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BUSINESS GAMING
and
EXPERIENTIAL
LEARNING
Flap 2
GUIDE To
BUSINESS GAMING
and
EXPERIENTIAL LEARNING
Association for Business Simulation
and Experiential Learning (ABSEL)
Edited by James W. Gentry
o-74940-092-7
PREFACE
OVERVIEW
Everyone learns from experience. This is as true in teaching as it is in any other
area. In many instances, the first attempts to use or administer a new pedagogy
result in a somewhat painful learning experience for the instructor. Determining
where to start can be difficult and, once determined, the start-up costs are
frequently quite high. What specific approach should be used? If one is
considering a game or an experiential exercise, whose should be used? Should a
new one be developed? What problems are associated with existing tools? What
difficulties are encountered when developing ones own exercise or game? How
does one handle the situation if the game breaks down or if the results do not
make any sense? What if students make decisions that are completely outside
the expected realm? And worse yet, what if those decisions yield good results?
Do these approaches have any educational benefit?
This Guide is intended to provide practical insight into these problems and
into their expedient handling. This guidance is based on the trial and (all-toofrequent) error learning that a number of us in the Association for Business
Simulation and Experiential Learning (ABSEL) have obtained. Further, we will
review the available evidence on the effectiveness of the various approaches.
BACKGROUND
The Association for Business Simulation and Experiential Learning was started
in 1974 with the sponsorship of a conference on business gaming and
experiential learning by J. Bernard Keys and Howard Leftwich of Oklahoma
Christian College in Oklahoma City. ABSEL has developed into a professional
association whose membership consists predominantly of business faculty.
Currently there are approximately 150-200 members. The organizational goals
are as follows:
1. The expansion of the use of simulations and other experiential learning
techniques for business education in both current and evolving
applications.
vii
AUTHOR BIOGRAPHIES
Theodore C. Alex served on the marketing faculty at Wayne State University
and is currently in business in the Detroit area.
William D. Biggs is department chairman of management at Beaver College,
where he previously served as dean of Continuing Education. Bill is a past
president of ABSEL.
Alvin C. Burns is on the marketing faculty at Louisiana State University,
having returned from a stint as department chairman at Central Florida
University. Al is a past president of ABSEL.
Hugh M. Cannon is on the marketing faculty at Wayne State University,
having taught previously at Northwestern University. Hugh is currently the
executive director of ABSEL.
Newell E. Chiesl is on the marketing faculty at Indiana State University, and is
currently writing a Promotions textbook.
Richard V. Cotter is on the management faculty at the University of NevadaReno, and has run one of the longest running collegiate simulation game
competitions in the United States.
Anthony J. Faria is the marketing department head at the University of
Windsor, and is the co-author of two of the leading simulation games
(COMPETE and LAPTOP) in marketing.
David J. Fritzsche is on the marketing faculty at the University of Portland
after having taught at the University of Nevada-Reno, Illinois State University,
and the Rochester Institute of Technology. Dave is a past president of ABSEL.
James W. Gentry is on the marketing faculty at the University of NebraskaLincoln, having taught previously at the University of Wisconsin-Madison,
Oklahoma State University, and Kansas State University. Jim is a past president
of ABSEL.
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xii
CONTENTS
Preface
Author Biographies
PART 1 INTRODUCTION
Chapter 1
Chapter 2
ix
Appendix A
Appendix B
Bibliography