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Report Series: 10
Espoo 2005
Proceedings of the 9th Workshop of the IFIP WG 5.7 Special Interest Group on
Experimental Interactive Learning in Industrial Management,
June 5-7, 2005, Espoo, Finland
Ritta Smeds, Jens Riis, Päivi Haho and Miia Jaatinen (eds.)
Helsinki University of Technology SimLab
Publications
Report Series: 10
Espoo 2005
Riitta Smeds, Jens Riis, Päivi Haho and Miia Jaatinen (eds.)
Proceedings of
The 9th International Workshop of the Special Interest Group on Experimental
Interactive Learning in Industrial Management, June 5-7 2005, Espoo, Finland
Organized by
SimLab, Enterprise Simulation Laboratory, Dept. of Computer Science and
Engineering, Helsinki University of Technology, Finland
Sponsored by
IFIP Special Interest Group under Working Group 5, 7 on Integrated
Production Management and the European Academy of Industrial Management
AIM
Workshop Program Committee
Riitta Smeds, Helsinki University of Technology
Jens O. Riis, Aalborg University
Päivi Haho, Helsinki University of Technology
Miia Jaatinen, Helsinki University of Technology
Workshop Secretariat
Jenni Laine
ISBN 951-22-7724-7
ISSN 1458-8234
The series deals with current issues in the management of innovation and learning in business
processes and business models of the networked economy.
All right reserved. No part of this publication may be reproduced, stored in retrieval systems,
or transmitted, or otherwise, without permission in writing from the publisher.
Otamedia
Espoo 2005
PREFACE
The Special Interest Group on Experimental Interactive Learning in Industrial
Management was established within IFIP WG 5.7 in 1994 by its founding father professor Jens
Riis from Aalborg University. It brought together professors, teachers, researchers and
consultants, who all shared a lively interest in new teaching methods in the field of industrial
management. The basic challenge in teaching was felt to be the huge gap between management
theory and management practice. How could teaching help to bridge the gap? How could
management skill and proficiency be taught? Could theories be experimented and experienced
through simulations, and through simulation games?
The Special Interest Group started eagerly on the topic, and organized international workshops
that included game demonstration sessions, game design workshops, and presentations of
research papers on the design, use and learning effects of simulations. For the first seven years,
the theme of the Special Interest Group was “Simulation Games in Production Management”.
But from the very beginning, the workshops were very open and tolerant for new ides. The topic
broadened evolutionarily from simulations to other experimental interactive learning and
teaching methods, some of them applying ICT, others relying on business process simulations,
problem based learning, project based teaching etc. Since 2001, with professor Riitta Smeds
from Helsinki University of Technology as the new chair, the Special Interest Group renamed
itself to Experimental Interactive Learning in Industrial Management.
The international workshop in Espoo 2005 is the 9th international workshop of the Special
Interest Group, and the second one in Espoo. Its topic New Approaches to Learning, Studying
and Teaching reflects the multidisciplinary nature of the workshop. In the call for papers, we
invited researchers from the management and engineering sciences, but also from behavioral
sciences such as educational sciences, psychology and law, to join us in knowledge sharing on
new applications of teaching and learning in management. To broaden our multidisciplinary
view, we invited Kirsti Lonka, PhD (Psychology), Professor of Medical Education and Director
of the Centre for Cognition, Understanding, and Learning (CUL) at Karolinska Institutet
(Stockholm, Sweden), to give a guest lecture on "Progressive inquiry learning, problem-based
learning and collaborative knowledge creation". To connect practice and research, also managers
were invited to the workshop.
We received altogether 18 papers from 10 countries. Now published in these Proceedings,
they deal with new empirical experiments and experiences in teaching and learning management
issues in the context of educational institutions, in companies and public organizations, and in
their networks. The topics range from problem-based and project-based learning in universities,
to management simulation games, and further to development, learning and training in business
processes.
Over 30 participants will attend the workshop in SimLab’s innovation environment. We have
designed the whole workshop to become a huge learning and knowledge co-creation process.
Starting already on Sunday evening, the program includes interactive paper sessions, discussions
as well as group work sessions. Throughout the whole workshop, SimLab’s Idea Wall will
collect all the valuable ideas of the participants for joint learning and innovation. We hope that
the participants enjoy the workshop and create together with us an open atmosphere for
knowledge sharing and co-creation! And we wish that the workshop will give them new ideas to
further develop learning, studying and teaching in the complex and fascinating field of
management!
We want to thank IFIP WG 5.7 and the European Academy of Industrial Management AIM
for their support to the workshop. We also appreciate the support of the hosts, SimLab and
Helsinki University of Technology. Finally, our warmest thanks go to the local organizers, and
especially to SimLab’s project coordinator Jenni Laine, for the excellent preparation and
realization of the workshop!
Juan Luis Cano, Ivan Lidon, Fernando Paris, Ruben Rebollar, Paula Roman, Jesus Saenz
STUDENT GROUPS RESOLVING REAL PROJECTS:
A CASE STUDY OF EXPERIENCE LEARNING ............................................................................................... 11
Katja Koskelainen, Marika Vänttinen, Miia Jaatinen, Päivi Haho, Päivi Iivonen
LEARNING FROM THE END CUSTOMER IN A PROCESS DEVELOPMENT PROJECT....................... 86
Jari Multisilta
MOMENTS METAMODEL AS A TOOL FOR EVALUATING LEARNING AND INNOVATIONS IN A
RESEARCH TEAM ............................................................................................................................................... 133
Alastair Nicholson
ABSTRACT: RECREATING THE MANAGEMENT ISSUES THROUGH EXPERIENTIAL LEARNING
.................................................................................................................................................................................. 138
Jens O. Riis
PROBLEM-BASED LEARNING: CHALLENGES AND FUTURE FORMS ................................................. 141
Kamil Sitarski
THE MODEL OF KNOWLEDGE MANAGEMENT SYSTEM ....................................................................... 150
A SIMULATION GAME AS EXPERIMENTATION TOOL TO DEVELOP PROJECT
MANAGEMENT COMPETENCIES
ZOLOXOCHITL AQUINO C. (1 – LUIS BERGES M - VICTOR YOLDI H.(2
ABSTRACT
The Simulation Game in Project Management is a tailored computer-based game that facilitates
the learning process to develop project management competencies. This paper presents the underlying
concepts of a game called sIMProj© that models a typical project in a R&D organisation at the
petroleum industry. It describes how the mechanisms and practices used in the game promote rapid
learning and develop the knowledge and skills required in project management field. The paper also
explains how the game is applied on the framework of the learning laboratories.
INTRODUCTION
Project management is an emergent field of knowledge in any kind of organisation. Companies as
AT&T, Microsoft, Shell, BP, are requiring PMPs® credentials for individual advancement or for
employment.
Worldwide there are over 75.000 Project Management Professionals PMPs® (PMI, 2005). IPMA
has certified 7.557 persons in level C since 1998 (IPMA, 2005); and AIPM has a total number of 962
Registered Project Managers since the beginning of its program in 1976 (AIPM, 2005).
One of the main features of these project management certifications schemes is that they have been
focused on the essential competencies, skills and knowledge of a Project Manager. However, specific
competencies requirements are normally defined by each company, thus the general framework must
be aligned to the company’s values, culture, processes and practices. Therefore, organisations should
develop their own definitions of Project Manager Competencies, creating a customized framework
designed for the specific environment where their projects take place.
Competence is a term generally accepted as encompassing knowledge, skills, attitudes and
behaviours that are causally related to superior job performance. Professional competencies in project
management are attained by the combination of knowledge acquired during training, skills developed
through experience and the application of the acquired knowledge (Edum-Fotwe, et al 2000).
Project management field involve a balance between theory and practice. Project Managers must
handle conceptual knowledge of methods, tools and practices in this area, but also they must be able to
apply effectively this knowledge in complex operating environments.
In this context efficient learning methods, as Simulation Games, are necessary to enhance project
management knowledge and to allow experimentation; by these means, Project Managers are able to
test their conceptual knowledge by applying it into specific situations (McCreery, 2003). Simulation
games are effective tools which accelerate the learning process of Project Managers and develop the
required competencies in this discipline.
This paper attempts to address this issue by describing a customized Simulation Game, called
sIMProj©, which has been designed to make a contribution in the project management training field.
Particularly this tool intends to promote rapid learning of the organisational processes and to develop
Project Managers competencies.
The paper describes how sIMProj© integrates several elements to develop Project Managers’
knowledge and skills in a R&D organisation at the petroleum industry. The paper concludes with a
brief description about the application of the game in the context of the learning laboratory and its use
as an instrument for further development of competencies.
1
RESEARCH METHOD
This research has been based on an empirical study supported by three elements: a) the theoretical
framework of the learning process and mechanisms, Simulation Games and learning laboratories, b)
the general requirements of project management competencies, and c) the learning practices used in
organisational environments to promote learning. All these concepts are “blended” to construct a
Simulation Game
Theoretical framework
The purpose of this study is to explore the practices and methods for rapid learning. It is based on
the analysis of simulation techniques, the procedures which allow the learning process and the
elements and mechanisms for fast learning.
The main theories analyzed are: experiential learning (Kolb, 1984); learning style (Kolb 1976,
Honey and Mumfords, 2000); accelerated learning (Lynn, 2000); learning laboratories (Smed, 1998,
Cano and Sáenz, 2000 and Seville and Kim, 1993); creation of knowledge through the interaction and
conversion between tacit and explicit knowledge (Nonaka and Takeuchi 1999); and the base of
Simulation Game (Saunders, D. 1995, Greenblat C. 1989). With this framework, the bases of the
Simulation Game were established.
The main activities of the Project Management Competence Unit are to monitor the Project
Managers Career prospects throughout an assessment process of their performance, and to provide a
method to identify the critical aspects of their job. These two tasks provide an essential framework to
analyze and identify project requirements, to establish performance expectations, to assess career
development, and to plan Project Managers’ continuing education (Aquino, Z, 2004-2).
2
Pr oject m a nagem ent Com pet encies
Proj
Project
ect
knowledge in Business knowledge in Specific
Processes Manager
Manager Legislat ion
Longitudinal Assessment
(biannual)
3
as requirements and specifications (Aquino Z, 2004-1), but also as suitable elements that promote an
accelerated learning process.
sIMProj© is a computer-based and customised tool for a R&D organisation. This current version,
emphasize the firsts three Bloom’s cognitive categories: remember, understand and apply (Anderson
L.W, et al, 2001), to obtain the knowledge and cognitive processes that participants need to solve
problems and to understand new concepts, tools, company’s processes and procedures in this matter.
The goal of the game is to learn, and practise, how to handle effectively common situations that
arise in projects, by applying concepts, tools, organisational practices, and processes of project
management. Through a continuous decision making process and experimentation, the game intends
that Project Managers can apply their knowledge in a controlled organisational environment for a
particular project, so they can understand the whole dynamic of the company and develop the right
project management competencies.
The Simulation Game offers to trainees the opportunity to test their assumptions and to intuitively
experiment the consequences of their actions. The Simulation Game has been designed as a modular
system. Each of its modules has a specific function to support the learning process of project
management tools and the best practices in this discipline, (figure 2). The next sections describe some
detail about the game’s modules.
Assessm ent
Module
©
S im u la t i o n in P r o je c t M a n a g e m e n t
Proyecto
ProyectoaaSimular
Simular
Empresa
EmpresaGestora
Gestora
Consultas
ConsultasPM
PM
All the situations are grouped in nine fields related to the knowledge areas identified in the
PMBOK® . The current Situations Script emphasizes mostly three of them: Time, Cost and
Communication. However, it is expected that the variety and quantity of situations in each area will be
comparable.
The experimentation module intends not only to provide the opportunity to learn project
management concepts, tools, etc., but also to gain experience and knowledge about behaviours in
decision making under demanding conditions. This module also integrates some elements that promote
an accelerated learning process as visual supports, analogies and “learning by doing” activities (Lyinn,
G.S et al 2003).
4
The Project Information Module
This module contains the information related to the simulated project and its customer. It is
divided in two sections: 1) The Mex-Oil Project describes the features of the simulated project; it
integrates the information about the Scenario context as: general information, objectives, scope, cost
and time, and 2) The Customer Section describes the project’s customer; it integrates information
about the customer organisational structure, about the team responsible to supervise the project
execution, and other general information associated with its company. The aim of this module is to
provide the information needed to understand the Game’s Scenario and the Project’s Framework.
When the 140 project situations are completed the final score appears on the screen. The results
are shown in clusters according the nine Project Management knowledge areas as PM-Integration, PM-
Cost, PM-Time, PM-Risk, etc.
Fe e d b a c k W in d o w
©
S im u la t io n in P r o je c t M a n a g e m e n t
Si t u a t io n an d
A n sw e r
Ar ea
Proyecto
Proyecto aa Simular
Simular
Información
Información del
del
Cliente
Cliente
Cipsa
Empresa
Empresa Gestora
Gestora
Consultas
Consultas PM
PM
Fi n al Sco r e
6
Figure 3. Some screens of the sIMProj©
The last activity of the interactive learning lab is the closing debriefing session. This session is
focused on participants’ performance in the Simulation Game. Its aim is to help participants connect
the knowledge and skills developed in the simulation to the corresponding real-life situation.
Additionally, they have to make a brief presentation regarding their decisions and its consequences,
their learning during the simulation, and their opinion about the game (Vincent A.P, et al 2004).
The instructor, observers and users are the main actors of the Interactive Learning Lab, their main
responsibilities are:
- Users are the core of the Simulation Game; they assume the Project Manager role during the
simulation.
- The instructor assists the learning process, by giving instructions and rules about the Simulation
Game. He/She takes an active role to increase the motivation, the dialogue and the interaction
between the players. The instructor usually leads the kick off session where instructions and
objectives are set, and also lead the final debriefing and feedback session.
- The observers supervise the development of the simulation by appraising various performance
parameters, previously defined. They should monitor the participants' behaviour during the
Simulation Game including the group dynamics, the communication and the decision making
process (Cano and Sáenz, 2003).
Verisimilitude: its aim is to measure the game’s realism, thus the main question asked was: did
you had the feeling of being in a real project situation?
Playability: is oriented to know about game’s timing, amenity, complexity and clarity. In order to
obtain this information, a testing group responded a questionnaire after playing with the Simulation
Game. The questionnaire also asks for suggestions and ideas to improve the game's playability.
Preliminary results show that participants in the testing group believe that it is a worthwhile
experience. They consider that, using the game, they learned the correct application of project
management tools and the importance of team-work. Also, they suggest adding other types of active
exercises (such as practices); on the other hand, the results about the game’s realism its complexity and
the learning value are positive.
Some ideas to improve the game are, to reduce the amount of written information employing
audiovisual techniques, like video, photos and sound to increase its amenity, and to reduce the game’s
duration. Another suggestion is to link the Assistant Module with the Situations Script to encourage
users to visit frequently this useful module.
The game’s validity was considered positive, particularly, the language and information used to
describe the Scenario and Situations Script, because they are aligned with the actual practices in the
R&D organisation. However some situations require minor adjustments in order to be more realistic.
Regarding the learning process, some partial applications have been conducted. The results about
the effectiveness of sIMProj© to develop Project Manager Competencies were reasonable.
All these tests give rise to several improvements that have been incorporated into the game. At this
moment, the application process and game validation, as a whole, is in course. To date, it has been
identified a pilot group of 25 Project Managers in the R&D organisation. sIMProj© will be part of
their formal training process and the results obtained could be compared with other groups that will
follow the traditional training process of the R&D organisation.
7
CONCLUSIONS
Competencies development for Project Managers requires an appropriate holistic training concept
which should include at least two objectives: the acquisition of knowledge and skills required by their
organisation and by the project management associations, and the understanding about their tasks and
responsibilities (Rauch-Geelhaar et al, 2003). The Simulation Game proposed in this paper considers
both aspects, so it represents a suitable method to enhance competencies in a fast and efficient way.
This paper describes the Simulation Game sIMProj© which establishes a tool to obtain the
accurate knowledge and skills in project management and to generate rapid learning in this matter.
This kind of tool, properly designed, allows experimentation within a carefully controlled educational
framework.
The Simulation Game described in this paper is a customized, and interactive, learning tool which
offers the possibility to learn more efficiently than with other didactic methods. By providing an
engaging, safe environment, Project Managers can practice, develop, and polish their competencies in
a meaningful way.
There are several simulation games and training tools in the field of project management. They
normally have generic objectives, and they do not consider particular elements of the application
environment such as the culture, the language, the organisational structure, the learning styles, etc.
The main contribution of sIMProj© is its customized design and application to develop Project
Manager Competencies for a specific kind of company, offering the opportunity to experience the
dynamics of strategic issues normally found in real projects.
Another important benefit of this research is that, while sIMProj© is customized its foundations
are universal, so the methodology developed to design it, can be applied in other companies.
References
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s.f. Ediciones gestión 2000, s.f. Barcelona, España ISBN 84-8088-385-5
15. Kolb, D. A. (1984); Experiential learning. Prentice-Hall INC. Englewood Cliffs, New Jersey
ISBN 0-13-295261-0
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japonesas crean la dinámica de innovación) Oxford University Press, S.A de C.V. México
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19. Project Management Institute (2004) Guide to the project management body of knowledge
(PMBOK® Guide); Third edition. PMI Publishing; Pennsylvania.
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10
STUDENT GROUPS RESOLVING REAL PROJECTS.
A CASE STUDY OF EXPERIENCE LEARNING
JUAN LUIS CANO(1, IVAN LIDON(2 FERNANDO PARIS(3, RUBEN REBOLLAR(4, PAULA
ROMAN(5, Mª JESUS SAENZ(6
ABSTRACT
Over the past few years the above-indicated group has worked on reorienting a Project
• Operating, at the same time, as a consultancy firm that manages company projects (free of
Management course, in a training context based on:
• Operating as a Project Office in which the teachers have a common methodology and act as
charge) and as a Project Management training centre.
• 42 customers have been attended and 240 students have taken the course.
At the present time, two years after the start of the experiment:
• More than 90% of the students have stated that they are satisfied or very satisfied at having
• Out of the 42 jobs undertaken, six did not achieve the expected results.
participating in the course.
• In our case the very dynamics of improvement have led us to emphasise parts of project
management theory that on earlier occasions had not be dealt with.
The research undertaken has very much focused in how to deal with some of the failure causes
detected. Specifically, the coordination of the groups is seen an important aspect that influences the
results of work. Furthermore, it has detected that as the project evolves, the groups feel more confident
and optimistic and do not realize the effort remaining; this takes place regardless of the results actually
achieved.
INTRODUCTION
How do we learn from experience? At the organizational level, a small percentage of what is
learned is used in new projects (Cooke-Davies). According to Turner (Turner, 2002) we apply less
than 20% of what we have learned in the latest project.
In the business world, reality is the main source of individual learning for new project managers.
The established custom within the European engineering and construction industries is that people
learn the job of project management by working together with more senior colleagues –by “sitting next
to Nellie”, as is sometimes said— and only once a solid foundation of experience has been obtained by
attending specialized training courses (Turner, 2002). The novice learns from his colleagues, bosses
and other agents associated with the projects in which he intervenes (contractors, users, etc.). His/her
real environment nourishes him/her. During these first steps, sometimes he/she is successful and
sometimes he/she makes mistakes; but he/she always learns.
In recent years, in order to support the gradual growth of the tendency within business to structure
work according to projects, a new unit has appeared, that is the Project Management Office or PMO. A
PMO is an organizational unit of the company devoted to foster improved management practices and
11
collective learning in relation to the projects carried out (Young, 2000) and (Nylander, 2001). The
availability of a PMO facilitates the learning process of the entire organization, in relation to the
project-oriented model of the company (Xiaoyi, 2004).
The growth of the project-oriented model in business in the past decade has been spectacular, as
demonstrated by the increase in the number of certified professionals around the world.
Macroeconomic estimates have calculated that total investments in projects account for approximately
50% of total GNP in western countries (Turner, 1993). This is why the availability of people with the
appropriate skills for managing projects is a powerful development tool, which the whole society
should pursue. Facilitating the training of these managers requires the effort of educational institutions,
which must transform unskilled personnel into a workforce able to skilfully support organizations that
are wholly or partially project-oriented.
Generally, universities work with students who for the most part have no previous experience in
carrying our projects or working in teams. Training in the project-oriented approach is little developed
in universities. According to Kolmos (Kolmos, 2002), most universities themselves are not institutions
that work with this approach. A notable exception is the University of Aalborg, where students must
carry out a project during their course and where the different departments act as supporting actors
towards the best development of each project (Flemming, 1993).
Project Management is still nascent as an academic discipline, and in Europe there are still very
few universities that currently offer regular courses in the subject within their standard curriculums,
most of these being offered in specialized business schools.
At the same time, project-based learning and cooperative learning represent new tendencies in the
method of teaching technical disciplines, with the goal of improving the learning of contents by
assigning projects to groups of students (Pimmel, 2003), (Oakley, 2004) and (Graaff, 2003).
The greatest difficulty faced by universities in training project managers, with reference to the
European engineering and construction industry mentioned earlier, is the lack of a nourishing
environment, of a reality that can serve as a reference and which can be acted upon. Few educational
centres have allowed their students to learn by managing real projects (Cano, 2003), (Cano, 1999), and
indeed from the research we have carried out in the bibliography of this paper, we have not found the
concept of cooperative learning being used in the teaching of project management with real clients.
What follows is a description and the results of the experiences in project management training
carried out at the University of Zaragoza, in which students resolve problems presented by real clients.
TRAINING APPROACH
The training model followed has been based on the following principles:
a) Learning based on projects carried out by groups of students for real clients.
b) Support for students to work in teams.
c) Role of teachers as group mentors.
12
Learning based on projects carried out by groups of students for real clients:
The environment created is that of a consultancy in which work groups provide solutions for the
needs brought to them by clients during a single semester of activity.
Students join together so far freely in groups of six (6) and firstly seek their client. They decide the
job to be carried out.
Typical clients are small or medium-sized companies, local government agencies, NGO’s, sports
associations, individuals, neighbourhood associations and the Zaragoza University itself. Mentors
initially direct their efforts to determine which of the various ideas proposed by each group fits best
with the project-management goals sought by the course.
Since the year 1989-90, the Project Engineering Group has used proposals received by companies
as the basis for carrying out projects in courses such as Engineering Projects or Product Engineering.
In these cases, the concept has been to promote learning by throwing the group of novices into the
swimming pool, helping and encouraging them to keep afloat and swim forward (Pimmel, 2003).
Though the results obtained, based on the course evaluations of the students themselves and on the
opinions of the companies, have always been very positive (Cano, 1999), no intervention or help was
given towards the better functioning of the group itself, as in the experience described here.
COURSE MONITORING
The monitoring of this course has been based on:
a) Seminars and group self-assessment sessions.
b) Coordination of groups during their work.
c) Work handed in and final presentation.
13
Seminars and group self-assessment sessions
Weekly half-hour (0.5h) sessions are held throughout the semester between group members and the
mentor. Attendance is mandatory for all group members. During the meeting, the following matters are
• First preliminary report: Definition and scope of the project (Statement of work)
presentation of the same (Figure 1):
15
Course
plan
Students Client Mentors / professors
Course
STUDENT OPINIONS
At the end of the course, the students individually evaluate the course itself by means of an
anonymous questionnaire. The questionnaire consists of four sections, in which students are requested
to evaluate on a scale from 0 to 10 various elements of the project work, the theoretical lectures and
complementary activities, as well as an overall evaluation of the experience. In a fifth section they are
asked regarding their opinion of the course as an open question.
Table 1 shows the results of the opinions collected for the first four sections of the courses held
during the years 03/04 and 04/05. One hundred and twenty nine (129) students responded to this
questionnaire during the year 03/04 and one hundred and sixteen (116) during the year 04/05.
16
03/04 COURSE 04/05 COURSE
RESULTS OF THE
QUESTIONNAIRES standard standard
average dev. average dev.
Project work
Interest in the work 7.8 1.4 8 1.5
Experience of working in a group 7.8 1.8 8.1 1.5
Experience of presenting the work in
public 7.7 1.9 7.4 2
Relations with the associated agents
(client, administration, etc.) 7.4 1.8 7.4 2
Theoretical lectures
Interest in the lectures 5.8 1.9 6 1.9
Evaluation of complementary activities
Causes of failure 7.1 1.7
Psychological strategies 7.5 1.7
Ms-project 7.4 1.3
How to deliver a good presentation 7.3 1.5
No. Of % of Number of No. Of
Global evaluation of the experience responses responses responses responses
Highly negative 1 0.8 0 0
Negative 5 3.8 3 2.6
Not relevant 6 4.6 6 5.2
Positive 92 70.8 82 70.7
Highly positive 25 19.2 23 19.8
Table 1 – Course feedback by students
Interest in the practical project work was high, and even somewhat higher in the second year. Over
90% considered the experience positive or highly positive. The evaluation of the theoretical classes
was not highly positive, but it should be noted that the complementary activities are rated considerably
higher than the lectures.
Table 2 shows the number of times that the most common ideas appeared in response to the open
questions “What aspects did you find most interesting in this course?” And “What made you feel most
personally satisfied in terms of your participation?” Working in groups was considered to be a positive
feature and was cited as the most favourable aspect of the course, together with having participated in
a real project.
•
COURSE COURSE
•
Working as a team 34 60
•
Most interesting aspects Real project 59 43
22 17
•
Presenting in public
Being able to work in a 43
36
• Being able to carry out a
Reasons for personal team
satisfaction 44
48
good project
Table 2 – Answers to open final evaluation questions.
17
ANALYSIS OF FAILURES
We have had to deal with some projects that have not fulfilled their expectations. What was it that
did not work?
Following Pinto (Pinto, 1990), we have considered projects to have failed in those cases in which
one or more of the following situations have taken place or converged:
a) The unanimous opinion of the participants of the PMO regarding the results obtained has been
negative.
b) The client has expressed disagreement.
c) The development of the project itself has not allowed for a satisfactory work experience.
During the 2003-2004 year, four (4) out of nineteen (19) projects were considered to have failed,
and in the year 2004-2005, two (2) out of nineteen (19) were considered to have done so. What
happened in these cases? What causes had led to this result? What solutions could be implemented
both in regards to group members and to the client? How could this result have been avoided? What
must we learn to prevent similar failures in the future?
As Terry Williams points out, the analysis of all of these issues is a difficult task (Williams, 2004).
In our case the various mentors have shared our perspectives on the evolution of the failed group on
the basis of the records available, the work handed in and the opinion of the group mentor.
The results of this work can be summarized with a list of causes of failure detected in the five (5)
• Heterogeneous group: the group is formed by members that did not know each other
cases analysed:
• Low potential of the group: the mentors believe that if this group had attempted any other
beforehand and which did not manage to create a group of six (6) people by themselves.
• Insufficient scope of the project: the project carried out is not ambitious enough for the level of
project they would also have encountered problems.
• Difficulty of the assignment: due to the characteristics of the project and its environment. For
work required in this course.
example, political aspects emerge, multiple agents related with the project that are difficult to
access, etc.
Table 3 shows the causes attributed to the various group failures detected:
GROUP REFERENCE
04.2 04.1 04.2 05.0 05.0 FREQUENC
CAUSES OF FAILURE
3 7 0 6 1 Y
Heterogeneous group 1 1 2
Personal problems of a group member 1 1 2
Scheduling problems 1 1 2
Poor coordination 1 1 1 3
Insufficient work 1 1
Low group potential 1 1 2
Insufficient relations with the associated agents 1 1
Lack of a client interested in the results of the
1 1
work
Insufficient scope of the project 1 1 2
Difficulty in the topic of the assignment 1 1
Table 3 – Causes of failure associated to crisis groups
Of the five (5) cases of failure analysed, in three (3) of them the cause is attributed to poor
coordination and in two (2) cases due to scheduling problems, low group potential, personal problems
of a group member and the heterogeneity of the group.
The team of mentors decided to offer, during the 04/05 academic year, a seminar on the causes of
failure in groups, which was scheduled to be given just after the groups had been formed. Similarly, in
this year they began to categorize certain groups as “at risk” as a preventive measure, when the mentor
considered that certain aspects of the group could threaten the results of its work. Of the nineteen (19)
18
cases that took place during the course, three (3) were nominated as “at risk”. The results of this
measure were as follows:
a) The groups which exhibited early signs of potential failure confirmed the existence of this
danger to a reasonable extent. One of the three (3) groups categorized as “at risk” did eventually
fail. Of course, it may be that the warnings provided to these groups stimulated their mentors
and participants to make a special effort to avoid the potential dangers.
b) Of the groups that were not perceived to be “at risk”, one out of sixteen (16) experienced failure.
PRESENCE OF A NO WITH
COORDINATOR VERSUS COORDINATOR COORDINATOR (%)
RESULTS (%)
Failure rate 18 10
Proportion of successes 59 75
Table 4 – The effect of the presence of a coordinator on group results
presentations, as to the importance they gave to coordination within the group in relation to results,
their answers were unanimous in allotting a high importance to coordination in relation to results.
• Hours remaining necessary for finishing (essentially the work remaining to prepare the final
Taking into account that the groups did not keep any control of the hours employed, we found
generally that the number of hours required turned out to be on average 3.6 times the initial estimate.
Only in one case the result was lower than the estimate (70%) and in the other thirty-six (36) the final
work load turned out to be from 1.7 to 12 times that estimated. Almost without exception, the student
groups showed excessive optimism when faced with the task of estimating the effort required.
Relationship between the level of implementation of the project and the results obtained:
Of the thirty-seven groups (37) formed so far, seven (7) have actually carried out their project,
while thirty-one (31) have only prepared a project plan. It has been observed that the results were
better in those groups that carried out the project itself (86% successful) than in those that only created
the project plan (61% successful). (Table 5)
a) To train groups to be better coordinated, considering that coordination problems may lead to
failure in the end. For example, it may be proposed that certain roles within the group (i.e.
coordinator) be assigned, and that a control of tasks and working hours be kept.
b) To include a seminar in which uncooperative behaviours are acted out, in order to prevent these
types of behaviours in groups, and to stimulate reflection on how to react when such behaviours
arise. This idea has led us to seek the collaboration of psychologists from our university who
have demonstrated interest in this course.
c) To continue the seminar on causes of failure in groups, as it has been well accepted.
d) To continue the estimate of failure risk by the mentor in the self-assessments.
e) To include in the curriculum of the subject of Project Management chapters on Social Skills and
How to define goals.
CONCLUSIONS
20
• The influence of the existence or non-existence of a coordinator within the group.
• The general opinion of groups as to the importance of coordination towards final results.
• The ever-positive evolution of the opinion as to whether the project will be carried out.
• The equally positive evolution of the opinion as to whether the client will be satisfied with the
job.
All of this regardless of the results of the work, that is, as the project evolves, the groups feel more
confident and optimistic and do not realize the effort remaining; this takes place regardless of the
results actually achieved.
- We hope to be able to confirm, by means of future courses, that the results of a group are better
when the project is actually carried out than when only the project plan phase is reached.
FUTURE COLLABORATIONS
The approach followed appears to be efficient, judging from the results obtained in the setting
in which it has been applied, the University of Zaragoza. We are very willing to help in the transfer of
this model to groups in other universities and to companies that consider its implementation to be of
interest. Moreover, we offer to develop a collaborative framework of investigation to work on those
aspects that may influence the success/failure of project teams, using, as the study cell, the project
team created to work for real clients.
Contact: Juan Luis Cano
jlcano@unizar.es
References
Busseri, M.; Palmer, J., (2000), “Improving teamwork: the effect of self-assessemnt on construction
design teams”. Design Studies, Vol. 21, No. 3; pp. 223-238.
Cano, J.L.; Rebollar, R., Sáenz, M.J., (2003), Curso de Gestión de Proyectos. AEIPRO. Asociación
Española de Ingeniería de Proyectos. Spain.
Cano, J.L.; Ruiz, A.; Sáenz, M.J.; Rebollar, R., (1999), “Programa de Estudios de Viabilidad en
Empresas. Nueve años de colaboración universidad empresa”. XV Congreso Nacional de Ingeniería
de Proyectos. León.
Flemming, F., (1999), “Integration of Engineering Practice into Curriculum – 25 years of Experience with
Problem Based Learning”. 29th ASEE/IEEE Frontiers in Education Conference, Session 11a2-7.
Fruchter, R.; Lewis, S., (2003), “Mentoring Models in Support of P5BL in Architecture /Engineering/
Construction Global Teamwork”. International Journal of Engineering Education, Vol. 19, No.5;
pp. 663-671.
Graaff, E.; Kolmos, A., (2003), “Characteristics of Problem-Based Learning”. International Journal of
Education Engineering, Vo. 19, No. 5, pp. 657-662.
Harris, H.; Provis, C., (1999), “Teams, Trust and Norms: The importance of trust in the develpment of
effective teams”. IWOT3 3rd International Workshop on Teamworking, pp. 14-15. London.
Kolmos, A.; Kofoed, L., (2002), “Developing process competencies in co-operation, learning and project
management”, Proc. 4th World Conference of ICED.
21
Loo, R., (2003), “Assessing “team climate” in project teams”. International Journal of Project
Management, Vol. 21, pp. 511-517.
Nylander, M, (2001), “Project Support Offices”. TU-22.451 Seminar in Project Management; Helsinki
University of Technology. Department of Industrial Engineering and Management Laboratory of
Industrial Management.
Oakley, B.; Felder, R.; Brent, R.; Elhajj, I., (2004), “Turning student groups into effective teams”. Journal
of Student Centered Learning, Vol. 2, No. 1.
Pimmel, R., (2003) “A practical approach for converting group assignments into team projects”. IEEE
Transactions on Education, Vol. 46, No. 2; pp. 273-282.
Pinto, J; Mantel, S., (1990), “The Causes of Project Failure”. IEEE Transactions on Engineering
Management, Vol. 37, No. 4; pp. 269-276.
Schindler, M; Eppler, M.J., (2003), “Harvesting project knowledge: a review of project learning methods
and success factors”. International Journal of Project Management, Vol. 21; pp. 219-228.
Turner, R., (1993), The Handbook of project based management: Improving the Processes for Achieving
Strategic Objectives. McGraw-Hill Book Company. England.
Turner, R.; Keegan, A.; Crawford. L., (2002), “Delivering Improved Project Management Maturity
Through Experiential Learning”. Project Management Journal, Vol. 8, No. 1; pp. 72-81.
Williams, (2004) “Identifying the hard lessons from projects – easily”. International Journal of Project
Management, Vol. 22; pp. 273-279
Xiaoyi Dai, C.; Wells, W., (2004), “An exploration of project management office features and their
relationship to project performance”, International Journal of Project Management, No. 22; pp. 523-
532.
Young, H; Xiao Yi Dai, C., (2000), “Assessing the value of project management offices (PMO)”. PMI
Research Conference.
22
TEACHING, STUDYING AND LEARNING BUSINESS PROCESS NETWORKS
ABSTRACT
Business Process Networks has been taught since 2001 as a major subject at Helsinki University of
Technology, Information Networks Study Programme. The curriculum contains a Project Assignment
Course. Since summer 2002, fifteen students have completed this practical, case-based process
development project at SimLab. In this paper, we describe the educational objectives, design and
process of the course, analyze it through three complementary metaphors of learning, and present
primary results.
INTRODUCTION
The purpose of this paper is to conceptualize and analyze SimLab’s project assignment course from a
pedagogical point of view. The course has many of the same features that we have applied in SimLab’s
research projects. It involves the students in knowledge acquisition, knowledge sharing and knowledge
co-creation concerning a real company case. It brings together the pilot company people, university
students, researchers and teachers to a joint learning and problem solving experience. Thus, it contains
aspects of process and expert consulting and innovation action research (Kasanen et al. 1993, Kaplan
1998). The foundation of the course is the application of the SimLab™ process simulation and
development method (e.g. Smeds 1994, Haho and Smeds 1997, Smeds 1997, Forssén and Haho 2001,
Haho 2002, Smeds and Alvesalo 2003, Smeds et al. 2003).
We apply in our analysis three complementary metaphors of learning: knowledge acquisition,
participation and knowledge creation (Hakkarainen et al. 2004), that together support and explain the
success of the project assignment course. Simultaneously, the aim is to reflect on how to further
improve teaching at SimLab.
The course is meant for students in their fourth study year, as the last course in Business Process
Networks before their Master’s Thesis. It prepares the student for the Master’s Thesis work, and at its
best, provides him or her with empirical case material for the Thesis. Among the prerequisites of the
course is a method course on process development, which provides the necessary knowledge, skills
and attitudes for the project assignment. It is also recommended that the students observe one process
simulation at SimLab before starting the assignment.
A team of up to three students can take the project assignment course. The duration of the course is
typically three to six months. The project assignment concerns one empirical business process
development case. Until now, these cases have always belonged to SimLab’s larger research projects.
23
SimLab has had suitable projects in its research project portfolio, and has been able to find the cases
that can be used for teaching purposes.
The assignment requires close collaboration between the student team, the project’s researchers and
the pilot company. Therefore, one of the project’s researchers acts as tutor for the project assignment.
The tutor takes care of the contacts between the students and the larger research project, guides the
students and follows the advancement of the assignment from the customer viewpoint. The project
manager has the final responsibility concerning the results of the project assignment as part of the
larger project.
The teacher of the project assignment course has from the beginning of the course been the first author
of this paper. She gives advice on the method, acts as supervisor, and gives feedback on the progress
periodically. An assistant gives additional training in facilitation and presentation skills. After the
project, the students get rich feedback from the teacher, the assistant, the tutor as well as the larger
research project’s members concerning the results and their ways of working. The whole SimLab
research community has to be well informed about the involvement of the students in the larger
project.
In their project assignments, the student teams typically take care of one process development case
from start to finish. They analyze, model and simulate the pilot company’s selected case process,
evaluate the results, make process improvement suggestions, and write a report. They learn the specific
pilot company’s case process deeply, and are able to develop, in collaboration with the company and
the experienced researchers at SimLab, well grounded improvement ideas. They “learn by doing”
SimLab’s process modeling and simulation methods. As part of the end report, they develop a tentative
plan for their Master’s Thesis. If the respective SimLab research project allows, the students can
thereafter directly continue in the project as research assistants, and start working on their Master’s
Thesis.
The learning objectives, teaching methods, and actions of the students during the course, as well as the
evaluation and grading principles are summarized in Table 1.
24
Table 1. Learning objectives, methods, evaluation and grading
Objectives (knowledge, skills, attitudes) Evaluation Grading
Scientific reasoning 20 %
Recognize scientifically interesting research topics of the context of Research plan/ Research plan/
the development project; essay essay
25
container of knowledge, and learning is a process that fills the container. (Sfard 1998, in Hakkarainen
et al. 2004, p 10 - 11)
The participation metaphor of learning emphasizes the role of social communities in the development
of expertise, and an interactive process of participating in various cultural practices and shared
learning activities (Lave and Wenger 1991, Wenger 1998). Through the participation metaphor,
learning is seen as a process of becoming a member of a community by gradually moving from
peripheral to full participation that re-creates one’s identity, and learning to interact according to its
socially negotiated norms. Thus, learning is an aspect of participation in cultural practices.
(Hakkarainen et al. 2004, p 11)
The third metaphor, knowledge creation, addresses processes of deliberate transformation of
knowledge and corresponding collective social practices. Learning is seen as analogous to innovative
processes of inquiry where new ideas, tools and practices are created, and the initial knowledge is
either substantially enriched or significantly transformed during the process (e.g. Nonaka and Takeuchi
1995, Bereiter 2002, Engeström 1987). Learning is researched as a collaborative effort to enhance a
subject matter, and it interacts between individual and communal processes, addressing relations
between theoretical and practical aspects of learning and inquiry. (Hakkarainen et al. 2004, p 11 - 15).
- The three metaphors are summarized in Table 2 below.
Knowledge building
communities
26
ANALYSIS OF THE COURSE THROUGH THE THREE METAPHORS
The project assignment course can be analyzed through all three metaphors on learning. The
theoretical knowledge that is acquired during the course concerns knowledge on consulting and action
research methods, as well as the SimLab methods. The students also need as prerequisites a solid base
of theoretical knowledge in industrial management and information systems, to be able to develop new
solutions of customers’ processes and networks.
The central element in the course, the SimLab process simulation and development method, can best
be explained by the participative and knowledge creation metaphors of learning. The learning in the
project assignment course relies strongly on participation and knowledge creation processes. The
students learn to conduct research and consulting interventions in the companies through practical
participation in projects that apply SimLab-process simulations. The work includes interviewing,
adopting knowledge, analysis and modelling of processes, facilitating, discussing and building new
knowledge in the participative simulations, and reflecting in feedback sessions.
The end results of the project assignments are innovative combinations of theoretical knowledge and
empirical practice. Thus, the course requires multiple skills of the teacher, the assistant, tutor and the
larger project members, to guide the student team through a demanding research and consulting
project.
In Table 3, we analyze our project assignment course applying the three metaphors of learning. The
analysis is conducted in relation to the learning focus of the course, the unit of learners, the typical
learning method, and by primary learning results. The results of this analysis are based on
observations and discussions with the fifteen students during three years time. In addition, the essays
of the two latest students have provided valuable research data about learning results. The results can
be analyzed through all three learning metaphors, though the participation and knowledge creation
metaphors are emphasized.
Table 3: Analysis of the project assignment course through the three metaphors of learning
Knowledge acquisition Participation Knowledge creation
The unit of learners Student team Student team, the larger Comprehensive
project’s researcher knowledge creating
group, the pilot company communities in SimLab
network, SimLab process simulation
research community sessions.
Typical learning Adopting theoretical Affiliation to the SimLab Creating new practices
method knowledge of subject- scientific community and and innovations through
matter through a to the expert community combining practical and
literature review in case company network theoretical knowledge
Primary learning results Project management Human resource Latest research of own
skills, understanding management, discipline, facilitation
(as explicated by business operations interpersonal skills, skills, writing skills, data
students themselves) problem solving skills, retrieval skills
ability to perform in
public , oratory and
negotiation skills,
practical skills
27
DISCUSSION AND CONCLUSION
Hakkarainen et al. (2004, p.14) argue that in research on learning, the parallel assessment of learning
processes according to the three metaphors is likely to produce the most interesting results. In our brief
analysis of the Business Process Networks Project Assignment Course, we have applied all three
metaphors. We found that the learning achieved in this course can be partly explained by each of them.
But to explain the full learning process, we need them all: the process of adopting theoretical
knowledge, the process of affiliating to the scientific and expert community, and the process of
creating new practices and innovations through combining practical and theoretical knowledge. Thus,
we can say that our preliminary empirical case study gives support to the hypothesis of Hakkarainen et
al.
Our first results also indicate, that for the further development of the course, it is necessary to conduct
more in-depth research on the learning processes. Is it possible, that the course in the future could be
taken without the connection to larger SimLab research projects? For example as parts of internal
process development projects of companies, where the student would act in the role of internal
developer, consultant or researcher, and would apply the development methods of the companies? In
this case, the participation and knowledge co-creation dimensions of learning cannot any longer be
deliberately and systematically managed as part of SimLab’s learning community. This would require
a challenging re-design of the teaching, studying and learning processes in the Project Assignment
Course.
ACKNOWLEDGEMENTS
The course reported in this paper belongs to the curriculum of the Information Networks Study
Programme, in its major subject Business Process Networks at the Enterprise Simulation Laboratory
SimLab, Department of Computer Science and Engineering, Helsinki University of Technology. The
course has been developed since the beginning of the new major subject in collaboration between
professor Riitta Smeds and responsible teacher Päivi Haho. The authors are grateful for the creative
co-development effort of the co-workers and students at SimLab, which has made the course in its
present form possible.
REFERENCES
Bereiter, C. (2002), Education and mind in the knowledge age. Hillsdale, NJ: Erlbaum
Engeström, Y. (1987), Learning by expanding Helsinki: Orienta konsultit.
Forssén, M. and Haho, P. (2001), Participative development and training for business processes in
industry: review of 88 simulation games. International Journal of Technology Management, Vol.
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Haho, P. (2002), Simulointipeleihin perustuvan kehittämismenetlemän hyötyjä liiketoimintaprosessien
kehittämishankkeissa. Hyvän kehittämisjärjestelmän menestystekijöitä. Helsinki University of
Technology SimLab, Publications, Dissertation Series 1, Espoo.
Haho, P. and Smeds, R. (1997), The Softmatch-method: Enterprise transformation through Simulation
Games. In: P. Saunders and B. Cox (eds.): The International Simulation and gaming Yearbook
Volume 5: Research into Simulations in Education. Kogan Page, London, 48-63.
Hakkarainen, K., Palonen, P., Paavola, S., and Lehtinen, E. (2004), Communities of Networked
Expertise. Professional and Educational Perspectives. Advances in Learning and Instruction
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publication series, Publication no. 257. Elsevier Ltd, Oxford
Hakkarainen, K., Lonka, K. and Lipponen, L. (2004), Tutkiva oppiminen. Järki, tunteet ja kulttuuri
oppimisen sytyttäjänä, WSOY: Porvoo.
Kaplan, R. (1998), Innovation Action Research: Creating New Management Theory and Practice.
Journal of Management Accounting Research, 10, 1998, 89-118.
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Accounting Research. Journal of Management Accounting Research, Volume 5, Fall 1993, 243-
264
28
Lave, J. and Wenger, E. (1991), Situated Learning: Legitimate Peripheral Participation (Cambridge-
Cambridge University Press).
Sfard, A. (1998), On two metaphors for learning and the dangers of choosing just one. Educational
Researcher, Vol 27, No 2, 4-13.
Smeds, R. (1994), Managing Change towards Lean Enterprises. International Journal of Operations &
Production Management, 1994, 14/3, 66-82.
Smeds, R. (1997) Organizational Learning and Innovation through Tailored Simulation Games: Two
Process Re-engineering Case Studies. Knowledge and Process Management, Vol. 4, No. 1, 22-
33.
Smeds, R. and Alvesalo, J. (2003), Global business process development in a virtual community of
practice. Production Planning and Control, Vol 14 No 4, pp. 361-371
Smeds, R., Haho, P. and Alvesalo, J. (2003), Bottom-up or top-down? Evolutionary change
management in NPD processes. International Journal of Technology Management, Vol 26, No.
8, 2003, 887-902
Wenger, E. (1998), Communities of Practice. Learning, Meaning, and Identity. Cambridge: Cambridge
University Press.
29
BUSINESS GAMES-AN EFFECTIVE TOOL FOR EXPERIENCING COLLABORATION IN
PRODUCTION NETWORKS
JANNICKE BAALSRUD HAUGE(1, MAX SCHWESIG. KLAUS-DIETER THOBEN, JENS
ESCHENBÄCHER
1)
BIBA
Hochschulring 20, 28359 Bremen, Germany
baa@biba.uni-bremen.de
ABSTRACT
Harder competition and more complex products with an increased demand of specialised knowledge
lead to more collaboration between enterprises. Interorganisational collaboration does not only require
changes in the organisational structure but also increases the demand on soft skills among the
employees. Such skills are traditionally not a part of engineering education. This article refers to
simulation games, which seek to mediate the necessary skills during the studies as well as on the job.
This paper describes the development and the initial testing of two web based simulation games
addressing the mediation of the required skills. Both business games aims to train interorganisational
collaboration: the Share game simulates the interorganisational production of an extended product,
while the SPIKO game focuses on the initiation of collaboration
INTRODUCTION
Globalisation, a fierce competition, customer driven markets as well as continuously changing
partnerships characterise the working environment of every production company (Scheer, 2002,
Sherman, 1996). This situation implies that companies have to react on the changes in the market
immediately, which again has been leading to some new production strategies (Bauman, 99). A
common element is that they support interorganisational production. The imperative of fulfilling the
customers’ claims caused by a customer-driven market may often only be realised through co-
operation with resident companies in an economically justifiable way and within the given time frame.
Additionally, as products are getting more complex, the need of special key competences rises. For
complex products, the key competencies are seldom all in-house and therefore such products have to
be produced in collaboration. Furthermore, compared with traditional production, interorganisational
production will, lead to cost, time and quality advantages through a more efficient use of resources. An
interorganisational production does not only imply changes in the organisational structure, like the
implementation of common delivery schedules, but also in the direct working environment of all
involved employees, i.e. they have to adapt their behaviour to fit each specific collaboration. Thus, in
order to fulfil his tasks, an employee does not only need to have specific knowledge, but also
communication and collaborative skills to carry out the collaboration on an individual level. Even
though these skills are vital for the success of collaboration, such elements haven’t been a typical
training element the engineering education.
THEORETICAL BACKGROUND
Preparing an organisation for the new requirements, mentioned above, is hardly a question of finding
suitable technical solutions but more of preparing the employees and the organisational structure,
because a successful co-operation does not only relay on a seamless information flow between all
partners, but also on the ability of the participating organisations to learn and to act in a dynamical
environment. Such a living and learning organisation can be characterised by its possibility of and
room for development of creativity and individuality in and outside an organisation (Fuchs-Kittowski,
1998). Important parameters here are its capability to derive information out of the process of self
organising as well as its capability to collect and process information from outside the organisation
(Fuchs-Kittowski, 1998).
30
Even though these trends have been well known for a while, and several organisational restructuring
processes have been undertaken, an analysis among SMEs in three different industries has shown that
the employees are still not prepared enough and there is still a lack of usable tools for gaining “soft”
skills. Additional, it was confirmed that an employee working in a co-operation does need
communication and collaborative skills to carry out the co-operation at an individual level.
Furthermore, this analysis showed that the processes and the necessary competencies are quite similar
for the collaboration initialising process, whereas they are diverging for the operational part of the
collaboration (Spiko consortium, 2004). However, it was verified, that it is important to mediate these
skills to the employee before they are needed (Spiko consortium, 2004)
Mentioned above, an important key to the success of enterprises acting in a dynamical environment is
its ability to learn. The question arising is therefore, how to get a learning organisation? Is it a question
of organisational or individual learning? We believe that a learning organisation has to comprise both
aspects. Organisational learning is far more than formal learning. Learning for working in a production
network has to consider the internal information creation in an organisation and thereby the creativity
of their employees as well. The aim of creative learning in an organisation is to support the
development of an employee’s personality by participation and involvement of the enterprise
members. Furthermore it aims at their readiness to collaborate, of their creativity as well as at their
abilities of collaboration (Oberschulte, 1994)
Organisational learning is interpreted from a multi level perspective, comprising of the individual,
group, organizational and inter-organizational level (Nonaka, 1994), since this point of view enables us
to regard the main levels of action within an enterprise. According to this perspective, Schwesig has
created the following working definitions of the different learning levels (Schwesig, 2004):
Individual level learning focuses on individual knowledge acquisition without further social
interaction. Group level learning happens, if more that one individual consciously or unconsciously
acquires knowledge interactively. Organisational level learning focuses on perspective taking between
groups in a company (Sumner, 1999). Interorganisational learning can happen in two ways: either
through the transfer of existing knowledge from one organization to another, or through the creation of
new knowledge (Larsson, 1998). Group level learning, organizational level learning and
interorganisational learning are affected by “people barriers” like proprietary thinking and scepticism
towards the sharing of knowledge and various fears (Barson, 2000). Additionally, interorganisational
learning is affected by organisational boundaries like space, time, (cultural) diversity, structure and
distribution of knowledge and results (Bosch-Sijtsema, 2001).
It is well known, that mediating knowledge by gaming has proved to be particularly effective in cases,
in which the mediation of soft factors and organisational aspects is essential, and for which it is hardly
possible to use traditionally learning methods (Windhoff, 2001).
Even though it is proven that simulation based business games are an appropriate way for mediating
soft skills and organisational aspects (Windhoff, 2001), the demand on specific collaboration skills of
employees working in a collaborative environment implies new requirements on such games. It isn’t
enough to only consider the “technical “processes of product development in production network as
many games do, but suitable simulation based business games will also need to consider processes
only dealing with the collaboration itself. However, most simulation games in the field of production
networks or product development, like GLOTRAIN (Windhoff, 2001) and COSIGA (Pawar, 1995), do
only focus on the mediation one certain aspect of product development or distributed production. Up to
now, hardly any simulation game tried to mediate interorganisational learning, product development as
well as collaboration at once. We believe that in order to address the educational requirements as well
as to prepare the employee on a dynamical working environment, it is important to combine these
elements in one single simulation based business game, which in fact is what we have been trying to
do with the two new simulation based business games, SHARE and SPIKO, which will be used for
educational and vocational training of engineers.
RESEARCH AIMS
The following section describes the research aims, the concept and design of the two games SHARE
and SPIKO
31
SHARE
According to the identified need of improvements of available simulation based business games, the
SHARE game deals with the organisational development and production of a tangible product in one
company and the interorganisational development of an extended product in a network of companies,
while simulating intra and interorganisational barriers of collaboration and knowledge sharing
(Schwesig, 2004).
SHARE emphasizes the active experience and reflection of organizational and inter-organisational
product development and -learning in enterprise collaboration. Thus, in a first step it was therefore
necessary to identify key characteristics, processes and challenges that can be used to simulate an
organisational/inter-organisational learning- and working environment.
These game elements form an approach that will be described in two game scenarios. These scenarios
deal with the organisational learning and product development in one company and distributed
development of an extended product and inter-organisational learning within a production network of
companies. These scenarios acts as a basis for the identification of requirements that has been used to
shape the web based game engine
The game is being played by nine players, organised in three groups with different locations. In the
first level, they act as different departments of one company and the main tasks are to specify, design
and produce an ordinary product (a jet ski). Each department has to carry out and complete different
tasks. The layout of the first level is illustrated in Figure 1.
CEO
S
T Department Head Department Head Department Head
R Sale /Services Procurement Manufacturing
U
C
T Employee A Employee A Employee A
U
R
Employee B Employee B Employee B
E
P
R
Market Design Procurement Production O
Specification Specification Specification Specification
C
E
Company Mission Statement Company Marketing Strategy S
S
32
the roles in to consideration. This can only be achieved by an extensively communication. The layout
of the second level is illustrated in Figure 2
Service Provider / Leader
CEO
S Department Head
Design
Department Head
Technology
Department Head
Marketing
T
R
U
C
T
U CEO CEO
R
Department Head Department Head Department Head
E Department Head
Procurement
Department Head
Design
Department Head
Production Procurement Design Production
Process
Figure 2 Structure and process in level 2
After the each game session, all players get together for analysing and reflecting upon the events in the
game. Furthermore, they have the possibility to identify problems and to develop strategies together
for solving these problems.
A main goal of the SHARE game is that each player shall experience how important cooperative
behaviour and seamless information flow are. According to the scientific finding building the basis of
the simulation game methodology, the information is not equally distributed and some roles are
characterised by a quite none collaborative behaviour, according to the “people barriers” mentioned
above. An additional feature of the game is the “trust enhancing measures”, like invitation for dinner
etc. By applying these in a right way, it is possible to raise the trust and thereby improve the
collaboration as such. The idea behind is that when the players experience a non collaborative
behaviour and its effect on the collaboration process, they will learn and understand that knowledge
sharing is important and to offer them an opportunity to carry out some work in teams
SPIKO
The SPIKO game does also deal with organisational learning and interorganisational collaboration, but
it focus more on the initiation of collaboration than SHARE. Whereas SHARE has been used in the
training of engineering students, Spiko will be developed to fulfil the requirement from SMEs as users,
which implicate a hard restriction in organisational effort needed for playing the game.
Contrary to SHARE, the SPIKO game is still under development and it is still at the conceptual level.
The intention of SPIKO is to develop a simulation based business game only focussing on the
collaboration processes as such. Even though actually focussing on problems arising within
collaborations in virtual companies, it will also be usable for production networks, because it also
triggers the specific key drivers of “learning organisations”, which is vital for the success of every
organisation having interorganisational collaborations. It primarily intends to develop a suitable
concept and tool for mediating the skills mentioned above. The basic approach can be defined as:
learning by experiencing, experiencing by gaming.
The objective of the SPIKO game is neither primarily to change the enterprises nor to preserve and
optimise semi-stable organisation structure, but rather to qualify the employees for working in a
collaborative environment by increasing their competencies.
In a first step we have been carrying out an AS-IS, TO-BE and requirement analysis for each end user
participating. The identified collaboration processes will build the basis of the simulation game, and it
is therefore paid special attention to critical processes as well as to identify the different collaboration
scenarios at each end user. Different interesting collaboration scenarios were identified and transferred
into three different partner process models. In order to develop a game for usable in different
33
industries, it was important to retrieve an abstract model. However, it was only possible to retrieve a
universal, abstract model for the initiating process of collaboration. For the operation of the
collaboration, the partner processes were too diverging (Spiko consortium, 2004)
In order to reduce the complexity of the game, special attention was paid to the interorganisational
collaboration in the field of planning, development and controlling, in which it is necessary to take a
coordinated decision. The concept foresees that the game will contain small gaming scenarios
supplemented with tutorials including knowledge testing parts.
Before the work on designing the new game could start, it was important for us to understand the
Based upon these requirements, the expected outcome will be a tool with some three different
scenarios, each with several different cases with adjustable parameters. Each case will be based upon a
structure model, which has been partly developed. The model foresees that there will be some five
different “stages”. Stages are fields which the player can choose and in which he will get information
of the situation, decisions possibilities, background information, the characteristics of the roles as well
as the set of parameter chosen, previous sequences of the events etc.
A player is supposed to play through one case, which always will last from the first idea of cooperation
until the concrete operation of a sequence of the considered business process. In some extraordinary
cases, when the player takes a wrong decision or undertakes fatal actions, the game will end abruptly.
The learning effect will be achieved by the player’s experience of the consequences of his decision and
acting.
In real life, the duration of the different phases of cooperation will be variable. In the game however,
the duration of each phase will be equal. The reason for this is that a clear structure will help the player
to orient and improve the usability of the game. The disadvantage of this is that some processes will be
shortened and that the underlying constructivistic learning approach cannot be kept the whole way.
Each level consists of many different variable elements which all influence the path of the game. The
player may choose a role, he can change some characteristic parameters, and he will influence the
game with his decisions. External events and computer generated interrupts will also influence the
game as well. It is a complex gaming logic behind these factor, which will give the player reasonable
reaction on his decision, behaviour and performance as well as new events, so that the learning impact
will be high.
In a next step, we will develop a prototype which will by using an iterative approach allow us to
integrate the end users‚ feedback in the next stage of the development.
The evolutionary development of suitable organisation structures in virtual enterprises and similar will
be supported by iteratively both modelling the task range as well simulating that model, ensuring a
participative design of the work environment by the employees affected. By having end users
representing different industries as well as by offering an editor function, experiences and results
gained in the project will be transferable to other industries as well as to adapt and extend it later on.
Further possibilities is to be recognized in the assessment of employees (evaluation of team
compositions) and in the realization of profiles in the sense of electronic person and groups of CV's
CONCLUSION
The SHARE game has been evaluated and used in several laboratories for engineering students. The
evaluations has clearly shown that the combination of the gaming approach used in the simulation
game “COSIGA” with identified processes and challenges in (inter)organisational learning, offer an
effective way for mediating communication and collaboration skills in production network.
34
However, letting nine players playing at once leads to a large organisational effort, both on an
infrastructural level (enough computers, phones, rooms etc,) as on a personnel level- nine
students/employees have to be available on two working days. This is a barrier for a useful
implementation among SMEs. Unfortunately, the requirement study carried out at the beginning of the
SPIKO project showed, that none of the participating SMEs could afford these organisational efforts,
so that they wouldn’t be able to play the game on a regularly basis, but at the same time it was verified
that there is a need for mediating the skills mediated in SHARE. Therefore, even though more players
would be necessary in order to achieve group level learning effects, it was decided that within SPIKO
a solution for a single player mode will be developed first. The SPIKO game will have one role, the
one of the decision makers, as the role someone is performing actively, but there will be several other
roles which in the in the first version will be played by the computer. This will reduce the
organisational effort and it will therefore be easier for the companies to implement the game. On a
later stage, it is intended to offer the opportunity of a multi player modus.
We are convinced that an implementation of these two games as one entity in the engineering
education could open new possibilities for training the collaboration skills of students or employees
and thus support adaptation processes of the organisational but also individual behaviour of companies
and their employees. Therefore we mean that the complementary business games, SHARE and SPIKO
will prepare students, companies and individual employees to meet the challenges arising in a
dynamical configuration of temporary collaboration networks, caused by the rising globalisation and
specialisation in abetter way than today.
References
Barson, R.; Foster, G.; Struck, T.; Ratchev, S., Pawar, K.; Weber, F.; Wunram, M. (2000): Inter- and
Intra-Organisational Barriers to Sharing Knowledge in the Extended Supply-Chain. Proceedings
of the eBusiness and eWork 2000. The Key Action II Annual Conference. Madrid
Bosch-Sijtsema, P. (2001): Knowledge development in a Virtual organisation: an Information
Processing Perspective, Licentiate dissertation from Lund University, KFS AB Lund, Sweden
36
A BUSINESS MANAGEMENT SIMULATION OF MOBILE SERVICE COMPETITION
ABSTRACT
A future-oriented domain-specific business management simulation of mobile services competition
between operators is presented including design assumptions, functional comparison with reference
simulations, and feedback from simulation sessions with students. Student feedback indicates that our
simulation design is feasible as an extension to traditional educational methods. In addition, our study
suggests that a simulation software can be customized with useful breadth and depth for an industry
sector involving rapid evolution of technology and business models.
TARGET SETTING
Telecommunications was a national monopoly in most European countries until early 1990’s
when the governments decided to liberalize and privatize the telecommunications sector. The
emerging mobile operators gradually learned to compete for consumer and business customers - a
painful reincarnation for many organizations with monopolistic origins. Yet, the learning process will
continue because the convergence of mobile, broadcasting, and Internet industries keeps modifying the
related value systems. This on-going turbulence in the competition environment has triggered a
sector-specific research and education interest in the mobile markets. In addition, a broader social
interest is involved due to the fundamental impact of mobile services on consumer lifestyle and
business processes. As part of our pursuit to study and teach the mobile-specific aspects of
competition, we have chosen the path of building a business game.
Business games are generally not well reported in the academic forums and relatively few
published studies exist compared to more mature fields (Keys and Wolfe 1990, Wolfe and Crookall
1998). One reason can be the close linkage between games and consultancy business, which
encourages game designers to protect their business secrets. This applies at least to business games
focused on mobile operator business, since we have found useful information on only two mobile-
driven initiatives, SIMCOM (2003) and SIMOBIZ (2003). Our more general insight into simulation
games is based on the review of educational simulation games by Faria (1987, 1998) and by Faria and
Wellington (2004), on the strategic management simulations by Keffee et. al. (1993) and by Keys
(1997), on the simulations focusing on international business by Klein et al (1990), on the evolution of
business simulation/gaming research by Faria (2001), on the application of simulation in industrial
management by Smeds (2003), and on the review of the algorithms used in computerized business
simulations by Gold and Pray (2001).
TARGET SETTING
We made the initial decision of developing a management simulation for mobile operator business
in the beginning of 2003. Our earlier experience with SIMBU (Töyli, 2001) and other business games
37
encouraged us to focus on a future-oriented, domain-specific, computerized, class-based, teacher-
driven learning environment for telecommunications students and managers.
Here we chose to use the concept domain-specific instead of industry business game in order to
emphasize that our game is intended to replicate some real-world telecom industry phenomena, is
constantly being updated, and should allow “what-if” type of gaming with the embedded possible
technology futures. Such domain-specificity is a rare choice since most commercial games are
designed to be more or less general-purpose with only limited adaptability for particular types of
business, see e.g. SIMCOM (2003). This kind of approach is at least commercially well justified
because a truly domain-specific tool would be costly to develop and maintain compared to the
expected domain-specific consultancy earnings. Thus, the flexible configuration of a game for serving
multiple purposes has been a recognized design target in many projects over the years (Thavikulwat,
2004). However, as Summers (2004) pointed out, the business simulation industry as a whole might be
going towards more customized simulations and incorporation of specific knowledge in larger scale
into the simulation.
The main measure of goodness for business games is the degree of achieving the learning
objectives as stated in e.g. (Peters et al, 1998). Predicting real world phenomena is seen as a related
and important but subordinate measure (see, e.g. Töyli et al 2004). Sometimes a better learning
efficiency is achieved by exaggerating certain features when compared to real world. This has been
found useful and acceptable to players as long as the simulation fosters useful changes in the mental
model of players, see (Bakken et al, 1992). Furthermore, a game based on imaginary products and
markets might enable a more efficient focus on teaching the core of business theory than real-world
industry based approach. Here we take a different approach by introducing realistic future technology
and business scenarios as the key learning objectives in our domain-specific game design. Our design
covers multiple possible technological futures, which may or may not be reached in a game session
depending on the players’ actions. Although the future-oriented design is an additional challenge, it
motivates us to bind the game development with our techno-economics research. We keep embedding
the latest research results of mobile technology and competition into our game. Thus, the game should
also operate as a delivery platform for research results and as a test field for fresh ideas generated by
the adjacent research.
DESIGN PROCESS
We started the project by reviewing the relevant business theories and existing business games.
References on strategy (Porter, 1996), pricing (Courcoubetis et al, 2003), marketing (Kotler, 1997),
telecom statistics (OECD, 2001), and telecom market forecasts (Katsianis et al, 2001) provided us with
basic concepts. Out of the several existing business games we chose SIMBU (Töyli, 2001) as our
conceptual alma mater. SIMBU has a solid theoretical foundation and most of its design information is
publicly accessible.
Our game, called MOB (Mobile Operator Business game), itself was developed with the help of
several prototypes. Continuous feedback from target audiences and professionals steered the
development. In general, there is much in common with the development process of SIMBU. The
validation framework used was applied and further developed from Töyli (2001).
The first stable MOB prototype (hereafter first generation) was ready in 2003 (Kokko, 2003).
This was achieved through incremental prototypes and continuous feedback loop with “friendly users”.
By friendly users we mean test users from our laboratory staff and other people with similar supportive
attitude towards our project.
At the end of 2003 we benchmarked the first generation MOB prototype by running it along with
two other mobile operator business games for the same class of students. This helped us to see the pros
and cons of our design and check the priorities.
The second stable MOB prototype (hereafter second generation) was completed in April 2004 and
tested thoroughly with students.
The evolution of a business game is in many cases tightly coupled with the commitment of a
single designer. MOB has turned out to be robust in a sense that the ownership of its design has been
successfully moved from one person (Kokko, 2003) to the second author of this paper. Both designers
have also separately acted successfully as facilitators in gaming sessions.
38
MARKET MODEL
Modelling a rapidly evolving market in a sustainable way requires careful consideration. We have
decided to build our model assuming that governments will continue to promote national competition
among mobile network operators (MNO) that hold long-term nation-wide spectrum licenses. Thus,
MOB players act as MNOs that compete in providing mobile services to consumers and enterprises.
This national competition environment of MNOs can be described using the Porter’s model of five
forces, see Figure 1.
Threat
Threatofofsubstitute
Infrastructure substitute E.g. WLAN,
products
and handsets products eletcronic mail
Bargaining
Bargainingpower
power Rivalry among Bargaining power
Rivalry among Bargaining power
ofofsuppliers
suppliers existing MNOs of customers
existing MNOs of customers
We have chosen the GSM technology standard as the basis of our reference MNO market because
GSM represents the global mainstream of mobile service evolution with its over 1,000 million users
(Garg and Wilkes, 1998). GSM-based MNOs form a coherent international family due to the bilateral
roaming and interconnection agreements and the global market of infrastructure and handsets. GSM
obviously secures a global educational opportunity for our domain-specific simulation, although
important country-specific market phenomena also exist. GSM spectrum licences provide MNOs with
a solid basic value proposition while governments, at the same time, are enforcing separation of
service and network provision to challenge the MNO markets. This separation is enabling new players
such as virtual MNOs to provide mobile services, take market share from MNOs, and thus increase
competition. New competition is also emerging from providers of substitute products. Some energy
companies, for instance, are providing public wireless data services using their own optical core
networks and wireless local area network (WLAN) base stations that exploit unlicensed spectrum. In
general, the industry is constantly evolving. However, by smartly including the domain-specific
possible futures we might be able to predict the future paths of the real-world industry – at least we
will find out some of the preconditions that are likely to lead to certain future.
The basic learning content in MOB is similar as in most business games: market share battle,
differentiation, and the continuous balancing of demand and supply. In mobile terms, MNOs invest in
marketing to acquire and keep subscribers. These subscribers use services that generate traffic that
requires corresponding amounts of service-specific network and server capacity. This demand-supply
balancing is a challenging task in the case of existing and well-known services such as the GSM voice
service, but we are more ambitious and extend this challenge to new multimedia services. The
adoption of a new service is modelled internally using a demand function that follows the traditional S-
curve. The facilitator of a MOB session can adjust the form of the reference adoption curve including
the earliest possible launch time and the highest possible subscriber penetration. Depending on the
actions of players the actual realized adoption curve in a particular MOB session may happen later and
remain smaller than what is the full potential of the service and its underlying technology. This
approach allows immediate comparison between the reference and realized session market, and a
performance metric for the players’ joint market making capability. Such a metric is relevant in the
case of MNO market where the positive network effect plays a central role. That is, MNOs inherently
cooperate in standardization to create the critical mass for the market while they compete at the same
39
time for market shares, which captures the idea of co-opetition as proposed by Nalebuff and
Brandenburger (1997).
From a pedagogic viewpoint, MOB consists also of domain-specific learning content which
covers focused domain-specific strategic items. Most items are future-oriented and, therefore, might
help to better understand the possible real futures. A selected list of learning items are described as
follows:
•
•
WLAN service
•
Messaging service
•
Pricing scheme
Charging method
The learning item of WLAN service deals with the business and technology uncertainty of
WLAN. MNOs may consider WLAN both as a threat of a substitute product and as an opportunity for
new complementary business. MOB players can turn the WLAN market into a success or failure. The
possible results are that WLAN fails completely, WLAN succeeds without MNOs, or WLAN becomes
an extension to the MNO service portfolio. Investing on the right types of capacity and the right
marketing categories at the right time enables an MNO to succeed with WLAN. This basic principle
applies to all new services but involves service-specific internal demand parameters.
The learning item of messaging service covers the evolution from simple text message service
(SMS) to multimedia messaging (MMS) and electronic mail. SMS is a profitable service but new
technologies are making it obsolete. An MNO tries to upgrade its infrastructure to MMS capacity at
the right pace. An early upgrade may cannibalize SMS profits in vain. A late upgrade may create an
advantage to competing MNOs. If all MNOs upgrade late there is a possibility that independent
Internet service providers (ISP) use the opportunity for substituting MNO-based MMS with ISP-based
electronic mail thus partly by-passing the MNO service machinery.
The pricing scheme item addresses another strategic issue, the fate of the MNOs’ powerful and
expensive charging and billing machinery. MNOs are so far the only players on the market capable of
charging huge volumes of tiny usage-based payment transactions in a cost-efficient way. On the one
hand, this machinery is a major opportunity for MNOs if they can stretch it to cope with payments for
digital content. On the other hand, the machinery may become a costly legacy, a sunk cost, if its only
purpose is to charge a fixed monthly tariff for the basic transport service. MOB players can choose
their transport services pricing strategy from flat rate, usage-based, and block pricing. Flat rate refers
to a non-metered fixed monthly charge while usage-based pricing denotes the metered charge such as
per minute or per megabyte. Block pricing is a compromise where the subscriber selects a fixed price
monthly usage block, e.g. 200 minutes of mobile voice, and accepts the threat of the meter in case of
excess usage. There is evidence from some markets, for instance in the U.S., that block pricing based
on multiple block sizes and increasing volume discounts can create a positive spiral where subscribers
upgrade to bigger blocks. The result can be a higher usage per user and a higher average revenue per
user (ARPU). On the other hand, there is also evidence indicating that flat rate can create a sticky
equilibrium on the market. This means that if one MNO chooses flat rate pricing the other MNOs may
have to follow in order to keep their subscribers. In the resulting flat rate equilibrium it may be
difficult for any single player to escape the equilibrium by choosing another pricing scheme.
The learning item of charging method deals with the question of post-paid and pre-paid
subscriptions. Traditionally mobile subscribers get their itemized monthly bill by mail and pay it to a
bank account. However, in many advanced mobile markets the pre-paid subscription has gained
significant market share. Pre-paid subscribers have an operator-based account that they top up in
advance by transferring money from their bank account. Pre-paid has direct implications on subscriber
base, fraud, and costs. It is popular among young, low-income, and anonymity-seeking subscribers
wherefore the pre-paid ARPU is often lower than that of post-paid. It adds a small cost of on-line
transaction machinery, but eliminates the high cost of paper billing. Pre-paid also provides the operator
with a shortcut to on-line e-commerce. This can be a differentiating factor in the inter-operator
competition, but it also plays a role in the battle of mobile e-commerce transactions between mobile
operators and global credit card companies, thus affecting the total market value of mobile operators.
40
FUNCTIONAL COMPARISON
We compared our first MOB implementation with two other telecom business related games,
SIMOBITZ (2003) and SIMCOM (2003), based on snapshots in December 2003. The chief designer
of each game acted as the teacher of the respective game session. This was likely to increase the
quality of sessions and the depth of comparison. Three teams of students played against each other
using roughly one day for each game. After the last game session the teams reported their observations
both on paper and orally (Hämmäinen, 2003). Note that the results of this comparison were used as
input for the design of the second generation MOB.
SIMCOM is a relatively mature tool for commercial education of industrial managers. In addition
to telecommunications sector, it has been successfully adapted for several other sectors. The
SIMCOM clients and server software run on laptop computers interconnected through wireless LAN
to enable easy moving of the system from one place to another. Also the user interface is capable for
immediate and comprehensive graphical feedback that promotes faster decision cycles.
SIMOBIZ is an industry-specific university-based tool for in-depth education of telecom students.
A typical game session takes five days consisting of gradually expanding game functionality and
corresponding lectures. We squeezed our session to one day and only to a subset of the full
functionality. SIMOBIZ is typically used within a classroom but we ran it remotely having the teacher
and the students linked by phone and email. This was likely to somewhat discriminate SIMOBIZ in
comparisons.
In addition to the first generation MOB (“MOB Dec 03”), the table shows our design targets (see
“MOB ideal”) as formulated based on the comparison (Table 1). Clearly, the choice of the target user
group drives several pedagogical design aspects including session length and team size. SIMOBIZ for
instance assumes long sessions and large teams because students are allocated different roles and tasks
within a team. Some tasks may require additional time for in-depth analysis of market data. As for
MOB, we decided to adopt the mix of lectures and game without, however, loosing the option of
running one-day lecture-free game sessions as necessary. The modular design of SIMOBIZ allows a
gradually expanding functional scope. A typical game session evolves like a series of lessons where
41
students can immediately apply the newly learned substance. Despite the pedagogical opportunity of
modularity we decided to keep MOB monolithic mainly to avoid the additional technical complexity.
We believe that the benefit of sequential integrated lessons can be sufficiently achieved without
implementing technical modularity in the game itself.
The impact of domain-specific future-oriented design in MOB is visible mainly as a larger
number of more detailed and future-oriented decision parameters. This increased complexity obviously
is also a challenge for usability. We identified some shortcomings in SIMCOM related to telecom
substance but the game was pedagogically valued relatively high mainly due to a mature graphical
interface. Note that we were not yet able to collect tangible evidence in favor of domain-specific
design due to the immaturity of user interface in the first generation of MOB.
All three games include the basic aspects of mobile operator business, but differ with respect to
scope and depth (Table 2). SIMCOM has a broader service scope extending to fixed telephony and
broadband Internet issues, which matches well with the strategic position of many incumbent
operators. In contrast, we want to keep the wireless and future-oriented focus in MOB and therefore
expand the cellular GSM domain toward wireless LAN and other new radio technologies.
SIMOBIZ handles the allocation of new radio bands, a major market turbulence, as licence
auctions such as those processed recently for UMTS bands in Germany and the UK. Auctions are
implemented as a supplementary exercise for enhancing the human negotiation skills of players. We
decided to postpone the adoption of this exciting feature in MOB mainly because Finland, our home
market, has preferred the comparative evaluations, i.e. “beauty contests”, over auctions.
SIMOBIZ integrates handsets explicitly as part of operator business by introducing bundled pack
offers each of which consists of a pair of handset and service plan. Players make strategic choices on
packs based on annual handset and service catalogues. This is a feasible way for the game designer to
visualize the evolution of new handset features and to enable the feel of gambling on consumer
behavior. We decided to adopt this feature in MOB although the Finnish regulator has forbidden the
bundling of handset and subscription by law.
42
Embedding multiple business models in a simulation raises the question of asymmetric
competition. For instance, SIMOBIZ supports the separation of MNOs and virtual MNOs by allowing
players to sell network capacity to each other, which may bring the players in different positions in the
value system. This differs from MOB that has a more symmetric assumption of MNOs competing for
the same set of customers including consumers, enterprises, virtual MNOs, and content providers.
TRAINING PROCESS
We took a traditional approach to the structure of training by requiring students to attend lectures,
prepare a written strategy plan, participate to the game session, and finally to report the success of the
chosen strategy, see Figure 2. Note that our training process was still experimental and we expected
relevant player feedback on alternative learning arrangements.
Market feedback
Player decisions
Lectures
During the spring semester before the game sessions students participated 10x2 hours of weekly
lectures covering the essentials of theories and case studies with focus on mobile markets, see lecture
notes (Hämmäinen, 2004). Only the last lecture before the game session focused on the MOB game
itself including basic information about business games, key lessons of MOB, and guidance to the
actual decision-making in MOB. This lecture triggered intense goal-driven questions and discussion
since the students were in the process of defining their game strategy.
The mental linkage between the game strategies and the real world was interesting, since about
one third of the plans contained sets of choices that can be tracked back to the choices made by
particular mobile operators in the Finnish market. This linkage seemed to be unconscious because the
43
teachers did not encourage such an approach and the students did not mention it in written or spoken
format.
Self-evaluation
Within a week after the game session students evaluated and reported their own game
performance on individual basis. The main task of the self-evaluation was to compare and analyse the
planned strategy against the realized one. Such kind of written debriefing has also been earlier found to
improve learning (see e.g. Petranek 2000).
QUESTIONNAIRE FEEDBACK
Students filled in a feedback questionnaire at the end of game session including aspects such as
usability, playability, complexity, substance scope, and opinions on future game features. Feedback
was anonymous and students did not have any obvious reason to be biased regarding their feedback.
Observe that the general part of the feedback is in line with prior research (see e.g. Snow et al, 2002,
Töyli et al 2004).
The general free format part included positive statements such as; “Learning can also be fun”, “If
the lectures and MOB sessions were tighter coupled, one would get even more out of the
sessions/game”, “I found out that implementing predefined strategies is very important”, “Learning by
doing is much more effective”, “Personally I never learn anything during lectures, but today I did”.
Students clearly appreciate gaming as a way to learn.
Students consider the preliminary planning of game strategy useful (see Table 3). Free format
statements include “The preliminary exercise is essential for the game. There is no point in just going
to the session and play if one has not thought about the strategy beforehand”, “Playing without
planning and without creating our strategy would not have given the experience that we got with
carefully planned strategy”. We conclude that the pre-session creation of game strategy in teams
provides an important linkage between lectures and the game sessions. An addition, teams also achieve
the spirit and organization required for efficient work during the game session.
Students also appreciated the self-evaluation through final reporting, but less clearly than the
preliminary strategy planning. Free format comments included “It is important to learn from your own
mistakes”, “The final report as a whole made me repeat the game in my mind and to think about what
we did and why”. Furthermore, the written de-briefing seemed to improve learning. This observation
is well in line with earlier findings (see, e.g. Petranek 2000, Töyli 2001). Some students argued that
they had already gone through their decisions immediately after the game session. This indicates that
we should develop the final report further for instance by linking it stronger back to the lectures.
44
I agree/ I don’t agree
I don’t agree
I can’t say
I agree
The preliminary exercise added value to the learning
of the game as a whole
14 16 6 1
The final report added value to the learning of the
game as a whole 3 16 10 8
A strategic approach was needed to succeed in the
game 11 20 4 1
A systematic and well planned approach helped in
succeeding 11 19 3 3
Good knowledge about the mobile operator business
helped in succeeding 8 15 11 1 1
The success in the game was only about luck 2 7 17 10
MOB seemed realistic 2 21 11 2
The actions of the competitors had been, reasonably
enough, taken into account 2 26 5 3
MOB was too complicated 1 6 16 13
The world in MOB functioned according to what you
have learned 3 14 15 1 3
MOB was demanding 1 16 13 4 2
There are too many decision items in MOB 1 1 5 25 4
More focus should be put on future services 2 12 12 9 1
The value chain is sufficiently covered in MOB 3 9 13 11 3
Students felt that their success in the game required mainly knowledge instead of luck. This
feedback is an indication that our abstractions and framework for the decision parameters and internal
algorithms of MOB are successful. Not only operational business knowledge, but also the choice of
strategy was considered important, which enables us to strengthen the role of strategy material in the
linkage of lectures and game. Correspondingly, both general and domain-specific knowledge was
considered important for success, which encourages us to expand deeper toward domain-specific
functionality in MOB.
Students judged the complexity and challenge of MOB acceptable. This was an important
feedback, since we are concerned about the cumulatively increasing complexity. Students also
experienced that MOB has a useful correspondence to the real world. This phenomenon was strong
enough to create an expectation among teams that those teams having PhD students with industry
experience should have an advantage. When the experienced teams then actually scored better, most
students ended up thinking that MOB has a significant resemblance to the real world. We believe that
achieving this experience is largely due to our domain-specific design approach.
Students were ambiguous about the need of expanding the scope to more futuristic items. One
explanation to conservatism is the accuracy of modelling which is highest in the case of existing well-
known businesses and decreases when the future uncertainties of technology and regulation are taken
into account. Conservatism also seems to relate to the level of personal skills; those students having
difficulties in mastering the current complexity of MOB are not likely to appreciate additional future-
oriented complexity. Instead of reducing our future-oriented effort, we take this feedback as a
challenge and continue to push the results of our techno-economic research of mobile markets into
MOB.
45
The same ambiguity is visible in the feedback for expanding the MOB scope broader in the value
system. We again see the evolving and expanding mobile value system as an intriguing challenge for
our theoretical research and as an opportunity for MOB as a vehicle for distributing research results.
CONCLUSIONS
We used prototyping and continuous user feedback in developing our mobile operator business
game, MOB. Our approach was in broad similar to the principles of innovation action research as
described by Kaplan (1998). Considering the positive student feedback we have little reason to change
the chosen approach.
As part of the design process, we found and tested two other mobile-related business games
SIMOBIZ (2003) and SIMCOM (2003). Neither of these games has been reported in academic forums,
which makes us believe that this paper is the first of its kind.
The reuse of simulation software can be maximized by separating the generic game engine from
the industry-specific user interface layer. However, as Summers (2004) pointed out, the business
simulation industry as a whole might be going towards more customized simulations and incorporation
of specific knowledge in a larger scale into the simulation. In this sense, MOB is in the first wave.
Although numerous total business games customized for a certain industry exist, a true domain-
specificity is a rare choice since such simulation would be costly to develop and maintain compared to
the expected domain-specific consultancy earnings. In our case this is rather a strength because the
close linkage between our techno-economic research and MOB is likely to create a positive learning
spiral that contributes to both fields. Thus, an educational game also operates as a delivery platform for
research results and as a test field for fresh ideas generated by the basic research.
In case of future-orientation, our design enables multiple possible technology futures, which may
or may not be reached in a game session, as in the real world, depending on the players’ actions. As
the relevant importance of the alternative futures is not yet known in the real world, we hope to shed
some light to the real world evolution with the help of the experiences from our game. The related
benefits are still for further study.
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47
ROLE PLAYING WITH SYNTHETIC CULTURES:
Abstract
This article sums up ten years of experience with over 1400 participants of simulation games using
synthetic cultures. Synthetic cultures are scripts for role players. They are derived from the five
dimensions of culture in Hofstede’s model. Playing the synthetic cultures leads to dynamics that mimic
real cultural orientations. Yet real culture and other game-external factors are more important for
determining game processes than are the synthetic cultures. The article discusses how the real world
influences the game world. It mentions some common trends and misinterpretations that occur when
playing. It concludes that synthetic cultures are a useful training instrument.
Theoretical background
Pedersen & Ivey (1993) invented the role scripting device of synthetic cultures. They used four of
them as a device for teaching counselling skills. Hofstede & Pedersen (1999) added six more, and
introduced their use for simulation gaming. In Exploring Culture, Hofstede, Pedersen & Hofstede
(2002) present synthetic cultures to a wide audience. Synthetic cultures are simplified value systems
that participants to a role-playing exercise can use to creep into the skin of somebody from a culture
that differs from their own. In this way, cross-cultural contacts at work or in other settings can be
simulated. The synthetic cultures are based on Hofstede’s work on dimensions of national culture
(Hofstede & Hofstede 2005). This work defines culture as ‘that which distinguishes one group of
people from another’, more specifically, the extent to which the unspoken rules of the social game
differ across groups. Hofstede distinguishes five basic social issues. They relate to identity, hierarchy,
gender roles, the unknown, and the future. Each of these gives rise to a continuum, of which the
extremes are described in each of the ten synthetic cultures.
49
A synthetic culture consists of a number of social rules. For instance, the script for the COLLEC
culture, in which the group rather than the individual is the unit of social identity, includes the
following seven golden rules:
1 Members of one’s in-group (organisation, extended family) are very close, whereas other, out-
group people are very distant.
2 Harmony should always be maintained and direct confrontations avoided.
3 Relationships are more important than the task at hand. Much time is spent on greeting and
farewell rituals.
4 Laws, right and opinions differ by group.
5 Trespassing leads to shame and loss of face for the entire in-group.
6 The relationship between employer and employee is perceived in moral terms, like a family link.
7 Spoken communication uses imprecise style. Discreet non-verbal clues, such as tone and pauses,
are crucial. The speaker adapts to the listener.
It is not hard to imagine how a team that enacts this set of rules could be misunderstood by a typical
Western-style delegation during negotiations. European countries hold comparatively individualistic
values that are opposed to this set: they value honesty and directness, do not necessarily mix private
and working life, and hold that rules should be the same for everyone. This can make them blunt, cold
and uncivilized in the eyes of people with collectivist mindsets. Thus when two delegations with
different synthetic cultures meet in a simulation game, misunderstandings, irritation, and feelings of
estrangement can occur that mimic those that happen in real cross-cultural settings. But because
synthetic cultures represent single value dimensions instead of the multifaceted cultures of real
countries, it is comparatively easy to debrief the simulation game. Synthetic cultures are both scripts
and analytical tools.
To distinguish them from the names of real culture dimensions, the synthetic cultures shall be
called by their official names in this article. These names are self-evident: COLLEC / INDIV for
collectivism versus individualism, HIPOW / LOPOW for large versus small power distance, FEMI /
MASCU for femininity versus masculinity, UNCTOL / UNCAVO for uncertainty tolerance versus
avoidance, SHOTOR / LOTOR for short-time versus long-time orientation.
Empirical basis
From the moment that synthetic cultures were used for simulation gaming, I acted as a facilitator to
numerous sessions with various simulation games that used them. These sessions have involved
participants from many countries on all continents, and from many professional backgrounds. Almost
all these participants belonged to the intellectual elite of their country. The stated aim of all the games
was to make participants experience cross-cultural conflict as a way of generating awareness of the
nature and of the pervasiveness of such conflicts.
The games and venues include conferences, MBA courses, university courses, and in-house
• The Windmills of our Minds (WU ’95, ICIS ’95, UvT ‘96). About a communication
industry settings. Most of them had a multinational audience. The games are
• A Trade Mission (ISAGA ’97, Lusofona ’98, Polaroid ’00, SIETAR Nl ’03, ‘04). Negotiating
combination in a multinational. See Hofstede (2000).
deals at an international trade conference. See Hofstede, Pedersen & Hofstede (2002, chapter
• A Daughter in Danger (TUD/UM/WU ’98, TUD ‘99). About a possible business takeover.
9).
• Afternoon Tea Game (LSE ’00, ’01, ’02, ’03, ’04, WU ‘04). A real-food event for groups of
Adapted and slightly simplified as The Takeover Trio. See Bots & Hofstede (2004).
• The Strawberry Chain (ICCM ’98, ’00, ’02). Another real-food large group event. See
over 100 participants.
• Ice Cream Game, WICC ’03. Another real food event. Not published.
www.informatics.wur.nl under ‘Food for Thought’.
simulating distributed software development. This game was led by Erran Carmel. See
Hofstede, Pedersen & Hofstede (2002, chapter 10).
The numbers of participants per session ranged from 15 to 150. In all, experiences are summarised
from 27 sessions with 1450 participants from over 50 countries in all continents. Variants of these
games have been created by other moderators and are being played around the world.
Game process
• Synthetic culture scripting. Participants were divided into groups, and each group was
The games included two levels of scripting:
• Role scripting. Participants played particular roles within their team, e.g. boss, applicant,
assigned a synthetic culture.
During the games, getting acculturated to synthetic culture while in role was the first step. The second
and most intense phase was a cross-cultural meeting with a stated aim that made the meeting conflict-
prone, e.g. to design an artefact or to agree on an information architecture, on commercial deals, or on
job requirements. Some participants acted as observers during these meetings.
Most of the games were debriefed according to a similar overall framework. First, in the same setting
• Let the observers present their findings and let the others comment.
• If a win / lose element was present, which was the case in almost all games, then prizes were
Then a plenary session was held with the following elements:
• Observers briefly reported on what happened in their meeting, to give other teams a glance of
awarded
Methodology
Predictable patterns of behaviour have occurred across games and types of audience. Given the wide
variety of external factors that can influence the course of a simulation game, and the limited
uniformity of samples, no other method was adopted. More formalized collection of data was carried
out for a number of sessions (see e.g. Hofstede et al. 1999, Hofstede 2000). This yields some
interesting results. But in order to come up with empirically valid observations about all the
contingencies that will be touched upon in this paper, large samples and great methodical rigour would
be needed, such as have not been available. Moreover, the act of collecting data through questionnaires
could change the relationship between game leader and participants, which could affect the process
and outcome of the session. Typically, formal data collection about an event tends to conceptually
isolate it from its historical and contextual surroundings; see, for instance, the conceptual research
model in Hofstede (2000) that includes as its main variables group, task, technology, design process
and design outcome. Hofstede, Walczuch et al (1999) even have a more elaborate research model in
which they created operational variables such as cultural values and team history through
questionnaire items. My experience makes me suspect that such a conceptualization, however
elaborate and despite its merits, may endanger the relevance of the findings, because it fails to capture
enough of the historical and contextual surroundings that are essential for what happens during the
game. Quite apart from this, even if the perfect conceptualization and data collection modes could be
found, the number of variables to take into account is so large that a data set would be needed of
perhaps a thousand comparable game sessions at the least. Nobody could realistically be expected to
51
collect such a bulk of data. After all one cannot make participants play repeated game sessions just for
the sake of observing them and still expect these sessions to be played with full conviction.
In conclusion, this paper can be seen as exploratory, interpretative, but strong on bird’s eye
perspective.
Human nature
Human nature means the basic social drives that make humans tick: the drives for sex, affiliation,
novelty, and dominance. All of these are very relevant to simulated negotiations, although the first one
is obviously taboo. None has been implied in any formal data collection.
Culture
Culture means the rules of the social game, as defined by Hofstede & Hofstede (2005). In includes the
five issues introduced earlier in this paper. All participants are acculturated in various groups: they
have a place and family of origin, as well as a varying number of additional group memberships that
imply rules for social behaviour, e.g. a professional culture. To distinguish them from synthetic
cultures, we shall talk about participants’ real culture.
Interpersonal history
If a participant has a personal relationship to the game leader, this affects their performance a great
deal. A participant may try to take advantage of this relationship while playing the game, e.g. to
impress other participants by showing off their affiliation with a person in authority. This could also
happen unintentionally.
Mutual relationships between participants are carried along into the game. Once, a team leader
used his role as CEO in the game to pursue an ongoing quarrel with somebody from another team. The
other person and her team became quite frustrated about this ‘unfair’ carry-over of the real world into
the game world.
Game context
Set-up
53
Elements from the game setting give off a strong symbolic message. Playing on Saturday evening in a
chic hotel can connote ‘this is a prestigious event’, while playing in a drab lecture hall on Tuesday
morning could connote ‘this means little to us’. Messages of this kind have a strong influence upon
participants’ commitment.
Rewards
It is customary in some societies to reward game participants with money. In others, symbolic group
awards are issued. In yet others, no formal win / lose element is present. Rewarding practice tends to
follow the culture of the game organizers. Once people are playing, they will play for the sake of the
game itself; but rewards may be a good way to lend status to the act of participating and to recruit
players.
COLLEC
Most participants in the set of game sessions were from rather individualistic cultures. To many of
them, the COLLEC script is associated with ‘being nice’. They tend to do this in an active way, rather
than through being very sensitive to contextual clues in communication by their counterparts. Anglo
participants frequently act out a sensitivity-group-like atmosphere that rather attempts to be culturally
feminine than collectivist.
INDIV
This script makes for noisy, talkative, hilarious meetings. It comes easily to most participants, who
tend to be from the elites of countries as well as used to international settings, and thus used to
speaking their minds. INDIV teams tend to be opportunistic.
HIPOW
Participants from small-power distance real cultures who act lowly roles in these teams often comment
about being frustrated at having to wait until given the opportunity to say something. Team leaders
sometimes take a bossy, culturally masculine interpretation, forgetting respect for the status of others
and confusing status-derived power with muscle display.
LOPOW
LOPOW is generally easy to play, because it fits well with the atmosphere in academic and upper
corporate settings, particularly during social happenings when status differences are downplayed.
FEMI
This is a tough script for participants from masculine countries, and rarely chosen by them; who wants
to be a wimp? This is a clear case of carry-over from the real world into the game.
MASCU
Many participants like to choose this script, from whatever real culture. It is especially popular with
women from feminine real cultures. They enjoy playing it, bossing everyone around with permission
from their synthetic culture script. They are quick to take initiatives in meetings, including ending
them as soon as they have reached their objective.
UNCTOL
This script is easy to play for most participants, because they tend to interpret it as ‘agreeing with
anything’. It makes for meetings that are pragmatic and relaxed.
54
UNCAVO
This is an enjoyable script for most, because becoming emotional and disagreeing are allowed.
Uncertainty avoiding teams frequently do not reach any agreement during meetings with other teams,
unless those are very flexible. If they do reach agreement, it tends to be ‘heartfelt’.
SHOTOR
Most people enjoy acting this script. It allows them to be hospitable, or outraged, as much as they
please, and to focus on doing the right thing by themselves and by their host team. It does not require
them to think ahead too much.
LOTOR
This script tends to make teams reflective and serious. Everything they say or do carries weight in
view of its possible consequences.
Discussion
What affects the course of the game?
It turns out that game-internal factors do have strong influence on how the game runs. Teams that
enact a particular synthetic culture have recognizable atmospheres and behavioural tendencies.
The ways in which synthetic culture scripts are enacted suggests that some synthetic cultures
allow players to display behaviours that they normally keep checked, e.g. dominating, disagreeing, or
caring. Other scripts inhibit behaviours, e.g. HIPOW forces the non-leaders so be subservient. Some
synthetic cultures are more enjoyable than others, because they allow players to satisfy social needs.
Affiliation behaviours are much enacted in teams that play COLLEC, FEMI or SHOTOR. Dominant
behaviours are much enacted in teams that play MASCU and HIPOW – although in the latter, only the
leader can act dominant. UNCAVO teams like to disagree. This can feel like an act of dominance. In
terms of personality, it connotes low agreeableness.
This idea receives support from the findings of Hofstede & McCrae (2004), who found among
other things that across the populations of 33 nations, cultural uncertainty avoidance is negatively
associated with average agreeableness, power distance is negatively correlated with average
extraversion and individualism is positively correlated with extraversion. These correlations suggest
that real culture dimensions also act as inhibitors or boosters of personality traits, although they do not
reveal by what processes.
But across all sessions, game-external factors from the domain of participants’ intrinsic qualities,
their personal histories and the game context have been much more influent in determining the games’
course than are the scripts. In my experience, nationality is the strongest predictor for how participants
will behave.
These game-external factors also interact; for instance when participants are allowed to select a
team, or a role within a team, they select a position in the game by which they expect to gratify their
needs for dominance and affiliation in a way that fits their personality. They do so while keeping
within the unwritten boundaries given by their culture in combination with the set of other participants
who are present.
55
ConCLUSion
By and large the observations from ten years of playing synthetic culture games with people from all
around the world show that participants cannot shake off their cultural backgrounds, even during an
exercise in which they attempt to do just that. But they can become better aware of them. Simulation
games that use synthetic cultures have proved a useful scripting tool for learning about cross-cultural
communication.
References
Hofstede, Geert & Robert R. McCrae (2004) “Personality and Culture Revisited: Linking Traits and
Dimensions of Culture”. Cross-Cultural Research 38:1 pp. 52-88.
Hofstede, Geert & Gert Jan Hofstede (2005). Cultures and Organizations: Software of the Mind.
Third Millennium Edition. New York: McGraw-Hill.
Hofstede, Gert Jan and Paul Pedersen (1999) Synthetic cultures: intercultural learning through
simulation games". Simulation and Gaming, an International Journal, 30:4 pp. 415-440.
Hofstede, Gert Jan, Rita Walczuch, Edwin Bennik, Pieter Bots and Gert-Jan de Vreede (1999)
"Distributed Negotiation: Pre-testing a Simulated Cross-cultural Business Take-over Game". in Jan
Pries-Heje et al. (eds.) Proceedings of the seventh European Conference on Information Systems.
Copenhagen: Copenhagen Business School. pp. 257-272.
Hofstede, Gert Jan (2000) "You Must Have Been at a Different Meeting". Journal of Global
Information Technology Management.3:2, pp 42-58.
Hofstede, Gert Jan, Paul Pedersen and Geert Hofstede (2002) Exploring Culture: Exercises, stories
and Synthetic Cultures. Yarmouth, Maine: Intercultural Press
McCrae, R. & P.T. Costa (2003) Personality in Adulthood, a five-factor theory perspective. New York:
Guildford.
Pedersen, Paul B. & Allen Ivey (1993) Culture-Centered Counseling and Interviewing Skills: A
practical guide. Westport, Connecticut: Praeger.
56
A METHOD FOR LEARNING IN PROJECT MANAGEMENT:
LEARNING BY PROJECTS
BASSAM A. HUSSEIN (1), KJETIL NYSETH (2)
Dept. of Production and Quality Engineering Norwegian University of Science and Technology.
Trondheim, Norway, NTNU
(1) bassam.hussein@ntnu.no
(2) kjetil.nyseth@ntnu.no
ABSTRACT
We introduce in this paper a project-based-experiential learning method that could be used to enhance
project management education for engineering students in undergraduate level. The method is
targeting active and sensing learners, based on Felder index of learning styles. The idea here is to get
the students to work in groups in order to solve real world project problems from various engineering
sectors. The task (problem solving) is conducted as a project in itself, with predefined scope, goal,
objectives, project plan, and risk assessment. This method helps the students getting a first hand
experience in running projects, as a cooperative problem solving approach. Various project
management concepts, methods, and techniques are taught to the students in advance to the project
assignment through lectures sessions, multimedia online lectures and group discussions. The paper
discusses the advantages as well as the main success factors for implementing this approach.
Learning styles
It is argued that examining students' learning styles can yield information that might be useful to the
design of learning activities and courses (Dee, 2002). (Larsen, 2004} points also to the strong
correlation between the students reported learning style preferences, satisfaction, and success in the
course.
A variety of measures have been used to characterize learning styles for engineering students, but the
literature contains little information specific to the field of project management. We shall, therefore,
utilize Felder's Index of Learning Styles (Felder, 988} to investigate the learning style preferences of
project management students at NTNU. The reason behind choosing ILS indicator is that it is available
for free on the internet. And there exist a considerable amount of literature on this subject. Our goal is
to identify a suitable method to accommodate the widest possible variety of learning styles. It must be
mentioned that we are no by any means planning to device a complete set of teaching strategies. We
would rather “spice up” our existing teaching strategy by adapting small number of instructional
techniques to cover all poles of the learning style dimensions.
(ILS) is an instrument that was developed at North Carolina State University to determine the different
dimension of learning. This paper reports ILS responses from third and forth year engineering students
at the NTNU taking project management course. The ILS defines four dimensions, of learning style
57
preferences. Within each domain there are two opposing poles. Please see Table 1. The ILS
summarizes self reported preferences concerning whether:
1) Manner of processing information, actively or in a reflective manner. This is parallel to the
learning styles model of Davids Kolb which has the same name.
2) Manner of receiving information, visually or verbally
3) Type of data, sensory information, what is seen, heard, or intuitive information such as ideas,
theories and possibilities. Its counter part in Davids Kolbs model is the concrete/abstract styles.
4) Manner of progress towards understanding, in a sequential or a holistic (global) manner.
We shall use the ILS to establish an indicator about the learning style of our students taking the project
management course. Our goal is to enhance our teaching strategy so that it covers the entire space of
student preferred learning style. We must point out that our investigation does not take into account
other factors such as gender, age and former work experience.
Findings
The ILS questionnaire, which is publicly accessible on the World Wide Web
[http://www.engr.ncsu.edu/learningstyles/ilsweb.html], was administered to all students taking the
The number of students who takes the course is about 100 students. The size of the student sample
who participated in the delivered response was 26 students. The participation was conducted on
voluntary basis. We found out that the percentage of the students who prefer to process information
actively is 81% of the student sample. 92% of the student sample indicated preference to receive
information visually rather than verbally. Please see Figure 1.
58
Distribution of active/refelective learners
Distribution of visual/verbal learners
90
81
100
80 92
90
70
80
60
70
50 Active % 60
%
Visual %
Reflective %
%
40 35 50
Verbal %
40
30 31 31 31
23 23
19 30
20
12 20
8
10 8
10 4 4
0 0
0 0
Balanced Moderate Strong Total Balanced Moderate Strong Total
Level of preference Level of preference
Collected data also shows that 69% of student sample focuses on sensory information instead of
intuitive information. We also notice a balance between the ways the student understand information,
54% understand it sequentially, and 46% globally. 63% of the sample has balanced preference to this
learning style. Please see Figure 2.
80 60
54
69
70
50 46
60
40
50 35
38 Sensing % Sequential %
40 30 27
%
8 10
10 4 4
0 0
0 0
Balanced Moderat e St rong Tot al Balanced Moderate Strong Total
Le v e l o f pr e f e r e nc e Level of preference
Figure 3 shows the distribution of combination of the four learning styles. Our investigation shows that
some learning styles actually do not exist at all among our student population. Such as, reflective +
intuitive learners, or reflective + verbal learners, or verbal + global learners. We notice a strong
representation (77%) of active + visual learner, and also a strong representation (62%) of sensing +
visual learner group. Active + sensing learners constituted 50% of the total student sample.
59
Distribution of com bination of learning styles
90 %
77 %
80 %
70 % 62 %
60 % 50 % 50 %
50 % 38 %42 % 42 % 38 %
%
40 % 31 % 31 % 31 %
30 % 23 %
15 % 15 %
20 % 8% 12 % 8% 8%
10 % 4% 4%
0% 0% 0% 0%
0%
e/ al
e/ /glo l
vi uen l
ue l
l
l
e
in equ al
rb a l/ al
ve /gl l
v l/g l
l
fle ue l
l
se ng/ al
in g/v l
se ve/g i al
u l
fle /ve l
e
fle e/ ng
a
fle e/v l
tiv e/v l
ns tive u a
ia
/ i i ng
a
ct ive tia
a ia
re seq ba
in u a
tiv ba
se rb a
a
a
ac iv sua
e a
fle e/s ti v
vi iti v n ti
tiv it iv
/s lob
/s l ob
/s ob
ve erb l ob
i
b
se rb
rb
tiv su
nt
t
t
i nt
fle act en
re tiv n si
in nsi en
se tu /vi s
tu er
ns l o
ns vis
re tiv tu i
iv ens
e
e
g/ /ve
ac ntu
i
ac e/vi
g
g
se qu
ac /se
in
eq
g
q
eq
n
re iv
su
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i
ct
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re
Problem areas
Investigation of competence level of risk management at the transportation
department in Trondheim
Investigation of project selection and evaluation methods in Trondheim city
planning office
Developing a project handbook for the students attending a course at NTNU
Investigation of selection methods of research and development projects
Methods applies for stakeholders management at school sector projects
• The method gives the students the opportunity to get familiar with the type of practical
The advantages of this approach can be summarized as follows;
• Provides the students with hands-on experiences on how to handle these problems most
problems that faces project organizations in real situations.
• Offers the students the valuable experience of working in teams. And providing students with a
effectively.
• It offers the students the opportunity to get in touch with experienced project mangers who
learning experience that is superior to isolated experiences targeting the individual.
• To be effective, the instructor should balance his/her involvement in the work between
have experienced these success factors for successful use of project assignments (not prioritized):
directing and coaching. Coaching will maxim opportunities for the students to discover things
for themselves providing that these students have strong motivation. Directing becomes
• Commitment from all participants is necessary for a successful completing. Students must be
important when student groups needs academic assistance on the subject matter.
• Students must be motivated by having the opportunity to apply the knowledge acquired in the
ready to invest significant amounts of time in planning and investigation.
• It is imperative that problem definitions are narrowed. Teams must stay focused on this
first few weeks to a real world situation.
• It is important to link this problem solving approach with literature study, relation to other
particular problem. Instructor involvement in this phase is essential.
subjects.
REFERENCES
Dee, Kay C. 2002. Learning styles of biomedical engineering students. Annals of Biomedical
Engineering, v 30, n 8, p 1100-1106.
Felder, Richard M. 1988. How students learn: Adapting teaching styles to learning styles
Proceedings - Frontiers in Education Conference, Oct, 1988, p 489-493
Rosati, Peter A. 1995. Engineering student responses to an index of learning styles. ASEE Annual
Conference Proceedings, v 1, Investing in the Future, 1995, p 739-743.
Larsen, Joanne. 2004. Coordinating learning styles and teaching styles in undergraduate engineering
education. ASEE Annual Conference Proceedings. Annual Conference and Exposition, Engineering
Education Researchs New Heights", p 2399-2403.
Kolb, David A., “Management and Learning Processes,” California Management Review, Vol. 18, No.
3. pp. 21-31.
Project Management Institute, c2004. A Guide to the project management body of knowledge:
(PMBOK guide). - 3rd ed.
Hussein, Bassam and Rolstadås Asbjørn. 2002. Hybrid learning in project management : potentials and
challenges. PMI Research Conference, Seattle, Washington, USA, July 14th-17th, 2002".
62
LEARNING IN NETWORKED SERVICE PROVISIONING
MIIA JAATINEN, RITA SÖDERGÅRD, MIKA PEUHKURINEN
ABSTRACT
This paper describes a process of inter-organizational learning in collaborative business. It focuses on
how collaborators create a common understanding about their common business. The study develops
further the theoretical framework of common understanding. The new framework presented in this
paper is based on the replication of three cases of networked business in which a constructive action
research strategy was applied. This paper presents also preliminary results concerning the benefits of
the SimLabTM process simulation method in building common understanding.
INTRODUCTION
In networked business, partners have to create a common solution for their common business case to
ensure the success of their effort. This entails a definition of a business model consisting of strategic
positioning in the market and a definition of resources needed to produce and provide the selected
products or services to the selected customers (Hannus 2004). In addition, collaborators have to agree
on how they will implement this business model. This solution provides a common framework for
collaborators’ action. Without common definitions, network partners run the risk their actions do not
support each other and collaboration is hindered by misunderstandings and prejudices.
In order to develop such a common solution, network partners should be interested in learning about
their partners and their common business environment. The effort of learning is challenging because
the organizations have different cultures and the task calls for innovation. The former challenge is
emphasized in inter-organizational learning and the latter in the creation of new business. Learning
about the business environment requires also understanding customer needs. The involvement of
customers in developing business solutions is therefore beneficial. When customers participate in the
learning process, their contribution can be magnified. It is only when a customer understands a
company’s business well enough, shares common understanding with the network partners that he or
she can contribute in a meaningful and constructive way to the development of business (Koskelainen
et al. 2005). This paper describes the process of inter-organizational learning in the context of
networked business. The study extends theories on organizational learning to the context of
collaborative business.
We approach the challenge of developing a common business solution for networked business by
focusing on how network partners together with their customers create a common understanding on
their collaboration. This paper develops further a general theoretical framework on the building blocks
of common understanding in networked business. The study describes the subjects on which partners
need to reach an understanding in order to cooperate effectively, as well as, the process by which
common understanding can be increased. The theoretical framework was developed in two cases of
networked product development between companies participating in process development simulation
in SimLab, as part of the R&D Net project financed by the National Technology Agency of Finland
(TEKES) during the years 2000-2003. (Mäkelä 2002, Hirvensalo et al. 2003.) Now, the theory is
developed further in new cases concerning networked service provisioning. Particularly, we observed
the creation of common understanding between two units of a publisher company participating in four
process simulation projects in SimLab as a pilot organization of a three year Co-creation of business
models –project financed by TEKES. This paper reports the findings of the company’s second
simulation project conducted in the winter 2005.
63
SimLab is a multidisciplinary research and teaching unit at the Helsinki University of Technology. The
laboratory applies the SimLabTM business process simulation method in the development and training
projects that provided also the context for this study. The method allowed the observation of
experiential learning process participated by the collaborating organizations and their customers. This
study presents also preliminary findings on the role of this method in the creation of common
understanding, thus contributing to the continuous development of the method.
THEORY
In this section, we develop a process model of inter-organizational learning based on a literature study.
Next, we present Mäkelä’s original theoretical framework of common understanding, which is
developed further in this study. Thirdly, we describe the process of building common understanding.
The SimLabTM method will be studied as part of this process from a communication’s point of view.
Learning networks
The survival of an organization requires that an organization detects environmental changes and is able
to correct its action. In addition to this adaptive function of learning, successful organizations are able
to learn on a higher level. They are able to develop new ways of seeing the world (Senge 1990) and
change norms and values that guide activities and behaviours (Argyris & Schön 1978).
Otala (1996) presented a process model of organizational learning consisting of four phases. First, an
organization collects information. Then, it is reflected on the operating environment and operation of
the organization. After this, the information is interpreted together, and finally people in the
organization build common meanings and ways of thinking. (Otala 1996)
According to Choo (1998), learning organizations engage in three parallel modes of strategic
information use: sense-making helping organization to understand its environment, knowledge
creation supporting innovation and decision-making enabling the selection of a course of action.
Through sense-making, organizations create shared meanings on their environments, their identities
and their actions. Shared meanings guide people’s attention and actions. (Choo 1998) Sense-making
consists of three processes of enactment, selection and retention. Enactment process gathers and
organizes data from the environment for further use. Selection process evaluates the data based on past
experiences and attaches a meaning to the data. Retention is the process of storing meaningful
environments for future use. (Weick 1979)
By knowledge creation, organizations generate new knowledge and capabilities. New knowledge is
created through continuous interaction between tacit, explicit and cultural knowledge. Knowledge
creation process starts when sense-making process has revealed knowledge gaps or lack in capability
to respond to a change in the environment. (Choo 1998)
Decision-making aims at selecting goals and actions in a defined situation. Decision-making usually
applies certain preferences, routines and rules that will help the organization develop and evaluate
alternatives and make a choice. (Choo 1998)
Extending the process model of organizational learning into the context of networked business, it can
be described as a cyclical process consisting of three overlapping processes. The process of sense-
making starts the learning process: sharing knowledge between partners and with the clients, reflecting
this knowledge back to the common business environment, and interpreting it together. Once the
partners have reached a common understanding on their environment, they have to create an
innovative business solution to respond to the common environment. This requires creation of new
knowledge together and using it to generate product, process or business innovations. The knowledge
creation process is the second parallel process in the process of inter-organizational learning. In this
process, partners create shared meanings concerning relevant knowledge and viable innovations.
Before the network is ready for the market, it has to select a course of action, the business solution,
that partners believe will be profitable. This starts the third parallel process of learning, i.e. decision-
making during which partners create shared meanings concerning their business case. After the
decision making selecting the solution and defining the way it will be implemented, the network will
start the business and collect common experiences on the success of the selected solution. This will
start the cycle of learning from the beginning. This time the knowledge shared includes also
experiences on the success of the business solution and collaboration.
64
We propose a cyclical process model of inter-organizational learning consisting of 10 phases: 1)
sharing knowledge, 2) reflecting this knowledge back to the environment, 3) interpreting it together, 4)
creating shared meanings on common identity and common environment, 5) creation of new
knowledge, 6) generating ideas for innovation, 7) developing a viable business solution, 8) selecting a
solution, 9) implementation, 10) collecting experiences and new information.
We observed this kind of a process of inter-organizational learning in our case organizations during a
simulation project. Since the organizations did not create a common business case but tried to continue
with their own business cases and only define necessary forms of collaboration to prevent harming
each other’s business as well as to support each other’s goal-attainment, we focused our research on
how these organizations created common understanding sufficient enough for smooth cooperation to
follow. The concept of common understanding represents a common business solution and the process
of creating common understanding represents the sense-making and knowledge-creation processes of
learning.
SimLabTM method
The constructive action research strategy was applied as part of business process simulations
conducted using the SimLabTM method. The SimLabTM method is a registered business process
development method developed in innovation action research by SimLab researchers. It provides
companies an interactive learning environment and functions as a platform to build common
understanding. The method consists of the process of setting objectives, business process modeling,
interviews, preparation, simulation, data analysis and the end report. (Smeds 1994, 1997; Smeds, Haho
& Alvesalo 2003; Forssen & Haho 2001, Haho 2002)
The simulation project conducted in the winter 2005 focused on identifying possibilities for
collaboration and coordination between the two business units of the publisher corporation. The
project consisted of a process following the general model described above. The kick-off meeting was
participated by the top management of the two business units and a few key people. It was
accompanied by a separate kick-off held for the personnel of the business units. The process modelling
session involved one new employee central to the process of collaboration. 17 people participated in
the interviews, and 41 to the simulation day. The participants of the simulation day included 20
teachers who acted as sales representatives of the publisher organization, i.e., consultants as they were
called by the publisher organization. These teachers were able to provide the customer point-of-view
to the topics discussed during the simulation day which made also possible to study the involvement of
clients in the learning process. The project lasted 6 months, from kick-off in September 2004 until the
publishing of the end report in March 2005.
Interviews
The interviews conducted were designed to achieve two purposes: to solve the practical problem of
coordination of action of the two business units and to explore the elements and state of common
understanding. The method applied was a loosely structured interview technique in which discussion
concentrates partly on predetermined topics and partly on topics that emerge during the interview and
seem relevant for the solving of the practical problem or theory building (See e.g. Merton et al. 1956,
Nachmias & Nachmias 1981, Hirsjärvi & Hurme 1985).
Interviews were conducted in the beginning of the development project during a period of three weeks.
We interviewed people from both the business units and on different levels in each. Altogether 17
people were interviewed, 10 from the school book unit and 4 from the e-learning unit. In addition, 2
teachers and 1 rector of one comprehensive school were interviewed to gain an insight into the
perspective of the clients of the two business units. The topics of the interviews varied according to the
role of the interviewee in the organization, and the list of topics is provided in the Appendix 1.
The interviews were digital-recorded and transcribed. The analysis of interview data followed a
process of reading through the transcriptions, marking relevant pieces of text, gathering and clustering
marked pieces of text to produce a list of elements of common understanding.
The questionnaire
The questionnaire was designed to evaluate the effects of the simulation method as well as to collect
evidence on the elements of common understanding. The questionnaire was applied in the end of the
simulation day to all the participants from the two business units of the publisher corporation:
altogether 21 people, 13 from the e-learning unit and 9 from the school book unit. Respondents were
instructed to fill in the questionnaire and return it to a researcher before leaving the simulation room.
The questionnaires were anonymous, and this was communicated explicitly. The questionnaire is
included in the Appendix 2. The analysis process of questionnaire data followed that of the interviews.
The questionnaire consisted of three structured questions applying the common framework of common
understanding presented by Mäkelä. The purpose of the five open-ended questions was to collect
67
evidence that did not fit with the original framework. The questionnaire provides qualitative evidence
on the elements central in creating common understanding. It describes the opinions of the participants
to the simulation day. The sample corresponds quite well to the central actors in the case, because the
participants to the simulation were selected on that basis.
The questions 2 to 6 can also be used for evaluating the simulation day. The questionnaire provides
evidence on how the simulation increased common understanding between the business units
according to participants’ subjective evaluation on the effects of the day on their own opinions and
attitudes. In the first three structured questions, the respondents were asked to rate how much they
received important and relevant information and how it affected their understanding on the topics and
trust toward the partner. The evidence from the open-ended questions describes the usefulness of the
topics discussed in the simulation and the missing topics that would have been important from the
viewpoint of the participants. This provides an evaluation of the program of the simulation day.
FINDINGS
In this section, we describe first the learning experience of the two business units participating in a
simulation project as a process of building common understanding. This description is, then, used to
reflect on the process model of inter-organizational learning. Secondly, we describe our findings on the
elements of common understanding before the simulation and right after the simulation. Data on these
two periods of time are, then, contrasted to provide a case level analysis on the elements of common
understanding. Thirdly, we report our findings on the effects of the simulation day on common
understanding. Finally, we compare case data to the original framework of common understanding and
provide a new framework.
71
5. Common operational model
6. Common knowledge
7. Common competences and resources
CONCLUSIONS
The purpose of this study was to describe the process of inter-organizational learning, to develop
further the theoretical framework of common understanding and to explore the role of SimLabTM
process simulation method in building common understanding.
We presented a 10-phase process model of inter-organizational learning and applied it in the
simulation project that provided a common learning process for the two business units and their
customers. The case study gave evidence that the new process model consists of crucial elements in
co-learning about common business. Next, the process model of inter-organizational learning should
be further developed in an empirical study.
The theoretical framework of common understanding was applied in the new context of
collaborative service provisioning. We suggested a new framework of common understanding that
should be further developed in new cases in similar context. It would also be interesting to apply it in
new kinds of contexts and different types of networks. Future study could explore the process of
building common business models in collaboration between network partners. The case study suggests
also research on the role of common understanding as a means of coordination. It is a largely
unexplored topic with practical significance.
The process of building common understanding was explored from the viewpoint of
communication. Since there had not been much communication between the collaborators,
communication was observed mainly as part of the simulation project. We presumed that the increase
in communication would help in building common understanding and trust between the collaborators
and support learning on common business. Our data provided evidence that the simulation project
helped to achieve these objectives. Studying the general means for building common understanding
provides, however, an interesting topic for future research. We intend also to continue research on the
role of SimLabTM method.
This case study is part of a research program using a multiple-case design within a constructive action
research strategy. By analytic generalization, we believe new cases can be found in which the new
framework of common understanding is applicable. This study provides only a weak market test: the
original framework of common understanding was applied in the development project and the new
insights gained on the elements of common understanding were incorporated in the plan as they were
recognized. However, the decision was made by the researchers and the acceptance gained from the
organizations was not as strong as if the management itself applied a construction in their organization.
The quality of our action research was increased by the close connection between the practical and
theoretical problem solving, a structured change process designed in collaboration between the
researchers and people in the case organizations as well as the real-time observation of changes in the
phenomenon and collection of feedback from the participants. Also, the researchers were continuously
assessing and making conscious their role in the project. We conducted the interviews in a passive
mode. In the overall project, however, we listened to the management of the two case organizations
and gave suggestions on the objectives of the development project and concrete action plan. Finally,
the study resulted in new theoretical implications as well as a change toward a desired goal in the
client organization.
Lincoln and Guba (1985) provided four criteria of soundness that are also applicable to the evaluation
of this study. The credibility of this study was increased by active collaboration between the
management of the case organizations and the researchers as well as by the triangulation of methods,
informants, sources and researchers. The transferability criterion was met by describing the context,
case and processes in necessary detail. The dependability criterion referring to the changing social
world and the ability of the researcher to adapt is crucial in action research. Since the researchers were
active participants in a development project and followed changes continuously, adaptation to the
situations, setting and conditions was possible to a great extent. We also provided descriptions of the
process and changes in this paper. We aimed at increasing confirmability by presenting detailed
72
enough descriptions and explanations of operationalization, data collection and analysis as well as
linking data to the development of the framework of common understanding.
References
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(Three faces, in Finnish), Loki-kirjat, Helsinki, Finland.
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Haho, P. (2002), Simulointipeleihin perustuvan kehittämismenetelmän hyötyjä liiketoimintaprosessien
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simulation game based development method in business process development projects. Success
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Finland.
Lincoln, Y. & Guba, E. (1985), Naturalistic inquiry. SAGE, Beverly Hills, CA.
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procedures. The Free Press, Glencoe, I11.
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74
Appendix 1. Interview topics
1. Introduction
- how you were told about the interview?
- describe your roles and responsibilities in the organization
- who are your clients and when do you meet them?
- what are your products or services?
2. Planning process
- how are marketing plans created in your unit?
- what is the most important objective in marketing your products or services?
- what kind of information do you need for making the plans?
- in which phases of the planning process could the other unit be involved and how?
- what and whom do the plans affect?
3. Case
- describe a case of collaboration in which you meet a common client
- how do you prepare for the meeting
- what kind of information you need and from whom
- what happens during the meeting
- what happens afterwards
- who you should inform after the meeting
- how could you involve the other unit or present its products
4. Collaboration
- what kinds of opportunities are there to collaborate?
- what kind of collaboration would benefit you in your work?
- what kinds of things would support collaboration?
- what kind of things hinder you from cooperating with people in the other unit?
5. Communication
- how you were told about the birth of the e-business unit?
- what kind of information you have got on the other unit and its products or services?
- what kind of information you would have liked to get?
- through which channels do you get this information?
6. Customer perspective
- how do you get information on the needs of your clients?
- how do you use this information?
- how are customers needs taken into account today?
- what kinds of questions do the customers ask on the other units products or services?
- how do you respond to these questions?
- what kinds of customer information systems do you use in your work
75
Appendix 2. Questionnaire
Please respond to the following questions by selecting the suitable alternative according to your
opinion.
1. Which unit you come from?
I am a consultant, (the school book unit)
I come from (the school book unit)
I come from (the electronic learning environment unit)
2. How much information useful for your work did you get on the following topics today? Give
your evaluation on the scale 0-5, where 0=I do not know, 1=very little, 2=quite little,
3=reasonable amount, 4=quite a lot, 5=very much.
The other unit’s ways of thought (concepts and values)
The other unit’s ways of operating (tasks and practices)
The other unit’s products and services
The other unit’s business goals
The other unit’s people’s competences
3. How much did the discussion day help you to understand the following topics? Give your
evaluation on the scale 0-5, where 0=I do not know, 1=not at all, 2=little, 3=somewhat, 4=a lot,
5=very much.
The other unit’s ways of thought and language
The other unit’s ways of operating
The other unit’s people work
The other unit’s business goals
4. How would you evaluate another company’s actions and people? How well do the following
sentences correspond to your opinions? Give your evaluation on the scale 0-5, where 0=I do not
know, 1=not at all, 2=little, 3=to some extent, 4=quite well, 5=very well.
I can trust that they have the competences to accomplish their role.
I can rely on them to keep their promises.
I can rely on them to be genuinely interested in collaboration.
I can share knowledge with them openly.
The development day increased my trust in the other unit.
76
PROCESS SIMULATION METHOD IN TRAINING CONTEXT – ANALYZING THE
BENEFITS AND CHALLENGES
ANNA KILPIÖ, JENNI LAINE, MARJA-LEENA MARKKULA
ABSTRACT
This study analyzes the use of the process simulation method for training purposes. The similarities,
differences and challenges of the training simulations are discussed from theoretical and empirical
perspectives. The data consists of two training simulations that were organized for teachers in spring
2005. The main topic was the use of information and communication technologies in teaching. The
role of the facilitator in the simulations was essential. In order to evoke open discussion and enable the
distributed expertise during the simulation the facilitator needs to engage the motivation of all
participants.
INTRODUCTION
This paper discusses the objectives of organizing a training simulation and analyzes how the process
simulation method can be applied to training context. The distinctive feature of the training
simulations in contrast to process simulation is that the focus is not on particular internal processes of
specified organizations. The idea is to gather participants from different organizations to discuss
specified themes and to share experiences and ideas that are common to all participants. In that sense
the training simulations have a strong educational character that aim towards the creation of mutual
understanding and individual learning.
The main question in organizing training simulations is what are the prerequisites of process
simulation in a training context and to what extent is the simulation method applicable to educational
purposes. It is necessary to consider the challenges the new situation imposes and the possible
alterations the method needs. In addition the benefits and the usability of the method for training
purposes are discussed.
The purpose is to describe the whole process of planning and organizing a training simulation and to
analyze the intentions and practices that differ from a traditional process simulation. To get an
understanding of the implications of a training simulation, the theoretical foundations of the process
simulation method are reviewed and their applicability in the new context are evaluated. Also new
theoretical principles are deliberated in order to build a foundation for training simulations. The
theoretical foundation builds on the development of expertise and ideas of distributed expertise and
constructivist learning. The approach to the research interests and analysis is to a large degree based on
practical experience. This article is therefore in many respects written from pragmatic perspectives.
77
the simulation day the case projects are examined and talked through step by step. The simulation
itself is a semi-directed group discussion led by a facilitator. (Smeds et al., 2001.)
The facilitator is a neutral actor who knows the process and the case project thoroughly so that she is
able to lead and follow the discussion. The facilitator’s task is to promote a relaxed atmosphere that
enables a smooth discussion. The facilitator should not highlight her own ideas and thoughts but
pursue to guide the participants and encourage them to take part in the discussion. (Smeds et al., 2001.)
The facilitator’s role and main activities include bringing out critical points, introducing new
discussion topics, motivating the participants to discussion, inspiring the participants by asking them
focused questions and wrapping up the main themes (Evokari & Smeds, 2003, 18). A facilitator should
be able to enhance the existence of tacit knowledge and build a spiral of learning between tacit and
explicit knowledge. This is challenging because tacit knowledge is highly personal and hard to
formalize and conceptualize. (Forssén & Haho, 2003.)
All employees of the organization who are engaged in the process should participate in the simulation.
The dynamics of the model is created by the interactive discussion of the participants during the
simulation. (Evokari & Smeds, 2003, 14.) The discussion helps the participants to share their
experiences and ideas and to express their open questions and problems (Smeds, 2001). Participants
achieve a common understanding that enables them to create new ideas in their daily work (Smeds &
Haho, 1995). Participants share their tacit knowledge and work experiences, they then conceptualize
these into explicit form and together combine this knowledge in new ways (Smeds et al., 2001).
As a result of the simulation new ideas emerge concerning the roles, responsibilities and
interconnections between people, activities and tasks. It is possible to gain a good overview and
holistic understanding of the process. Simulations can also improve the organization’s culture and
support creativity and initiatives. (Smeds & Haho, 1995; Haho, 1998.) As outcome of human
interaction and active discussion, shared understanding is created and the tacit knowledge of the
process is externalized (Smeds, 1998). The process simulation is based on the ideas of organizational
learning theories and knowledge creation (e.g. Nonaka & Takeuchi, 1995; Wenger, 1999).
According to Ruohomäki (1995) learning and education is the most common application area of
simulations. For example technological and organizational changes raise considerable amounts of
learning requirements in working life. Simulations can be used for educational purposes as a training
method that enables the distribution of knowledge among the participants and the transfer of skills and
knowledge from simulation context to real life situations and work activities. In simulation the
participants are active learners instead of being passive recipients of information. The method is very
dynamic – the focus is on changeable processes that demand flexibility in thinking. Participants are
engaged in making decisions, articulating positions and seeing consequences and results. They have to
analyze, construct and modify information. The learning is promoted by concrete activity: doing and
active participation is as important as watching and listening to the discussion.
Evokari and Smeds (2003, 13–15) used the process simulation method in order to transfer the lessons
learnt from one action research case to other organizations and processes. This knowledge transfer
aspect of process simulation emphasizes learning as a main objective of the simulation. Evokari and
Smeds categorize the process simulation by considering the objectives of the simulation as twofold: if
the objective is process development, then the knowledge sharing and creation help the process
78
innovation to realize. On the other hand when process learning is the main purpose, then the
knowledge sharing and transfer encourage joint process understanding.
In a traditional process simulation the participants are typically employees involved in a common
process. They bring into the simulation their own authentic process knowledge concerning their
actions in concrete cases. When all participants are actors in the same process it is possible to share the
process knowledge and create common understanding of the strengths and weaknesses in the process.
(Smeds et al., 2001.) In contrast to developmental simulations participants in pure learning or training
simulations are not usually actors in the specific process and do not possess the experience from the
case. They participate in the simulation from their own viewpoints to learn something new and useful
to be transferred to their own work processes. (Evokari & Smeds, 2003, 15.) The distinction between
the developmental process simulation and the learning simulation reflects the categorization and
principles of enterprise specific models and generic simulation models that were introduced above (see
Smeds, 1998).
The difference between learning simulations and the training simulations, that are examined in this
paper, is that in learning simulation the cases are fictional whereas in training simulations the cases
were based on real experiences of one or two case owners who took part in the simulations. Other
participants were not familiar with the case.
DISTRIBUTED EXPERTISE
The concept of distributed expertise refers to a process where a group of people share resources that
are related to knowledge, plans and objectives in order to achieve common goals. It is assumed that by
sharing their expertise and experiences and by committing to the mutual efforts and goals group
members can solve more complex and challenging problems and improve their intellectual
performance better than they individually could do. (Hakkarainen et al., 2000, 143–146.)
The idea of shared expertise is close to the concept of distributed cognition that assumes that
knowledge is socially constructed through collaboration and challenges brought about by differences
in persons’ perspectives. People appear to think in collaboration with others and with the help of
culturally provided tools in order to achieve shared objectives. (Salomon, 1993.)
Experts seldom exist in isolation. Expertise and professional knowledge often develop in expert
networks or communities in an atmosphere of cooperative creativity. (Bereiter & Scardamalia, 1993.)
Networking with other experts in the field promotes thinking processes and activity (Hakkarainen et
al., 2000, 146). Becoming acquainted with different viewpoints and sharing competencies supplement
group members’ knowledge and capabilities. Especially in the information society the distributed
expertise seems to be a useful way to dispose of problems in working life. (Lehtinen & Palonen, 1997;
Eteläpelto & Tynjälä, 1999, 9–12.)
Learning takes place to a great extent through collaboration and interaction in networks. A group that
consists of both experts and novices can realize its plans and goals but also guide and support the
novices and help them to develop their knowledge and skills. Qualitatively divergent knowledge and
know-how of experts and novices help the group regulate its actions effectively and to discover and
correct the mistakes it has made. (Hakkarainen et al., 2000, 146–148.) Sharing of expertise is required
especially when solving problems that are too complex for single individuals. Distributed expertise is
particularly utilized in demanding working life situations. The working environment changes
continuously, and the objectives and problems become increasingly challenging, making the existing
knowledge and skills obsolete. Expertise is developing into a capability of networks and organizations
in solving new and variable problems together. This imposes enormous requirements and expectations
on individuals. Employees need to adapt to continuous changes and especially to technological
changes. (Launis & Engeström, 1999, 64–66.)
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Bereiter and Scardamalia (1993, xii) regard expertise in terms of process; as something people do
rather than as something they have. Expertise is not a stable character or state of a single person but it
requires continuous self reflection and learning in various situations (Tynjälä, 1999, 161). Reflectivity
means subjective understanding and evaluation of learning in relation to previous knowledge. The
learner needs to be active and responsible for the learning process and to interpret and understand the
intentions and motives of her activity. (Rauste-von Wright & von Wright, 2000.) Expertise can also be
seen as a process of problem solving and learning. Problem solving, or integration of formal
knowledge and practical problems, has an essential role in the process of professional development.
(Bereiter & Scardamalia, 1993.) All the members can affect the process of professional development
by expressing their own opinions and clarifying their viewpoints. Distributed expertise is above all a
learning process. Group members need to consider their own conceptions, ideas and knowledge as
outsiders in order to reflect them to the objectives of the whole group. (Eteläpelto & Tynjälä, 1999,
11–12.)
CONSTRUCTIVIST LEARNING
According to constructivist learning theory learning is a process of active knowledge construction.
Learners interpret and construct new knowledge on the basis of their previous knowledge and
experiences. New knowledge is not transferred to a learner’s mind automatically. Neither does the
learner receive the knowledge passively, but by analyzing and evaluating the perceptions, the learner
continuously constructs the existing world view and reality. Learning is always a product of activity
and social interaction. It is important for the learners to create personal and meaningful questions and
interpretations of new situations and knowledge. (Rauste-von Wright & von Wright, 2000; Tynjälä,
1999.)
It is important to consider the previous knowledge and conceptions of the learner. People experience
and undergo the same events and processes varyingly, thus the knowledge and conceptions may be
interpreted and constructed very differently. Training should promote personal interpretations and
meanings and enable the discussion despite these differences. The focus is on social interaction that is
essential for learning and knowledge construction. Constructivist learning requires that the learning
environment supports knowledge sharing, discussion, negotiation, argumentation and presentation of
different viewpoints. (Tynjälä, 1999.) It is possible to develop professional thinking and expertise by
bringing practicing professionals into contact with raw knowledge and fresh ideas. This can happen in
terms of general updating, being exposed to critical thinking and self-evaluation or as the
dissemination of a particular innovation. (Eraut, 1994, 25.)
SITUATED LEARNING
According to Lave and Wenger (1991) learning is not the reception of factual knowledge or
information but a process of participation in communities of practice. They locate learning in
collaboration, not in the heads of individuals. All knowledge and meanings are culturally created and
they are transformed through social interaction. Human minds develop in social situations. This
situated nature of learning, human understanding and communication is the basis for the situated
learning approach that focuses on the relationship between learning and the social situations in which
learning occurs. Learning and knowledge have a clear linkage with the situation or context where
learning takes place. (Lave & Wenger, 1991; see also Kirshner & Whitson, 1997.) Context is regarded
as a social or cultural environment and social interaction is the main component of the learning
process. Also expertise and the development of knowledge is often regarded as contextual (Eteläpelto
& Tynjälä, 1999, 9).
Lave and Wenger use a concept of legitimate peripheral participation. This means that newcomers or
novices adopt the knowledge and skills needed in the community by participating in the actual practice
of an expert but only with limited responsibility. Experts support the learners and help them to reflect
their activity and thinking. The idea of experts and novices is very close to the model of master –
apprentice based learning and also Vygotsky’s concept of the zone of proximal development. Learning
occurs through observing, doing, problem solving, active thinking and guided participation. Learning
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involves participation that is in the first stage legitimately peripheral, increasing gradually in
engagement and complexity. (Lave & Wenger, 1991; Hanks, 1991; Tynjälä, 1999.)
Becoming a full member of a community of practice requires access to ongoing activity, information
and resources. Participants need to engage with the technologies of everyday practice and to
participate in the social relations of the community. Engagement with technology is significant
because the artifacts used within a cultural practice carry a substantial portion of that practice’s
heritage. Understanding the technology is more than learning to use the technical tool. (Lave &
Wenger, 1991, 100–102.)
DATA
The data consists of two training simulations that were aimed at primary and secondary school
teachers and principals in schools of Espoo, Finland. The initial purpose was to organize the training
simulations in early fall 2004. At that time the administrative personnel in Espoo was not committed
enough to the planning of the simulations and motivating the teachers and principals to participate in
the events. Only a few teachers enrolled and therefore the simulations were postponed. The second
plan was to have the simulations in the turn of the year 2004–2005. The beginning of the year is busy
and toilsome for teachers and it turned out that we had to postpone the simulations again. Finally the
training simulations were conducted in April 2005 when both the teachers and the city of Espoo were
committed and motivated to take part.
The main theme of the training simulations was the utilization of Information and Communication
Technology (ICT) in teaching processes and school practices. The focus was on different aspects of
teaching and learning with ICT. The purpose was to give the teachers ideas, models and concrete
examples on how they can use ICT in teaching. All the teachers had a possibility to use a specific
virtual learning environment in their work but its implementation was still at initial stage in some
schools. Therefore the group of teachers that participated in the simulations was very heterogeneous in
terms of their backgrounds, IT related skills and experiences as well as their attitudes towards ICT.
The cases were selected together with the administrative personnel in Espoo who were familiar with
the use of ICT in schools and who were able to recognize the suitable schools and teachers. They also
made some suggestions concerning the possible discussion topics that might interest many teachers. In
order to map the basic knowledge of each case the researchers needed to interview the key actors, i.e.
in these three cases that meant interviewing one or two teachers from every case. The amount of
interviews was much less than it is when organizing a traditional process simulation when generally
over half of the participants have been interviewed.
The three cases illustrated different purposes and ways of using ICT in teaching. In the first simulation
we had two different cases: the case from an elementary school described how ICT and a virtual
learning environment had been used as project tools for students who planned a school excursion and
the secondary school case considered teachers’ collaboration, subject integration and the use of ICT in
relation to the whole school community. Both of these cases had been visualized as process maps, as a
result of the interviews. The process maps described different phases of the case and showed the
people involved in each phase.
The second training simulation was a facilitated theme discussion on pre-engineered themes and
topics. This simulation was organized for teachers in special education and those who were interested
in the topics of individualization and differentiation of teaching. Altogether 26 teachers and principals,
12 in the first and 17 in the second, participated in the training simulations and 3 teachers took part in
both events. In both simulations there were two facilitators, the first and the third writer of this article,
who planned the simulations together and shared the responsibility of leading the discussion.
When organizing a training simulation the focus group of teachers is very challenging because of their
professionalism in education. Teachers can be quite critical of different training methods and
81
facilitators’ ways of guiding the discussion. This poses an additional challenge in planning the training
simulations.
Both training simulations were videotaped in order to get rich information about the discussion and to
analyze the role of the facilitators during the discussion. After the simulation all the participants filled
in a short questionnaire that enquired their feelings of the training simulation and their attitudes
towards the use of ICT in teaching.
RESULTS
There are some differences in organizing a traditional process simulation and a training simulation.
The training simulations were prepared and arranged with close cooperation with the ICT personnel
from the city of Espoo. Because the research team was not familiar with the schools and teachers,
Espoo was responsible for the marketing of the simulations. The simulations were open for all teachers
in the city unlike in the process simulations where the group of participants is usually closed. The
participation was relying solely on teachers’ motivation and interest and no one was obliged to attend.
Both experts and inexperienced teachers were needed in order to provide an open flow of discussion
with critical and optimistic comments. Cooperation between Espoo and the research team was also
necessary when choosing the cases, planning the discussion themes and organizing the practical
arrangements.
The main challenge in organizing training simulations is in their unforeseeable nature. To minimize
the risks the cases need to be chosen purposefully. The themes should be current and commonly
interesting and they should enable a conversion from the private and detailed to a public and
generalized level. For example in the first phase the discussion focused on the particular case but later
the discussion was brought to higher and generalized level by exchanging the experiences between
schools and teachers. Even though the discussion built on the particular cases the ideas were
transferable to the work communities of all participants. The purpose was to indirectly improve the
organizational learning of all the schools involved.
The purpose was not to achieve a comprehensive overview of the whole process and the
interconnections between different actors in particular organization but to introduce a case that
represents the basic challenges that teachers face when implementing ICT. This was possible by
interviewing only the key actors of the case and giving an opportunity to a larger amount of teachers
from other schools to participate in the simulations. Therefore the amount of interviews was much less
than in organizing a process simulation. Yet the workload was not less than it is when planning a
process simulations – the facilitators needed to acquaint themself with the cases accurately in order to
follow the discussion and highlight the meaningful topics.
The operation of the facilitators is relevant already in the planning phase of the case. The training
simulation facilitation requires additional flexibility regarding the schedule and the choice of
discussion themes. As in these training simulation cases, only a few participants were actively
involved in the case, the manuscript for the discussion had to be planned at a realistic level, so that the
simulation could function as a learning environment for all the participants.
Hearing each others experiences from authentic working life situations helped the participants to
understand the work processes and objectives better. According to the participants there was a
considerable need for discussion and there could have been even more time for questions, comments
and exchange of ideas. It is therefore necessary to keep the number of participants low in order to
leave room for open discussion.
Learning takes place between the individual and the group. The essential objective in developing
expertise is not the collection of formal information but the socialization into professional culture.
Learners need to participate actively in authentic work practices and to familiarize themselves with the
thinking and action of experts. (Tynjälä, 1999, 168.)
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To be successful the simulations need to involve different kinds of teachers, both experts and
beginners, as the theory of distributed expertise proposes. Communicating with experts gave the
novices new insight into the themes discussed. Developing and producing new knowledge or
understanding is a collaborative process. In that sense expertise is always a synthesis of knowledge and
learning of several people. Even though the members of the group may have divergent knowledge the
group should be able to value the contribution of all the members equally and to make use of all the
knowledge. During the simulations experienced teachers shared their experiences, highlighted the best
practices and helped the novices to use their knowledge effectively. Respectively the skilled teachers
had a lot to learn from the novices and their ways to question and make critical observations.
The benefit of gathering several people with different backgrounds can also be seen as a considerable
challenge. Motivating both the beginners and the experts to participate and to take part in the
discussion is demanding. These conditions impose challenges especially on the role of the facilitator.
In process simulation the role of the facilitator is to lead the group, in a way that internal restraints and
opposition are countered and the concentration may be focused on the realization of the groups’ or
company’s activities, toward goal setting and goal achievement through the communications process
(e.g. Forssén & Haho, 2003). Respectively in a training simulation, there was no distinct internal
environment. The group was formed of numerous individuals, and the role of the facilitators was to
lead the gathering into a common context and understanding. The work experiences, IT skills and
other background information of the participants transpired only during the simulation.
The facilitators were not familiar with the majority of the participants or their backgrounds, because
the extensive interview sessions preceding a case were not carried out. The facilitators relied on
limited information concerning the whole and were prepared for encountering possible disturbance and
surprises. The facilitators had to be prepared to face challenging opinions, bad attitudes, lack of
motivation and overall unexpected turning points along the simulation.
DISCUSSION
The simulation method can be utilized in training context in order to evoke open discussion. It is also
useful in sharing experiences, creating shared understanding of the process and generating models for
improved work practices. The purpose of the training simulations was to give meaningful experiences
and new insights to teachers’ everyday work. Learning was not considered as a capability to replicate
new knowledge and skills but as a process of understanding and interpreting new situations from
different viewpoints. This required that teachers challenged their conceptions and assumptions,
developed their ways of thinking and questioned their actions. The critical reflection of ones’ own
thinking is one of the main ideas in constructivist learning (cf. Tynjälä, 1999, 166–167).
The training simulations were based on real life cases of ICT utilization. Therefore teachers could
better anchor the new ideas to their existing knowledge and to apply the new skills and ideas in
practice. Simulation served as a learning environment that enabled knowledge sharing and distribution
of practices related to expertise and professional development. The problem of knowledge transfer
from simulation to working life situations was recognized but the transferability of knowledge and
practices was improved by keeping the discussion on real cases, operations and problems. In addition
the key persons of each case played an active role during the simulations so that they could share their
experiences and other participants could ask them questions relevant to their own work.
A significant challenge for the facilitators was to find the means to engage the motivation and attention
of all the participants and to focus the discussion on commonly interesting topics. In this case,
activating all the participants was challenging because of their different experiences, needs and basis
for discussion. A process simulation generally assumes previous involvement and knowledge of the
common process within the target group, i.e. company. Participants involved in the training simulation
come with little initial knowledge and are there for the sole purpose of observing and learning. Some
have been actively involved in the case and are eager to share and develop their ideas further. Overall
83
the group invited to a training simulation is usually more heterogeneous in terms of their backgrounds,
experiences and interests.
The technological development and the implementation of ICT in schools evoke huge changes in
teachers’ work processes. Understanding all the changes and requirements is challenging for single
teachers. The common discussion helps to recognize the main topics and challenges when
implementing ICT. Participants were regarded as active learners who process new information from
their own viewpoints and build new insights together with others. Discussion ran on a pragmatic level
so that the new ideas and models of use were easily applicable to diverse work situations.
ACKNOWLEDGEMENTS
The research reported in this article has been conducted in the Helmi research project at the Enterprise
Simulation Laboratory SimLab, Department of Computer Science and Engineering, Helsinki
University of Technology. The authors are grateful for the creative research effort of the whole Helmi
research team, which has made this paper possible. The research is financially supported by the
following organizations, which is gratefully acknowledged: National Technology Agency Finland
Tekes, Academy of Finland, City of Espoo and eWSOY.
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LEARNING FROM THE END CUSTOMER IN A PROCESS DEVELOPMENT PROJECT
KATJA KOSKELAINEN, MARIKA VÄNTTINEN, MIIA JAATINEN, PÄIVI HAHO &
PÄIVI IIVONEN
ABSTRACT
This paper illustrates organizational learning process in a process development project. It focuses on
how the presence of the end customer in a process development project promotes organizational
learning. The theoretical framework created in this study develops further the concept of tacit
knowledge. The new framework helps to expound the contribution of the presence of end customer for
organizational learning.
INTRODUCTION
As a consequence of rapid technological development and internationalization, operational
environment of organizations is changing all the time. Surviving in a turbulent environment requires
continuous anticipation, proactive change, adjustment and innovativeness, i.e. learning. Organizational
learning has become a hot topic in management literature.
According to Hannus (1994), organizational processes are triggered by the needs of the end
customer and end when those needs are satisfied. However, previous research on organizational
learning rarely focuses on interaction between an organization and its end customer as a source of
learning.
Organization and business process development can be managed in traditional way by using
external experts or alternatively in a participative way i.e., together with employees (Forssen & Haho
2001, 233). The process simulation method is an interactive, social method for the latter way of
business process development. It supports the conversion of the participants’ tacit knowledge into
shared explicit knowledge which enables organizational learning (Haho & Smeds 1997, Smeds &
Alvesalo 2003).
Organizational learning in process development is the approach of our study. The case study
described in this paper is carried out through process simulation method. The paper concentrates on
what is the contribution of including the end customer in a process development project from point of
view of organizational learning. We aim to illustrate, how the presence of the end customer in the
process development project helped different branches and levels of organization to achieve holistic
understanding of the customer needs and influenced their attitudes and way of thinking i.e. promoted
organizational learning.
THEORETICAL BACKGROUD
Organizational learning is a hot topic in management literature, numerous papers have been written
about it. In this chapter we shortly introduce Senge’s system thinking, Argyris’ & Schön’s single- and
double-loop learning and Nonaka’s & Takeuchi’s tacit and explicit knowledge and organizational
knowledge creation. In the end we point out the inaccuracy of some terms used by Nonaka and
Takeuchi.
86
events they cause. It’s not reasonable to focus on symptoms, if one does not interfere with the
underlying causes. Thus perceiving of structures and affecting them is important. (Senge 1990, 14-15)
Argyris’ and Schön’s term “map” is very close to systems thinking. ”Maps, as we have pointed out,
are organized pictures which show how the features of the system have been placed in some sort of
pattern which illuminates the interdependence among the parts of the system.” (Argyris & Schön 1978,
160) They classify maps into three categories. ”The first is a map of where the organization is; the
second is a map of where it wishes to go; the third is a map of how to get from here to there” (Argyris
& Schön 1978, 160)
To tacit To explicit
knowledge knowledge
From tacit Socialization Externalization
knowledge
From Internalization Combination
explicit
knowledge
Figure 1: Four modes of knowledge conversion (Nonaka & Takeuchi 1995, 62)
87
Inaccuracy of terms “tacit knowledge” and “externalization”
According to Nonaka and Takeuchi (1995, 8), tacit knowledge “is difficult to communicate or to
share with others”. They used a famous baseball player as an example: When asked, why he was so
successful in rising to the occasion and hitting so many game-winning runs in tight moments, he used
figurative language and body movement, but was not able to explain by words what he meant. Finally
he simply said, “You have to feel it”. (Nonaka & Takeuchi 1995, 9).
Nonaka and Takeuchi (1995, 64) have their theory of organizational knowledge creation, in which
they explain, how tacit knowledge is possible to articulate into explicit through a process they call
“externalization”. Externalization is a process of articulating tacit knowledge into such explicit
knowledge as concepts, diagrams, metaphors, analogies and models.
So, on the one hand, Nonaka and Takeuchi are talking about a process, how to articulate tacit
knowledge into explicit, but on the other hand –according to their description- tacit knowledge is very
difficult, in many cases impossible to communicate with others. We argue, that Nonaka’s and
Takeuchi’s definition for externalization is inconsistent whit their definition for tacit knowledge.
However, there is no deny, that there exists some kind of knowledge, which is possible to convert from
implicit to explicit by creating metaphors, diagrams and models. Here we find a demand for more
accurate definition of terms.
Preparing
SimLab™ SimLab™ Analysis of
Kick Off Process - Interviews Debriefing
Process Process the Results
Modeling
Simulation Simulation
▪ Objectives ▪ Process Model ▪ Detailed ▪ Process Model ▪ Shared View ▪ Written ▪ Final Report
▪ Schedule (as-is or to-be) Process Model Validation ▪ Development Final Report ▪ Other
▪ Resources ▪ Summary of ▪ Simulation Day Issues Deliverables
▪ Cases the Interviews Objectives ▪ Immediate
Implementation
Data analysis
The first round of interviews and follow-up interviews were digitally recorded, transcribed and
carefully analyzed by the researchers. The entire simulation day was facilitated and observed by the
researchers. The simulation held in the morning and the following group work sessions were also
digitally recorded, as well as videotaped and all the output (e.g. transparencies produced by the groups,
idea notes collected during the day and questionnaires filled in by the participants right after the
88
simulation day) of the simulation day were gathered and analyzed afterwards. The researchers
participated as observers and made notes in the internal meeting of the case organization which was
held in connection with the debriefing of the end report.
Simulation case
In the selected simulation case the residential form is co-operative building society. The apartment
building is owned by the case organization and is situated in a suburb. The selected case-study times
on the transition phase -from construction phase into residential time- and the first year of residence. In
this case-study we observe the contribution of the customers from two different perspectives. On the
one hand how the customers included in the simulation case influenced on learning on different
branches of the case organization and on the other hand on the communication between different
hierarchic levels of the organization.
The case-study follows the simulation method pictured in figure 2 and specified in figure 3. The
objectives were set and the scope of the study was focused in a meeting where four researchers of
SimLab and four representatives of the case organization were present. The plan was concretized into a
brochure which was distributed to the personnel of the case organization, to clients and
partnerorganizations. Four tentative process maps – a general model of the case in its transition phase
and three sub-processes (handling of resident changes, repairs under warrenty and disturbance
situations) – were created together with the client and the researchers defined them with the data
received from interviews. Three of these process maps were discussed during the simulation day, the
sub-process concerning disturbance situations was omitted. The actual needs stated by customers were
best represented in the three selected processes.
Approx. 3 months
Preparing
SimLab™ SimLab™ Analysis of
Kick Off Process - Interviews Debriefing
Process Process the Results
Modeling
Simulation Simulation
The researchers interviewed people from different branches of the case organization, a sample of
end customers (inhabitants and the director of the daycare centre) and representatives of partner
companies (constructor and property maintenance). The researchers conducted altogether 19
89
interviews (nine representatives of the pilot company, seven end customers, three representatives of
partner companies). Based on all collected data, the researchers prepared the simulation day and
specified the tentative process maps. The selected processes include aspects of customers’ point of
view, collaboration and information flows.
After the simulation day, the researchers wrote an end report based on all collected and analyzed
data and presented the report to the case organization’s personnel in a separate debriefing session. An
internal meeting of the case organization was held in connection with the debriefing session and the
researchers had the possibility to attend the meeting as observers. In the meeting the personnel went
through the development tables introduced in the end report and discussed the relevance of the
development ideas and decided the implementation schedules and responsible parties of each accepted
development idea.(See Smeds, Koskelainen, Vänttinen, Iivonen, Jaatinen 2005)
To verify our assumptions that the inclusion of the end customer to the process development created
totally new understanding on customer needs, we conducted four follow-up interviews in the case
organization. The follow-up interviewees were selected from different branches of the organization to
evoke a general view of the learning process of the case organization. The follow-up interviews were
conducted three months after the debriefing session.
EMPIRICAL RESULTS
The presence of the actual customers in the simulation day was considered highly important.
Compared with the previous simulation case of the case organization in which there were no actual
customers present, the second simulation case was considered much more rewarding. In the first case
the role of the customers was played by two SimLab researchers. There is considered to be a distinct
difference between an acted role and the participation of an actual customer. When the customer needs
are thought over in advanced and are filtered by the researchers the information received is not
authentic.(Smeds et al. 2005) On the other hand the presence of the actual customers in a simulation
day may prohibit the personnel from expressing their ideas and criticism openly.
The sharing of knowledge in a simulation session is a bidirectional process. On the one hand the
case organization is able to find out the genuine customer needs when the actual customer is present.
On the other hand the customers present in the simulation session are able to get a clearer picture of
the complex processes behind the services received by customers. This sharing of knowledge promotes
the understanding of both sides of the service chain and improves common understanding.
Only about half of the case organizations personnel are in contact with the customers in their daily
work. The simulation day presented a possibility for those individuals who are not usually in direct
contact with the customers to get a good view of customers’ genuine experiences and opinions. The
increase of their knowledge on customer needs was profound and this increased knowledge has
affected especially the attitude of the management level people.
The management level learned during the simulation day what the customers desire and this has
helped the management level to commit to new development ideas. Ideas which have been presented
by the operative level prior to the simulation day and were brought out again after the simulation day,
received quite a different attitude from the management level. The management level was far more
open to the ideas after the simulation day than prior to it. Various specific development ideas were
presented to the case organization in the case end report written by the researchers. The end report was
delivered in a separate debriefing session held for the personnel of the case company. The
development ideas were presented in table form and discussed one by one. Each idea was either
approved or rejected after it was discussed openly. Person or persons responsible for implementing the
idea was selected and a timetable was set for implementing the approved and chosen development
ideas.
The follow-up interviewees considered the division of responsibilities in the internal meeting held in
connection with the debriefing session an important additional step in actually improving and
channeling their service in a more customer friendly manner. Few development ideas were
implemented, but with some modifications. It was considered more important that the discussion has
opened and the issues concerning customer satisfaction have been brought forward.
90
DISCUSSION AND ANALYSIS OF THE RESULTS
Categorization of tacit knowledge and its communication into explicit
We argue, that tacit knowledge, as it is defined by Nonaka and Takeuchi, is very difficult, even
impossible to articulate into explicit. Though, some kind of knowledge is definitely turned from
implicit to explicit by creating metaphors, diagrams and models. Thus we want to introduce our
division of tacit knowledge into light and deep tacit knowledge.
Firstly, there is knowledge which is tacit, but it is possible with moderate effort to turn into such
explicit knowledge as process maps, diagrams and pictures. This kind of knowledge we call “light tacit
knowledge” and externalization of it we call “modeling” in this paper. Modeling is a tool of sketching
“the big picture”, i.e. seeing the concept and framework, and thus modeling carries out Senge’s fifth
discipline, systems thinking. Outcome of modeling is a map, which according to Argyris’ & Schön’s
(1978, 160) can describe 1) where organization is, 2) where it wishes to go or 3)how to get from here
to there.
Secondly, there is knowledge which is a complex net of experiences, knowledge, know-how, values
and beliefs, which have an effect on action, but is very difficult to turn into explicit. That amounts to
Nonaka’s and Takeuchi’s definition of tacit knowledge. Our term for it is “deep tacit knowledge”. We
are not convinced, if it is even possible to externalize deep tacit knowledge. Any way, according to
Argyris & Schön (1978) in double loop learning there is a question of norms behind the action, but
also of tacit knowledge. In our opinion by double loop learning it is possible to externalize at least
some aspects of deep tacit knowledge.
Mutual learning from the end customer’s presence in the simulation day
The follow-up interviewees considered the presence of the actual customers in the simulation day
highly important. Before the simulation day, management level personnel of the case organization
have very rarely if never been in contact with the customer (figure 5).
91
MANAGEMENT
CUSTOMER
OPERATIVE
LEVEL
Figure 5: Management, operative level and customer before the simulation day
Personnel of the operative level find it difficult to communicate with management level personnel
about the customer needs. During the simulation day customer became concrete for the management
level. Albeit there were no contact after simulation day with customer and management personnel,
meeting the real customer changed their mental models (Figure 6). Operative level personnel felt, that
management level personnel had better understanding about the customers’ needs, which helped the
communication between management and operative levels. This implicates that the management level
has gone through a double-loop learning process.
MANAGEMENT
CUSTOMER
OPERATIVE
LEVEL
Figure 6: Management, operative level and customer after the simulation day
In addition to learning inside the case organization, it was considered important, that customers were
able to piece together the complex network serving them during the process.
From the perspective of the process simulation method, including the actual customer into the
simulation day has an influence on the rest of the process. The shared understanding of customer needs
was a requirement for common language and communication between management and operative
levels. (Figure 7)
92
OPERATIVE
MANAGEMENT LEVEL
Figure 7: Participators in the simulation session as contributors of learning in the rest of the process in
business process simulation project
CONCLUSION
The new division of tacit knowledge into light and deep tacit knowledge introduced in this paper
responds to the demand of considering articulation of tacit knowledge into explicit during a process
development project. Modeling light tacit knowledge into a map and the discussion around it engender
shared understanding and language, which makes it possible to achieve deep tacit knowledge by
double-loop learning.
The presence of the end customer in the process development session is a bidirectional process. On
the one hand customers are able to form an overall picture of the whole service process. On the other
hand by double-loop learning organization members become conscious of the genuine customer needs
as well as their own attitudes. The changed attitude of the management level improved the
communication between the different levels of the organization, which is requirement of continuous
organizational learning.
The discussing of the development ideas in the feedback session facilitated double-loop learning in
the case organization. None of the ideas were implemented as such nevertheless discussing them
influenced the attitudes and the way of thinking of the case organization’s personnel.
93
ACKNOWLEDGEMENTS
The research reported in this paper has been conducted in the Co-Create research project at the
Enterprise Simulation Laboratory SimLab, Department of Computer Science and Engineering,
Helsinki University of Technology. The authors are grateful for the creative research effort of the
whole Co-Create research team, which has made this paper possible. The research is financially
supported by National Technology Agency Finland Tekes and the six pilot companies, which is
gratefully acknowledged. Finally we want to thank our colleague Marja-Leena Markkula for calling
into question the use of the term “externalization” in context of tacit knowledge -without her
contribution this paper would never have been written.
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94
THE CONSTRAINTS GAME - LEARNING THE THEORY OF CONSTRAINTS WITH A
DICE GAME
INGO LANGE, ARNE ZIEGENBEIN
Swiss Federal Institute of Technology ETH Zurich , Center of Enterprise Science (BWI)
Kreuzplatz 5, 8032 Zurich, Switzerland
ingo.lange@ethz.ch; arne.ziegenbein@ethz.ch
ABSTRACT
Capacity Management is an important part of the education in industrial management. One of the
approaches taught at most universities is the Theory of Constraints (TOC), which addresses the
problem of bottlenecks in a logistics system. To illustrate different techniques to students (in particular
Drum-Buffer-Rope (DBR) mechanism, performed in production lines), the `Constraints Game` has
been developed. After a description of the Theory of Constraints and the Drum-Buffer-Rope
mechanism, this paper presents a description of the Constraints Game. A dice game that can be easily
played in class. Using a computer simulation, the results and implication of the Constraints Game are
summarized. Moreover, the authors report on the experiences they gained playing the game with
postgraduate and executive MBA students.
INTRODUCTION
In an industrial environment, there are always factors that constrain the throughput of a logistics
system. Constraints or bottlenecks can take the form of limited capacity, a customer requirement such
as quantity or due date, or the availability of a material. For example, labour contracts and government
regulations can constrain the availability of workers. A machine with relatively small capacity can be
the bottleneck of the production system so that the whole output is limited. It can be stated that there
are many situations where practitioners have to cope with a bottleneck in a logistics system.
The Theory of Constraints addresses exactly these kind of practical situations. The TOC penned by
Goldratt & Cox, argued that the output of a manufacturing system is determined by the capacity of its
weakest link (bottleneck). The widely used Drum-Buffer-Rope mechanism is a production control
mechanism derived from the TOC. DBR controls the flow of materials along the production in order to
produce goods according to the market demand with a minimum of manufacturing lead time, inventory
and operating costs. This technique enables companies to maximize the use of a bottleneck by
establishing buffers around the constraint.
Due to their practical relevance the TOC and the DBR mechanism are part of the education of
postgraduate and MBA students in the area of industrial management. To increase the fraction of
interactive elements in class, more and more management games have been integrated into lectures
over recent years. This paper presents the so-called Constraints Game, a management game that
illustrates the TOC and the DBR mechanism. The dice game is regularly played with postgraduate
students and executive MBA students at ETH Zurich.
After having explained the principles of the theory of constraints, the paper describes the rules and the
procedures of the Constraints Game. Subsequently, the results of a computer simulation of the game as
well as the implications of the Constraints Game are summarized. Furthermore, the authors report on
the experiences they gained playing the game with postgraduate and executive MBA students. Finally,
the conclusions of the paper will be derived and areas of further research will be identified.
95
THEORY OF CONSTRAINTS
This chapter introduces the theory on which the Constraints Game is based. First, the Theory of
Constraints is classified within the area of capacity management techniques and the essential
definitions are given. After that the principles of the Theory of Constraints are summarized. At the end
of this chapter, the drum-buffer-rope mechanism is explained in detail.
Quantitative
flexibility of
capacity along Infinite loading techniques
the time axis above the line
Order-oriented
(infinite), CRP
Flexible Kanban
CPFP
Finite loading techniques
below the line
Order-
oriented
(infinite), LOOR
Not very Order-wise
CRP CORMA
flexible infinite
Constraint-
oriented
Order-oriented (finite)
Process-oriented,
Order-wise
Inflexible order-oriented
finite
(finite)
Flexibility of
Inflexible Not very Flexible order due date
(set due date) flexible
Figure 1 Classes of techniques for capacity management in dependency upon flexibility of capacity
and flexibility of order due date (Schönsleben 2004)
The ordinate of Figure 1 indicates the quantitative flexibility of the capacity along the timeline, i.e.
the requirements of the production system whereas the abscissa denotes the flexibility of the order due
date, i.e. the requirements from the market. Due to this classification techniques can be devided in
infinite and finite loading techniques (Schönsleben 2004):
1) Infinite loading means dispatching orders to the work centers and prioritizing meeting the delivery
time. Especially in a customer order production infinite loading is applied to attach more importance to
due dates than to high capacity utilization.
2) Finite loading focuses on working-to-capacity with greatest possible avoidance of delays in order
processing. Finite loading prevents work centers from overloads at the expense of flexible changes to
start or completion dates. Therefore infinite loading is particularly suitable for limited capacities
especially in a continuous production environment (e.g. the process industry).
As illustrated in Figure 1, the Theory of Constraints or the derived Constraint-oriented finite loading
technique can be classified as finite loading technique, i.e. that the techniques are suitable for
environments where the capacities of the production system are not very flexible and the customers are
not willing to wait for a long time for the products (not very flexible order due date).
96
Definitions
Before introducing the principles of the Theory of Constraints, in this section some basic definitions
around the area of limited production are stated.
A constraint is basically any factor that significantly limits the performance of a system with respect to
its objective. A bottleneck in a production line is a work center where the required capacity is greater
than the available capacity (Schönsleben 2004). Throughput is the total volume of production passing
through this work center in a specified amount of time. Lead time is the amount of time between the
placing of an order and the receipt of the goods ordered. In this paper bottleneck is a by-word for
constraint and refers always to limited machine capacity expressed in work centers controlling the
throughput of all products processed by them.
The leading thought is that this production line cannot work faster than work center C. If the
production rate is higher, inventory will accumulate slowly but surely. The TOC argues that in every
system there will always be one constraint determining its capacity which prompted Goldratt to
prescribe a five step focusing procedure to enable an ongoing process of improvement: 1) identify the
system`s constraint(s)- this can be a bottleneck for instance, 2) decide how to exploit the system`s
constraint(s)- a bottleneck capacity could be utilized during breaks by rotating crews to avoid idleness,
3) subordinate everything else to the decision in step 2, 4) elevate the system`s constraint(s)- e.g. make
capacity available, 5) return to step 1 if the system`s constraints were changed (Srinivasan et al. 2004).
This way the TOC introduces some interesting economic considerations. In this context, it is important
to understand that constraints determine the throughput of the production line and have a strong impact
on the accumulation of inventory that is undesired for different reasons but primarily because of the
problem of capital employed. In addition it is elementary to internalize that time lost at the constraint is
lost forever. It can never be made up, whereas non-constraint time lost is not in the focus of attention.
To summarize essentially there will always be one constraint in production lines disturbing the flow in
the system, and if the limiting bottleneck is not eliminable, the only way out is to treat it specially. An
appropriate and widely used mechanism to cope with bottlenecks in production systems is the Drum-
Buffer-Rope mechanism used by TOC.
Drum-Buffer-Rope mechanism
Drum-Buffer-Rope is a finite scheduling mechanism (following the constraint-oriented-finite
loading) that releases material (raw material) based on a signal of the bottleneck. The production rate
of the bottleneck work center “beats the Drum” and controls the throughput of all goods processed by
it. The idea behind the Buffer is to establish a protection area in the form of buffers around the
bottleneck to make sure the constraining work center is always busy. As figure 3 illustrates, a time
buffer inventory (material buffer) is placed ahead of work center C to ensure that materials arrive at
the work center well in advance of their scheduled processing at the bottleneck. Another space buffer
97
should be established after the bottleneck to prevent the work center from ever having to wait due to
disturbances of the succeeding work stations. The following downstream work centers fed by the
bottlenecks have their throughput controlled by the bottleneck. In a final step as shown in Figure 3 the
Rope refers to the mechanism that releases material into the production system (shop floor). The rope
ensures that the raw material is not injected into the system at a rate faster than the bottleneck can
process (Srinivasan et al. 2004). The rope is essentially an analogy for the communication process. It
represents the set of planning, release, and control instructions for bringing the necessary material to
the constraint in due time (Schönsleben 2004).
Rope
Drum
It is interesting to realize that DBR always synchronizes with the production rate of the least
capable resource in the process. This least capable resource is referred to as the work center where the
required capacity is higher than the available capacity (bottleneck). In the case where all work centers
exceed the rate of output demanded by the customer, the external demand rate (the market) is
becoming the bottleneck. Thus DBR controls the flow of materials through the production system in
order to produce goods in accordance with market demand with a minimum of manufacturing lead
time, inventory andoperating expenses. Experiencing the impact of the DBR on these performance
measures is the primary objective of the Constraint Game.
98
Raw material
Customer
Player 1 Player 2 Player 3 Player 4 Player 5
(constraint)
There are three techniques of managing the bottleneck which are explained in more detail in the next
paragraph. Basically one roll of the die represents the actual capacity of one day. At the beginning of
each day, pass the corresponding number of crown caps on to each next work center, respectively, and
finally on to the customer. The players can only pass on crown caps which are available in front of
them at the beginning of the day. Thus, sometimes, if the players are running out of inventory, the
capacity for this day is lost and cannot be made up. The first player has unlimited access to the raw
material box. He will pass on the number of chips depending on the pips on his dice. He is never
running out of inventory because he is always allowed to fill up his work center.
Naturally the game is running for 10 days per round. Statistically, the teams should be able to ship
35 chips average because the average number “pips” on the dice of one throw is 3.5. After playing 10
days the Units sold and the Work in process (WIP) were counted to measure the performance. In this
context units sold represents the total amount of chips delivered to the customer. WIP represents all
chips in the production line, no longer part of the raw materials inventory and not yet part of the
finished goods inventory ready to be delivered to the customer. Based on these two numbers, the
Average production per day and the Lead time can be calculated easily:
Play three rounds according to the following three different techniques of capacity management.
99
1. “Production with
2. “Balanced” Production 3. Drum-Buffer-Rope
a bottleneck”
Units sold 33 / 37 24 / 27 35 / 38
WIP
(number of pieces)
60 / 57 36 / 27 23 / 20
Average production
per day
3.3 / 3.7 2.4 / 2.7 3.5 / 3.8
Exemplary results are from a Constraints-Game-workshop within the Executive MBA program at ETH
Zurich played in 2003. In this program the game was played parallel in two lines, hence two numbers are
mapped per cell in Figure 5.
Procedure
To prepare the game, a medium-sized seminar room with a sufficient number of relocatable tables
(according to the number of participating players) is required. The tables should be aligned, so that
each player can operate his work center similar to the production line layout in Figure 4. In terms of
the size of the tables, it is advisable to provide each player with enough space to roll the dice, but not
so much that it hinders the chips from being passed on quickly. In addition to a huge amount of chips
an adequate number of dice should be provided by the facilitator. Furthermore an overhead-projector, a
blank foil similar to Figure 5 and some overhead markers are needed.
From experience with several student groups it is possible to play the game with two groups
(production lines) the same time. The lines run parallel and this normally ends in an active competition
between the two lines. In this way the game provides the opportunity to play with up to 16 players (2 x
8) plus an increased fun factor.
The facilitator is playing the roll of the “Drum”. He starts and beats the production line clapping
his hand once every time. After every round he makes the players count up the chips for writing the
results down on the foil. The results should be discussed afterwards followed by the presentation of the
underlying theory. All in all the game will take 1.5 hours including a brief introduction and discussion
of the results afterwards.
Results
Since a throw of a die of the persons in the game can be modeled as a random number from 1 to 6,
there is no difference between the physical Constraints Game and the computer simulation. The input
parameters for the simulation model are the number of working centers, position of the bottleneck,
number of throws in a round and number of simulation runs. The output of the simulation is a discrete
probability distribution, the mean and variance of each performance measure, the Units sold, the
Work-in-process, and the Lead time of all three techniques over all simulation runs.
The game was simulated for 8 work centers, with the bottleneck placed at the 3rd work center because
this represents a common setting for games in classroom. To obtain significant sample of results 1000
games have been simulated whereas a round has 10 days like in the dice game (see Figure 6-8). The
100
diagrams in Figure 6-8 show the discrete probability distributions of WIP, Unit solds and Lead time
dependent on the technique calculated over 1000 samples. To visualize the distributions more clearly,
a line connects the discrete points though it is not a continuous curve. In the following the performance
of the three techniques are compared pair wise.
WIP
(1000 Simulations, 8 work centers, bottleneck at 3rd work center, 10 days per round)
18%
16%
14%
12%
Probability
10%
8%
6%
4%
2%
0%
15 19 23 27 31 35 39 43 47 51 55 59 63 67 71 75 79 83 87 91 95 99 103
Work in process
Units sold
(1000 Simulations, 8 work centers, bottleneck at 3rd work center, 10 days per round)
20%
18%
16%
14%
Probability
12%
10%
8%
6%
4%
2%
0%
15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45
Units sold
Figure 7 Discrete probability distribution of Units sold depending on the used techniques
101
Lead-Time
(1000 Simulations, 8 work centers, bottleneck at 3rd work center, 10 days per round)
30%
25%
20%
Probability
15%
10%
5%
0%
5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39
Lead Time
Figure 8 Discrete probability distribution of Lead Times depending on the used techniques
102
to the statistical capacity of one bottleneck work center for 10 days (which is 35 (3.5 chips * 10) chips).
Moreover, the DBR mechanism results in a slightly better performance concerning the WIP (see Figure 6)
so that the Lead time is much lower than that for the “Balanced Production” (see Figure 8).
Managerial Implications
All diagrams demonstrate the superior position of the Drum-Buffer-Rope mechanism compared to the
“Production with a bottleneck” and the “Balanced Production” techniques. Therefore, the application of
the DBR mechanism results in lower operational costs and better performance. But there are some
limitations of the DBR in practice:
Problems will appear within production lines with more than one bottleneck. For a single order with
multiple bottlenecks on different production stages the Drum-Buffer-Rope mechanism is particularly
unsuitable. In these cases it would be more than difficult for the production planner to co-ordinate the
ropes. Concluding, the Drum-Buffer-Rope mechanism is mainly qualified for simple product structures
with not too many bottlenecks.
Further more the application area is focused on production lines with non-changing bottlenecks.
Changing completion times may shift the bottlenecks in the line. Resulting in more planning work as the
planning procedures have to be changed and repeated several times.
To conclude, the Drum-Buffer-Rope mechanism is suited to mature line production running at a fixed
rate, e.g., simple chemical products, food processing, or production of simple parts. The techniques are
particularly suited for machine-limited-capacity, or a production environment where a specific machine
limits throughput of the process (APICS 2001).
CONCLUSIONS
There are lots of situations where practitioners have to cope with a bottleneck in a production system.
Constraints or bottlenecks can take the form of limited capacity, a customer requirement such as quantity
or due date, or the availability of a material. The Theory of Constraints and the derived Drum-Buffer-
Rope mechanism are appropriate methods to cope with constraints in production line. After the
description of the theoretical background, the paper introduces the Constraints Game, a management
game for learning the Theory of Constraints and the Drum-Buffer-Rope mechanism. The Constraints
Game is a dice game that is successfully played on a regular basis with postgraduate and executive MBA
students at ETH Zurich.
The paper describes the rules and the proceedings so that the readers can easily play the game. To
visualise the results of the Constraints Game the authors build up a computer simulation of the game.
This simulation model will help the authors in further analysis of the Constraints Game. For example,
the sensitivity of the position of the bottleneck on the performance of the Drum-Buffer-Rope
mechanism will be analysed in a next step.
103
References
APICS (2001) Dictionary 10th edition, APICS – The Educational Society for Resource Management,
Alexandria, VA
Goldratt, M., Cox, J. (2000), “The Goal: A Process of Ongoing Improvement”, 2nd edition, North
River Press, Norvich, CT
Schönsleben, P. (2004), Integral logistics management - planning and control of comprehensive supply
chains, 2nd edn, CRC Press LLC, Boca Raton, Florida
Srinivasan, M., Jones, D., Miller, A. (2004), Applying Theory of Constraints Principles and Lean
Thinking at The Marine Corps Maintenance Center, Defense Acquisition Review Journal,
[Online] Available at http://www.realization.com/press.htm, called 05/11/05 21:12h
Fox, R. (2005) The Theory of Constraints - Fad or Future? The TOC Center, [Online] Available at:
http://www.tocc.com/Articles.htm, called 05/12/05 19:17h
104
FACILITATING BUSINESS PROCESS UNDERSTANDING IN A NETWORKED PROJECT
- SHARING PROCESS KNOWLEDGE IN TRAINING SESSIONS
LAURA LEINIKKA, ANTERO HIRVENSALO
ABSTRACT
This article discusses the facilitation of business process understanding among networked project
participants through special training sessions. The main focus is on the type of knowledge related to
business process that would be important to share in these training sessions. This article approaches
the concept of business process by understanding it as multifaceted and examining it from different
perspectives, which enables structuring and differentiation of knowledge. A theoretical construction of
the different perspectives to knowledge related to business processes is created based on the literature
study. The construction is then tested and deepened with the help of two case examples from the
construction industry. Results of the study emphasize the importance of understanding each of the
different perspectives to business processes in some level in order to gain adequate business process
understanding. The results also stress that part of the process knowledge is explicit and part tacit and
this has to be taken into consideration also in the training sessions.
INTRODUCTION
In a networked project there are a lot of parties and intersecting objectives. Problems will arise if
expectations concerning results and practices of the project are not at the same level. Especially with
new partners there are often problems, when people don’t know what to expect from each others way
of working. A common understanding of the business process would help the project enormously.
Especially true this is in business models of the construction industry, which are based on partnership
and mutual interaction of the customer and the contractor. These key actors may not be aware of each
others processes in the beginning of a new project.
There are many tools that can be used visualize expectations concerning products of the project, e.g.
CAD-pictures and other different 3D-models. Business processes are quite abstract phenomena. Their
complexity is often difficult to visualize (Bal 1998). There are different visual process models, but it’s
not realistic to assume that only these can guarantee sufficient business process understanding in
organizations and people’s minds (Laamanen 2003, 96). For example Haque (2003) recognizes the
lack of business process understanding as one of the main barriers for a concurrent or integrated
product development effort to success.
One way of facilitating business process understanding in a networked project could be special
training sessions. The objectives for the training sessions would be to help the project’s participants to
understand what is expected from each other and how the common process proceeds. It’s always
easier and more efficient if problems can be anticipated and averted than clarify them later, as
nowadays often happens.
This article approaches the fundamental properties of process knowledge in order to gain
understanding of how the variety of process knowledge related to networked projects could be framed.
The main research question is what knowledge related to business processes would be important to
share in the training sessions between participants in a networked project prior to engaging themselves
into collaboration. In addition the types and embeddedness of process knowledge are examined in
order to suggest what methods would be suitable for sharing it. A networked project in the context of
105
this article is a project in the construction industry which incorporates the independent organizations
of the customer, the project management contractor, the consultants and the suppliers.
Process knowledge is defined as (all) knowledge that can be acquired from business projects and
processes.
To be able to make a difference between a business project and a process, the following definitions
are made: a single project takes place in reality at a certain point or interval in time, having unique
characteristics such as a specific contingencies, resources and goals to be achieved. Instead, what a
process represents is a generalization of the properties of many projects of a similar kind. Hence, we
define a project as a unique instantiation of a certain type of process.
THEORETICAL BACKGROUND
A useful way to understand business processes is to regard them as multifaceted (Melão and Pidd
2000). Despite the fact that business processes have been studied from different perspectives there are
quite few studies that present a model recognizing the variety of perspectives to business processes. On
the other hand this kind of a model is needed if we want to understand knowledge residing in business
processes.
In our literature study we found four studies representing this kind of a model: Bal (1998), Curtis et
al. (1992), Melão and Pidd (2000) and Raghu et al. (1998). We choose to look into all models expect
Curtis et al. This because the model of Bal covers all the same and one additional perspective than the
model of Curtis et al.
We classified the models and their perspectives to different groups (table 1). The classification was
made based on the main focus of every perspective; what kind of process knowledge a perspective
mainly offers. We could label five groups of business process perspectives based on the earlier models.
We then created our own theoretical construction, which consists of five business process perspectives
and their related process knowledge content. We named the perspectives as following: workflow,
decision-making, flow of information, social structure and process thinking.
Earlier studies and perspectives they present Process knowledge,
which perspectives
Bal Melão and Pidd Raghu et al. are offering
● Functional view ● Business ● Workflow -Functions and their
● Behavioral view processes as structure relationships
● Organizational deterministic -Actors of process and
machine their responsibilities WORKFLOW
view
-Scheduling of the process
-Objectives of process
● Decisional view ● Business ● Decision -Decisions and practices
processes as structure concerning them
interacting feedback DECISION-MAKI NG
loops (in some parts)
● Informational ● Business ● Information -Information in the process
view processes as structure and relationships bet ween
interacting feedback information
loops (mainly) -Acquiring, using and FLOW OF
storing information INFORMATION
-Exploiting technology in
sharing information
● Business ● Agency structure -People and relationships
processes as social between them (beliefs,
constructs values, expectations,
earlier experiences, trust)
SOCIAL
-Own goals of actors of
STRUCTURE
process and aligning them
with the goals of process
● Business - Understanding the entity
processes as PROCESS
complex dynamic THINKING
systems
Case company
The case company is a large Finnish construction company specialized in project management
contracting. Characteristic to the individual construction projects are that different factors change the
flow of the process. The aim of the case company is to study different kinds of construction projects
with different customers and other actors to better understand the requisite variations in its processes.
The authors have been engaged as action researchers in the case company’s process development
activities during the year 2004 through the Co-Create research project. The development focus has
been in the relationship between the customer and the case company (project management contractor),
although the whole network has been involved in the development activities.
The empirical material consists of two cases (figure 1). In both cases the construction project was
realized using the project management contracting model.
End-user
Engineering
office
Customer
Consultant Architect
Project
management
contractor SAME IN BOTH CASES, OTHER
ACTORS WERE DIFFERENT
Subcontractors
Workflow
- Functions and their relationships
-Actors of process and their responsibilities
-Scheduling of the process
-Objectives of process
Decision-making
- Decisions and practices concerning them
TACIT
KNOWLEDGE
Flow of information
-Information in the process and relationships
between information
-Acquiring, using and storing information
-(Exploiting technology in sharing information)
-the role of contracts in sharing information «NEW»
EXPLICIT
KNOWLEDGE Social structure
-People and relationships between them (beliefs,
values, expectations, earlier experiences, trust
professional culture «NEW», professional skill «NEW»)
-Own goals of actors of process and aligning them with
the goals of process
-counterparts «NEW»
Process thinking
-Understanding the entity
-emergence of costs «NEW»
-problematic situations«NEW»
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different actors seemed to culminate and be born through professionalism and know-how. When you
are sure that the other person is professionally competent you can also better trust him or her.
In both cases understanding the starting points of the different employees of the project seemed to
be very important. The results especially emphasize the differences in professions. Construction
projects link together many different professional groups. This is requisite for innovativeness but also
poses additional challenges if you don’t understand the starting points of different people, for example
professional backgrounds.
The process thinking perspective seemed in both cases offer really important knowledge when
thinking about the success of project. The knowledge was mainly in tacit format. The point, where the
fluency of co-operation was tested seemed to be a holistic way of thinking and if the actors had it or
not. Co-operation seemed to culminate specially to emergence of costs and how to handle problematic
situations in a good spirit.
Together the social structure and process thinking perspectives seemed particularly important. These
are also the perspectives, whose knowledge is most difficult to share because the knowledge offered by
these perspectives is mainly in tacit format.
Raghu et al. (1998) emphasize that the importance of a particular perspective depends on the process
that is being modeled. Also Melão and Pidd (2000) emphasize in their research the significance of the
use of the perspectives. It might well be that in the exact case of project management contracting
model, the importance of social structure and process thinking perspectives of knowledge are
highlighted.
The results also stress that part of the process knowledge is explicit and part tacit. Knowledge
related to the operations in the process is mainly in explicit form and therefore quite easy to share
between the network. An example about this could be the reporting activities in the process. On the
other hand there is also a lot of knowledge related to the “spirit” of the process, which is mainly in
tacit form. An example about this could be behavioral patterns in problematic situations. The fact, that
there’s both explicit and tacit process knowledge cause some demands also for the training session and
the tools and methods used. The interaction between these two sides has to be present.
ACKNOWLEDGEMENTS
The research reported in this article has been conducted in the Co-Create (Collaborative Creation of
Business Models in Company Networks) research project at the Enterprise Simulation Laboratory
SimLab, Department of Computer Science and Engineering, Helsinki University of Technology. The
authors are grateful for the creative research effort of the whole Co-Create research team, which has
made this article possible.
The research is financially supported by the National Technology Agency of Finland (TEKES) and
the pilot companies, which is gratefully acknowledged.
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1. Bal, J. (1998), Process analysis tools for process improvement, The TQM Magazine, Vol. 10 No 5,
pp. 342-354.
2. Evokari, J. and Smeds, R. (2003), Transferring action research findings in process development -
The SimLab workshop, In Experimental Interactive Learning in Industrial Management,
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Management, 22-24 May 2003, Aalborg, Debmark, pp. 13-22.
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5th International Continuous Innovation Network (CINet) Conference, Sydney, September 2004.
pp. 473-489.
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4. Forssén, M. and Haho, P. (2001), Participative Development and Training for Business Processes
in Industry: Review of 88 Simulation Games, International Journal of Technology Management,
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simulation games, In: Saunders, P. and Cox, B. The International Simulation and Gaming
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study of three companies, Integrated Manufacturing Systems, Vol. 14 No 3, pp. 191-207.
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Licenciate thesis, Espoo: Helsinki University of Technology, 106 p.
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Helsinki: Rakennusteollisuuden Kustannus RTK Oy, 26 p.
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business process modelling, Information systems Journal. Vol. 10 No 2, pp. 105-129.
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December, pp. 96-104.
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University Press, 284 p.
14. Nonaka, I., Toyama, R. and Konno, N. (2000), SECI, Ba and Leadership: a Unified Model of
Dynamic Knowledge Creation, Long Range Planning, Vol. 33 No 1, pp. 5-34.
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process re-engineering case studies, Knowledge and Process Management, The Journal of
Corporate Transformation. Vol 4 No 1, pp. 22-33
16. Smeds, R. and Alvesalo, J. (2003), Global business process development in a virtual community of
practice. Production planning & control, Vol. 14 No 4, pp. 361-371.
17. Suurla, R. (2001), Helmiä kalastamassa – Avauksia tietämyksen hallintaan,
Tulevaisuusvaliokunta/Teknologian arviointeja 6, Tiedon ja tietämyksen hallinnan ohjausryhmän
loppuraportti, Eduskunnan kanslian julkaisu 1/2001, Helsinki: Eduskunta.
113
URBAN PLANNING AND EVERYDAY LIFE : A LEARNING PROCESS
1
Helsinki University of Technology TKK, Department of Computer Science and Engineering, SimLab
2
Helsinki University of Technology TKK, Department of Architecture, Urban Planning and Design
ABSTRACT
In addition to the traditional view of urban planning as a process of professionals preparing the
decisions and land use plans, urban planning may be considered as a more comprehensive process
including a.o. social, ethical, environmental and political aspects. This brings in a need for a more
dynamic and interactive organization of networks and partnerships. These challenges are met in a
research project combining competences from the fields of urban planning, management of business
processes and environmental psychology. The aim of this interdisciplinary action research is to create
a concept of “urban planning as a learning process”.
INTRODUCTION
This paper introduces the background and research aims of a starting three-year research project called
OPUS. OPUS is an interdisciplinary research project between two laboratories at the Helsinki
University of Technology: the Enterprise Simulation Laboratory SimLab at the Department of
Computer Science and Engineering, and the Laboratory of Urban Planning and Design at the
Department of Architecture. The novel combination of research tools is also introduced, as well as the
results from the project’s feasibility study. The OPUS acronym is based on the Finnish name of the
project, translating to “urban planning and everyday life: a learning process”.
Traditionally, and also judicially, the most powerful instruments of urban planning are different
sanctioned land use plans on regional, general and detailed levels. From this point of view, urban
planning can be seen as a community of practice, which is institutionally bound up with the political
decision making (mainly on local, municipal level) and with the professional expertise responsible for
preparing the decisions and plans.
Besides this narrow but judicially clear definition, urban planning can be seen as a more
comprehensive concept including several social, professional, ethical and political processes by which
the community affects its members´ quality of life and environment, and future development. From
this point of view, urban planning is no longer only a question of preparing land use plans but a wide
range of timely managed processes including different plans, decisions and actions. This requires a
more dynamic organization of networks and partnerships to enhance the quality and to increase the
innovations in urban planning processes.
114
Nonaka and Takeuchi, 1995). In addition to the communal learning aspect, the urban planning process
is examined from the theoretical approach of the management of networked business processes and
models (e.g. Hammer and Champy 1993, Hamel, 2000), Internet-based communication and
environmental psychology.
Urban planning can be defined as a process creating, collecting and managing new knowledge
(Puustinen, 2004). However, Staffans (2004) points out that present planning processes don’t
sufficiently bring together the residents’ local knowledge, based on every-day-life experiences, and the
formal planning institutions based on expertise knowledge. When the aim is to create innovations in
this process, it requires, according to the theory of knowledge creation (Nonaka & Takeuchi, 1995), a
community consisting of individuals with different backgrounds and mental models. Only part of these
different experiences and mental models can be presented explicitly. The problem with the tacit,
experimental knowledge has been that it usually also remains tacit. Therefore the creation of
innovation requires sharing of tacit information and a shared space (ba) where people can
communicate with each other.
Organizational learning requires a systematic effort to learn, elimination of the barriers of learning
and knowledge management (Otala, 2002). Additionally, developing a networked process requires
“network learning” in order to allow all the organizations in the network to work for a shared target,
with each organization concentrating on its core competencies (Lemmetty, 2005). Network learning
processes would result in changes to attributes of the network, such as interaction processes and
structures, and shared narratives (Dunford & Jones, 2000). The prerequisite for process development is
continuous double-loop learning (Smeds, 1996). Double-loop learning means questioning
organization’s working methods, values and norms and implementing radically new ways of working
(Argyris & Schön, 1978). An urban planning process can learn by systematically analyzing and
reflecting experiences about the process and utilizing the learning to improve the process (Lemmetty,
2005).
In the theory of management of business processes, processes are often classified as core processes or
support processes. Core processes are the processes that have a direct connection to an external
customer and that are refining the product (Laamanen, 2003). Core processes cross the organizational
units and extend beyond the organizational boundaries, to the activities of the customers, retailers,
subcontractors and other stakeholders (Hannus, 1994). Support processes can be defined as processes
that enable the actual core processes (Laamanen, 2003). Urban planning process can be regarded as
part of a core process, beginning from the interests of the stakeholders and ending with a solution
acceptable to them. Developing the urban planning process requires that urban planning is regarded as
a preliminary phase in a process of building and maintaining the urban environment (Lemmetty, 2005).
Visualizing the logic of organizational operations by modelling the processes offers a means to
develop the processes further (Hannus, 2004). By the means of process descriptions, the aim is to
understand what is critical in achieving organization’s main targets. The evaluators often recognize the
interdependencies between different tasks when evaluating and developing processes. They also often
realize the importance of collaboration, and thus learn to appreciate the work of the others (Laamanen,
2003). To avoid the resistance towards a change in process development, empowerment of the
personnel is crucial (Smeds & Alvesalo, 2003). Process innovations are more efficient ways to
organize the work in customer oriented value chains. They cannot be successfully implemented
without a shared understanding of the process, or without organizational learning in the organizations
forming the business process network (Smeds, 2001). Participation in process development creates
shared understanding and commitment to change. At the same time it enables the emerging of feasible
ideas and facilitates the implementation of the improved process (Smeds, 2001). The principles of
organizational knowledge creation apply for both product and process innovations. Both can also be
accelerated with a social simulation without the actual learning by doing (Smeds, 2001).
This broad process approach also suggests that the urban planning process can be seen in the context
of a value network, composed of public and private organizations and the residents. According tothe
definition of network management literature, the value networks are formed by organizations
producing value for customers through their collaboration. Each organization in the value network
adds value to the collaboration by operating on the field of its core competences (Möller & Halinen,
1999). Hannus et al. (1999) claim that to achieve the best possible outcome from the network
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collaboration, the value network should be directed by a central organization possessing the best
possibilities to collect and utilize the information needed to direct the network. When applied to urban
planning, an important element of the network approach is including the residents and the resident
associations in the planning process as significant actors. The residents can be regarded as
“communities of practice”, that by Wenger’s (1999) definition are “voluntarily gathered together to
promote a shared interest”. Wenger and Snyder (2000) point out that the communities of practice can
be directed towards the targets of a formal organization by providing an environment for their
activities and supporting organization’s members to engage in those activities.
RESEARCH APPROACH
Since the network of actors in an urban planning process also includes the residents, the traditional
public-private-partnership (PPP) approach is not sufficient in this research. The OPUS project
promotes an approach of a public-private-people-partnership (P4).
The concept of local knowledge is approached by promoting the role of informal information like
experiences, recollections and conceptions of local actors in the area, including residents,
entrepreneurs, associations and municipal officials. Bringing together professional knowledge and
lived experience, citizens and experts form an “interpretive community”. Through mutual discourse, a
community seeks a persuasive understanding of the issues under investigation (Fischer 2000).
This research applies the approaches of constructive research and innovation action research.
Constructive research begins from a relevant and scientifically interesting problem (Kasanen, Lukka &
Siitonen, 1991). The next phase after the problem recognition is connecting the problem to prior
knowledge and constructing a solution model. Then the practical functioning of the solution is tested
and the scientific novelty value is demonstrated. By Kaplan’s definition (1998), innovation action
research engages the researcher in an explicit program to develop new solutions that alter existing
practice and then test the feasibility and properties of the innovation. In innovation action research,
scholars work with client organizations to enhance and test an emerging theory that has been proposed
to improve organizational performance.
In OPUS research project, the empirical research data collected from the pilot cases is used to analyze
the functionality of the new methods, their impact on the urban planning and the challenges in their
further development. The empirical data is also used to answer the interdisciplinary research questions.
EMPIRICAL BASIS
Evaluations
In the evaluation pilot cases, the qualities of the living environment will be studied with the so-called
“Soft-GIS”-method. This Internet-based method combines experiential, individual evaluations with
actual, physical places. The objective is to produce user evaluations that can be effectively used in
planning processes. “Soft GIS” maps visualize the residents’ qualitative preferences in new ways, and
they can also function as tools for the residents as they comment and evaluate their own living
environments.
The environmental child impact assessment will be studied by developing a web-based evaluation
method for children and young people. The qualities of family friendly housing will be studied by
using qualitative methods. Families will be interviewed about their living environments’ qualities. The
results from these interviews will be utilized as a basis for a social simulation session.
Internet-based tools
A local Internet-based Development Forum is applied in one of the urban planning pilot cases in the
OPUS project. The development Forum is designed and built in cooperation with local residents, city
quarter’s associations, municipal officials and other stakeholders. Residents and local projects can
utilize a WebGIS map while collecting different kinds of local data. The City can collect information
e.g. from the children (“the best places to play”) and the elderly (“too dark places”, “places difficult for
walking” etc.). It is possible to make links from the map to other web sites and databases too. In a
town planning and zoning processes both the residents and the planners can use the Development
Forum as a local database. The Forum supports residents’ participation on planning issues by offering
a media for expressing ideas and arguments and pointing out deficiencies based on peoples’ every-day-
life experiences. There is a need for disclosing this kind of local information because the representative
decision making process or the traditional planning apparatus cannot produce this information itself
(Niemenmaa 2005). This collaborative data bank with its on-line features will be utilized in the social
simulations during the project.
Internet based planning and communication tools have been developed an tested in the Department of
Architecture during numerous projects, e.g. Home Street Project (1997-2002) and its sub-projects, and
117
Nettimaunula-project (2001-2003) in cooperation with City Planning Department and the Public
Works Department of Helsinki, Helsinki Metropolitan Area Council YTV (Regional Registry WebGIS
-project SePe) and citizen organizations such as Helka ry (Federation of the Associations for Helsinki
City Quarters). ‘Citizen GIS’ (=simple web based maps, occasionally including spatial coordinates and
a data base of their own) applications have been tested in the districts of Pihlajisto (Virtual Nature
Management Plan, 1999, and Planning Game for Children, 2000) and Maunula (“My Maunula” –
interactive map, 2003).
The experiences from the previous projects have shown that local development forums with
discussion areas, data banks and interactive maps are easy to access and use, and they have an
increasing role in creating the residents’ own local knowledge resource – especially when they are
integrated to other local medium and activism. For example, if a city quarter has a local web portal, the
Development Forum should be a part of it (e. g. case of the City Quarter of Maunula,
http://www.maunula.net). In order to make a contribution to actual planning processes, these forums
and map applications need to be attached better to the official planning procedure. Unfortunately the
local information provided by the residents via a local web forum – or other medium – often remain
disconnected in relation to actual urban planning processes. Planning institutions do not always know
what to do with all the local information produced by residents, or the information never reaches the
planners. The difficulty in general is also that information management systems in municipal
organizations in Finland are not designed to combine different kinds of data, produced by different
stakeholders or even by different sectors of administration. Also the lack of a time axis attribute in
formal GIS and city plan data is a problem. Therefore this data is not being utilized in a decision
making process properly (Rossi, 2005). In order to make a contribution to more open and
comprehensive planning practice, a close cooperation with the municipal officials and a clear research
focus on the planning process and practices itself is needed.
A wide local coalition is gathered in the OPUS-project in order to support an open two-way flow of
information in a planning process. The Development Forum will be an easy-to-use web interface,
which is maintained by local actors: OPUS project only launches the forum. Many kinds of
independent local projects with web contents of their own are gathered and linked into the forum. The
Internet and GIS resources of the City of Espoo are also exploited. Consequently it will be easier for
the residents to find information about different development issues concerning their neighbourhood.
The aim is to arouse and support a comprehensive understanding of a changing and developing urban
city quarter among all stakeholders. OPUS project will focus on integrating the non-formal knowledge
provided by the residents and other stakeholders of the area with the formal expertise of the planning
institutions.
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In case the focus is on the planning process, an important simulation tool is the process chart, which is
developed by interviewing the key actors in the process. The simulation phase in the method creates a
shared understanding of the process, which increases both the motivation of the participants and the
change flexibility of the organization. Commitment to change arises from understanding of the whole.
ACKNOWLEDGEMENTS
The research reported in this paper has been conducted in the collaborative OPUS research project at
Helsinki University of Technology. The scientific partners in OPUS are the Enterprise Simulation
Laboratory SimLab at the Department of Computer Science and Engineering, and the Laboratory of
Urban Planning and Design at the Department of Architecture. The Family research unit of the Family
Federation of Finland collaborates in OPUS as an affiliated partner. The authors are grateful for the
creative research effort of the whole multidisciplinary OPUS research team, which has made this paper
possible.
The research is financially supported by the following organizations, which is gratefully
acknowledged: National Technology Agency of Finland Tekes, City of Espoo, YIT-Yhtymä Oyj,
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Asuntosäätiö, Vahanen Yhtiöt, LM Ericsson Oy, Sodexho Oy, TeliaSonera Oyj, City of Turku, and the
municipalities of Järvenpää, Kerava, Mäntsälä, Nurmijärvi and Tuusula.
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122
EXPERIENCES WITH THE MANGO CHAIN GAME
SEBASTIAAN MEIJER1), GUILLERMO ZÚÑIGA-ARIAS2), SIETSE STERRENBURG2)
1)
Wageningen University, Information Technology Group
Postbus 9101, Bode 143
6700 HB Wageningen, The Netherlands
Sebastiaan.Meijer@wur.nl
2)
Wageningen University, Development Economics Group
Guillermo.Zuniga@wur.nl
Sietse.Sterrenburg@wur.nl
Abstract
The mango chain game is a simulation game used for research purposes. It facilitated studying the
bargaining power of Costa Rican mango producers in international supply chains of mango. The game
simulates a simplified mango export chain in which real world local producers can play the role of
producer association, multinational, independent exporter or retailer.
The game is an operationalisation of a conceptual model of a netchain build upon theories from
multiple disciplines, including transaction cost economics, bargaining theory and cultural dimensions.
The design is a board game, using simple forms, coins and pieces as game material.
After series of test sessions in a university environment, five sessions have been played in the field.
This paper presents results fro experiences porting a game from a university environment to the field,
learning experiences in a research game and existing relationships versus bargaining.
Introduction
The Mango Chain Game is the operational version of the prototype “Costa Rica Chain Game”
(Sterrenburg and Zúñiga-Arias, 2004). The game is used for research purposes in a project of
Wageningen University. This project studies the bargaining power of Costa Rican mango producers in
international supply chains of mango.
The game provides a method to get real producers simulate a simplified mango chain. Producers play
all roles in the game. This configuration allows studying the expectations producers have of all actors
in the chain, the influence of existing relations on bargaining, on top of the economic analysis about
bargaining power, contracting and quality improvement that is done in any configuration.
This paper starts with a theoretical background and a description of the game. Next it describes how
theories are operationalised in the game. Then we continue with the sessions we did in Costa Rica,
results obtained and conclusions drawn from these results. We finish with a discussion on value of this
game and how to continue.
Theoretical backgrounds
We divide the theoretical background in two groups: firstly there is literature on game design.
Secondly we use literature on the research topics this game is about. In this section we describe all
literature used on the first topic. From the second topic we focus on bargaining and social issues as the
economic analysis will be subject of a separate paper.
Bargaining
Muthoo (2002) describes six factors influencing bargaining in a non-technical overview article. His list
consists of the factors:
1. Impatience: the speed at which a negotiator needs to get an agreement,
2. Risk of breakdown: the economic of social consequences when no agreement is reached.
3. Outside options: the number of alternatives to achieve the results you want to get from this
negotiation,
4. Inner options: the profitable outcomes you have from the situation negotiated about when not
reaching an agreement,
5. Commitment tactics: attaching “switching costs” to leaving your demand position, due to
external pressure of the group you represent for instance.
6. Asymmetric information: the seller knows more about what is being sold than the buyer, for
instance.
On each of these six topics economic studies have been done describing models and cases. Many of
these papers have a mathematical model describing relationships. We used some of these papers for
the economic analysis of the game but leave this part out in this paper. For this paper we take the
economic content of each factor as a given, but do consider the factors as they determine the
bargaining between traders. Social circumstances will determine how much weight is given to each of
the six factors.
Social issues
The use of simulation gaming in this research is to incorporate real people and especially their
behaviour and mental models in the simulated environment. The existence of influence of personal
relationships on economic activity is well documented in the real world, for instance for the dilemma
of transparency in chains and networks (Hofstede et al, 2004)
Trust is a key concept to be able to have a relationship (Pimentel Claro et al, 2004). Nooteboom et al
(1997, quoted by Pimentel Claro et al (2004)) stressed that trust enables partners to manage risk and
opportunism in transactions. Powell (1990) stressed that trust helps to reduce complexity in transaction
making. Anderson and Narus (1990, quoted by Pimentel Claro et al (2004)) explained that trust
reflects the extent to which negotiations are fair and commitments are sustained.
All these aspects come together in Transaction Cost Economics (Williamson 1985, 1998). There are
four sources of transaction costs surrounding the life time of a contract: searching (for supply, market
information and business partners), bargaining, monitoring of a contract and enforcing the fulfilment
in case of problems. The costs made for each of these activities can exist both from real money due to
employee hours involved or business diners, but also from time spent by people not involving money,
missed opportunities because of waiting for options set and a revaluing of relationships. Factors in this
are uncertainty and asymmetric information. The less uncertainty one has about the fulfilment of a
contract, the less monitoring and enforcing is needed. The less asymmetric information exists between
buyer and seller, the less costs have to be made during the searching phase.
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Williamson (1998) describes the embedding of daily economic activities via the governance level and
the institutional level in culture. Hofstede et al, (2002) describe five dimensions of culture, as
represented in table 1.
Every culture can be (and many have been) scored on each of these five dimensions. It does not
describe the personality of a person, but shows tendencies of valuation of social outings among groups
of people from a certain geographical background.
The game
The Mango Chain Game development was aimed to have a ‘bounded world model’ about the structure
and options possible. The models used should be completely described and compared to theory and
real world situation. The ‘participant action space’ however should be unlimited. The simulation does
not model any behaviour of humans (except for producers / consumers) and does not limit them in
their interactions. (Although the behaviour of the participants is aligned by the contracts they should
use in order to make transactions, they still can do whatever they think is appropriate.) Everything is
allowed and should be possible, even if it falls outside the ‘world model’, it is just not valued in the
econometric analysis of the game.
Table 2 describes keys aspects of the game.
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Figure 1: operational model of concepts
Table 3
Within-game objective making profit
Target audience Producers from the Costa Rican mango export chain
Preparation for participants None
Briefing and setup time 30 minutes
Playing time 1 to 2 hours
Debriefing time 1 hour
Number of participants 7 to 13
Game materials game board, game money, information sheets for each player and game
leader, products to be traded, ships and boats for transport on the game
board, material to apply randomized uncertainty in the production and
transport, name cards for each player, transaction forms, consumer
market forms
Equipment required Some calculators and pencils
Venue requirements One large table for the game board, enough room to walk around the
board for the participants.
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Legend:
p=1 n=1-2 p = players per role
(B) n = number of roles
Independent
Exporter Player
(A) (B) role
Producers (B)
p=1 n=3-5 p=1-3 n=1 p=1 n=2-3
(B) (B) (C) Supporting
(C) Producer Multinational Retailer Consumers
role
Association
Domestic poss. product flow
market
A,B,C = steps each
(B) round
Figure 2. Overview of the simulated chain and the steps per round.
Players get the role of traders in a simplified model of the mango export chain from Costa Rica,
depicted in figure 1. They have to trade products by making one- or three-round agreements with other
players or by vertical integration of their firms.
Producer association
Transaction cost color legend
buy on credit
Searching
sell to DM
Bargaining
improve quality
Monitoring and Enforcing Contracts
Operational
Retailer
price consumer market
charter official ship
break-up effect
Contract 1 round
buy/sell trade partner agreement to improve quality
quantity red break-up effect
3 rounds
price red
quantity yellow
company price
price yellow
way of payment
risk responsibility
Buy service included / salary?
other agreements
company agreement to improve quality
Figure 3. Overview of decisions / actions possibly taken each round and the related
Each round during step A (see figure 2) there is a certain level of production, the quantity depends on
chance, the quality (high or low) of the products depends on the initial quality configuration of each
producer association (this quality configuration can be improved by investments by the producer
associations). Producer associations buy products from producers at fixed prices per quality type. They
can sell their products at the domestic market at a fixed price which doesn't differentiate in quality.
During step B the players get a limited amount of time to trade these products completely through the
chain. Normally products produced in one round reach the consumer or the domestic market in that
round. Finally during step C the retailers sell at a self determined price at the consumer market. The
quantity the consumers buy is a function of the quantities and prices of all retailers together.
Consumers value high quality more than low. Products can be kept until the next round, but high
quality product will degrade to low quality. Low quality product will perish completely. Products are
transported between producer association and intermediaries (Independent exporter and multinational)
with trucks owned by the producer associations; between the intermediaries and retailers with ships
127
owned by the intermediaries. Retailers can also charter an expensive ship for direct trade with producer
associations.
For each transaction with another player, a written agreement (in the game called “contract”) is
needed. This can be a 1- or 3-round contract or an agreement for vertical integration of two firms.
After the respectively named governance mechanisms for a transaction: spot market, hybrids and
vertical integration as described by (Williamson, 1985). The most used options in contracts can be
found in the contract part of the player decisions overview in figure 3.
After checking a contract on consistency a game leader places a line between the involved contract
parties on the game board. The lines have different colors per type of contract: 1-, 3-round contract or
vertical integration.
All players MN / IE RL
horizontal price agreement rent own ship charter intermediary ship
vertically share information
horizontal cooperation
high quality/bulk
tacit vertical integration
The rules of the game leave some room in the participant action space making it possible for players
to form alliances ad libitum and invent new roles during the game. Some examples of actions which
are not explicitly mentioned by the game leaders are denominated in figure 4.
At least two game leaders are needed for the facilitation of the begin and end markets and registration
of the game data.
Sessions
The game has been played in five sessions in the field involving Costa Rican mango producers. In the
development and testing phase another 3 sessions have been completed using the final version of the
game. The latter sessions had students and scientists as game participants and there were some minor
differences in the appearance and lay-out of the game material.
A day with a field session typically had the following time schedule: around three o’clock in the
afternoon four game facilitators (game leader (Guillermo Zúñiga), two game assistants (Sietse
Sterrenburg and Jose Zúñiga) and observer (Sebastiaan Meijer) would arrive in the village where the
game will take place. After meeting with the local head of the producers association or his assistant
they set up the game in the meeting room or area. After diner participants would walk in. Usually there
would be half an hour between arrival of the first and the last participant. The game leader introduces
the game to everybody for 20 minutes. Then the game is played for 50 to 70 minutes, after which there
is a debriefing of about an hour accompanied with drinks.
The observer and game assistants made notes during the game and the debriefing. The next morning
they meet and discuss observations and conclusions about one session. Due to field circumstances
everything was worked out on paper. When returning to the university campus the notes were
transferred to PC documents.
Results
In this paper we would like to present three results obtained from the sessions.
Although learning during the game was not the goal of the game, we observed three learning effects
that were agreed upon by the participants afterwards:
1. The real world producers start slow in the game, compared to university participants. They
do get up to speed however after a while. The time they need to get familiar with the rules
of the game is large compared to university participants, but they do get to the same level.
129
2. After round 1 we observed mainly two streams of behaviour of the participants: one sticks
to the real-world mental model that risk should be avoided in contracting. The other sees
opportunities and dares to play more, trying to make more money and win the game.
3. Producers that played the game more than once spent less time learning how to play and got
control over the game faster, gaining them competitive advantage.
In the debriefing most participants showed interest in the steps in the supply network after their real
world clients. The role of the multinational, the power of the independent exporter and even more the
power of retailers in the Western world and their consumers were the topic of discussion. In 3 out of 5
sessions the group was silent for a while when the topic of perishability during the transport and trade
in the network was brought to the table. Most participants never realised that the quality they delivered
to the multinationals and independent exporters might not be the same as the end consumers receive.
In Jicaral the (highly involved) manager used this to emphasize the importance of high quality
produce, as this is a policy he tries to get his producers loyal to.
The lesson learned about the learning effect in a research game is that although learning is not made
explicit, elaborating on what the researcher observed during the game and why he thinks this is
important will make the participants think about this topic. They will learn of it, not in terms of new
skills, but in terms of understanding another perspective of the problem at hand. The learning effect
during the game in terms of skills is there, but we have not been able to pinpoint this as valuable
experience for the participants.
130
they got better prices, felt comfortable and secure. In other words, they reduced
transaction cost of asymmetric information due to the use of trust in the other party.
4. People that played the game without knowing other participants stress that they had
problems finding other business partners to trade, and experienced disadvantage from
asymmetric information. We can add that the inability to do transactions can be explained
as that this person is entering a new relationship and must invest in trust, confidence and
good reputation to try to keep the relationship and reduce the transaction cost.
5. Other participants observed that the biggest problem was to not know anybody before the
simulation. This observation has strong relationship to the previous one, but we can add
that in terms of Muthoo (2002), the value of outside options (possibility to find another
buyer or seller) was smaller for people that knew each other than to the players who did
not knew anybody. Because of this person being alone in a network of people with a low
value of outside options he was forced to invest much effort in developing a relationship.
One strategy was to work together with players that did not knew other players, the other
strategy observed was to take risk and do business in not so good conditions such as accept
a produce price bellow market price.
6. In any of the sessions where real world managers of the association or real world large
business owners attended they were able to dictate the terms of their agreements. We did
however observe that they were not always the preferred business partner. This was the
case in Paquera where a dominant man, owner of a large business in real life, was very
busy managing his business and completely determined his terms for a contract, but was
ignored when looking for a business partner by most of the other participants, if possible.
131
participants. We need many more sessions to be able to support this with econometric analysis, but
proved it in a qualitative way.
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132
MOMENTS METAMODEL AS A TOOL FOR EVALUATING LEARNING AND
INNOVATIONS IN A RESEARCH TEAM
JARI MULTISILTA
ABSTRACT
In this paper, we discuss about the evaluation of learning and innovations in small research team.
The research question is how to facilitate the creation of innovations and learning in the research group
and as a result of the innovations and gained competence get higher quality research results. In order to
answer this question we should have a way to study conceptualise innovations and learning in a
research team. Research can clearly be characterised as knowledge work. The background theory for
this article is based on the Moments metamodel that can be described as a framework of current
pedagogical models, particularly pedagogical models that can be used to carry out collaborative and
communal modes of learning and studying (Tella et al. 2004). The productivity of a knowledge worker
is evaluated based on a list of 6 dimensions presented by Drucker (1999). In this paper, we claim that
the Moments metamodel can be applied to the analysis of employer-employee results and development
discussions and the output can be used for the successful development of a research team. The
proposed method was tested in my own research group employer-employee results and development
discussions (N = 10) on autumn 2004. In addition, the results of the analysis are presented in the
Moments metamodel framework.
INTRODUCTION
In this paper, we discuss about the evaluation of learning and innovations in research team. A
research team is typically a group of 10 to 15 expert researchers whose work is highly knowledge
intensive i.e. the researchers are clearly knowledge workers. From the point of view of successfully
managing and leading a research group (i.e. facilitating the creation of innovations and learning in the
group and thus getting high quality research results) we should have a way to conceptualise
innovations and learning in a research team. A way to evaluate knowledge workers productivity is a
• We impose the responsibility for their productivity on the individual knowledge workers
• Continuing innovation has to be a part of the work, the task and the responsibility.
themselves. They have to manage themselves and have autonomy.
Culture
1 discourse
(society)
Pedagogical Teaching
2 framework Teachability
Technology
Action Studying
3 (groups) Studyability
Technology
Activities Learning
4 (individuals) Learnability
The starting point for the Moments Metamodel is a synthesis from the different theoretical models
and frameworks of the learning. The foundation of the Metamodel consists of four conceptual levels
which describe the conditions of the framework: cultural discourse and cultural practices, pedagogical
models and principles, operations and actions and individual acts. The different functions of formal
and non-formal studying to which the individual acts are connected as essential building materials, are
presented at the level of the operations and action. The main components of the model are the culture,
the interaction and the adaptability. (Tella et al. 2004)
The dimensions of the Metamodel are at the intersections of the conceptual levels and of main
components. In the centre of dimensions there is the pedagogical activity that is seen as a process of
learning-teaching-studying (Uljens 1997; Tella et. al. 2001).
One of the key concepts of the Moments Metamodel is the teaching–studying–learning process
(TSL; Uljens 1997). In TSL, all three components are equally important. Uljens argues that teaching
cannot directly influence learning; rather, teaching affects learning indirectly through the individual’s
study activity (Uljens 1997, 39). We contend that TSL is a most beneficial way to organize and assess
NBE in general and educational applications of human centered technologies in particular. Combining
the understanding of TSL together with educationally justified uses of human centered technologies
and edutainment software is expected to contribute to learners’ future knowledge construction and fa-
cilitate interdisciplinary implementations of these technologies.
134
A tool for evaluating learning and innovations in a research group is formal yearly employer-
employee results and development discussions. In this paper we propose that the Moments Metamodel
can be applied to analyse and visualise the results of the employer-employee results and development
discussions. The first application of the Moments Metamodel has already suggested that it can
successfully be applied to study the productivity of knowledge work (Multisilta, Paajanen, 2004;
2005).
135
EMPLOYER-EMPLOYEE RESULTS AND DEVELOPMENT DISCUSSIONS
In this study we had 10 employer-employee discussions during august 2004. A set of predefined
discussion topics were covered and a written report were produced for all the discussions. Afterwards
the discussions were analysed using qualitative research methods (phenomenography).
Phenomenography “is a research method adapted for mapping the qualitatively different ways in
which people experience, conceptualise, perceive, and understand various aspects of, and phenomena
in, the world around them" (Marton, 1986, p.31).
Dimensions
Individual
4 Pioneering Enjoying the work
As a result of the analysis, we identified a set of concepts (such as “doing things together”) that
relate to innovations an learning in the discussions. The relation information was derived from the
context of the discussion during the analysing process by us. Afterwards we draw a cognitive map
consisting of the concepts and links between the concepts. The map was then structured using the
Moments Metamodel.
From the data we were able to find relation between most of the statements presented by Drucker
and the concepts in the map. The propositions from Drucker theory are marked with character D inside
a blue box.
In addition, we found other concepts that seem to support innovations and learning in a research
team. The analysis shows that in the interviewed research group the innovative environment builds on
the feeling of “doing things together”. Also, there was a strong motivation to learn and study new
things in the group. We interpreted this as a key element in innovative research team. The individuals
in the research group had strong visions of their own aims and goals and that fact supported their
ability adapt to new research tasks. Interestingly, teaching was classified as a motivational factory by
some researchers and as a heavy load by some researchers. Based on this study, the key factors for
CONCLUSIONS
In this article, we presented a procedure for analysing and visualising qualitative data using
cognitive mapping with Moments metamodel. The procedure was tested on analysing employer-
136
employee results and development discussions in a research group of 10 researchers at Tampere
University of Technology. We have showed that the proposed procedure can be applied to analysing
qualitative data.
For the future the process should be compared to the other cognitive mapping techniques presented
in the litterature. Also, the produced visualisation have not yet been discussed by the interviewed
research team. By doing this, we should get feedback of usability of the visualisation for improving the
performace of the research team.
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Organisational Research. SAGE Publications.
Drucker, Peter F. (1999) Knowledge-Worker Productivity - The Biggest Challenge. California
Management Review 41(2). 79-94.
Brewerton Paul, Millward Lynne (2001) Organisational Research Methods. A Guide for Students and
Researchers. SAGE Publications. London.
Marton, F. (1986). Phenomenography – a research approach to investigating different understandings
of reality. Journal of Thought, 21 (3), 28-49.
McDonald Seonaidh, Daniels Kevin, Harris Claire (2004) Cognitive Mapping in Organization
Research. In Cassell, Symon (2004).
Metsämuuronen Jari (2003) Tutkimuksen tekemisen perusteet ihmistieteissä. Gummerus Kirjapaino
Oy, Jyväskylä. (In Finnish)
Millen David R (2000) Rapid Ethnography: Time Deepening Strategies for HCI Field Research.
Symposium on Designing Interactive Systems archive. Proceedings of the conference on
Designing interactive systems: processes, practices, methods, and techniques. New York
City, New York, United States. pp. 280 – 286. http://portal.acm.org/citation.cfm?id=347763
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tutkimusohjelman yhteiskonferenssi. Kansallismuseo, Helsinki, 28.10.2004
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ammattilaisten työssä oppimisesta. Submitted to Smeds et. al. (2005).
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pp. 241-242. MISQ Discovery, archival version, June 1997, [http://www.misq.org/discovery/
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Ulla, Koskimaa Raine, Vahtivuori-Hänninen Sanna, Nurmi Kari E. & Multisilta Jari (2004)
MOMENTS metamodel. Multiscientific tool for building future networked learning. In
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päivien 2003 julkaisu. Helsingin yliopiston kasvatustieteen laitos, Helsinki. (In Finnish)
Trauth Eileen M. (2001) Qualitative Research in IS: Issues and Trends. Idea Group Publishing.
Hershey, London.
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Abstract
Business education and learning has avoided the central question of management: how to run the
business operations every day effectively and in a way which meets the conflicting goals of
employees, customers, engineers or shareholders. The subjects are taught in the very ‘silo’
departmental way which business education so much decries: marketing, finance, behaviour etc.
Strategy studies on separate topics do not pull these together as it is essentially off-line. Only the
running of the business every day as the reality confronting managers is kept out of the classroom.
Visiting companies with students or students doing projects in companies demonstrates the same
frightening gap: students can only relate to the problems they are taught about and the majority of
these are off-line and can be addressed externally to the business practices. The inside ”black box” of
the working business remains a mystery – to the students and usually to the teachers and the business
itself. The black box houses the people, their skills, attitudes and their know how; it has a structure
and work-in-progress; it has relationships, targets and assumptions. Management’s job – management
being the task of the roles of management assigned and unassigned is to monitor the structure, the
progress or orders, the problems, all concurrently through a diverse set of people with different
motives and awareness’s in order to win on the performances requirements.
A new kind of teaching format is needed for this learning. It cannot be done simply through teaching
facts and models, through discussion and case studies – not by visits or visiting speakers. The
‘students’ – undergraduate, graduate or executive – must re-experience the context of the live situation.
The aim of this paper is to report the research which has been undertaken into understanding the
conditions in which the typical management issues can be exposed through a reproduction of the live
learning context.
Any business, indeed, any part of a business, is worked by people using experience to confront issues.
The experiences may or may not be embodied in formal knowledge and procedures. The issues may
be temporary problems on current work-in-progress, persistent difficulties, surprises, impositions of
new requirements or the attempt to adopt new systems and structures. The confrontation takes the
form of the challenges between what is required and what is possible within the timescales permitted.
Knowing the limits of the current system and practices is the key and that is only known to those who
do it.
The reconstruction of this operational context in a learning environment requires the following
components at the very least:
1. A structure containing a variety of tasks in which different people do different jobs which
3. An authorisation or permissions system is needed which guides the priorities and actions which
are taken and expose choices about how people, the structure and the practices can be reviewed
and revised.
Within London Business School we have used a base plate system called Discovery and two other
tools, Impulse and Formula 3, over recent years for the development of such a managerial learning
context. We have since been asked to create two further constructs for managerial learning and change
processes management. Both of the latter demands have been in the supply chain field – one for the
development of process orientation within a global group and the other for the development of supply
chain restructuring in a way in which the ‘lean’ concept is both delivered and questioned.
In working on the latter developments we have found it difficult to succeed in reproducing the working
managerial context in an educational setting with the right dynamic and learning process whereas our
earlier Discovery exercise worked well for reproducing the conditions for managing the improvement
process, the new requirements demonstrated that we did not understand the general parameters and
characteristics required for experiential learning on managerial issues. The paper will illustrate our
initial findings on the key dimensions to have in mind when constructing a managerial learning
experience.
We will express these requirements for a learning system in broad terms and then remark on the means
of testing such a context in action. We see the need for managerial learning as being most demanding
for existing executive groups who want to explore an idea on developments and reach conclusions by
discovery rather than be told or dictated to by prescription. We also envisage a limited time frame for
the experience such as two to three hours inclusive of discussion time.
•
•
how to reproduce the operational reality sufficiently
•
how to define roles which are precise but changeable
•
how to discipline the whole scheme in time, specification, change possibilities and outcomes
•
how to stop, review, recreate and progress the discussion
how to conclude an experience with transferable learning and an awareness of a model which is
clear both as a concept, an inspiration and a reality
Our provisional list of contents necessary for re-constructing such learning contexts are:
• the use of physical objects as representation of products and services to provide a necessary
•
“on-the-ground” reality
the job which people do must be able to be mastered in a short time, say ten minutes, and the
overall aim and challenges should be no part of the initial learning as otherwise the spirit of
•
engagement will be lost due to excessive delay
the exercise or reproduction needs to be represented or displayed in some way on a continuous
basis to maintain some kind of control
Since beginning work in this area we have always used radio or wire linked telepads through which the
people record actions and decisions within their role so that we have a chance of contrasting the reality
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in the mind of the people with the reality provided by the data and its interpretation. This also
provides the means of evaluation as well as a ‘clockwork’ timing scheme for guaranteeing discipline
of the exercise.
All discovery based or experiential based learning requires repeated trials or challenges in which the
running practice itself is reviewed and interpretation of the overall effects creates the real ‘learning’
based on the outcome of the ‘doing’ and revised in a systematic way. The tension here is to have a
means of exposing the structure of the business exercise as a realistic question with the context of the
exercise and in a way in which progress steps are taken which are not too great or too small and on
which reassessment of gains and losses is possible.
Finally the lessons of the experiential exercise must be recognisable and transferable. The challenge is
to achieve sufficient generality in the results.
The test of this kind of experiential learning is how to live with the major trade-offs:
The conclusion of the paper will demonstrate how the imposition of the context and the statement of
the requirement will constrain choices of exercise construct and how the conditions for success can be
defined to reduce the risk in the learning process.
140
PROBLEM-BASED LEARNING: CHALLENGES AND FUTURE FORMS
JENS O. RIIS
ABSTRACT
Problem-based learning has proven its merits in engineering education, especially in addressing the
issues of complexity and dynamics that modern enterprises are confronted with. It has been the main
pedagogical principle at the Aalborg University for more than 30 years and has lead to a high recogni-
tion of engineering graduates in industry and in the international educational community. However,
certain unintended practices have emerged, some of which will be identified in this paper. This will
form a basis for proposing to augment the problem-based learning approach, e.g. to use simulation and
games to give students a comprehensive understanding of the complex nature of industrial issues. It is
further proposed to strengthen reflection and innovative experimentation. To illustrate how this might
be realized, a scenario of a future student’s daily life will be presented.
INTRODUCTION
Most companies have realized that their competitive advantages are temporary and that they con-
tinuously need to develop their current competitive strength and, at the same time, explore new direc-
tions. The environment of most companies has become dynamic and complex and challenges them to
develop innovative and holistic solutions.
Since its inauguration in 1974, the Aalborg University has used problem-based learning in all its
educational programs. The Aalborg University model divides the student’s study time into two halves
of equal size, one for regular courses and one for a group project. Each semester has a theme around
which a project issue is defined. Over the years, graduates have been well received in industry and
recognized for their capability to develop holistic solutions to complex problems and to work in teams.
However, the pedagogical approach should continuously be developed, as industrial companies face
new challenges, and new technologies offer new opportunities.
The aim of this paper is first to identify future challenges to problem-based learning, based partly on a
review of practice that has developed over the years and partly on industrial challenges. Secondly, new
directions and solutions will be presented and discussed.
In the next section we shall briefly outline key features of the problem-based learning approach
including some of the dilemmas of designing a curriculum. In the subsequent section observations
from more than two decades of teaching will identify unintended practices. This would give rise to
proposals for future elements of problem-based learning, first by augmenting problem-based learning
and second in the form of scenarios of the life of a student, based on reflection and experimentation as
the key elements of learning.
142
Of course, there are also limitations to problem-based learning. For example, the actual issue
determines to a large extent which theories and methods are pertinent; thus, there is no guarantee that
all important theories and methods are studied.
This suggests awareness in curriculum design to combine various learning approaches. In view of the
complex and dynamic environment of industrial enterprises and the need to develop innovative and
holistic solutions, it is suggested that the use of problem-based learning be concentrated on analysis
and diagnosis of complex issues, development of holistic, multi-perspective solutions, and on imple-
mentation issues in cooperation with the case company.
OBSERVATION OF PRACTICE
It seems fair to say that every educational system holds a great deal of robustness, because, by an
large, students are eager to learn, and teachers and advisors are dedicated to teaching. However, the
behavior of students and teachers is guided by the reward system and constraints imposed.
In the following some of the unintended behavior will be presented based on observation over more
than two decades of the Aalborg University Problem-Based Learning System:
143
It will require a firm effort on part of advisors to counter-balance this trend by emphasizing that a case-
company in reality is only a means for the learning process. Defining learning objectives and pointing
out specific means and opportunities for learning would enhance the benefit of student projects.
Repairmen rather than innovators - Proficiency in repair and small improvements rather
than the development of innovative solutions
In addition to the behavior observed above, the students in general are very ambitious with respect to
their project. They tend to define a large scope for their project. First, it implies that they are working
very hard and try to follow an elaborate plan. Second, they do not leave much room for risk-taking, for
instance encountered when indulging in a creative brainstorm and discussing how to utilize new
opportunities not foreseen. As a consequence, the students are reluctant to engage in a more innovative
endeavor.
A means to counter-balance this tendency is to ask the students to include in their report a discussion
of the trajectory that their problem solving process has followed in the light of their learning processes.
Furthermore, generation of new ideas and forming them into innovative scenarios should be
encouraged; for instance it could be made more explicit to the students that innovative elements are
necessary in order to earn one of the best grades.
Acknowledging the benefit for graduates to be proficient in proposing short term solutions, it is
however equally important that graduates have experienced that it is possible, and even fun and excit-
ing, to develop innovative solutions. When first in industry, time pressure in day-to-day operations will
limit the inclination to engage in a more explorative development of solutions.
144
Simulation games and role playing are means for creating an appreciation of the dynam-
ics and complexities
The broad analysis and diagnosis effort requires a rather heavy involvement in a case company and is
usually only carried out in the later semesters. Although a very beneficial learning experience it may
not be possible in the early semesters. Hence, there is a great challenge to give students an appreciation
of the dynamics and complexity of industrial organizations and manufacturing systems. Traditionally,
courses and exercises seek to prove understanding of phenomena, and solutions are offered to students
just graduated from high school and thus with no industrial experience.
Simulation games and role playing have been used widely to give students a broad understanding of
the complex and dynamic world of the future workplace. Although time-consuming, there are not
similar effective pedagogical means available for this purpose. Also, they are useful instruments for
developing and trying out various solutions.
In tune with the keen interest in helping the case company, we have observed that students tend to
propose only one solution, and they put much effort into arguing and demonstrating that their solution
is but not the best a very recommendable route to take. Knowing that a company may apply a wide
range of criteria for selecting a specific solution, students may actually make a more significant contri-
bution by proposing several, alternative solutions for each of which a thorough analysis of some of the
dynamic features has been carried out. This will offer to the company a much more substantial back-
ground for selection a solution.
145
of a new manufacturing management system, who should participate in this process, what are enablers
and barriers for sustaining an innovative, participatory process.
For this reason we have experimented with several ways of including implementation issues in our
engineering education. For example, to involve the case company in discussions of analysis and
design. By presenting their initial findings of the mutual interplay between organizational units and
value creation in the handling of the customer order process the students receive useful comments.
But, in addition, an organizational improvement process is initiated creating a commonly shared
understanding in the organization.
Similarly, students are encouraged to present initial solution ideas in the company. Not only does this
lead to valuable comments and critique; but ideas and suggestions from managers and employees are
voiced and can be included in the final proposed solutions.
This active involvement of the case company will provide an appreciation of some of the issues of
implementation, yet by far only a minor part of issues related to implementation. It does require a pro-
active role of the advisor, often far beyond the number of hours allocated.
In line with the research strategy to deal with both content and process, an Experimental Lab for
Production and Logistics Systems Development (ELP) has been established. Several action research
projects have been carried out, on the basis of which a general process for the development of a manu-
facturing vision has been established (Riis & Johansen, 2003).
In addition to apply the ELP to industrial enterprises as part of research projects, an effort has been
initiated to develop means and settings for using the ELP as part of student group projects. This still
has to be further developed, but the objective is to develop the students’ proficiency in dealing with
implementation issues as an integral part of their engineering approach to design innovative solutions.
In this way the traditional project based mode is expanded to include implementation issues.
146
It occurred to Lise that she could save a lot of time by going directly to the homepage and searching
for a presentation she could build on, and by choosing a few judicious questions and answers so she
could get through her presentation. This is what she often did at other times anyway, e.g. when she
wanted to get a quick idea of which articles on a new topic were worth reading. But the form of the
seminars was subtly different. Here, the focus was on a deep, personal absorption of management con-
cepts. Lise could not really explain it. It was not because the teachers had insisted that they go straight
to the source, it was more the overwhelming atmosphere at the seminar of exploring a topic fully for
the first time. Lise realized that learning and understanding various management theories was not an
end in itself, but a necessary means for her own creative thinking and development of theory.
In her reflection diary, which was her personal tool for self-reflection, Lise described her frustration of
only having understood about 10% of the article after having read it for the first time. The learning
process can be tough, but after her presentation at the seminar and the discussion that followed, Lise
had to admit that she had actually been able to communicate her insights quite convincingly. It had
been a personal experiment, which had given her the satisfaction of knowing that, despite the difficul-
ties and frustrations, she had nevertheless grasped several important concepts. Lise decided that she
would discuss her reflections on this learning process with her tutor next time.
A think-new room
One day, when Lise was searching for a particular report in the CIP archives, she stumbled across a
large pile of old project reports. While leafing through them, she suddenly understood what one of her
teachers had meant when he said that, previously, students were taught to become good “fix-and-mend
engineers”, because most of the old reports described improving an existing situation in a firm. Now,
by contrast, they were expected – by both their project firm and their tutor – to develop detailed inno-
vative scenarios for the firm’s future within a relevant area. This requires a mix of creativity, profes-
sional insight and the involvement of management and employees in the project firm.
Lise remembers the first time they were told that they were expected to question present methods and
ways of thinking as a bit scary. But now, after having participated in numerous workshops at CIP’s
Learning Lab and establishing a “Think-new” room herself, she regards it as a natural part of their
project work.
Lise thinks that working with a project firm is very challenging, because they are actively involved.
She especially thinks that arranging workshops in the Learning Lab for a firm is an exciting part of
their project. In this way, they gain insight into how a firm’s development processes function in prac-
tice. This is a new aspect of project work compared with the previous company projects she saw in the
archives, where the firm’s contribution consisted mainly of making information available and com-
menting on the students’ concluding report. And she was surprised and delighted to discover that these
workshops have also given something new to the firms.
Lise reflects that many of the foreign students she is in contact with around the world are often hesitant
about plunging into a creative, experimental development process. But the first time they have
experienced “getting high intellectually”, their enthusiasm is palpable. This was also evident from
recently held video conferences with foreign student groups.
• that students tend to focus more on helping the project case company than on learning
certain unintended practices have emerged, as for example
• that students tend to focus on proposing short term, incremental improvements rather than
• that academic advisors tend to guide students in the direction of their own area of
on developing innovative solutions
specialization rather than to address the issue of an integrative approach, combining several
disciplines and perspectives.
148
• Emphasizing the need to give students a comprehensive understanding of the complexity
An augmentation of the problem-based learning approach was proposed in the direction of
and dynamics of the issues of industrial enterprises, e.g. by using simulation and role play-
• Including a variety of problem-solving means and types of projects during their studies to
ing games.
• Addressing implementation issues, however difficult this is, because this is an important
maintain student motivation and to train different skills, both individual and collective.
References
Bloom, Benjamin S. (1956), Taxonomy of Educational Objectives. The Classification of Educational
Goals. Handbook 1: Cognitive Domain, New York: David Mckay Company, Inc. (7th Edition
1972)
Kjersdam, Finn & Stig Enemark (1994): The Aalborg Experiment, Project innovation in university
education, Aalborg University Press, Denmark.
Kolb, D.A. (1984): Experiential Learning, Experience as the Source of Learning and Development,
Prentice-Hall, Inc. USA.
Kolmos, Annette, Fink, Flemming K. & Krogh, Lone (2004), The Aalborg PBL model, Aalborg Uni-
versity Press
Riis, Jens O. (1994), “Situational production management: a practical theory for the development and
application of production management”, Production Planning & Control, Vol 5, No. 3, 240-252
Riis, J.O. & H. Mikkelsen (1997): “Capturing the nature of a project in the initial phase: Early identifi-
cation of focal areas”, Project Management 3/1997, pp. 18 – 22.
Riis, Jens O. & Johansen, John (2003), “Developing a manufacturing vision”, Production Planning &
Control, Vol. 14, No. 4, pp. 327-337.
Riis, Jens O. (2004): “Key competencies and conditions for learning in companies of the knowledge
society” (in Danish), Report for the Danish Council on Commerce.
149
THE MODEL OF KNOWLEDGE MANAGEMENT SYSTEM
KAMIL SITARSKI
ABSTRACT
The author hereby presents the role of knowledge as a key-resource in global enterprises. He
discusses the means of stimulating knowledge administration and explains the use of placing emphasis
on promotion of actions supporting the general public and administration. Further on in the paper he
suggests how to manage knowledge resources in organisation. Keywords of the paper: knowledge
management, knowledge engineering, knowledge economy, information society, methods of
knowledge codification.
PREFACE
From the dawn of time we deal with knowledge. However, are we aware of this fact? That question
was already asked by people in ancient times. What is knowledge?
Even before that time, apart from acquiring skills by individuals, the process of learning was taking
place when members of community shared their experience with one another. In that way the level of
fixed content was increasing, as well as the knowledge later known as the so-called practical
knowledge (utilitarian). Apart from experience and skills there are other components of knowledge,
namely beliefs, myths, legends, and rituals. The people of that time didn’t seek general truth to explain
the phenomena of the world, but instead they relied on extraterrestrial forces, deities, or supernatural
events. During their own learning process ancient people mastered their skills and practical solutions
without even trying to understand the cause of the phenomena mentioned earlier. The concept of
knowledge aroused an interest in philosophers of ancient Greece. At the turn of VIIth and VIth century
B.C. the search for general truths has truly begun trying to understand why something happens one
way or another. As Tatarkiewicz W. (Tatarkiewicz, 2001) quotes, Thales of Miletus made an attempt
to classify, arrange, analyse and prove different things. In philosophy emerges the concept of science.
However, science differs from the concept of skill in such a way that it is not enough to state the fact.
It is necessary to put an observation in order, then analyse and prove it true. Thus, only the skills
arranged in such a scheme can be considered as science.
According to what Japanese authors Nonaka I. and Takeuchi H. have written in their book, the
concept of knowledge can be also defined as “justified and true beliefs”, which is not entirely true, as
beliefs could be misleading. In order to begin the problem analysis connected with knowledge
management it should be noted that the history of philosophy deals with two approaches to knowledge
and science acquisition, namely rationalism and empiricism – the two streams with great influence on
the form of Western (modern) philosophy.
The former is based on the statement that “the truth should be determined by reason and factual
analysis, rather than faith, dogma or religious teaching”. The latter says that “there is no a priori
knowledge and the only source of knowledge is sensual experience”. These two doctrines stem from
two great Greek philosophers: Plato – rationalist, and Aristotle – empiricist. In the course of science
the two doctrines have clashed with each other very often, and many famous philosophers tried to
consolidate and unify them into one.
Moving a few millenniums further it can be seen that the attempts to classify our cognition were
becoming more and more uniform. We can now analyse the history of education, creation of industrial
or information system, but to cut a long story short we may say that knowledge has been the driving
force of human progress. Of course, there were also other reasons: desire to become rich, search for
150
and discovery of new natural resources or even war. The role of knowledge in such systems was
limited to the point where it was only possible to use its resources.
With the progress in communication technology, that is, the discovery of telegraph, telephone,
radio, and later assets like computers, transistors or lasers, the amount of information reaching to
people greatly increased. Information has been known to be the essential element for proper
functioning of different organisms – physical as well as virtual, like the need to communicate with one
another, which is the basis of every single society. The information has become very precious, though
such concepts as information economy or information society didn’t exist, and one was not aware of
the fact, that information is going to become one of the main factors leading to society or economy
development in the near future.
151
Among other initiatives worth considering is “eGovernment”. It concerns electronic access to
public services with very convincing motto: “better on-line than in line”. Next, “eHealth” initiative
was designed to give access to health service through new technologies where it is possible. A part of
this initiative is “e-Accessibility” – a program to support handicapped people.
The processes mentioned above triggered off the situation, where along with the achievement of
individual goals and changes in society needs it is absolutely necessary to monitor strategy verification
all the time. The initiatives plan for the year 2005 focuses on improvement of broadband access to the
Internet and development of on-line services in all aspects of our life.
All those services are essential to give access to multimedia services and to transmit more data in
a form of images, sounds or movie clips.
To achieve this, it is crucial to remove any infrastructural or legal barriers encountered and appoint
some institutions that could prevent any abuse of the infrastructure, which is more and more visible
nowadays.
The scheme also describes the stimuli that enable the knowledge development in a society, that is
the “e-learning” idea. This strategy is to guarantee the European Union in 2010 the status of the most
competitive, knowledge-based economy in the world, and the means of achieving this are the
following:
1. continuous development of citizen skills by providing them with education through all their
life,
2. promotion of new learning technologies,
3. giving broadband Internet access to education institutions,
4. carrying out the training courses for adults in order to improve their skills needed for
trouble-free functioning in the information society.
The schemes of European institutions are being continuously verified, taking into account even
such events as joining 10 new candidate-countries to the European Union.
Knowledge definition
For the purpose of research we can define knowledge as “the totality of thoughts in human mind
gained in the form of experience or learning. That includes all forms of social awareness: science,
ideology, religion, magic. In this respect, the knowledge consists of all types of thinking: from
informal ideas to science theorems. It could be true or false, rational or irrational. In a much narrower
sense, it is known as a personal cognition state of a man as a result of objective reality influence”
(source: http://wiem.onet.pl).
Another definition of knowledge, mainly used in the artificial intelligence research, can be
described as “the totality of data structures and procedures of their interpretation related to a domain,
and able to generate a decision and action in that domain”. Moreover, it is essential to introduce a
definition of knowledge basis that is “a set of definitions, facts, concepts and relations occurring
between them and other means of knowledge representation”. The aforementioned knowledge basis
will be one of the main modules of the knowledge portal being described.
Knowledge representation
In the field of scientific research dedicated to management aspects and knowledge engineering, one
of the main research concepts is knowledge formalisation that is, the creation of rules, norms and
procedures that enable knowledge sharing. Another aspect is to prepare adequate knowledge storage,
methods of its propagation, and continuous verification of its state and utilisation.
152
Among different existing knowledge representation methods we deal with logical representation of
knowledge, the part of which is formal logic that is, the logic where it is possible to generate new facts
on the basis of true, already existing ones. Another way of doing it is to record our knowledge in a
form of procedures, e.g. computer program algorithms where we can store the sequence of our actions
in order to achieve certain results.
In the past many studies were devoted to semantic networks where there was possible to store
individual symbols and relations between them using graphs.
Frames
As a method of knowledge representation in organisational knowledge portal a certain variation of
the frames system will be used. In this kind of a system very important role play object properties, that
is properties and procedures (methods). In organisational knowledge portal all respective elements will
be stored in a form of a quasi-object structure, which gives the appropriate hierarchy and connections
between objects.
The author of the frames theory, Marvin Minsky claims that in the process of getting to know new
or existing objects, that are seen from other perspective, the so-called frame with slots is used. These
slots act as containers for information about an object or situation. Some slots contains e.g. procedural
knowledge concerning the use of the frame, some other slots just store values of individual attributes.
Frames are connected to other frames and in that way they form the frame system. Connections define
their function in the system: a class-defining frame, a class element (object) or a subclass of an existing
class (analogy to the object approach).Thanks to hierarchical structure there is a possibility to inherit
distinctive features through frames, frame subclasses or particular specimens.
The knowledge in the formal form can be delivered to the knowledge base in many different ways.
The detailed description of all available means of delivering knowledge to the knowledge base will be
included in a doctoral dissertation. Here, in this paper only one way of acquiring knowledge in
organization without the need of using knowledge employees will be presented.
• propagation of newly-created knowledge (faster and more effective than the traditional
terms of knowledge management utilisation are:
• automatic or semi-automatic data loading concerning new knowledge objects from the
approach),
• supervision over the process of knowledge internalisation through creation of statistics and
organisational knowledge portal and resources update,
• giving information about new knowledge objects, consistent with the standards of transferring
memorandums connected with the process of knowledge acquisition,
Distance learning
Distance learning (remote learning, correspondence learning, etc.) has a long history. This form of
education has been created to fulfil the need of people who wanted to learn but haven’t met the
appropriate condition for learning process. The main cause for distance learning is inability to leave
the place of residence (the handicapped, seriously ill or parents looking after children), or lack of funds
for traditional education. The basic advantage of distance learning is the fact that there is no need to
gather students and teachers in the same place, at the same time.
The first generation of remote learning was the correspondence education. It was based on a postal
correspondence. In this way the students received all required materials and sent their homework,
essays, or reports to their teacher for assessment. Distance learning quickly adapted new technologies
and inventions in order to make the knowledge more attractive and easier to acquisition.
First radio, then television became crucial inventions for distance learning. Not to mention such
inventions as telephone, tape or video recorder, compact discs and players and many more. However,
the most revolutionary inventions turned out to be the telecommunication, data communication and
information technologies that have changed the way of conducting lessons in distance learning. The
future begins to reveal the technologies allowing to educate students in every place in the world and at
any time, so the solutions that can be called “m-learning”.
E-learning
E-learning – this expression has many meanings, but the most appropriate one is associated with
electronic-aided education (with the help of computers and audiovisual aids) and with the Internet-
aided education. This kind of learning is the next step in the evolution of distance learning. The
concept appears not only in the interviews or articles for experts, but also more and more frequently in
everyday newspapers, and other magazines not associated with this branch. It is caused by the fact that
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the application of modern technologies has helped to revolutionise and completely change the attitude
to remote learning. The following is an example definition from the Internet portal
http://elearners.com:
„E-learning is any form of learning that utilizes a network for delivery, interaction, or facilitation
(in a few years you might not even use the computer). The network could be the Internet, a school or
college LAN or even a corporate WAN. The learning could take place individually (guided or
instructed by a computer) or as part of a class. Online classes meet either synchronously (at the same
time) or asynchronously (at different times), or some combination of the two”.
Taking into account what was said before, this definition limits the concept of e-learning
exclusively to the education with the help of a computer network. In real life, this concept can be used
also in cases of Computer Based Training (CBT), because both methods are being linked together.
Supporting the learning process through e-learning technique or learning exclusively through
e-learning also requires, apart from knowing and applying the information technologies (the Internet
technologies to be precise), specific systems and techniques that were created and systematised.
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E-learning and problems of the knowledge engineering
As it can be seen, the available tools allow e-learning technique to support the process of
knowledge management. Some experts say that an electronic course is not a simple presentation or
animation but rather a complete system that requires adequate commitment from the learner.
Therefore, thanks to the mechanism of automatic course creation based on knowledge structures
mentioned earlier and with the aid of mechanisms of knowledge personalisation the system will be
capable of delivering the most optimum knowledge at a given time.
SUMMARY
Summing up, the author wants to draw the reader’s attention to the knowledge management and
knowledge engineering and the role they will play in a near future and how important and needed is to
set an example model of a system that will be successfully processing knowledge at all stages and,
what is more, will be using the state-of-the-art technologies. Introduction of awareness in resource
management will be a key-factor leading to the development of a society based on knowledge and
economy in a near future.
BIBLIOGRAPHY
European Commission (1999), eEurope - An Information Society for All, COM(99)687
European Commission (2000), eEurope – eEurope 2002 - An Information Society for All - Draft
Action Plan, COM(2000)0330, Feira
European Commission (2003) Towards a knowledge-based Europe, Directorate General for Press and
Communication, Brussels
The Constitution of the Republic of Poland of 2nd April, 1997
Krupa, T. (2000), Przedsiębiorstwo w procesie globalizacji, WNT, Warsaw
Krupa, T. & Wójtowicz, A. (2002), Aktualne problemy w zarządzaniu projektami informatycznymi,
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Helsinki University of Technology SimLab
Publications
Editor-in Chief
Riitta Smeds, D.Sc. (Tech.)
Professor
Department of Computer Science and Engineering
SimLab
P.O. Box 9220
FIN-02015 HUT
Finland
riitta.smeds@hut.fi
Dissertation Series
ISSN 1458-8226
Doctoral and Licentiate’s Theses from the SimLab research unit. The quality of the Dissertation Series publications in
ensured by the formal review process of the Theses.
Report Series
ISSN 1458-8234
Reports from SimLab research projects, as well as proceedings of scientific workshops and conferences organized by
SimLab. The submitted Report manuscripts are reviewed by experts.
Teaching Materials include lecture material, as well as editions of selected seminar papers and project assignment
reports of students. The submitted Teaching Material manuscripts are reviewed by experts.
Working Papers can introduce new research projects and research ideas, and discuss current phenomena. They can also
include manuscripts that are ultimately intended for publication in high-quality academic journals. The Working Papers
do not have an ISSN or an ISBN code. Thus they are unofficial publications, but they can still be referenced. The
Working Papers are published only on the Internet. The submitted Working Papers manuscripts are reviewed by
experts.
Publications
Dissertation Series
ISSN 1458-8226
158
Report Series
ISSN 1458-8234
1. Kilpiö, Anna (2003): Opettajuus ja verkko-opetus (Teaching and e-learning). Master’s Thesis, University of
Helsinki, Department of Social Psychology, Helsinki 2002. Report of the SimLab Helmi-project, Espoo 2003, (in
Finnish). SimLab Report Series , no.1, ISSN 1458-8234, ISBN 951-22-6371-8. pp 131+3.
2. Hirvensalo Antero, Evokari Juha, Feller Jan, Pekkola Kimmo, Turunen Pekka and Smeds Riitta (2003): R&DNet
Final Report. Process Innovation in Collaborative R&D. Lessons Learnt from the Telecommunication Industry,
Espoo 2003. SimLab Report Series no.2, ISSN 1458-8234, ISBN 951-22-6494-3, pp 110+8.
4. Syväoja, Heli (2004): Customers’ and service providers’ organizational capabilities in succesful IT outsourcing: a
case study (Asiakkaan ja IT-palveluiden tarjoajan kyvykkyydet menestyksekkäässä IT-ulkoistuksessa:
tapaustutkimus). Master’s Thesis, Helsinki University of Technology, Department of Computer Science and
Engineering, Information Networks Degree Program, Espoo 2004. SimLab Report Series no.4, ISSN 1458-8234.
ISBN 951-22-7436-1, pp 72.
9. Markkula Marja-Leena, Kilpiö Anna, Smeds Riitta (eds.): Helmiä Verkossa: Katsaus Helmi-hankeeseen 2001-
2005 (Helmi-project review 2001-2005). Espoo 2005, (in Finnish). SimLab Report Series no.9, ISSN 1458-
82346, ISBN 951-22-7676-3, pp 59.
10. Smeds Riitta, Riis Jens, Haho Päivi, Jaatinen Miia (eds.) (2005): New approaches to Learning, Studying and
th
Teaching. Proceedings of the 9 International Workshop of the IFIP WG 5,7 Special Interest Group on
Experimental Interactive Learning in Industrial Management, SimLab,Espoo June 5.-7.2005. SimLab Report
Series no.10, ISSN 1458-8234, ISBN 951-22-7724-7, pp 157.
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Helsinki University of Technology
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SimLab
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