-Office: Word Excel, Powerpoint, Outlook) 26 56.5% Advanced Desktop Solutions (Excel advanced functions, image edition etc.) 9 19.6% Advanced User (specific applications, databases, queries etc.) 5 10.9% Programming (Delphi, V.Basic V.C, Java, Scripts) 2 4.3% 28 http://upf.tche.br/~pasqualotti/pew.htm http://www.unctad.org/isar http://www.unctad.org/isar Developments in Business Simulation and Experiential Learning, Volume 32, 2005 Table 4 – Perceived Satisfaction and Learning ode ean St d. Dev. Satisfaction with the adopted media Team work involvement (collaboration) 3 3.30 1.263 Ease of use (software) 4 3.88 0.879 Quality of online support 4 3.30 1.152 Satisfaction with the business game Participation satisfaction 5 3.98 1.064 Willingness to attend again 5 3.91 1.189 Willingness to attend a face-to-face business game 5 3.85 1.299 Willingness to attend an online business game 5 4.07 1.237 Agreement with time extension (duration) 1 2.67 1.592 Perceived Learning (Bloom) Remember 4 3.69 0.866 Understand 4 3.35 0.924 Apply 4 3.54 1.168 Analyze 4 3.87 1.046 Evaluate 4 3.65 0.899 Create 3 3.58 1.066 SEBRAE Challenge – Goals Development of the “Entrepreneur Feeling” 3 2.65 1.353 Managerial Improvement 3 3.37 1.103 Management Experience 3 3.09 1.071 Table 5 – Sample’s Learning Styles (Kolb) Frequency Absolute Relative Accommodator 5 10.9% Assimilator 10 21.7% Converger 17 37.0% Diverger 14 30.4% Total 46 100.0% 29 Developments in Business Simulation and Experiential Learning, Volume 32, 2005 30 Table 6 – Learning Styles Differences (Kruskall-Wallis) p-value Satisfaction with the adopted media Team work involvement (collaboration) 0.421 Ease of use (software) 0.583 Quality of online support 0.322 Satisfaction with the business game Participation satisfaction 0.843 Willingness to attend again 0.554 Willingness to attend a face-to-face business game 0.490 Willingness to attend an online business game 0.481 Agreement with time extension (duration) 0.110 Perceived Learning (Bloom) Remember 0.742 Understand 0.818 Apply 0.674 Analyze 0.365 Evaluate 0.560 Create 0.816 SEBRAE Challenge – Goals Development of the “Entrepreneur Feeling” 0.816 Managerial Improvement 0.961 Management Experience 0.888 Table of Contents Volume 32, 2005 LEARNER BEHAVIOR IN THE ONLINE CLASSROOM EXPERIENCE THE EFFECTIVENESS OF A SIMULATION EXERCISE FOR INTEGRATING PROBLEM-BASED LEARNING IN MANAGEMENT EDUCATION DEMONSTRATION OF FOUR WEB-BASED SIMULATIONS THRESHOLD COMPETITOR: A MANAGEMENT SIMULATION ENTREPRENEUR: A NEW VENTURE SIMULATION MERLIN: A MARKETING SIMULATION MICROMATIX: A STRAGETIC MANAGEMENT SIMULATION LEARNING STYLES INFLUENCES ON SATISFACTION AND PERCEIVED LEARNING: ANALYSIS OF AN ONLINE BUSINESS GAME INTERNATIONAL INTERNSHIPS: DESIGN AND EXPERIENCES SIM MAP: TURNING ACTION-BASED LEARNING INTO SIMULATED CONSULTING PROJECTS NOTEL HEALTH SERVICES: A ROLE-PLAYING SIMULATION TEACHING EXPERIENTIALLY WITH THE MADELINE HUNTER METHOD: AN APPLICATION IN A MARKETING RESEARCH COURSE SIMULATING CUSTOMER LIFETIME VALUE: IMPLICATIONS FOR GAME DESIGN AND STUDENT PERFORMANCE VIRTUAL PROGRESS: SIMULATING ECONOMIC DEVELOPMENT ONLINE STRATEGIC MANAGEMENT: AN EVALUATION OF THE USE OF THREE LEARNING METHODS IN CHINA ADOPTION OF DISCUSSION-BASED TEACHING AND ASSESSMENT IN TEACHING STRATEGIC MANAGEMENT IN CHINA STUDENTS' VIEW ON THE USE OF CASE METHOD IN CHINA CHINESE STUDENTS' PERCEPTIONS OF BUSINESS GAMING EXPERIENCECSR - A CORPORATE SOCIAL RESPONSIBILITY SIMULATION CREATING DYNAMIC INTERACTION IN A VIRTUAL WORLD: ADD VALUE TO ONLINE CLASSROOMS THROUGH LIVE ELEARNING AND COLLABORATION: A DEMONSTRATION CAPABILITIES OF EXPERIMENTAL BUSINESS GAMING A COMPARISON BETWEEN SOLUTIONS AND DECISIONS IN A BUSINESS GAME VALIDATING BUSINESS SIMULATIONS: DOES HIGH PRODUCT QUALITY LEAD TO HIGH PROFITABILITY? ALIGNING ART AND EPISTEMOLOGY: ILLUSTRATIONS TO DISTINGUISH DISCOVERY FROM KNOWLEDGE BUILDING TUTORIALS USING WINK STUDENTS AS LAB RATS: THE ETHICS OF CONDUCTING NON-PEDAGOGICAL RESEARCH IN THE CONTEXT OF CLASSROOM SIMULATIONS AND EXPERIENTIAL LEARNING THE EFFECT ON GAME PERFORMANCE OF DIFFERENT MEASURES AND UNITS OF ANALYSIS IN QUANTITATIVE ANALYSIS ANALYZING AND THINKING WHILE PLAYING A SIMULATION COMPUTER BUSINESS SIMULATION DESIGN: THE ROCK POOL METHOD EXPANDING THE ROLE OF E-ROOMS IN DISTANCE LEARNING APPLICATIONS TO MANAGEMENT EDUCATION APPLICATION OF TRADITIONAL AND ONLINE JOURNALING AS PEDAGOGY AND MEANS FOR ASSESSING LEARNING IN AN ENTREPRENEURIAL SEMINAR DEVELOPING MANAGERIAL EFFECTIVENESS: ASSESSING AND COMPARING THE IMPACT OF DEVELOPMENT PROGRAMMES USING A MANAGEMENT SIMULATION OR A MANAGEMENT GAME INTERNATIONAL MANAGEMENT GAME Œ AN INTEGRATED TOOL FOR TEACHING STRATEGIC MANAGEMENT INTERNATIONALLY STUDENT EXPECTATIONS OF SIMULATIONS DISTANCE EDUCATION DELIVERY OF AN INTENSIVE SIMULATION BASED COURSE TEACHING SERVICE LEARNING USING A BUSINESS GAME ROLE-PLAY SIMULATION EDUCATIONAL PERSPECTIVE OF COLLABORATIVE VIRTUAL COMMUNICATION AND MULTI-USER VIRTUAL ENVIRONMENTS FOR BUSINESS SIMULATIONS SIMULATION PERFORMANCE & PREDICTOR VARIABLES: ARE WE LOOKING IN THE WRONG PLACES TO MEASURE THE RIGHT LEARNING? VIDEO CASE: JET-A-WAY INC. Œ FOCUSING ON DIVERSITY AND ENTREPRENEURIAL LEADERSHIP ACTIVE LEARNING: WHAT IS IT AND WHY SHOULD I USE IT? FACILITATING THROUGH COLLABORATIVE REFLECTIONS TO ACCOMMODATE DIVERSE LEARNING STYLES FOR LONG-TERM RETENTION ONLINE CUMULATIVE SIMULATION TEAM PERFORMANCE PACKAGE WHEN PROPHECY FAILS: A SMALL SAMPLE, PRELIMINARY STUDY USING EXPERIENTIAL LEARNING TO INTEGRATE THE BUSINESS CURRICULUM FORECASTING STOCK VALUE EMPLOYING PROGRESSIVE PRACTICES AND PRINCIPLES TO FACILITATE SEMINAR ROOM LEADERSHIP AMONG LEARNERS: SHARED POWER AND COLLECTIVE ACCOUNTABILITY INDIVIDUAL ACHIEVEMENT DOES NOT GUARANTEE TEAM PERFORMANCE: AN EVIDENCE OF ORGANIZATIONAL LEARNING WITH BUSINESS GAMES DECISION MAKING IN BUSINESS SIMULTION DESIGN ZUG UM ZUG 2015: COLLECTIVE BARGAINING AS A TWO-LEVEL GAME A NEW METHOD FOR MODELING INNOVATION AND R&D IN BUSINESS SIMULATIONS: ILLUSTRATED WITH A SIMULATION OF A NEW PRODUCT DEVELOPMENT PORTFOLIO DEVELOPING A MICRO SIMULATION EFFECT OF MARKET SHARE AND PRODUCTION EXPERIENCE ON COMPANY PROFITABILITY RE-DESIGNING A CURRICULUM THAT VALUES A WORK-INTEGRATED APPROACH TO STUDENT LEARNING HOW SIMULATIONS AND EXPERIENTIAL LEARNING FIT AS WE COMPLY WITH LEGISLATIVE AND AACSB ASSESSMENT GUIDELINES: HOW TO DEVELOP ACADEMICALLY SOUND COURSES THAT ALSO MEET STAKEHOLDER NEEDS EVALUATING SERVICE LEARNING: REFLECTION AND ASSESSMENT FROM THE STUDENT POINT OF VIEW SIMPLIFYING AND ENHANCING FINANCIAL ANALYSIS IN CASES AND SIMULATIONS OVERCOMING THE BUSINESS GAME COMPLEXITY PARADOX EXPLORING THE PREFERENCE IN LEARNING APPROACH AMONG THE HONG KONG UNIVERSITY STUDENTS: CASE STUDY, PROBLEM-BASED OR TRADITIONAL TEXTBOOK QUESTION AN EXERCISE FOR EXPLORING THE RELATIONSHIP BETWEEN JUNGIAN PSYCHOLOGICAL TYPES AND POLITICAL STYLE IN THE WORKPLACE EVALUATING THE DIRECTION OF RESEARCH IN ONLINE EDUCATION: ARE WE GOING ANYWHERE? AIS RAIL SYSTEM: A COMPUTER-BASED JOB-ORDER COST SIMULATION BLOOM BEYOND BLOOM: USING THE REVISED TAXONOMY TO DEVELOP EXPERIENTIAL LEARNING STRATEGIES DELIVERING A TECHNOLOGY-BASED CASE IN A TECHNOLOGICAL WAY: THE SMARTCART CASE USING THE INTERNET TO ENHANCE COURSE PRESENTATION: A HELP OR HINDRANCE TO STUDENT LEARNING TEACHING PRACTICES: A CLUSTER ANALYSIS OF STUDENTS IN HONG KONG TEACHING PRACTICES: A CLUSTER ANALYSIS OF TEACHING STAFF IN HONG KONG EVALUATING A SIMULATION WITH A STRATEGIC EXPLORATION TOOL A SYMBOLIC MODEL OF THE SIMULTANEOUS ACHIEVEMENT OF CONCRETE BENEFITS AND LEARNING BY PARTICIPATING GROUPS IN EXPERIENTIAL ACTIVITIES: ‚THE SPHERE OF EXPERIENTIAL LEARNING