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Collaboration and emotions during simulation-based learning in general management courses

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Abstract

Simulation-based learning (SBL) as a learner-centred educational approach fosters students‘ experiential learning by providing authentic tasks in a real-world oriented learning environment. SBL settings are supposed to integrate different dimensions of learning including cognitive, affective and social aspects. Simulation games as a widely used tool in SBL are characterized among others as collaborative, team-based environments fostering learners’ understanding of concepts and improving their ability to apply their theoretical knowledge in practical fields. The use of and research on simulation games has strongly increased throughout the last decades, but the few empirical findings in the literature are ambiguous. The present study contributes to a better understanding of relations between collaborative facets, emotional experience, in-game success as a performance index and learning outcomes during a complex general management simulation. It also focuses on the use of process journals to gather data during the simulation game process in classes of business informatics students in their last semester at a German Cooperative State University. Data of 49 third-year students (m = 36, f = 12, missing = 1; age ranged from 20 to 25) was collected on three occasions: (1) A self-report questionnaire prior to the simulation game. (2) A periodic process journal was administered during the simulation game at the end of each of the six team phases to collect data on participants’ perceived team collaboration and emotional experience. (3) After the simulation game, declarative, conceptual, and procedural knowledge was assessed. Correlation analysis showed medium scores in a range between 0.38 < r < 0.76 when significant, U-test showed results between 0.39 and 0.81 when significant. Our results indicate an association between a cohesive atmosphere including psychological safety and a structured team organization and positive epistemic emotions on the one hand with performance and conceptual as well as procedural knowledge on the other hand. Hence, we argue for the need to organize and support team processes during business simulation games carefully when facilitating such environments with students, whereas we could not find support for a strong connection between learners’ personality with simulation game outcomes.

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Das Lernen und Arbeiten in Gruppen stellt durch den hohen Interaktionsgrad zwischen den Gruppenmitgliedern einen fruchtbaren Boden für die Entstehung von Emotionen dar. So auch im Schul- und Hochschulkontext: Bunt gemischte Gruppen interagieren, lernen und arbeiten miteinander, face-to-face aber auch immer häufi ger online vernetzt in digitalen Kontexten, und erleben eine Vielzahl an positiven und negativen Emotionen. Im Fokus dieses Beitrags stehen die Emotionen, die während eines kooperativen Serious Games entstehen und die Frage nach Einflüssen der Gruppenzusammensetzung hinsichtlich des Ausmaßes, in dem sich die Mitglieder einer Gruppe kennen als auch des Ausmaßes der Kenntnisse der Gruppenmitglieder. Die Stichprobe der vorliegenden Untersuchung besteht aus elf Gruppen mit je vier Studierenden (Alter zwischen 19 und 40 Jahre, 23 weiblich) die im Rahmen des Serious Games Team Up gemeinsam Aufgaben bearbeiten und lösen. Die einzelnen Gruppenmitglieder und das Gesamtgeschehen werden per Video aufgezeichnet und diese als Stimuli beim Nachträglichen Lauten Denken der einzelnen Gruppenmitglieder genutzt. Die Videoaufnahmen und Transkripte des Lauten Denkens werden zur Analyse herangezogen. Die Ergebnisse der Studie gewähren einen Einblick in kollaborative Prozesse von Studierenden während eines Serious Games, ihren Emotionen und dem Einfluss der jeweiligen Gruppenzusammensetzung.
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Background. Designing collaborative three-dimensional (3D) learning games is one way to enhance the quality of learning and respond to the needs of working life. However, there is little research on how to apply different game mechanics to support different educational aims. Aim. This study determines how game mechanics implemented within computer-supported collaboration roles (scripted vs. emergent) are associated with the emergence of collaboration. Method. The research at hand applies both qualitative and quantitative content analysis. The target group consisted of 15 vocational school students. The data were gathered by recording the groups’ discussions and saving the game logs. A total of 8,128 transcribed utterances were eligible for content analysis to shed light on the characteristics in knowledge construction under scripted and emergent role situations. Results. We found differences between the players’ utterances in tasks with scripted and emergent roles. At the scripted-role level, providing knowledge was the most dominant type of utterance. Further, students with similar roles performed actions and applied similar activities. In the level based on emerging collaboration processes, shared problem solving was the most actively used speech activity. Conclusions. Emphasizing and applying different game mechanics with different collaboration roles (scripted vs. emergent) can be used to support different educational aims of games. Recommendation. Collaboration is needed among professionals from technological and educational sites of game research to fully understand how to apply game mechanics in educational games.
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Problem. Teams or groups of individuals working together to achieve a shared goal, make up today’s world of work. Although the literature is rife with issues concerning teams, there is no coherent structure to guide researchers wishing to gain a deeper understanding into those factors leading to positive team outcomes. Question. This is due in part to two factors; one being the methods (e.g., observation; self report) typically employed to study teams often do not apply rigorous standards for reliability and validity. The second is it is difficult to construct data gathering situations that realistically approach the context in which teams operate. Approach. Addressing the first issue, we present a framework for the type of data that should be gathered to reliably and validly evaluate team performance. We believe the second issue is best addressed through the application of serious games, where realistic scenarios are delivered representing problems similar to those faced by teams in the real world. Finally, we describe a study whereby we demonstrate the approach utilizing a serious game to gather the data, which is then analyzed to assess the reliability and validity of the measures. Conclusion. With reliability and validity being established, a latent change score model is presented to illustrate how rich models of team interaction can be stated, investigated, and statistically assessed; since the serious game ensures the quality of the team interaction and the superior quality of the data.
Chapter
Serious games are steadily becoming a powerful tool for educational purposes as their challenging characteristics are suggested to make them particularly appealing to learn with. This challenging nature, however, comes at a price, namely, the need to maintain the optimal balance according to players’ emotional experiences. By focusing on players’ emotions as main player characteristic considered to be important for learning processes and performance, this chapter surveys empirical research and current game development that contributes to an emotion-adaptive framework for games. The goal of this chapter is to clarify the importance of continuously adjusting game characteristics to players’ emotional states. As the interaction between game characteristics and players’ emotions highlights the need for continuously assessing at what point gameplay becomes more or less positively or negatively affected, methods for emotion recognition are presented. A summary of adaptable game design elements as well as implementation methods for adaptivity are provided.
Chapter
Need for cognition is a psychological construct that refers to an individual’s desire for, and enjoyment of, intellectually engaging activities. As such, a substantial amount of research has shed light on how need for cognition is associated with numerous positive outcomes, such as learning and academic success, and also how it is associated to theoretically related constructs found in the literature (e.g., intellectual engagement, epistemic curiosity). The current chapter begins by providing an overview of the historical background and development of need for cognition. The subsequent section provides a review of the empirical work in psychology and education that has since illuminated the differences, similarities, and relationships between this construct and others that share a similar theoretical orientation. We then describe the different methods that need for cognition is assessed and briefly discuss their various psychometric properties. Finally, the chapter closes with a discussion of how need for cognition has been shown to be related to desirable learning and educational outcomes and how this trait may be cultivated in order to promote these beneficial and positive effects. In addition, some insights for future research are provided.
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Aim. In close cooperation with an international automotive supplier we developed the “C2” business simulation game in order to meet real work practice needs. Based on the example of a site-location decision and the setup of a new factory in China, the participants of the game experienced the challenges of an interdisciplinary project team as well as project management in complex and rapidly changing situations. During the game we used the creative learning method LEGO® Serious Play®,1 which helps to express different understandings through hands-on modelling. The aim of the game is to acquire and improve both technical project management knowledge and soft skills of the participants. Method. In total, 47 students participated in one of six two-day game sessions. They reported self-perceptions about their skill level through pre- and postgame questionnaires. Further data were collected during the simulation game based on observations, lessons learned reflections of the participants and evaluation questionnaires. Results. Results from our pre- and post-game self-assessment questionnaires show that the “C2” business simulation game improves not only conceptual knowledge about project management but also team working and the participants’ other soft skills. Results indicate that the students’ reactions to the simulation game were positive, and students felt that the LEGO Serious Play method helped them to better cope with challenges of teamwork, influences of stakeholders, risk factors and unpredictable project situations. Conclusion. These results suggest that our business simulation game has the potential to be an effective learning and training tool to provide students with relevant skills necessary for project managers. By giving students the opportunity to act in an authentic scenario based on a real project case, we can support their action-oriented as well as their trial-and-error learning, or in short their learning through experience.
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This chapter summarizes findings showing that mild positive affect facilitates thinking, problem solving, and social interaction through increased cognitive flexibility and explores a possible role for neuropsychology in understanding these effects. Several lines of research show that mild happy feelings, induced in everyday ways that people often encounter in the course of their daily lives, promote effective thinking and problem solving by enabling flexible thinking that allows the person to respond to the situation in its complex context. Studies have demonstrated that positive affect engenders motives such as kindness, helpfulness, and generosity, but also positive-affect maintenance and fairness to oneself as well as to others. Recent work is showing that one reason this occurs is because positive affect facilitates cognitive flexibility characterized by openness to useful information (even if it is negative in tone), reduced "defensiveness," and the ability to see multiple sides of the situation and switch attention among them. This ability to hold multiple ideas or facets of a situation in mind, in turn, fosters a better ability to solve complex problems, both interpersonal and nonsocial. Another result of this kind of openness to information and cognitive flexibility that is fostered by positive affect is increased enjoyment of variety in safe situations and improved ability to deal with a large, complex decision task or set of material or options. Another, however, is reduced risk taking in dangerous situations, as people-although more optimistic about winning-are also more aware of the negative utility or consequences of a loss. Most recently, research is focusing on positive affect's beneficial effect on self-control of several types, including its facilitation of flexible attention deployment that enables both broadened attention and focus on a target task. This ability is reflected in superior incidental learning and divided attention, without impaired performance on the target task. This chapter summarizes some of these findings and explores a possible role for neuropsychology in understanding these effects, arguing not for the superiority of one level of analysis (behavioral, cognitive, neuropsychological) over others, but for their integration and a search for the ways in which each can contribute to the others.
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A team is more than a group of people in the same space, physical or virtual. In recent years, increasing attention has been devoted to the social bases of cognition, taking into consideration how social processes in groups and teams affect performance. This article investigates when and how teams in collaborative learning environments engage in building and maintaining mutually shared cognition, leading to increased perceived performance. In doing so, this research looks for discourse practices managing the co-construction of mutually shared cognition and reveals conditions in the interpersonal context that contribute to engagement in these knowledge-building practices. A comprehensive theoretical framework was developed and tested. The constructs in the model were measured with the Team Learning Beliefs & Behaviors Questionnaire and analyzed using regression and path analysis methodology. Results showed that both interpersonal and sociocognitive processes have to be taken into account to understand the formation of mutually shared cognition, resulting in higher perceived team performance.
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This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance of a formal definition of game mechanics.
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We conducted a meta-analysis to clarify the construct validity of self-assessments of knowledge in education and workplace training. Self-assessment's strongest correlations were with motivation and satisfaction, two affective evaluation outcomes. The relationship between self-assessment and cognitive learning was moderate. Even under conditions that optimized the self-assessment-cognitive learning relationship (e.g., when learners practiced self-assessing and received feedback on their self-assessments), the relationship was still weaker than the self-assessment-motivation relationship. We also examined how researchers interpreted self-assessed knowledge, and discovered that nearly a third of evaluation studies interpreted self-assessed knowledge data as evidence of cognitive learning. Based on these findings, we offer recommendations for evaluation practice that involve a more limited role for self-assessment.
Conference Paper
A computer-based geometry game was adapted to allow for play using a conceptual rule or an arithmetic problem-solving mechanic. Participants (n = 91) from an urban middle school were randomly assigned to experimental conditions. Results suggest that play in the number condition was more situationally interesting than play in the rule condition. Participants in the rule condition were found to perform better in the game than those in the number condition. Learning outcome results suggest that in the number condition, but not the rule condition, playing more levels in the game diminishes the gain from pretest to posttest. For the design of games for learning, results highlight the importance of choosing a game mechanic that reflects the intended learning outcomes.
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Introduction: This study describes (a) process goals, (b) success factors, and (c) barriers for optimizing simulation-based learning environments within the simulation setting model developed by Dieckmann. Methods: Seven simulation educators of different experience levels were interviewed using the Critical Incident Technique. Results: (a) The main process goals were to enhance learning, engage participants, and aid the application of what was learned during the course. (b) As success factors, educators stated their own competencies and attitudes, motivation and openness of participants, and a functional environment. (c) As barriers, educators stated a lack of willingness to actively engage in simulation by the participants and time pressure. The results emphasize the need to consider jointly the interrelated elements of simulation-based learning environments to optimize the use of educational simulation. Discussion: The results support the applicability of Dieckmann’s setting model to describe simulation-based courses and emphasize the diversity of factors that need to be considered in optimizing simulation practice. This article can serve as a practical aid for educators within health care simulation settings and in other domains.
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Taught as the “capstone” course in most universities, strategic management is designed to teach the skills of strategic thinking and analysis rather than mere facts or concepts. So, educators should have some assurance that their students learn to “do” strategy. Self-efficacy enhances a person’s task interest, persistence, willingness to exert effort, and, ultimately, task performance. This article investigates the relative contribution of simulations and case studies for improving students’ self-efficacy in strategic management. Using pre-and posttest data from a sample of 252 students, the authors conclude that simulations result in significantly higher improvements in self-efficacy than case studies.
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The short Need for Cognition Scale (Cacioppo, Petty, & Kao, 1984) and the NEO-FFI (Costa & McCrae, 1992) were completed by 85 undergraduates to investigate the relationship between need for cognition and the domains of the big-five factor model of personality. Significant positive direct relationships were obtained between need for cognition and the big-five domains of openness to experience and conscientiousness. These findings are consistent with the conceptualization of need for cognition as the tendency to enjoy and engage in effortful thought. There also was a significant first-order negative correlation between need for cognition and the neuroticism domain. This finding is consistent with the role of need for cognition hypothesized within cognitive-experiential self-theory (Epstein, 1994).
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A number of emerging challenges including globalization, economic pressures and the changing nature of work has combined to create a business environment that demands innovative, flexible training solutions. Simulations are a promising tool for creating more realistic, experiential learning environments to meet these challenges. Unfortunately, the current literature on simulation-based training paints a mixed picture as to the effectiveness of simulations as training tools, with most of the previous research focusing on the specific technologies used in simulation design and little theory-based research focusing on the instructional capabilities or learning processes underlying these technologies. This article examines the promise and perils of simulation-based training, reviews research that has examined the effectiveness of simulations as training tools, identifies pressing research needs, and presents an agenda for future theory-driven research aimed at addressing those needs.