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Communications of the IBIMA
Volume 2010
(2010), Article ID 366397,
Communications of the IBIMA, 11 pages.
DOI: 10.5171/2010.366397
Constructivist Use of Business Simulators in Education
Viktor
Vojtko and Marie Heskova
University of
South Bohemia, Ceske Budejovice, Czech Republic
Copyright ©
2010 Viktor Vojtko and Marie Heskova.
This is an open access article distributed under
the Creative
Commons Attribution License unported 3.0, which permits unrestricted
use, distribution, and reproduction in any medium, provided that
original work is properly cited.
Abstract
The
goal of this paper is to define and propose a model of possible use of
business simulators to support education in constructivism sense and
with a respect to revised Bloom’s taxonomy of learning objectives. This
model is particularly focused on re-construction of prior partial
knowledge using the falsification approach
Keywords: Simulator,
model, education, constructivism, falsification
During
final oral examinations we were often surprised by heuristics or
shortcuts in the knowledge presented by our university students. There
seemed to be common patterns in misconceptions and similar missing
links which were mainly on the deeper level of understanding.
The
problem has been especially related to the applicability of partial
knowledge. Although many theories and models are alone understood quite
well by the students, the whole is missing. It seems that according to
Spiro, et al. (1991) one of the reasons is that this is a viable
strategy for the students.
But because we teach business students,
it is obvious that the proper understanding of all main principles
working together in the right context is crucial for their success in
the real world. And thus we as teachers cannot be satisfied with such
an outcome.
Sometimes suddenly a moment of “aha” appeared right
in front of us during the oral examination and the students realized
their own knowledge gaps through falsification of their own heuristics,
got the insight and felt the relevance – but we believe that
unfortunately mainly only according to the question examined.
Nevertheless,
this situation was in several cases accompanied with positive emotions
and perceived satisfaction on both sides. Like in a good thriller where
the meaning of all that has been shown before is shifted in a short
while and the “hidden truth” is realized suddenly.
We suppose it
is quite common for anyone not just in education to have such an
experience. It is in the very heart of learning to discover new
knowledge on the basis of reconstructing the old one and change of
meaning.
But we don’t want to happen it occasionally. Rather,
we would like to manage this process and deliver insights like that
also in our curriculum. And not just in the curriculum but also in the
practice, because we believe analogous situation may be also found in
many organizations coping with knowledge management issues.
The
goal of this paper is thus to define and propose a model of possible
use of simulators supporting this managed change of meaning on the
level of individual knowledge using falsification and re-construction
of prior partial knowledge.
The main method used here to gather
relevant concepts and data is based on one hand on a literature review
and on the other hand on observations of the heuristics which we and
our students were usually using to solve questions related to real
world problems during examinations and business simulator usage.
This means that our thoughts are mainly a qualitative inquiry and we
need to test the model later using more rigorous approaches
Business Simulators in Education
Although
the usage of computer simulators to support learning has a tradition
long nearly 50 years (Faria, 2001; Tonks, 2005), it seems
that
the basic terms are used in a confusing manner. We may find several
synonyms for nearly the same – like management flight simulators,
microworlds, interactive learning environments (ILEs) etc.
In this paper we would like to use for clarification our own earlier
definition related to constructivism epistemology in
form of concept map.
The
main points of the definition are that business simulators have three
different layers – (1) model providing needed simulations, (2) user
interface allowing input and output, both quantitave and qualitative,
and (3) learning environment introducing problem, supporting process of
knowledge construction and feedback for it.
Our definition is in
the general sense similar to earlier definitions of Davidsen (2000),
distinguishing just two components – model and user interface – and
Maier and Größler (2000), who assume “that computer simulations have
three key aspects, the underlying model, the human-computer interface
and various functionalities.”
These authors also provide a very
comprehensive taxonomy of computer simulators built for educational
purposes. They classify business simulators under the category of
gaming simulation which is in our opinion inappropriate, especially
from the constructivist point of view.
Nevertheless, this
taxonomy shows another interesting point in division between modelling
(transparent box) vs. gaming approaches to the use of simulators (black
box or semi-transparent box).
Modelling approach then provides a
possibility of changes in underlying model structure by users
themselves. This approach is usually based on system dynamics and
systems thinking, multiagent approach or discrete modelling
The
modelling approach is from our experience the most valuable one for a
new knowledge discovery because the model structure can be changed in
any particular moment of learning to reflect other assumptions and
point of view of the user. But on the other hand there is a serious
shortcoming in the need of users’ abilities to change the structure of
the model accordingly, not just parameters. This limits the
applicability from this point of view.
The second, gaming approach
is very common in business education. The underlying model is set and
just its parameters can be changed. This limits also the possibilities
of learning because there is finite number of assumptions and preset
embedded knowledge. On the other hand this may be very simple for the
user to just use the prepared model – and various user interfaces may
be provided reflecting different contexts.
Both approaches are
viable but under different conditions. Both may provide very helpful
experience reflecting the real world complexity. And both are capable
to provide logical consequences of various actions under different
circumstances.
Also, according to Anderson and Lawton (2009, p.
195) “to be effective, simulations require a substantial time
commitment from participants. Consequently, the literature suggests
that business simulations are an inefficient pedagogy for teaching
terminology, factual knowledge, basic concepts, or principles [...].
The basics of a course can be covered more quickly in lectures. It may
be an open debate as to whether students will be able to retain or
implement some of these basics if lecture is the sole method of
delivery, but few will dispute that lectures are much faster.”
Constructivism
– A Missing Theoretical Link between Education And Simulation?
Lainema
(2009, p. 50) suggests that “a comprehensive theory about learning and
knowing through simulation and gaming is missing.” The majority of
interest has been devoted to the experiental aspects of simulators’
supporting role in learning (e.g. by Kolb, 1984; Kayes, 2002) and
grounding in the theory of education is not employed well in this sense.
Fortunately,
the roots of constructivism and often used experiental learning
approaches are according to Lainema (2009) very similar and have a lot
in common. Thus it is possible to use this paradigm as a starting point
of our inquiry.
What are the most important principles of
constructivism? We will now summarise them according to the highly
refererred to authors Duffy and Cunningham (1996):
- All learning is a process of construction of
knowledge.
-
There are many possible ways of knowledge construction and thus also
multiple perspectives and meanings.
- Knowledge is always context dependent and learning should
occur in appropriate contexts.
- Learning is mediated by tools, signs and symbols.
- Learning occurs in social setting, is based on discussion
and communication with others.
- Learning also means an engagement in the community of
practice.
- We are able to reflect our own learning and understand the
way we know or know not.
We
may add that this all is in concordance with many thoughts of Jan Amos
Comenius, famous Czech teacher and educator from 17th century. Just to
mention one of his sayings within this context: “pupil is not a jar to
be filled but a torch to be lit.” In other words, it is not sufficient
just to deliver pure knowledge through education. Also feelings and
attitudes are important.
The main relevance of constructivism
regarding the business simulators’ usage in education is in much higher
involvement of free will on the side of students, i.e. learner-centered
learning – in providing them relevant problems, safe environment for
experiments and surprises from discoveries, interaction with others in
social setting or possibility of their own planning of learning etc.
This all should lead to more realistic and holistic learning experience
in comparison with traditional objectivistic approaches.
But on
the other hand a problem of motivation of students arises, because
there is also a shift in the role of teachers. They are not the only
right authority delivering knowledge but rather facilitators of
individual knowledge construction.
Knowledge, Heuristics And Learning
If
we look to the Merriam-Webster OnLine dictionary (2009), the word
knowledge is defined as: “(1): the fact or condition of knowing
something with familiarity gained through experience or association
(2): acquaintance with or understanding of a science, art, or
technique.”
It is obvious that by using knowledge it is possible
to answer three basic questions – what, how and why. The question what
is related to the awareness of concepts and their meaning in particular
situation (declarative knowledge). The question how deals with
procedures and methods of change of the situation (procedural
knowledge). And finally, the question why is focused on the underlying
structure of the situation and broader context (structural knowledge).
All these questions may be answered differently by different people as
we have shown before in relation to the constructivism.
Also, as
because we are not just conscious but also unconscious in many ways,
Polanyi’s explicit vs. tacit knowledge distinction needs to be
considered (Nonaka and Takeuchi, 1995). The tacit knowledge relates to
the uncosciuous and cannot be articulated unless made explicit, i.e.
realized.
Another approach is of Baumard (1999), who is adding
implicit knowledge. This knowledge could be made explicit but no one
wants to express it.
We have mentioned heuristics earlier. As we
might see the process of their use by the students has much to do with
the tacit knowledge.
For the needs of this paper we would like
to define heuristic according to the Principia Cybernetica Web (2009)
this way: “An aid to discovery, any device or procedure used to reduce
problem-solving effort, a rule of thumb.” The problem is – are we able
to tackle the heuristics properly in the education?
It has
important consequences for business education because in so complex
world purely analytical decisions are not in many situations feasible
and the students should cope with this accordingly. On the other hand,
heuristics should not be misleading and confounding like we
occasionally experience.
But of course, knowledge can not be
considered static. We use it everyday in a changing world. We create it
everyday through our own actions, discoveries, communication with
others and encountering our knowledge boundaries.
A very important
perspective on knowledge change is given by Bloom’s taxonomy (Bloom, et
al., 1959). This taxonomy classifies the output of learning, i.e.
acquiring of new knowledge on individual level, into three main
domains: cognitive (knowing), affective (feeling) and psychomotor
(doing). This framework broadens the perspective because emotions and
actions are taken into account.
In this sense, there are several
levels of learning objectives in the cognitive category (Bloom, et al.,
1959) – (1): basic knowledge, (2): comprehension, (3): application,
(4): analysis, (5): synthesis, (6): evaluation – which should be
supported by different tools and methods and also assessed differently.
A
lot of research in the area of business simulation involvement in
cognitive learning has been undertaken from the perspective of original
Bloom’s taxonomy (e.g. Keys and Wolfe, 1990; Faria, 2001; Gosen and
Washbush, 2004). Unfortunately, it seems that especially at higher
levels of cognitive learning the evidence of significant contribution
of simulations’ usage is weak and nearly the same as 20 years ago
(Anderson and Lawton, 2009).
We think that because the original
Bloom’s taxonomy has been revised by Anderson, et al. (2000), it should
be helpful to shift also the research of simulations’ usage for
learning in this direction. The main reason is that the new revised
taxonomy may be more disambiguous and better grounded in the area of
cognitive psychology. Which also means that further research focused on
assessment of the simulators’ contribution to the higher levels of
cognitive learning may be easier and less confusing due to this
clarification.
The beforementioned Anderson, et al. (2000)
taxonomy classifies the learning objectives in a little bit different
way than the original one: (1) remembering, (2) understanding, (3)
applying, (4) analyzing, (5) evaluating, and (6) creating (synthesis).
It
also combines these learning objectives with factual, conceptual,
procedural and metacognitive knowledge dimensions which help to divide
content and methods accordingly.
A map of previous concepts is provided on the next figure.

Fig 1 A map of concepts related
to constructivist learning
A Proposed Model of
Constructivist Use of Business Simulators in Education
From
our perspective we would like to relate our contribution to earlier
attempts focused on efficient use of computer simulators in education
(e.g. Hsu, 1989; Davidsen, 2000; Alessi, 2000; Sterman, 2000; Anderson
and Lawton, 2009).
Amongst others, we have chosen two of
approaches focused on learner not the teacher. Hsu (1989) provides for
the use of education simulators this 4-step learning process:
- retaining information,
- organizing knowledge,
- experiencing, and
- firming.
Another
way is suggested for example by Sterman (2000). His approach is based
on system dynamics methodology, thus it is focused on an ability to
explicitly model system behaviour (transparent-box approach) by users,
and could be described in these steps:
- definition of problem and purpose of solution,
- dynamic hypotheses,
- model formulation,
- testing of the model,
- proposing and testing of policies.
Our
model respects previous definition of business simulator (Heskova and
Vojtko, 2007), the general 4-step learning process by Hsu (1989) but
relates it with the taxonomy of education simulators provided by Maier
and Größler (2000) and the taxonomy of learning objectives by Anderson,
et al. (2000).
We think it is useful now to notice how the
higher levels of the taxonomy of learning objectives could be employed
in the scope of business simulators’ usage. These are – applying,
analyzing, evaluating and creating.
First of all, we need to
distinguish between various situations in which we could use business
simulators for the support of learning. Each of them has consequences
for the overall learning process.
Their preference in a given
curriculum depends on learning objectives (synthesis of prior
knowledge, falsification of incorrect knowledge), learners’ abilities
(e.g. are they able to change the model structure on their own?) and
resource constraints (i.e. time and staff availability etc.).
Table 1:
Categorization of learning
situations
|
|
Number
of simulators
|
|
Number
of users
|
1. Individual
use,
single simulator,
black box/
semi-transparent box
|
2a. Individual
use, multiple simulators,
black
box/semi-transparent box
|
|
2b. Individual
use, multiple simulators,
transparent box
|
|
3. Team use,
single simulator,
black box/
semi-transparent box
|
4a. Team use,
multiple simulators,
black
box/semi-transparent box
|
|
4b. Team use,
multiple simulators,
transparent box
|
Individual Learning Situations
The
simplest learning situation is where every student works with just one
business simulator, i.e. three layers – model, user interface and
learning environment. We need to mention that it may mean several runs
or more case studies/scenarios involved in the learning process etc.
But each student tries to solve given problem individually and the
structure of model itself is not changed although changes of model
parameters, e.g. different scenarios, are possible.
In this
case, the business simulator may be used both to destruct prior
usufficient knowledge using falsification approach (hypotheses testing)
or to construct new knowledge using experimenting and analysis of the
underlying model structure.
If we look at this learning
situation from the point of view of black box/transparent box approach,
we would like to argue that black box approach is suitable mainly for
firming prior knowledge (including synthesis) or falsification – the
feedback provided shows inconsistencies in user’s knowledge. But unless
at least the semi-transparent box approach or a specific support on the
side of learning environment is used, it is not clear if new knowledge
is constructed accordingly – it may be rather tacit. Nevertheless, it
may be easily always falsified again.
Another important point is
related to the explicit/tacit knowledge distinction. The student’s
perception of behaviour patterns during recurring runs should help to
construct both – but our goal is to ensure that the student is aware of
the important concepts and relations between them. Thus we think it is
important to support setting and testing individual hypotheses in the
learning process. And the hypotheses should of course reflect
individual heuristics to deliver surprising outcomes.
Relations
of this learning situation to the all of the higher levels of learning
objectives from the taxonomy of Anderson, et al. (2000) are shown in
the Figure 2.

Fig 2 A concept map of
individual use, black box/semi-transparent box approach to business
simulator usage
The
second learning situation involves again one user but multiple
simulators. It means in our definition that different user interfaces
or different underlying models are used, which is especially related to
transparent box approach (2b) or different roles played by the users
(2a) – e.g. subjects in supply chain or managerial roles in an
organization.
The main advantage of this approach should be in
better focus both on the side of learning and assessment. Especially
for the particular individual knowledge firming/falsifying in cases
where step by step learning process from easier to more difficult
concepts and relations is crucial. The learning objectives then for
example could include need for understanding of several system levels
together (micro and macro) or system behaviour on different time scales.
We
also need to emphasize the transparent box approach in this case
because the students are then able to change or build their own
underlying models and compare them. This is very promising from the
constructivist point of view but also demanding on the students – they
need to be able to use the right modelling language on their own. And
of course the business simulators then have to be opened for changes,
which is unfortunately still rather uncommon. But it is possible and we
have tried that in several cases using system dynamics methodology and
multi-agent modelling. Many models based on these methodologies are
available in the open form, although sometimes without the other
business simulator layers.

Fig 3 A concept map of
individual use, transparent box approach to business simulator usage
For
curriculum, this way of using of business simulators could for example
mean that at first concepts of fixed and variable costs, revenue and
profit are shown, then breakpoint analysis, marketing, controlling,
human resources management etc. and finally synthesis is supported.
Each
of these phases then may be assessed individually. And the assessment
is possible not just on the lower levels of the taxonomy of learning
objectives but also on the higher levels using the comparison of
explicit conceptual or simulation models prepared by the students.
Both
these learning situations mean that the complexity of learning
situation is somewhat limited due to mainly rational and abstract focus
(higher internal validity). The main reason is that there is no
significant interaction with the other students and thus the experience
and affective domain is limited too.
Team
Learning Situations
Team
learning situations provide another level of experience – interaction
with the other team members which raises the overall complexity.
On
one hand this is more similar to real-world circumstances (higher
external validity) and human-human communication and emotions are
involved, on the other hand the relation between shared team knowledge
and individual knowledge is quite difficult to manage and cope with
(lower internal validity) from the side of learning process and
assessment.
This may be one of the reasons why the
beforementioned measurement of business simulations’ impact on learning
has so ambiguous results and seems to be so uneasy.
Nevertheless,
this team use type of learning situations has a possible specific
advantage – in certain circumstances it is possible to bring together
teams consisting of students with different abilities, e.g. older
students with modelling or other skills or students with different
specializations. Then it could be possible to apply the transparent box
approach efficiently. This is uncommon in business schools yet but it
seems to be promising.
Fig
4 A concept map of team use, transparent box approach to business
simulator usage
It
is also possible to apply the black box approach but the problem of
relation between individual and team shared knowledge persists.
The Model of Constructivist Use of Business Simulators in Education
We
have argued that different learning situations according to the
individual/team use, one/multiple simulators involvement and black
box/transparent box approach should have different consequences for
learning outcome, its assessment and further research.
This means that it is not possible to easily evaluate the learning
outcome of business simulators as a whole group.
Thus
our proposed model of constructivist use of business simulators in
education tries to overcome the main obstacles and synthesise the
findings in a coherent way. It is presented as an ideal and possibly
the most beneficial one but we suppose it could be modified according
to the constraints and circumstances of a given curriculum.
It
is clear that to overcome many of the problems mentioned before, use of
multiple simulators from easier to more difficult ones should be
recommended to fully uncover their potential in learning. Also, gradual
shift from black box/semi-transparent box to transparent box approach
and individual to team use should be promising because it logically
goes up in the taxonomy of learning objectives and adds higher levels
of complexity too.
The transparent box approach is at the core of
constructivist use of simulators because it supports construction of
own models, meaning and discovery of new knowledge.
Subsequently,
hypotheses setting and testing should be an inherent part of the whole
learning process. It should help to falsify own inappropriate knowledge
and reconstruct it.

Fig 5 The model of constructivist use of business simulators in
education
Conclusions
We
have shown that the whole domain of business simulators should be
divided to several learning situations. We think that this
categorization is needed and its nonexistence is partially the reason
for difficulties in proper evaluation of learning outcomes from
business simulators use as shown in literature.
We have also
proposed the model of constructivist use of business simulators in
education based on the before mentioned categorization. This model
should provide a coherent and clarifying framework for further
application in curriculum and research – mainly it is possible to
consistently compare simulation learning outcomes in right categories.
The
model should be of course tested. It could be done partially using the
experimental design where independent variables are the categories used
in the model. And we are preparing a new subject where this model will
be practically applied and tested with students – hopefully allowing
them to discover new knowledge on regular basis.
Acknowledgement
This
paper is a part of research project MSMT MSM 6007665806 “Factors of
regional development and their influence on a social-economic potential
of regions.”
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