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    ONLINE BUSINESS SIMULATIONS: A SUSTAINABLE OR DISRUPTIVE

    INNOVATION IN MANAGEMENT EDUCATION?

     by

    Jason Scott Earl

    MARY F. WHITMAN, DBA, Faculty Mentor and Chair

    MAUDIE GALLOP HOLM, PhD, Committee Member

    CLARK GILBERT, DBA, Committee Member

    William A. Reed, PhD, Dean, School of Business and Technology

    A Dissertation Presented in Partial Fulfillment

    Of the Requirements for the Degree

    Doctor of Philosophy

    Capella University

    June 2012

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     All rights reserved

    INFORMATION TO ALL USERSThe quality of this reproduction is dependent on the quality of the copy submitted.

    In the unlikely event that the author did not send a complete manuscriptand there are missing pages, these will be noted. Also, if material had to be removed,

    a note will indicate the deletion.

     All rights reserved. This edition of the work is protected againstunauthorized copying under Title 17, United States Code.

    ProQuest LLC.789 East Eisenhower Parkway

    P.O. Box 1346

     Ann Arbor, MI 48106 - 1346

    UMI 3517084

    Copyright 2012 by ProQuest LLC.

    UMI Number: 3517084

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    © Jason Scott Earl, 2012

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    iv

    Abstract

    The focal goal of this research was to extend the empirical effort on business

    simulations as a form of experiential learning by providing the first empirical analysis of

    business acumen and knowledge application skills. Disruptions in technology are

    providing more opportunities to improve the simulation gaming learning experience and

    a number of pedagogical innovations are beginning to emerge which will drive the way in

    which business simulations are used in the future. The purpose of this quantitative,

    experimentally-based research study was to investigate the use of online business

    simulations as a disruptive technology by measuring the change in participants’ business

    knowledge and business acumen compared to traditional corporate training. A sample of

    65 participants was randomly selected from a company population of 720 employees and

    managers. This quantitative based research study demonstrated the disruptive nature of

    online business simulations when it comes to gains in business knowledge by measuring

    a 2.55 standard deviation difference in the normalized gains between traditional training

    and business simulation training. Baseline tests against a control group and traditional

    training group using MANCOVA to account for multiple variables and covariates imply

    that online business simulations enhance both business knowledge and business acumen

    on a staggering scale and over a very short period of time.

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    iii

    Dedication

    This work is dedicated to my wonderful wife and mother of our five young

    children. Thank you, Natalie for all of your love and support over these last 15 years. I

    would have never left the private equity world and gone into academia without your faith

    in me and our purpose in life together. If nothing else, I have learned from this long

     journey that true teaching is leadership and most teaching is bad leadership. Thank you

    for your example and personal leadership in our own family.

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    iv

    Acknowledgments

    Someone once said that defeat is bitter, but only if you swallow. I would like to

    acknowledge the support of Dr. Mary Whitman who believed in me and on more than

    one occasion, kept me from swallowing that bitter pill. I would also like to acknowledge

    my dissertation committee members who have served as great examples to me and as a

    source of personal inspiration. I hope that my life can be a small reflection to my own

    students of the great principles that they have taught and, more importantly, lived.

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    v

    Table of Contents

    Acknowledgments iv

    List of Tables ix

    List of Figures x

    CHAPTER 1. INTRODUCTION

    Background to the Study 2

    Introduction to the Problem 4

    Statement of the Problem 6

    Purpose of the Study 8

    Specific Variables 8

    Rationale 9

    Research Questions 10

    Null Hypotheses 11

    Significance of the Study 12

    Sustaining vs. Disruptive Innovation 14

    Definition of Terms 15

    Assumptions and Limitations 18

    Nature of the Study 19

    Organization of the Study 21

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    vi

    CHAPTER 2. LITERATURE REVIEW

    Background on Experiential Learning 24

    Nature of Business Simulations 28

    Benefits of Experiential Learning 30

    Educational Effectiveness of Simulations 31

    Simulations and Corporate Training 33

    Knowledge Application 35

    Business Simulations as Knowledge Application Tools 36

    Knowledge Application & Simulation Performance 38

    Reflection 41

    Reflection in Experiential Learning 43

    Reflection Using Business Simulations 46

    Debriefs Within Business Simulation 48

    Business Simulations as a Disruptive Innovation 50

    Business Simulations as a Disruptive Force Today 55

    Andragogical Support for Business Simulations 58

    CHAPTER 3. METHODOLOGY

    Philosophy and Justification 65

    Primary Research Question 66

    General Linear Model for the Primary Research Question 68

    Null and Alternative Hypotheses 69

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    vii

    Research Design 70

    Justification and Methodology 70

    Research Design Strategy 71

    Sample 75

    Setting 80

    Instrumentation and Measures 79

    The Business Simulation 82

    Dwyer and Ganster’s (1991) Autonomy/ Work Control 84

    Field Testing 85

    Business Simulation Performance Scores 85

    Data Collection 86

    Variables 87

    Data Analysis 87

    Validity and Reliability 92

    Ethical Considerations 97

    CHAPTER 4. RESULTS

    Training for a Semiconductor Company 101

    Participant Demographics 102

    Normality Testing 103

    ANOVA Analysis 109

    MANCOVA Analysis 111

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    viii

    Correlation Analysis 112

    Comparison of Means 114

    Hypothesis Testing 115

    Alternative Hypotheses 117

    Primary Research Question 118

    Secondary Research Questions 118

    Supporting Research Questions 119

    Summary 121

    CHAPTER 5. DISCUSSION, IMPLICATIONS, RECOMMENDATIONS RESULTS

    Summary and Discussion of Results 124

    Research Questions 124

    Disruptive Innovation 129

    General Discussion &Theoretical Implications 130

    Practical Implications 131

    Limitations and Recommendations for Future Research 135

    Conclusion 137

    REFERENCES 140

    APPENDIX A. PRE-EXPERIMENT SURVEY & ASSESSMENT 152

    APPENDIX B. POST-EXPERIMENT SURVEY & ASSESSMENT 157

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    ix

    List of Tables 

    Table 1. Summary of Variables Used in This Study 21

    Table 2. Instructional Methods Used by U.S. Organizations 33

    Table 3. Null and Alternative Hypotheses 69

    Table 4. Descriptive Statistics for Survey Items ( N  = 65) 104

    Table 5. Descriptive Statistics for Dependent Variables ( N = 65) 105

    Table 6. Test of Homogeneity of Variances for Dependent Variables 106

    Table 7. Test of Normality for Change in Business Knowledge 107

    Table 8. Test of Normality for Change in Business Acumen 108

    Table 9. ANOVA for Pre/Post-Test Results 109

    Table 10. Tests of Between Subject Effects for Experimental Treatment 112

    Table 11. Pearson Correlation Coefficients 113

    Table 12. Group Statistics for Dependent Variables 114

    Table 13. Independent Samples Test for Equality of Means 115

    Table 14. Analysis of Variance Between Groups 120

    Table 15. Summary of Hypothesis Testing 123

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    x

    List of Figures

    Figure 1. Conceptual Framework 20

    Figure 2. Venn Diagram Depicting the Focus Area of this Study 23

    Figure 3. Impact of Disruptive Innovation 56

    Figure 4. Impact of Disruptive Innovation on Military Training Industry 57

    Figure 5. General Linear Model for Primary Research Question 68

    Figure 6. Research Design Schematic 72

    Figure 7. Overview of the Research Design 74

    Figure 8. Comp-XM

    ®

     Comparative Standings 81

    Figure 9. Foundation®

     Business Simulation Performance Score. 86

    Figure 10. Demographic Variable: Level of Autonomy 103

    Figure 11. Normal Q-Q Plots and Boxplot for Change in Business Knowledge 107

    Figure 12. Post-Test on Business Knowledge vs. Experimental Treatment 110

    Figure 13. Post-Test on Business Acumen vs. Experimental Treatment 111

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    1

    CHAPTER 1. INTRODUCTION

    There has been a great divide between the gaming community and business

    educators over the past twenty five years (Anderson & Lawton, 2009; Gosen &

    Washbush, 2005; Wolfe, 1985). The gamers have dismissed educational simulations as

    boring and irrelevant while business management educators have dismissed gaming and

    simulations as trivial and pedagogically unproven (Aldrich, 2009a, xxi). Both appear to

    be right and yet both may have missed an opportunity which lies within an engaging

    business simulation and its potential impact on the world of management education

    (Anderson & Lawton, 2009). Many business professionals have argued that the K-12 and

    higher education systems are failing, myopically trapped in a nineteenth-century world of

    “learning by knowing,” while the twenty-first-century world requires the judgment and

    skill of “learning by doing” (Aldrich, 2009b, p. 12). Disruptions in technology are

    providing more opportunities to improve the simulation gaming learning experience and

    a number of pedagogical innovations are beginning to emerge which will drive the way in

    which business simulations are used in the future (Faria, Hutchison, & Wellington., 2009,

    p. 485). One of the major challenges with research in this field is that nobody has shown

    definitively that simulation training works in the business world any better than

    traditional instruction through workbooks or lectures (Davies, 2003, p. 36). The purpose

    of this quantitative, experimentally-based research study was to investigate the use of

    online business simulations as a disruptive technology by measuring the change in

    participants’ business knowledge and business acumen compared to traditional corporate

    training.

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    2

     

    Background to the Study

    In many respects, Bloom’s Taxonomy has been the anchor for assessing whether

    learning occurs in business simulations (Bloom, Englehart, Furst, Hill, & Krathwohl,

    1956). A substantial share of the early research on simulations focused on the attitudes

    (affective domain) of participants exposed to the pedagogy. Much of this initial research

    focused on comparing the general perceptions of students regarding cases, lectures, and

    simulations (Anderson & Woodhouse, 1984; Blythe & Gosenpud, 1981). Subsequent

    research expanded into attempting to assess what is learned from participating in a

    simulation and almost all of these studies relied on perceptions and self-reports of

    learning, rather than more objective measures (Anderson & Lawton, 2009, p.211). When

    focused only on those studies that aim to examine participants’ affective reaction to

    simulations, it is evident that students like simulation exercises and view them more

    positively than either lectures or case discussions (Burns, Gentry, & Wolfe, 1990; Faria,

    2001; Gosen & Washbush, 2004). It is worth noting that these relative comparisons have

    been made by students experiencing different pedagogies within a course. There is a

    dearth of studies employing experimental designs with control groups or where

    comparisons are made between participants’ attitudes in one section of a course that is

    solely lecture based versus those in a class that is solely case discussion based or solely

    simulation based. Most business classes are taught today with one main pedagogy (e.g.,

    lecture, case study or simulation) and almost no experimental studies exist that compare

    learning outcomes under alternative pedagogies (Anderson & Lawton, 2009, p. 208).

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    Wolfe (1990) identified this problem over 20 years ago, yet the gap still exists.

    Researchers continue to use self-assessments rather than more suitable tools because self-

    assessments are much easier to employ. As a consequence, studies on the educational

    merits of simulations often are measuring the affective domain, not the cognitive domain

    they purport to measure (Anderson & Lawton, 2009, p. 197). Using perceptions tends to

    be advantageous to those who wish to claim the superiority of simulations over

    alternative pedagogies because simulations almost invariably are rated positively by

    students. The downside of using perceptions is that evidence based on perceptions often

    is dismissed by scholars because it lacks suitable rigor. However, studies that attempt to

    go beyond perceptions to more objective measures of learning more often than not use

    tools best suited for measuring lower levels of learning on Bloom’s taxonomy (Anderson

    & Lawton, 2009, p. 209). The decisions required to effectively run a business simulation

    often tap analytical, synthesis, and application skills of Bloom’s taxonomy (Bloom,

    1956). This has led some researchers to believe that using simulations is a powerful and

    disruptive form of learning because it is taking place at the higher levels of Bloom’s

    taxonomy (Smith, 2006).

    Disruptions often bring significant changes to an industry and these disruptions

    create opportunities for those organizations willing to adopt and champion disruptive

    technology (Smith, 2006). Christensen (1997) has highlighted the sometimes devastating

    impact in the corporate environment of what he refers to as disruptive innovations (p. 41).

    Successful, well managed firms that dominate their markets have sometimes gone into a

    sharp decline or even collapsed when a new technology disrupts the pattern of their

    market segment. Other firms and organizations, however, have handled such transitions

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    smoothly, maintaining their position of dominance in the market by employing specific

    techniques to integrate the new and disruptive technologies into their operations

    (Christensen & Raynor, 2003, p. 57). Traditional research universities enjoy a dominant

    position in the higher education market, but they are beginning to feel the impact of

    disruptive innovations such as online universities, distance education, and continuing

    education units as semiautonomous incubators (Archer, Garrison, & Anderson, 1999,

    p.137).

    According to Smith (2006), changes in the underlying technology for online

    simulations have improved to the point that they are now more powerful than many of the

    established pedagogical tools in the field of management education (p. 8). This

    disruption in the field of management education is very similar to the innovation model

    that Christensen first proposed in his dissertation and built upon in The Innovator’s

     Dilemma (Christensen, 1997). This theory of disruptive innovation allows for a detailed

    lens to be focused on business simulations in an attempt to identify them as sustaining,

    complementary, or disruptive innovations. Grüen-Yanoff and Weirich (2010) argues that

    these technological and economical forces which are at work in the education industry

    will create a tsunami of change throughout management education. Thus, they predict

    this change will allow for the spread of more cost-effective, more powerful, and more

    accessible simulations across the field of corporate training and management education

    (Grüen-Yanoff & Weirich, 2010, p. 45).

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    5

    Introduction to the Problem

    Of great concern to management education scholars is the identification of factors

    which will contribute to rapid changes in business and how business leaders in the future

    will be taught (Smith, 2006). Although many educators do not see simulations as a threat

    to traditional education programs today, there are signs showing a significant impact

    from simulations already (Andersen & Lawton, 2007). The advent of flight simulators

    and computer games has finally introduced a technology and learning media which is

    interactive, low-cost, and scalable. Today, authors are creating “virtual velds” where

    participants can repeatedly practice skills, instead of just hearing about them (Aldrich,

    2009b). As individual managers and employees gain more autonomy or “work control”

    over day-to-day business decisions, the ability to take advantage of these disruptive

    technologies is expected to increase dramatically. An empirical study performed at a

    manufacturing facility involving corporate training demonstrated that experimental

    interventions that aim to augment worker control over their tasks and work environment

    increased productivity and innovation (Dwyer & Ganster, 1991). It may be that

    education reformers are signaling the end of the age of learning “how to know” rather

    than “how to do” or “how to be” in a complex, interactive world (Aldrich, 2009a).

    Davies stated that part of the problem is that nobody has shown definitively that

    simulation training works in the business world any better than workbooks or lectures

    (2003). The challenge is determining whether these simulations are truly disruptive

    innovations to management education or simply sustaining innovations.

    According to Christensen (1997), the main reason why so many successful and

    dominant institutions fail due to innovation within their industry is their inability to

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    recognize the difference between sustaining and disruptive innovations. Sustaining

    technologies are typically sought after by these successful institutions because they

    improve the performance of established products for their most lucrative clients. This

    strikes many innovative professionals as paradoxical, because the excellent business

    practice of listening closely to their customers does not lead to disruptive innovation,

    only incremental sustaining innovations. Technologies, in the sense that Christensen uses

    the word, may refer to either “hard” technologies that result in new types of physical

    goods or “soft” technologies that result in new ways of organizing work or providing a

    service. Interactive simulations are referred to as veld technologies based on the

    learning-to-do skills. It is possible that these technologies will successfully challenge the

    institutions of management and corporate education in the near future (Aldrich, 2009a,

    p.212).

    Statement of the Problem

    D. Goleman, R. E. Boyatzis, and A. McKee (2004) suggest that one of the largest

    mistakes in management education is to assume that simply acquiring more information

    (e.g., business knowledge) will automatically lead to becoming a more effective manager

    or leader. They state that the development of competencies in cognitive or intellectual

    ability (e.g. business acumen) leads to outstanding performance. Goleman et al also

    suggests that self-directed learning is an effective method of achieving sustainable

    changes in both business knowledge and business acumen (2004, p. 274). Online

    business simulations are quickly becoming an effective tool for self-directed learning

    while enhancing these management competencies (Segon & Booth, 2009, p. 112). The

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    problem thus becomes how do business management educators significantly increase the

    level of both business knowledge and business acumen for learners today?

    Because of the open-ended content of most business simulations, participants can

    have a hard time articulating what they have learned during their game-play experience

    (Anderson & Lawton, 2007). For example, there are no well-conducted studies that

    actually investigate the learning effects of business simulations on both learners’

    knowledge application skill and business acumen (Anderson & Lawton, 2009, p. 209). In

    fact, almost all studies have focused on the students’ attitudes and perceptions of their

    experience with the simulation (Aldrich, 2009, p. 220). The real gap in the research and

    literature is the use of business simulations in the world of adult learning or andragogical

    approach to learning (Anderson & Lawton, 2009). There is a need to determine whether

    simulations are a disruptive innovation because “the holy grail of research within

    management education is to empirically demonstrate that andragogical techniques lead to

    better learning outcomes” (Knowles, Holton & Swanson, 2005, p. 235). Recent advances

    in computer simulations allow potential business leaders to practice and rehearse these

    business management skills in a context rich environment removed from real life, thus

    allowing a participant the opportunity to strengthen their skills in an atmosphere of safety

    (Sidor, 2008). Using computer based simulations, participants have the ability to review

    business management skills and potentially modify their real world application skills.

    This forms the following study’s primary research question: Do online business

    simulations provide an increase in knowledge or business acumen for participants, which

    is on the order of a disruptive innovation?

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    8

    Purpose of the Study

    The purpose of this quantitative study was to investigate the use of online

    business simulations as a disruptive technology by measuring the change in participants’

    business knowledge and business acumen compared to traditional corporate training.

    This research was undertaken to prevent management educators from continuing to miss

    the opportunity for creative learning by adopting inappropriate educational strategies that

    are of little relevance to practicing managers (Burns, 1995, p. 284). Gosling and

    Mintzberg (2004) have stated that business management is neither a science nor a

    profession, neither a function nor combination of functions. Business management is a

    practice and this research has a high level of relevance at this time because it allows

    participants to appreciate the experience of making business decisions within a given

    context. Management may use science, but it is an art that is combined with science

    through craft (Gosling & Mintzberg, 2004, p. 19). This topic has been of repeated

    interest in both simulation and gaming journals as well as business journals focused on

    policy, research, and management education (Segon & Booth, 2009).

    Specific Variables

    Participants in the simulation group ran an online business simulation, titled

    Foundation®

     by Management Simulations Inc. which simulates five years of running a

    company in a high-tech industry (Foundation®

    , 2012). This “simulated” industry is very

    similar to the semi-conductor industry where all participants work as managers and/ or

    employees. A sample of 65 participants were randomly selected from a semiconductor

    company population of 720 employees and managers for this research. The two

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    experimental groups (case study and business simulation) responded to prompt questions

    during the three day training period. In an attempt to investigate these research questions,

    this study also looked into which of the following variables contributed most to

    participants’ business simulation performance:

    (a) Number of years of industry experience

    (b) Level of education (i.e., undergraduate, graduate)

    (c) Area of expertise in the company

    (d) Level of autonomy/ work control at the company

    (e) Previous business simulation experience

    Rationale

    The following topics have been addressed by some scholars as fertile areas for

    research: Do participants improve their grasp of interrelationships among the various

    functions of business (marketing, finance, production, etc.) as a result of participating in a

    simulation? Are the interpersonal skills of participants improved through participating in

    a simulation? Do participants in simulations really develop a greater appreciation for the

    difficulty of implementing what may, on the surface, appear to be rather straightforward

    business concepts? Are business simulations really effective devices for integrating

    participants into business programs, and are they effective at improving retention rates?

    (Anderson & Lawton, 2009, p. 212).

    Based on these research questions, both practical and theoretical reasons were

    present for conducting this study. From a practical perspective, knowing the benefits of

    engaging students in reflection activities may be very helpful in order to improve

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    business acumen and knowledge application skills for the participants. Understanding

    the impact that this experiential activity can have on knowledge application and

    simulation performance will provide information that is valuable to both designers and

    administrators of future simulations. Furthermore, if the types of prompt questions used

    in this study; (a) strategy questions for business acumen and (b) financial and/or

    accounting questions for knowledge application, turn out to be effective in promoting

    participants knowledge and simulation performance, then simulation designers and

    business instructors will have a basis from which to make informed decisions when it

    comes to designing a better learning experience. On a theoretical level, this study

    integrated a number of the precepts of experiential learning, reflective learning, and

    online simulations in order to provide information on the factors that promote

    participants’ knowledge. This combination of instructional techniques clearly

    demonstrated the impact of this teaching innovation. Past research has shown that a two

    standard deviation gain in a pre/post-test of interactive-engagement compared to

    traditional instruction may place this innovation on the order of disruptive scale for

    education (Hake, 1998).

    Research Questions

    This research attempted to address the following research questions:

    Primary Research Question:

    1.  Do online business simulations provide an increase in business knowledge orbusiness acumen for participants, which is on the order of a disruptiveinnovation?

    Secondary Research Questions:

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    2.  Are knowledge application skills in business positively correlated with onlinebusiness simulation performance scores?

    3.  How does the change in knowledge application skills with traditionalcorporate training compare with online business simulations?

    Supporting Research Questions:

    4.  Do participants who are taught using an online business simulation gain asignificant increase in business knowledge and business acumen?

    5.  Do participants who are taught using traditional corporate training gain asignificant increase in business knowledge and business acumen?

    6.  Is the level of education or industry experience positively correlated withonline business simulation performance scores?

    7.  Is the level of participant autonomy/ work control positively correlated withonline business simulation performance scores?

    This study used a MANCOVA technique for data analysis, based on three

    experimental groups. The full general linear model and associated hypotheses are

    discussed in Chapter 3. The null hypotheses based on these research questions are listed

    below:

    Null Hypotheses

    Ho1. There is NO difference across experimental groups for business knowledgeafter adjusting for previous simulation experience and autonomy/ work control.

    Ho2. There is NO difference across experimental groups for business acumenafter adjusting for previous simulation experience and autonomy/ work control.

    Ho3. NO correlation exists between participants’ business acumen and business

    knowledge.

    Ho4. Participants who engage in an online business simulation will NOTdemonstrate higher business knowledge after experiencing the businesssimulation.

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    Ho5. Participants who engage in an online business simulation will NOTdemonstrate higher business acumen after experiencing the business simulation.

    Ho6. There is NO difference between the simulation group, the case study group,and the control group based on their change in business knowledge.

    Ho7. There is NO difference between the simulation group, the case study group,and the control group based on their change in business acumen.

    Ho8. NO correlation exists between participants’ business simulationperformance and their level of autonomy/ work control in the company.

    Ho9. NO correlation exists between participants’ business simulationperformance and their years of industry experience.

    Ho10. NO correlation exists between participants’ business simulation

    performance and their level of education.

    Significance of the Study

    This study provided key insight into what happens to participants in a business

    simulation by measuring the overall increase in business knowledge and business

    acumen. Several researchers have documented the benefits of using business simulations

    in management education (Chapman & Sorege, 1999; Lefebvre, 1997; Segon, 2009).

    The most common reported benefits included practice in an environment without risk,

    increased creativity, more focused competitive analysis, increased cross-functional

    understanding, and increased subject content knowledge. Although case studies and

    practitioner experience support these benefits, little empirical evidence is offered on the

    change process that an individual participant experiences (Scherpereel, 2005, p. 389).

    Specifically, research has not studied adequately the effects of engaging students in a

    business simulation and measuring the change in business acumen or knowledge

    application skills. Anderson and Lawton (2009) refer to this as a “dearth of studies

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    employing experimental designs” ( p. 196). In addition to the possibility of simulations

    operating on the order of a disruptive innovation, there is virtually no existing literature

    investigating the order of magnitude impact that business simulations have on

    participants when it comes to quickly and effectively mastering business management

    skills (Anderson & Lawton, 2009, p. 211).

    This study added to the body of knowledge on the nature and impact of business

    simulations by employing five methods of measurement: (1) a pretest and posttest

    designed to assess the participants’ knowledge application skills, (2) a pretest and posttest

    designed to assess the participants’ business acumen, (3) participants’ responses to

    different prompt questions, (4) business simulation performance scores, and (5) survey

    questionnaires. The survey questionnaires were designed to investigate the participants’

    academic and work-related background as well as their individual level of autonomy or

    work control within the organization. A sampling of 65 managers and employees at a

    semiconductor manufacturing facility were randomly assigned to three different groups.

    These groups consisted of (a) the traditional instruction (case study), (b) the online

    business simulation group, and (c) the control group. Participants in both the traditional

    instruction group and online business simulation group were prompted to respond to

    strategy questions which evaluated their business acumen. These same participants were

    also asked to answer knowledge application questions which evaluated their business

    knowledge. Participants in the control group were not prompted to respond to either

    strategy questions or knowledge application questions.

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    Sustaining vs. Disruptive Innovation

    Christensen’s (1997) theory of disruptive innovation was built upon the concept

    of radical and incremental innovation initially proposed by Dewar and Dutton (1986).

    Christensen proposed that disruptive innovations are different than radical innovations in

    that they have the value-destroying characteristics of radical innovation; however, these

    innovations work much more slowly and methodically up through an industry’s value

    chain. Christensen’s theory states that disruptive innovations have a beginning point that

    is actually much lower on the performance scale than similar existing technologies in the

    same market. According to Smith (2006), the reason why low performance innovations

    are so disruptive is due to their ability to meet the needs of a niche market that is

    unaddressed by the current leading products and technologies (p. 4). Christensen (1997)

    states that these disruptive innovations often grow in underserved markets because of

    their low cost and consequently, are perceived as insignificant and less profitable to the

    industry leaders due to much lower margins. This disdain held by industry leaders is

    typically due to the small size of these niche markets and the small profits that are

    available from them. Consequently, disruptive innovations move slowly up the value

    chain and often take time to destroy the value of established products and technologies

    (Christensen, 1997). In fact, almost all growth from these innovations is in completely

    new markets. These disruptive innovations erode the value of formerly successful

    institutions by systematically stealing away customers from the bottom of the value chain

    and gaining more and more market share over time. As these disruptive innovations

    improve the quality of their products or services to customers, they eventually meet the

    expectations of a large customer base which is being served by the industry leaders and

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    suddenly become a real threat. While business simulations have been recognized as a

    separate pedagogy for instruction, there is little empirical evidence in the research

    literature on the magnitude of this innovation when it comes to measuring the increase in

    business knowledge or business acumen (Faria et al., 2009, p. 485).

    Accordingly, this research contributed to both the management education and

    disruptive innovation literature. By investigating the order of magnitude impact that the

    business simulation had on participants based on the pre-test and post-test analysis, it was

    possible to determine whether online business simulations are simply a sustaining

    innovation for educators or truly a disruptive technology that will change how managers

    and business leaders learn in the future.

    Definition of Terms

    The following definitions were used in this study:

    Assessment

    The art and science of testing individuals to determine what they have learned or,

    as is more often the case, what they have not learned (Grüne-Yanoff & Weirich, 2010).

    Business Simulation

    Computer-based role-playing game which makes use of high fidelity simulated

    environments and involves decision-making in the research & development (R&D),

    marketing, operations, human resources (HR), and finance departments of a company

    (Grüne-Yanoff & Weirich, 2010).

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    Business Strategy

    This is a particular game-play-strategy or group of unique business decisions

    which are in complete alignment in order for participants to achieve the highest possible

    score on simulation performance (Grüne-Yanoff & Weirich, 2010).

    Disruptive Innovation

    A term coined by Clayton Christensen and used in business and technology

    literature to describe innovations which improve a product or service for non-consumers

    in ways that the market does not expect. This is typically done by lowering price or

    designing for a different set of consumers. Few technologies are intrinsically disruptive

    or sustaining in character; however, it is the strategy or business model behind the

    technology that it enables, which creates the disruptive impact (Christensen & Raynor,

    2003).

    Experiential Learning

    A learning model which begins with the experience, followed by reflection,

    discussion, analysis, and evaluation of the experience (Albert, 1970).

    Game Based Learning

    A learning method which combines educational content and elements of computer

    games (Aldrich, 2009a).

    Knowledge Application

    The process of selecting appropriate business knowledge suitable to the challenge

    at hand, and making connections between selected business knowledge and specific

    strategies (Sarin & McDermott, 2003).

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    Online Business Simulation

    An instructional method based on a representation of a physical or social business

    reality in which participants compete for certain outcomes according to an established set

    of rules or constraints. The competition can be (1) among themselves as individuals or

    groups, or (2) against some specified standard, working as individuals or cooperating as a

    group (Szczurek, 1982).

    Prompt Questions

    Questions that prompt participants’ reflection and guide the process of their

    knowledge application during the course of the simulation. Two different types of

    prompt questions will be used for this study – the Strategy Question and the Knowledge

    Application Question.

    Reflection

    An important human ability, in which a person recaptures his or her experience,

    thinks about it, mulls over it and evaluates it (Boud et al., 1985). Reflection typically

    takes place after an experiential learning experience. These reflection periods are often

    referred to as “debriefs” with an online business simulation.

    Simulation Performance

    Measured at the end of each round (or year) and defined by the company’s

    Balanced Scorecard which is a combination of metrics for the Company involving

    financial ratios (i.e., return-on-equity and stock price), learning and growth of people,

    customer satisfaction, and internal business processes.

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    Sustaining Innovation

    A sustaining innovation allows for increases in performance at typically higher

    costs in the same market without effecting non-consumers from other markets.

    Sustaining innovations allow a given technology to continue to improve in their own

    market, but they do not directly impact other markets (Christensen & Raynor, 2003).

    Assumptions and Limitations

    In order for this study to proceed, certain assumptions were required. First, the

    study assumed that valid and reliable data existed and could be obtained. Second, the

    study assumed that all managers at the semiconductor manufacturing facility would

    participate in the Capstone (Management Simulations, Inc.) business simulation. Third,

    participants would accurately complete the survey questionnaire. Fourth, all three groups

    of participants would have a similar level of knowledge of business management related

    to managing a growing business in a highly competitive industry.

    As with most empirical studies, a number of limitations began to emerge. Some

    of these limitations had an effect on the validity and reliability of results, as described

    below.

    1.  This study used a specific type of business simulation which is in the domain

    of managing a growing business in the semi-conductor or electronic sensor

    industry; hence it may be difficult to generalize results to other types of

    business simulations.

    2.  This study used a relatively small sample size of 65 business managers in the

    semi-conductor or electronic sensor industry, both limiting the kinds of

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    quantitative analyses that can be conducted and reducing the generalizability

    of results.

    3.  Analyses were limited to mainly quantitative methods. While inferential

    statistical procedures showed significance with numerical data, there was a

    need for some qualitative analysis to shed light on the participants’ learning

    experience with a business simulation. This study allowed for some limited

    qualitative analysis in a short-answer post-test survey.

    4.  This study focused on a group of managers and employees at the same

    electronic sensor manufacturing company. Consequently, it will be difficult

    to generalize results to other managers or employees working in other

    industries.

    Nature of the Study

    A true experimental study was used to investigate the possible cause-and-effect

    relationships by exposing two experimental groups (business simulation and traditional

    instruction) to one or more treatment conditions and comparing the results to a control

    group not receiving the treatment.

    Figure 1 highlights the conceptual framework that was used in this study, showing

    how each of the variables relates to the Research Questions and Hypotheses.

    The conceptual framework reiterates the problem that was used for this study.

    There are no clear empirical studies on whether online business simulations are a

    sustaining or disruptive innovation when compared with traditional instruction. The

    problem established the framework for the study and allowed for both business acumen

    and business knowledge to be measured in a true experimental study.

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     Figure 1. Conceptual Framework. The research questions and hypotheses in this figuretie out with the dependent, independent, and demographic variables in order to define theproblem in this study.

    Characteristics of this experimental design required rigorous management of

    experimental variables and conditions by direct control/manipulation or through

    randomization (Isaac & Michael, 1997). The independent variables in this study were

    participation in an online business simulation or participation in traditional instruction.

    There was also a control group which did not participate in either. The primary

    dependent variables were the change in business knowledge and change in business

    PROBLEM

    Are Online Business Simulations a Sustainingor Disruptive Innovation?

    DEPENDENT VARIABLES

    -  Business Simulation Score

    INDEPENDENT VARIABLES

    -  Online Business Simulation-  Traditional Instruction

    DEMOGRAPHIC VARIABLES(Impact Performance)

    SimulationExperience

    Autonomy/W-Control

    IndustryExperience

    EducationLevel

    WHY?

    Reflection Activity:1.  Level of Engagement2.  Ability to Apply Learning3.  Peer Instruction4.  Bloom’s Taxonomy

    ∆∆∆∆ in Business

    Knowledge

    ∆∆∆∆ in Business

    Acumen

    RQ4

    H1-H4

    RQ4

    H2-H5

    RQ6

    RQ7

    RQ2

    H3

    RQ1

    H6

    H7

    H9H8H1-H2

    RQ3

    RQ5

    H10

    Level of Autonomy in

    the CompanyH8

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    acumen based on the pre/post-test for each group. The intent of this study was to make

    ten predictions about the relationships among the variables identified in the null

    Hypotheses. A summary of all variables is found in the table below (Table 1).

    Table 1.

    Summary of Variables Used in This Study

    Organization of the Study

    Following this introduction, the next chapter includes a thorough review of

    relevant literature in the areas of experiential learning, online business simulations, and

    disruptive innovation. This review supported the conceptual framework used in this

    study and helped illuminate the gaps in existing works which represents opportunities for

    future research. In chapter three, the research methodology is described

    comprehensively, including the research design, experimental approach, review of

    measurement instruments, and the data analysis procedures. Reliability and validity

    concerns are also discussed. Chapter four reports results from the experiment as well as

    from the subsequent data analysis which was conducted according to the procedures

    outlined in chapter three. Finally, chapter five includes a discussion of results and their

    Variable Type of Variable Measurement Level

    Pedagogical Nature of Training Experimental Treatment Independent Ordinal

    Change in Business Knowledge Dependent Comp-XM® Ratio

    Change in Business Acumen Dependent Comp-XM® Ratio

    Knowledge Application Score Dependent Foundation® Ratio

    Level of Autonom y at Com pany Independent Mediating Work Control (Dwyer) Ratio

      (Continuous Covariate)Simulation Experience Independent Moderator Survey Item Nominal

      (Dichotomous Covariate)

    Area of Expertise Descriptive Survey Item Nominal

    Industry Experience Descriptive Survey Item Ordinal

    Level of Education Descriptive Survey Item Ordinal

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    implications. The study concludes with recommendations for future research based on

    the results from the experiment. 

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    C

    Corporations, ma

    and collegiate business p

    2004). Many educators a

    to apply their knowledge

    integrative, and iterative

    empirical studies that act

    participants’ knowledge

    fact, almost all studies ha

    experience with the simu

    helps fill an important re

    business simulations, exp

     Figure 2. Venn diagram

    23

    APTER 2. LITERATURE REVIEW

    agement education institutions, development c

    ograms use business simulations to train and te

    ssume that business simulations will help partic

    to solve real-world problems based on their “in

    nature” (Anderson & Lawton, 1997). However,

    ally investigate the learning effects of business

    pplication or increase in business acumen (Mil

    ve focused on the students’ attitudes and perce

    lation (Anderson & Lawton, 2006). The resear

    earch gap by examining the relationship betwe

    eriential learning, and disruptive innovation.

    epicting the focus area of this study

    nsulting firms,

    ach (Summers,

    ipants learn how

    eractive,

    there are no

    simulations on

    er, 1998). In

    tion of their

    h in this study

    n online

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    Overall, the educational merits of business simulations have been subject to

    considerable debate (W. Biggs, 1990). While many universities use simulations, only a

    small fraction of the faculty members within those institutions integrate simulations into

    their coursework (Summers, 2004). There are studies which indicate that other forms of

    pedagogy are just as effective or more effective than business simulations. Anderson and

    Lawton (1990) argued that only a very weak link between participation in a simulation

    and learning has been shown. These researchers also pointed out that valid, reliable

    instruments to assess mastery are rare, and valid measures of higher level learning of

    objectives are almost nonexistent. Kayes (2002) noted that while countless management

    scholars and practitioners see ‘experience’ as central to management learning, the notion

    of experience has received critical attention. Kayes explains that criticisms of so called

    experience-based learning arise for both empirical and theoretical reasons (p. 137).

    Based on the gaps identified in the existing literature, this research study seeks a

    causal relationship between online business simulations and experiential learning as a

    possible source of disruption when compared to more traditional methods of corporate

    training. This study therefore connects experiential learning theory from psychology

    (Lewin, 1935) with the developing field of disruptive innovation (Christensen, 2008) in

    order to support or refute the business case for significantly higher levels of adult

    learning through the use of online business simulations.

    Background on Experiential Learning 

    The use of business simulations as a form of experiential learning and disruptive

    innovation has evolved significantly over the last six decades. The evolution and

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    development of experiential philosophy has been significantly influenced by five

    individual researchers: John Dewey, Kurt Lewin, Jean Piaget, , David Kolb, and Clayton

    Christensen.

    Dewey's (1938) Experience and Education focuses on the conflict between

    traditional and progressive education. The essence of Dewey’s work was that truth and

    knowledge are not absolute but rather continuously evolving over time. Dewey

    explained that experiences directly influence knowledge and what is come to be known

    as truth. He further argued that experience should be incorporated into the education

    process and that all education should be participatory in order to be experience-based.

    Several of Dewey’s ideas have made their way into traditional educational programs over

    the last sixty years, particularly at the primary and elementary levels. As individuals

    grow, they find that new experiences conflict with earlier learning and knowledge.

    Experiential educators in higher education are addressing these challenges by using an

    innovative approach that incorporates the best of traditional and experiential

    methodologies (Ruben, 1999).

    Kurt Lewin is often referred to as the founder of American social psychology and

    his work has laid much of the foundation for modern educational and organizational

    development work. Lewin’s (1935) research on experiential learning and group

    dynamics had a profound influence on the discipline of social psychology and

    organizational behavior. Lewin’s studies on group dynamics and the methodology of

    action research led to laboratory-training. This training is now considered one of the

    most significant educational innovations of this century when it comes to the process of

    learning and change (Kolb, 1984). Lewin described the change that takes place during

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    learning as a three-stage process; (1) “unfreezing” or overcoming inertia and dismantling

    the existing mindset, (2) a period of confusing and transition where old ways are being

    challenged but there is no clear picture of the new mindset that will take place, and (3)

    the third and final stage he called “freezing.” Lewin (1947) describes this new mindset as

    crystallizing and former comfort levels are returned to the learning participant.

    Jean Piaget, a renowned French psychologist and epistemologist, is another major

    contributor to experiential learning. The essence of Piaget's (1973) work is based on the

    description of how intelligence is shaped by experience. Piaget stated that learning is the

    product of interaction between the person and their environment. The growth and shape

    of intelligence is impacted by decisions and the realization of consequences for each

    decision. In this interaction, the ability for the person to act and experience consequences

    is key. In Piaget’s studies of children, from infants to teenagers, this research

    demonstrated the importance of abstract reasoning and interaction with the environment.

    The ability of the child to manipulate symbols comes directly from the infant’s actions in

    exploring and coping with the immediate concrete environment.

    David Kolb (1984), an American educational theorist, laid the foundations of

    modern experiential education theory based on the idea that knowledge is gained through

    both personal and environmental experiences. Based on Lewin’s earlier work, Kolb

    developed the experiential learning cycle which has been widely reproduced based on a

    four-stage model of learning. Initially called “The Lewinian Experiential Learning

    Model,” this model is now primarily recognized as Kolb’s (1984). Kolb states that in

    order to gain genuine knowledge from an experience, certain abilities are required; (1) the

    learner must be willing to be actively involved in the experience, (2), the learner must be

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    able to reflect on the experience, (3) the learner must possess and use analytical skills to

    conceptualize the experience, and (4) the learner must possess decision-making and

    problem solving skills in order to use the new ideas gained from the experience. This

    theory offers a fundamentally different view of the learning process from that of the

    behavioral theories of learning based on an empirical epistemology or the more implicit

    theories of learning that underlie traditional educational methods (Kolb, 1984).

    Christensen’s (1997) The Innovator’s Dilemma laid the foundational research

    which helped to explain why successful companies and institutions often fail to invest

    aggressively in disruptive technologies. When applying this theory to higher education,

    Christensen (2008) states that the more “student-centric” classrooms become, the more

    demand there will be for new technologies. Christensen’s research also suggests ways to

    identify innovations which are about to disrupt entire industries. The primary method for

    identifying these innovations is that they begin as products or services which are much

    simpler and cheaper than the existing competition. Also, these innovations generally

    promise much lower margins and very little profit. The secondary method for

    recognizing disruptive technologies is based on the fact that they are typically

    commercialized in new and/ or insignificant markets (Archer, 1999). The third way that

    disruptive innovations are recognized is based on the perspective of the leading firms’

    most profitable customers. Typically, these high-end customers, who are willing to pay

    much higher prices, don’t want or can’t use such inferior products or services. In almost

    every case, a disruptive innovation is initially embraced by customers who mean very

    little to the industry leaders in that particular market. The great irony of this theory of

    disruptive innovation is that those companies which are the best at listening to and

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    serving their most profitable and most successful customers are rarely able to build a case

    for investing in disruptive technologies. When they finally do, it is often too late .

    Christensen’s (1997) research highlights the fact that disruptive innovations in the

    past were technologically straightforward and did not rely on a specific business model.

    In fact, Christensen argues that many of the early disruptions in the computer industry

    consisted of off-the-shelf components put together in a product architecture that was

    simpler than prior approaches. These innovations typically offered less of what

    customers in established markets wanted because they were much lower in product

    performance. These disruptive innovations also began in emerging markets and

    consequently, offered a different package of attributes which were considered

    unimportant to the industry leaders. Christensen (2008) argues that through experiential

    learning in a virtual environment, assessment–the art and science of testing individuals to

    determine what they have learned–can be revolutionized . One of the potential areas for

    this revolution in the virtual learning environment is online business simulations.

    Nature of Business Simulations 

    Clearly distinguishing simulations from simulation games is quite difficult and

    debatable. While a simulation imitates reality and is often used to predict what would

    happen in a given scenario, the word “game” suggests playfulness and competition.

    Simulation games combine all of these characteristics. Many researchers now use the

    term simulation game (Jacobs & Dempsey, 1993) to describe a new class of games that

    make use of high fidelity environments. Simulation games have also been defined

    variously as a combination of simulations and games with competition (Heyman, 1982)

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    and as a subset of games (McGrenere, 1996). One of the more complex definitions is

    proposed by Szczurek (1982). Szczurek referred to such educational tools as an

    instructional method based on a simplified model or representation of a physical or social

    reality in which participants compete for certain outcomes according to an established set

    of rules or constraints. The competition in simulations is often against some specified

    standard, where participants can work as individuals or cooperate as a team.

    The origin of the business simulation dates back to 1955. In that year, the Rand

    Corporation developed an exercise called Monopologs (Jackson, 1959).  Monopologs 

    required its participants to perform as inventory managers in a simulated Air Force

    supply system, thus providing decision-making experience without the risks associated

    with the consequences of a wrong decision. The Air Force continued the use of

    Monopologs for many years and reported it to be a highly successful training device.

    One of the first practical and most successful business simulations for the masses was

    Top Management by the American Management Association (AMA) in 1956. It was

    used in numerous management seminars (Meier, Newell, & Pazer, 1969). Additionally,

    the consulting firm of McKinsey and Company developed the Business Management

    Game in 1957 for use in its management seminars (Andlinger, 1958) and the University

    of Washington became the first university classroom user of a business game when a

    simulation developed by Scheiber was used in a business policy course in 1957 (Watson,

    1981).

    The increased usage of business simulations can be measured in several different

    ways. First, the number of simulations available in the market has increased dramatically

    over the last ten years. Second, the number of organizations and journals devoted to

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    business games and simulations has also risen significantly (Faria, 2009). An email

    survey of 14,497 business faculty members across all disciplines at American Association

    of Collegiate Schools of Business member schools led to only 1,085 respondents. Of

    those who responded, 30.6% were current business simulation users, 17.1% were former

    simulation users and 52.3% had never used a business simulation in their coursework. In

    earlier work, Faria (2004) had estimated that 95% of AACSB schools (The Association to

    Advance College Schools of Business) and 86% of all business schools in the United

    States were using business simulation games. Surprisingly, business simulations showed

    the highest use in business policy and marketing areas.

    Benefits of Experiential Learning 

    Experiential exercises, including role-plays and simulations, have been widely

    used for educational purposes. Learning objectives are thought to be accomplished by

    providing realistic, but controlled, environments in which students are guided only by

    implicit rules. Although there are distinctions between different modes of simulation, the

    design of most simulations allows students to be exposed to stimuli that encourage them

    to acquire the key concepts of the subject area being taught (Druckman & Ebner, 2008).

    Cherryholmes completed the earliest evaluations of simulation learning outcomes (1966).

    He evaluated five hypothesized topics–interest, learning, retention, critical thinking, and

    attitudes–with six studies using complex simulations conducted over periods of time

    ranging from one day to 12 weeks. The results were clear: Only interest in the material

    being learned by the simulation participants improved significantly (compared to case

    study and other conventional classroom approaches); negligible changes occurred on

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    learning and attitudinal variables. However, there were convergent findings when “the

    task of designing a simulation before playing it, either re-designing an existing game or

    constructing one of their own” (Cherryholmes, 1966, p. 7). Based on finding from

    Cherryholmes research, a design opportunity will be provided for in this study, where

    participants will be able to choose the financial outcomes and ratios that are most

    important to their chosen strategy while running the business simulation.

    Educational Effectiveness of Simulations 

    Pierfy (1977) reviewed the findings obtained from comparative evaluation studies

    reported during the 1960s and 1970s. With regard to learning, 15 of 21 studies showed

    no difference between simulations and other instructional techniques. With regard to

    retaining the information learned, 8 of 11 studies showed that the students participating in

    simulations retained the information longer than those exposed to other instructional

    techniques. On interest, 7 of 8 studies reported that students showed more interest in the

    simulation activities than in more conventional classroom tasks. In their update of

    Pierfy’s review, Bredemeier and Greenblat (1981) concluded that simulations are as

    effective as, but not better than, other instructional methods on learning the subject. They

    stated that simulations are more effective when used only as aids to retaining the learned

    material and in instilling a positive attitude toward the subject matter. Also supporting

    these results is research completed by Ellington, Fowlie, and Gordon (1998) who found

    that simulations have an advantage over traditional methods in motivation, participant

    involvement, and commitment. A question suggested, but not answered, by the studies is

    why the learning impacts are modest. Wolfe and Crookall (1998) have also asked why

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    the field of experiential gaming has made little progress. Regarding educational

    effectiveness, a variety of suggestions for significantly improving the contribution of

    simulations has been given. Examples include clarifying learning objectives (Bredemeier

    & Greenblat, 1981), providing more conceptual background on the subject prior to the

    simulation activity (Druckman & Robinson, 1998), creating time for reflection on the

    events and getting feedback (Mclaughlan & Kircpatrick, 2005), and providing

    participants with conceptual maps and graphics that reflect the simulation’s purpose

    (Druckman & Ebner, 2008).

    In contrast to just game playing, actual simulation design contributes to analysis

    by identifying critical elements (roles, goals, resources, and rules) leading to new

    analytical questions (Ebner & Efron, 2005). Attention to the design process remains a

    strong focus, as evidenced by the simulation-building exercise featured at the 2007

    International Simulation and Gaming Association conference at Nijmegen in the

    Netherlands (Durckman & Ebner, 2008). These observations suggest the hypothesis that

    simulation designers learn more about the concepts being simulated than do simulation

    role-players. Crookal expounded on this hypothesis when he stated the key features of

    the design process: (a) Design is concrete – you can touch the results; (b) it is creative –

    you develop an object, and (c) it is involving – you develop understanding in a passionate

    and intimate way (1995, p.161). When participants have the ability to make changes

    within the simulation and design their own experience, the learning about relations

    between different concepts goes up significantly and approaches synthesis (Greenblat,

    1998). In the case of an online business simulation, the participants in this research study

    will have the opportunity to design their own performance metrics for their own company

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    and specific industry of competitors. This interactive engagement with the simulation

    may lead to higher levels of motivation, participant involvement and commitment.

    Simulations and Corporate Training 

    Organizations have a wide variety of methods available for training their

    employees and business simulations have begun to enter this market. Table 2 reports

    U.S. organizations’ usage of selected instructional materials and methods from Training

    Magazine’s 2003 survey (Galvin, 2003). Computer-based games and simulations have

    low usage rates, with 1% of respondents always using them, 9% often using them, 47%

    seldom using them, and 44% never using them.

    Table 2

     Instructional Methods Used by U.S. Organizations (Galvin, 2003)

    Instructional Method Often or Always Never or Seldom

    Instructor-led classroom 91 9

    Self-study, Web based 44 56

    Performance Support 44 56

    Public seminars 42 58

    Case studies 40 60

    Role-play 35 65

    Non-computer-based games, simulations 25 75

    Self-study, non-computer based 23 77

    Virtual classroom with instructor 21 79

    Computer-based games, simulations 9 91

    Experiential programs 6 94

    Virtual reality programs 3 97SOURCE: “Industry Report” (2003, p. 31)

    Percentage of Respondents

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    Despite the low percentage of business simulations used in 2003, Summers (2004)

    outlines three specific advantages to using computer-based simulations in corporate

    training which will allow it to grow exponentially in the future. These three advantages

    are; (a) specific knowledge, (b) learning on demand and (c) lower costs (Summers, 2004,

    p. 226). Summers also argued that many new technology companies are introducing

    business simulations to corporations based on the benefits of learning on demand (p.

    228). This research poses the question: “Will the new technology companies come to

    dominate or even replace the old?” If so, this would be a case of creative destruction, a

    concept posed by Schumpeter (1911/1989).

    Alternatively, the new technology companies which introduce these simulations

    to corporate training programs may simply increase the number and variety of products.

    When the theory of disruptive innovation (Christensen, 1997) is cast on this dilemma, the

    outcome depends on whether the new technology is superior and whether the new

    technology companies can consolidate the industry (Summers, 2004, p. 232). Online

    business simulations have rapidly penetrated business schools; however, the superiority

    of such experiential learning methods has not been proven in the corporate training arena.

    A simple increase in the number and variety of training methods for management

    education would indicate a sustaining innovation for the industry, while a significant

    consolidation of the corporate training industry would indicate a disruptive innovation

    (Christensen, 2008).

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    Knowledge Application 

    Application of theory is an on-going issue in higher education (Falkenberg,

    Russell and Ricker, 2000). The fact that most of what participants learn is intended for

    application to problem situations in real life is indicative of the importance of knowledge

    application as a learning objective, especially in the field of management education.

    Bloom, Engleheart, Furst, Hill, and Drathwohl (1959) developed a system that classified

    learning into six levels. These levels arranged in a hierarchical order to reflect

    progressively higher levels of learning. They are, in ascending order: basic knowledge,

    comprehension, application, analysis, objective synthesis, and objective evaluation.

    Bloom (1956) showed the components of knowledge application in the problem-

    solving process of answering questions. The process involves six steps, in ascending

    order: restructuring and classifying situations, selection of abstraction suitable to problem

    type, the use of abstractions to solve a problem, and solution to a problem. This process

    shows that in order to solve a problem through knowledge application, there are certain

    steps to be followed. Learning how to apply knowledge means learning how to follow

    these steps effectively. Bloom (1956) distinguished knowledge application from

    knowledge comprehension by saying that a demonstration of comprehension shows that a

    student can use the abstraction when its use is specified; while a demonstration of

    application shows that he/she will use it correctly, given an appropriate situation in which

    no mode of solution is specified.

    Bloom (1956) stated that comprehending an abstraction does not certify that the

    individual will be able to apply it correctly. Thus, participants need practice in applying

    their knowledge to real-world problems in order to make their knowledge more useful for

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    real-world decision making rather than remain inert. In this study, “knowledge

    application in a business simulation” refers to the process of selecting appropriate

    business knowledge suitable to the problem at hand, and making connections between

    selected business knowledge and business strategies to solve a complex problem. Agyris

    and Shon (1974) argued that the only way for organizational effectiveness to increase

    over time was through individuals learning from experience. Online business simulations

    build upon this concept because the application of learning is based almost completely on

    the participants’ experiences. Agryis and Shon (1974) stated that these types of

    experiences provide insights during the learning process and allow for specific

    knowledge application tools to be developed leading to consistent learning outcomes .

    Business Simulations as Knowledge Application Tools 

    One major problem that comes from learning with business simulations is that it

    is not always clear that learners will leave with exactly the same conclusions, mental

    models, and learning outcomes. In fact, it is not clear that learners will be able to apply

    what they have learned in future real-world situations. From their experiment with

    business school students, Mandl, Gruber, and Renkl (1992) confirmed that students using

    a computer-based simulation had serious deficits in knowledge application and problem

    solving using their previous knowledge. The results of the experiment clearly show that

    business school students have considerable deficits in using their own declarative

    knowledge that they acquired in business school, and they are not able to use their

    knowledge as a tool in the real world. This is largely due to the fact that those students

    gained their business knowledge mostly through traditional methods, like lectures, case

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    studies, and textbooks, and had not had enough opportunities to practice applying their

    knowledge to real-world problem-solving either in a specific situation or in a simulated

    environment. As a result, their knowledge was not sufficiently conditioned to relevant

    application conditions, and remained inert.

    Training students to apply their knowledge requires very different methods of

    instruction than training them to memorize information or understand relationships within

    a business context (Reigeluth & Moore, 1999). In business education, the most

    commonly used instructional methods are those of linear formats, such as

    lecture/textbook format and case analysis. These linear formats can be more efficient

    than the experiential learning method for communicating a large number of concepts to a

    large number of students. However, these formats do not do enough to encourage

    creativity, problem solving, decision making, risk taking, and knowledge application. In

    addition, most knowledge that business school students acquire from their lectures and

    textbooks is what Anderson (1985) called the “declarative knowledge”: various business

    concepts and principles are taught in a declarative form rather than an experiential form.

    Therefore, when students learn business knowledge, they often treat new information as

    facts to be learned rather than knowledge to be used. As a result, many business school

    students have difficulties in using their knowledge as a tool in their business decision

    making (Mandl et al., 1992). Since their knowledge is not based on actual experience, it

    often remains inert.

    Not all business knowledge needs to be taught in a procedural form. However,

    most of those management-related concepts and principles consist of knowledge about

    how to do things, which is what Anderson (1985) called the “procedural knowledge.”

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    Procedural knowledge is goal-oriented performance knowledge that can be executed

    efficiently. Therefore, when learning this kind of management-related knowledge,

    students need opportunities in which they can transform their declarative knowledge into

    procedural knowledge so that their knowledge can be more readily available for real-

    world problem solving rather than remaining inert. One important instructional goal of

    business simulations is to help students transform their declarative knowledge into

    procedural knowledge. Business simulations are designed to help students practice in

    applying their knowledge, which is mostly in a declarative form, into specific action-

    oriented problems in a relatively safe, controlled, and simulated environment.

    Knowledge Application & Simulation Performance 

    Business instructors have promoted simulations as a means of accomplishing a

    wide range of learning objectives, including improving interpersonal skills

    (VirtuaLeader), improving general decision-making skills (Capsim), and helping

    individuals to understand themselves (Second Life). Anderson and Lawton (1997)

    outlined learning objectives common to simulation exercises. These include outcomes

    such as increased knowledge of facts and concepts of the business discipline; improved

    analytical skills, critical thinking, decision making, and interpersonal relations; enhanced

    ability to simultaneously manage interrelationships; and a better understanding of

    business dynamics.

    While business simulations are believed to have the potential to stimulate learning

    at all levels of learning objectives, many scholars argue that simulations are best suited to

    facilitate learning at the higher level of Bloom’s Taxonomy of learning objectives:

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    application, analysis, and synthesis of knowledge (Anderson & Lawton, 1997). In fact,

    researchers in business education have frequently used Bloom’s Taxonomy as a

    framework for guiding their thinking on the areas where simulations are likely to have the

    greatest impact on learning (Bloom et al., 1959). Since business simulations require

    participants to act in the role of managers, it would seem likely that, if business

    simulations excel in any area they would be strong in application (Anderson & Lawton,

    2002). However, objective evidence for business simulation effectiveness at these higher

    levels of Bloom’s taxonomy has been lacking.

    Measuring the higher levels of Bloom’s taxonomy of learning objectives has

    proven to be a difficult task. A lack of reliable and valid instruments has hindered

    attempts to measure the learning occurring at the higher levels of Bloom’s taxonomy

    (Anderson & Lawton, 1995). Thus, while Bloom’s taxonomy provides a useful

    framework for the purpose of establishing learning objectives, the framework has not

    been as helpful for assessing student learning, especially in the context of business

    simulations. However, Anderson and Lawton (2002) conducted a study that has been

    directed exclusively at the efficacy of simulations as a pedagogy for learning about the

    application of business concepts. The premise underlying their research was that if

    simulation performance does reflect learning associated with analysis and application,

    those students who apply the concepts that are critical to the discipline should outperform

    those who do not apply the knowledge presented in the course. The results of their study

    showed a significant relationship between the application of concepts presented in a basic

    marketing course and performance on a marketing simulation game. The greater the

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    number of concepts that students utilized in the management of their simulation

    company, the higher their performance scores.

    These findings provide a powerful validation for simulations as learning and

    teaching tools. In answer to the question of whether applying the principles and concepts

    of a discipline results in positive results in a simulation, the answer appears to be an

    emphatic “yes” (Anderson & Lawton, 2002). Their study demonstrated that simulations

    are useful tools for operating at the application level of Bloom’s hierarchy, the level at

    which traditional classroom lectures are thought to be weak. De Jong and Van Joolingen

    (1998) point out that an appropriate design theory for instructional simulations may arise

    based on this higher form of learning. These researchers also defend that “discovery

    learning” with simulations can take its place in learning and instruction as a new line of

    learning environments based on technology where more emphasis is being placed on the

    learner’s own responsibility ( pp. 19).

    Other research that investigated the link between knowledge application and

    simulation performance is found in a study conducted by Wolfe and Luethge (2003).

    Wolfe and Luethge investigated whether students, who were involved more in the

    simulation and applied more business knowledge over time, performed better than

    students who were less involved and applied less business knowledge. They examined

    the following in this study; (a) the degree to which simulated companies in a business

    simulation need to be run by active, knowledgeable, and engaged players and (b) the

    extent to which strategic involvement affects performance. The results of this study

    found that less involved students, who applied less business concepts, performed poorly

    relative to more engaged students. The results of their study indicated that good

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    performance in a business simulation is not the result of luck or random guesses and that

    a business simulation rewards intelligent, planned decision-making practices.

    Reflection 

    The word “reflection” appears frequently in the literature relating to experiential

    learning. Boud et al. (1985) defined reflection as an important human ability in which

    people recapture their experience, think about it and evaluate it. Dewey (1910) pointed

    out that all genuine education comes through experience and that reflection can assist in

    this process. The importance of reflection goes back to Dewey’s early writing, but there

    has been increased interest in researching and using reflective processes in adult teaching

    in the last twenty years (Salmon, 2001).

    Bruce (2001) stated that reflection is described as contemplating the results of a

    given experience within the overall context of the impact on the individual. Boud, Keogh

    and Walker (1985) argued that only when this reflective process leads to a significant

    change in behavior, can it be called reflective learning. Costa and Garmston (1994)

    stated that reflective learning is the ability to mentally wander through a recent personal

    experience. This mental process of reflection includes the following; (a) drawing forth

    cognitive and emotional information from visual, auditory, kinesthetic, and tactile

    sources, (b) linking information to previous learning, (c) comparing the results that were

    anticipated and intended with the results that were achieved, (d) searching for effects and

    finding connections among causal factors, (e) acting on and processing the information

    by analyzing, synthesizing, and evaluating, (f) applying learning to contexts beyond the

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    one in which it was learned and making commitments to plans of action, and (g) the

    metacognitive process of thinking about thinking.

    Some researchers argue that reflection is essentially an independent activity. An

    online business simulation allows for ideal period of reflection in between rounds of

    company decisions. This period of reflection or debrief allows participants to ask critical

    questions about their company performance and challenge their own basic assumptions

    about strategy and execution (Davies, 2003; Foreman, 2004). Other researchers stress the

    importance of collaboration with others in terms of the reflection process (Rose, 1992).

    Lin (1999) argued that students’ reflection can be enhanced in a reflective social

    discourse, and defined reflective thinking as actively monitoring, evaluating, and

    modifying one’s thinking and comparing it to both expert models and peers.

    Reflection on experience is based upon the metacognitive theory developed by

    Flavell (1987), who argued that becoming aware of oneself as a learner allows the student

    to reflect, monitor, and revise the process and products of his own learning. The term

    metacognition itself emerged from the early work of Flavell who referred to it as

    knowledge concerning one’s own cognitive process and products or anything related to

    them (Flavell, 1976).

    J. Biggs (1985) discussed the role of metacognition in learning, utilizing the term

    “metalearning” to define the application of metacognition to student learning. More

    particularly, he also defined metalearning as students’ awareness of their learning and

    control over their strategy selection and employment. According to J. Biggs (1988), a

    metalearner is one who is aware of their motives, task demands and personal cognitive

    resources and exerts control over strategies used. J. Biggs (1988) also stated that these

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    reflections invite