

Learning
Best Practice Behaviours through Multimedia Simulators
Leena
Kojonen
Andersen Consulting
leena.kojonen@ac.com
Abstract
This
paper describes the concept of business simulation and its application
in corporate life. It outlines the business context in which effective
reskilling of employees, coupled with communication of new strategies
is becoming an imperative for companies willing to stay competitive.
The paper then gives a definition for business simulation and
lists some of its business benefits. A practical example of using
a multimedia business simulator is described in brief. Finally,
a short list of conclusions follows.
Scope
The
paper gives a view of the corporate performance development, focusing
on the business context and the related business benefits, and
a practical case description. It will outline the pedagogical
rationale only on a surface level. Furthermore, any considerations
related to developing these kind of solutions are excluded in
this paper.
1.
Business context
It's
no news to mention that the environment where global companies
operate today is in an ever-accelerating mode. Company executives
will realise this in a wealth of new requirements which determine
a company's success the marketplace:
- New
operating models due to mergers, globalisation and technological
advancements
Productivity
expectations resulting from heavy technology investments
New
marketing and distribution models and channels
More
educated and demanding customers
Less
time to respond to competitors' moves
- Shortages
of key skills
Looking
at the requirements from an individual employee's point of view,
the following performance challenges will occur:
- Need
to make complex decisions
Need
to apply new technologies quickly and flexibly
More
sales orientation; more direct contacts with the end customer
Requirements
for both broad and deep skills
- Constant
retraining due to changing responsibilities
This
set of requirements clearly calls for several remedies, which
are often grouped under such names as competency management, knowledge
management, or performance management. A common theme in all of
these is reskilling the employees, and helping them learn by doing
- preferably in a job-like yet risk-free environment. Business
Simulation will try to respond to these growing needs.
2.
Definitions
Business
Simulation as a concept will have different definitions depending
on where one asks. In the context of this paper, the following
is being used.
Business
Simulation means learning through interactive experiences in a
simulated work environment, which...
- simulates
the learner's work environment
looks
and feels like work
provides
realistic outcomes
provides
customised, point-of-need coaching and feedback
- can
be technology-delivered or live.
The
last point mentions the distinction between "theatre-style" and
multimedia simulators. The same pedagogical design applies; however,
the delivery mode will make the development and implementation
phases rather different. Within this paper the focus is on simulators
delivered through multimedia.
In
order to distinguish Business Simulation from the wealth of other
vaguely similar offerings, it is also useful to state what it
is not:
- A
game; as a game does not possess integrated feedback mechanisms
like Business Simulations do.
Role-playing;
as role-playing involves playing the part of another person
unlike Business Simulations where the learner plays their
own role in a simulated environment.
CBT;
as Computer Based Training involves information dissemination
in a "learn by telling" environment. Business Simulation always
involves learning by doing.
- Process
Simulation; as this type of simulation focuses on business
processes and transactions unlike Business Simulations which
also develop "people" skills.
Business
Simulations are built around an approach to learning called Goal-Based
Scenario (GBS). GBSs present real-world problems that allow learners
to learn by doing. There are no lectures, no instructors, and
participants are allowed considerable freedom to choose their
own approach to problem solving. Similar to a flight simulation,
a Business Simulation creates a realistic, risk-free environment
where the learner can gain practical business experience by exploring
options, making mistakes and learning from these mistakes in a
virtual workplace. In addition, GBS proponents argue that people
learn more and learn better when they are in pursuit of a well-defined
goal. To aid the learner in the process of reaching that goal,
Business Simulations provide the learner with a variety of resources
ranging from expert interviews to written documents. The result
is the creation of a learner-directed environment where the learner
can spend as much or as little time investigating different areas
chosen.
3.
Benefits
While
the development of full-scale Business Simulators is still a rather
novel industry, a set of benefits has already been witnessed in
several large client engagements.
3.1
Customisation
Business
simulation has lent itself to many different situations, ranging
from selling hamburgers to brokering multimillion-pound merger
and acquisition deals. In addition to delivering a tailored learning
environment to impact specific business imperatives, it also customises
the learning experience for individuals. Both high and low performers
can strengthen those skills in which they are deficient. Knowledge
retention increases and employees are engaged and invested in
change.
3.2
Decision Making
Companies
increasingly depend on their employees to make decisions and judgements
that reflect the organisation's values and strategy. Business
simulation offers the opportunity to practice decision-making
and risk assessment safely, with instant feedback on the appropriateness
of those decisions. These can vary from virtually negotiating
telecom solution deals to finding an optimal cost structure for
a new aircraft engine.
3.3
"Clock Speed"
Business
simulation raises an organisation's internal "clock speed" and
improves business performance by maximising employee flexibility
and job performance. Traditional approaches to training require
that employees take time away from their jobs in order to learn.
Business simulation allows employees to immediately incorporate
the simulation into their jobs to build their competency. And
the more quickly employees achieve proficiency in their areas,
the more quickly the organisation's "clock speed" increases. This
often materialises in a significantly shortened time to competency
e.g. in the context of new employee induction, or job rotation.
3.4
Strategy Dissemination
New
products, processes, structures and systems carry a massive communication
overhead with the risk of rumour, confusion and uncertainty. For
an organisation's strategy to be implemented successfully, it
is imperative that all employees understand their role in making
it happen. Furthermore, workers at all levels must appreciate
the impact of their decisions in driving the strategic imperatives.
Business simulation allows the organisational strategy to be communicated
clearly, consistently and to large audiences, thereby inviting
participation and fostering acceptance of change.
3.5
Measurable Business Benefits
Traditional
training methods allow an organisation to test retention of training
content. However, because these methods are removed from the work
environment, they do not allow accurate measurements of training
effectiveness on business performance or clock speed. Business
simulations, which create a systematic representation of the business
context, do. In one business unit of a large investment bank,
the payback of using business simulation to train 120 professionals
over a three-year period was $13 million. This includes money
saved by using business simulation versus other methods, as well
as the increased bottom-line contribution made by employees.
4.
Description of a simulator
4.1
Components of a simulator
In
general, each simulator will involve three main components:
Simulate
This
phase means "trying and flying the mission" i.e. pursuing the
goal in the simulated environment. This simulation looks and feels
like work, and enables learners to learn by doing; their actions
result in realistic outcomes. However, this experience is risk
free and, therefore, allows learners to freely explore. The environment
also incorporates coaching and support.
Remediate
Remediation
- process of assessing and providing feedback to maintain or improve
a learner's performance - can be delivered using direct feedback
(using a tutor/coach) or indirect feedback (learner experiences
real-world consequences/results during the simulation). The tutor
identifies mistakes and provides on-the-spot coaching, which is
customised for every learner.
Expand
Initiated
by the tutor, the simulator will bring relevant Best Practices,
Stories and "Lessons Learned" to the learner's attention, thus
enforcing selected learning points.
4.2
A sample simulator: Marketing Strategies and Tactics
The
following describes briefly a typical session using a simulator
called Marketing Strategies and Tactics. This simulator is part
of a three-module series called Generate Demand which has been
designed and built for Andersen Consulting's internal use.
The
goal of this approximately 4-5 hour simulation is to prepare consultants
for assignments where they need to deal with marketing strategies
and tactics. The case company used in the simulation operates
in the consumer product market; however, the same principles apply
mostly in other industries as well.
The
following picture shows the structure of the simulator.
Figure
1 - Generate Demand / Market Strategies & Tactics main menu
In
the following, the modules of the simulator are briefly described.
(These will be expanded on in a live demonstration.)
Intro
- Market Planning Process - Assignment - Java House story
The
introductory phases set the business scene with a series of videos
and introduce the learner to his/her new job as a new Brand Manager
for Java House coffee.
From
now on, the learner is taken through a set of predefined phases
which (s)he can only pass by developing and exercising judgement
- and often doing plenty of research work. This can be done using
the built-in knowledge system: the Documents and Ask Experts sections
are always available on the screen.
Develop
Business Objectives
In
the beginning of the "job assignment", the learner will study
Java House's market position and trends in the beverage market.
(S)he must then decide on the overall business objectives to be
able to continue the assignment.
Develop
Product Market Strategy
Next,
the learner will study further documents, hear more expert advice
and, in the end, develop alternative product market strategies.
These are then analysed immediately in the same manner as in real
business i.e. through market reports, which enables the learner
to use feedback effectively and correct any incomplete choices.
Develop
Marketing Objectives & Develop Marketing Strategy
At
the end of these two modules, the learner must create his/her
marketing objectives for the next year and decide how to reach
them in each quarter - by dividing the efforts between advertising,
customer promotion and trade campaigns. These choices are not
evaluated but will be used as reference levels in the final exercise.
Develop
Marketing Tactics
The
last module is where most of the learning takes place. The learner
must select detailed marketing tactics for each quarter of the
year, using an annual budget of 80 MUSD. The selection will include
the following considerations:
- Select
advertising copy
Select
advertising, promotion and trade tactics for each quarter
within the budget; this involves carefully studying and selecting
among a number of choices of newspapers, magazines, TV networks,
supermarket campaigns etc.
- Analyse
one quarter at a time based on feedback, make adjustments,
and improve the model until it "fits" i.e. brings the budgeted
revenues, market shares and profits.
The
selection of tactics, submitting the choices and getting feedback
is a very intensive process where the learner typically explores
the various considerations of each tactic and compares those against
the market situation. The feedback then comes in the form of several
experts' views included in video clips. This is a powerful means
of making the learner to analyse each choice (s)he's made. To
succeed in the "mission", (s)he still needs to incorporate the
various pieces of feedback into a holistic set of conclusions
and tactical choices.
4.3
User experience and learning effect
Going
through this particular simulator is a captivating experience.
The feeling of "getting inside the story" is very strong, and
motivates the learner to strive towards the goal. While the first
1-2 hours of use are usually spent on studying the industry, and
the company status, the latter 2-3 hours of making the tactical
choices often engage the learner so that (s)he fully forgets time
and space (writer's own experience!).
In
terms of learning benefits, a number of learning objectives are
met at the end of the course. The learner knows how to select
an appropriate product market strategy, develop a high level marketing
strategy, develop and apply marketing tactics, and evaluate the
feasibility of applied tactics and improve them accordingly. An
interesting observation has also been that these learning experiences
are rather strong, thus the retention and probability of applying
the acquired skills in one's own work are also higher.
Conclusions
Business
Simulations draw on basic adult learning principles, such as...
- People
learn best when presented with information in context
People
remember situations that have unexpected outcomes and interesting
storylines
People
make sense of new situations by applying previous experience
- People
gain confidence when learning in a risk-free environment
Through
simulations, professionals are challenged to respond with a deeper,
more holistic view to problem solving. They are forced to address
the root cause of the problem rather than just the symptoms.
Based
on increasing client experience, and some of the writer's own
observations, Business Simulation is a promising instrument for
top executives to induct their new employees, and reskill the
existing ones according to changing demands in the workplace.
It enables fast learning and better content than traditional methods
and thus results in stronger ownership of new methods and practices.
Due
to the rather heavy design and development investment though the
benefits are best realised when the user audience involves sufficient
numbers of employees, or when the job to be modelled is a complex
and risky one.
Those
companies that have engaged themselves in the rigour of modelling
their core processes and best practices for simulator design will
have realised another major benefit: the increased understanding
of their core capabilities and thus competitiveness. The building
of a simulator has often just initiated this work; nevertheless
this has turned out to increase the company's understanding of
its success factors significantly better than before.
Resources
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