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Life Span as the Measure of Performance and Learning in a Business Gaming Simulation

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  • Precha Thavikulwat

Abstract

This study applies the learning curve method of measuring learning to participants of a computer-assisted business gaming simulation that includes a multiple-life-cycle feature. The study involved 249 participants. It verified the workability of the feature and estimated the participants’ rate of learning at 17.4% for every doubling of experience. This method of measuring learning may be useful for the comparative assessment of different kinds of computer-mediated simulations and of their features and ancillary activities.

Suggested Citation

  • Precha Thavikulwat, 2012. "Life Span as the Measure of Performance and Learning in a Business Gaming Simulation," Simulation & Gaming, , vol. 43(2), pages 236-256, April.
  • Handle: RePEc:sae:simgam:v:43:y:2012:i:2:p:236-256
    DOI: 10.1177/1046878110366001
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    References listed on IDEAS

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    1. Hassan Qudrat-Ullah, 2007. "Debriefing can reduce misperceptions of feedback: The case of renewable resource management," Simulation & Gaming, , vol. 38(3), pages 382-397, September.
    2. Precha Thavikulwat, 2004. "The Architecture of Computerized Business Gaming Simulations," Simulation & Gaming, , vol. 35(2), pages 242-269, June.
    3. Dan Ariely & Uri Gneezy & George Loewenstein & Nina Mazar, 2009. "Large Stakes and Big Mistakes," The Review of Economic Studies, Review of Economic Studies Ltd, vol. 76(2), pages 451-469.
    4. Jerry Gosen & John Washbush, 2004. "A Review of Scholarship on Assessing Experiential Learning Effectiveness," Simulation & Gaming, , vol. 35(2), pages 270-293, June.
    5. Kenneth R. Goosen & Ron Jensen & Robert Wells, 2001. "Purpose and Learning Benefits of Simulations: A Design and Development Perspective," Simulation & Gaming, , vol. 32(1), pages 21-39, March.
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