IDEAS home Printed from https://ideas.repec.org/a/sae/simgam/v47y2016i2p228-256.html

Effectiveness of Learning Through Experience and Reflection in a Project Management Simulation

Author

Listed:
  • Silke Geithner
  • Daniela Menzel

Abstract

Aim. In close cooperation with an international automotive supplier we developed the “C 2 †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 post-game 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 “C 2 †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 .

Suggested Citation

  • Silke Geithner & Daniela Menzel, 2016. "Effectiveness of Learning Through Experience and Reflection in a Project Management Simulation," Simulation & Gaming, , vol. 47(2), pages 228-256, April.
  • Handle: RePEc:sae:simgam:v:47:y:2016:i:2:p:228-256
    DOI: 10.1177/1046878115624312
    as

    Download full text from publisher

    File URL: https://journals.sagepub.com/doi/10.1177/1046878115624312
    Download Restriction: no

    File URL: https://libkey.io/10.1177/1046878115624312?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. Casper Harteveld & Geertje Bekebrede, 2011. "Learning in Single-Versus Multiplayer Games: The More the Merrier?," Simulation & Gaming, , vol. 42(1), pages 43-63, February.
    2. Klaus-Peter Schulz & Silke Geithner & Christian Woelfel & Jens Krzywinski, 2015. "Toolkit‐Based Modelling and Serious Play as Means to Foster Creativity in Innovation Processes," Post-Print hal-01507975, HAL.
    3. Timo Lainema & Pekka Makkonen, 2003. "Applying constructivist approach to educational business games: Case REALGAME," Simulation & Gaming, , vol. 34(1), pages 131-149, March.
    4. Rosemary Garris & Robert Ahlers & James E. Driskell, 2002. "Games, Motivation, and Learning: A Research and Practice Model," Simulation & Gaming, , vol. 33(4), pages 441-467, December.
    5. Willy C. Kriz, 2003. "Creating Effective Learning Environments and Learning Organizations through Gaming Simulation Design," Simulation & Gaming, , vol. 34(4), pages 495-511, December.
    6. Marco Greco & Nicola Baldissin & Fabio Nonino, 2013. "An Exploratory Taxonomy of Business Games," Simulation & Gaming, , vol. 44(5), pages 645-682, October.
    7. Ramiro Montealegre, 2002. "A Process Model of Capability Development: Lessons from the Electronic Commerce Strategy at Bolsa de Valores de Guayaquil," Organization Science, INFORMS, vol. 13(5), pages 514-531, October.
    8. Lars Lindkvist, 2004. "Governing Project-based Firms: Promoting Market-like Processes within Hierarchies," Journal of Management & Governance, Springer;Accademia Italiana di Economia Aziendale (AIDEA), vol. 8(1), pages 3-25, March.
    9. David Crookall, 2010. "Serious Games, Debriefing, and Simulation/Gaming as a Discipline," Simulation & Gaming, , vol. 41(6), pages 898-920, December.
    10. Hobday, Mike, 2000. "The project-based organisation: an ideal form for managing complex products and systems?," Research Policy, Elsevier, vol. 29(7-8), pages 871-893, August.
    Full references (including those not matched with items on IDEAS)

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Tobias Alf & Marieke de Wijse & Friedrich Trautwein, 2023. "The Role of Reflection in Learning with Simulation Games – A Multi-Method Quasi Experimental Research," Simulation & Gaming, , vol. 54(6), pages 621-644, December.

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Gilbert Ahamer, 2013. "Game, Not Fight," Simulation & Gaming, , vol. 44(2-3), pages 272-301, April.
    2. Jop van den Hoogen & Julia Lo & Sebastiaan Meijer, 2016. "Debriefing Research Games," Simulation & Gaming, , vol. 47(3), pages 368-388, June.
    3. Pantic-Dragisic, Svjetlana & Söderlund, Jonas, 2020. "Swift transition and knowledge cycling: Key capabilities for successful technical and engineering consulting?," Research Policy, Elsevier, vol. 49(1).
    4. Apinya Dhatsuwan & Monamorn Precharattana, 2016. "Blockyland," Simulation & Gaming, , vol. 47(4), pages 445-464, August.
    5. Jop van den Hoogen & Sebastiaan Meijer, 2015. "Gaming and Simulation for Railway Innovation," Simulation & Gaming, , vol. 46(5), pages 489-511, October.
    6. Peter Korfiatis & Robert Cloutier & Teresa Zigh, 2015. "Model-Based Concept of Operations Development Using Gaming Simulation," Simulation & Gaming, , vol. 46(5), pages 471-488, October.
    7. Nancy Taber, 2008. "Emergency response: Elearning for paramedics and firefighters," Simulation & Gaming, , vol. 39(4), pages 515-527, December.
    8. Marcin Wardaszko & Błażej Podgórski, 2017. "Mobile Learning Game Effectiveness in Cognitive Learning by Adults: A Comparative Study," Simulation & Gaming, , vol. 48(4), pages 435-454, August.
    9. Mohamed Ali Hedhili & Sami Boudabbous, 2020. "Recruitment and Evaluation Practices at the Service of Project-Based Organization and Competence Management: Case of Tunisian Companies," Asian Journal of Social Sciences and Management Studies, Asian Online Journal Publishing Group, vol. 7(1), pages 17-24.
    10. Katelyn Procci & Shan Lakhmani & Talib S. Hussain & Clint A. Bowers, 2014. "Opening Cinematics," Simulation & Gaming, , vol. 45(1), pages 93-124, February.
    11. Alajoutsijärvi, Kimmo & Mainela, Tuija & Salminen, Risto & Ulkuniemi, Pauliina, 2012. "Perceived customer involvement and organizational design in project business," Scandinavian Journal of Management, Elsevier, vol. 28(1), pages 77-89.
    12. Elizabeth Koh & Yeo Gee Kin & Bimlesh Wadhwa & John Lim, 2012. "Teacher Perceptions of Games in Singapore Schools," Simulation & Gaming, , vol. 43(1), pages 51-66, February.
    13. Jessy Barré & Daphné Michelet & Anais Job & Jennifer Truchot & Philippe Cabon & Catherine Delgoulet & Antoine Tesnière, 2019. "Does Repeated Exposure to Critical Situations in a Screen-Based Simulation Improve the Self-Assessment of Non-Technical Skills in Postpartum Hemorrhage Management?," Simulation & Gaming, , vol. 50(2), pages 102-123, April.
    14. Mohamed Ali Hedhili & Sami Boudabbous, 2021. "The Role of Career Development in the Relationship between Project-based Organization and Human Resource Management: Evidence from Tunisia," International Review of Management and Marketing, Econjournals, vol. 11(3), pages 36-41.
    15. Michael Filsecker & Michael Kerres, 2014. "Engagement as a Volitional Construct," Simulation & Gaming, , vol. 45(4-5), pages 450-470, August.
    16. M. A. van Haaften & I. Lefter & H. Lukosch & O. van Kooten & F. Brazier, 2021. "Do Gaming Simulations Substantiate That We Know More Than We Can Tell?," Simulation & Gaming, , vol. 52(4), pages 478-500, August.
    17. Mitsuru Kodama & Tomoatsu Shibata, 2013. "Research into Ambidextrous R&D in Product Development New Product Development at a Precision Device Maker," TMARG Discussion Papers 109, Graduate School of Economics and Management, Tohoku University.
    18. Fanny Simon & Albéric Tellier, 2016. "Balancing contradictory temporality during the unfold of innovation streams," Post-Print hal-01572302, HAL.
    19. Mark Mortensen, 2014. "Constructing the Team: The Antecedents and Effects of Membership Model Divergence," Organization Science, INFORMS, vol. 25(3), pages 909-931, June.
    20. Carolina Islas Sedano & Verona Leendertz & Mikko Vinni & Erkki Sutinen & Suria Ellis, 2013. "Hypercontextualized Learning Games," Simulation & Gaming, , vol. 44(6), pages 821-845, December.

    More about this item

    Keywords

    ;
    ;
    ;
    ;
    ;
    ;
    ;

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:sae:simgam:v:47:y:2016:i:2:p:228-256. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: SAGE Publications (email available below). General contact details of provider: .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.