1 The Broad Value of Simula1on Across Pedagogies to Enhance Student Capability in Post-Secondary Business Administra1on Educa1on Darren G Mahaffy School of Educa4on, Thompson Rivers University Kamloops, BC A capstone product submiDed to Thompson Rivers University in par4al fulfilment of the requirements of the degree of Master of Educa4on November 20, 2024 2 Abstract This paper is set within the context of my intersec4ng personas as educator in a post-secondary business school, student in a Master of Educa4on program, successful marketer and a former Bachelor of Business Administra4on student. Each forma4ve sec4on of my life either exposed me to the benefits of simula4on for business learning or deepened my belief that these teaching tools are valuable to students and educators. I argue that business school educators can use well-structured simula4on op4ons within their learning tools regardless of their pedagogical philosophy and that the inclusion of these tools improves student learning outcomes. As instructors are more likely to select tools which fit their pedagogical philosophies, assessing the fit of simula4ons with high frequency of use pedagogies assists in understanding its broad value. The ability of students to achieve deep learning is linked both to the aRtude of the student and the instructor approaches to challenge at higher levels in Bloom’s Taxonomy (Anderson & Krathwohl, 2001), so iden4fying tools that deliver on both is cri4cal to maximize poten4al outcomes for students. The implica4on of these two benefits is that simula4ons should be used more broadly within business schools and courses. This asser4on assumes that well-structured simula4ons exist to support the learning objec4ves and that students can reflect on their experiences to fully embed and understand their learning outcomes. Beyond in-class outcomes, simula4on may also afford postsecondary business schools the ability to offer cer4fica4ons or advanced standing in post-graduate programs to beDer reflect real world learning experiences. Keywords: simula4on, business administra4on, post-secondary, pedagogical fit, student comprehension, student capability, assessment 3 Contents Chapter 1: Introduc1on........................................................................................................................ 5 Background .............................................................................................................................................. 5 My Business Educa4on Journey from Student to Teacher and Back Again .............................................. 6 Simula4on as an Important Tool in my Strategic Marke4ng and Teaching Career ................................... 7 Importance of the Topic ........................................................................................................................... 8 The Thesis for Business Simula4on Inclusion in Business and Administra4on Programs ........................ 9 Counterarguments ................................................................................................................................. 10 Summary ................................................................................................................................................ 10 Chapter II - Literature Review ............................................................................................................. 11 Overview of Major Pedagogies and Linkage to Simula4on Use ............................................................. 11 Construc4vism ................................................................................................................................... 11 Direct Instruc4on ............................................................................................................................... 12 Cogni4vism ........................................................................................................................................ 12 Social Learning Theory ....................................................................................................................... 12 Connec4vism ..................................................................................................................................... 13 Learning by Doing .............................................................................................................................. 13 Other Theories ................................................................................................................................... 13 Summary ................................................................................................................................................ 14 Compara4ve Understanding of the Use of Simula4ons to Support Knowledge Transfer....................... 15 Impact of Simula4on Use on Student Learning Outcomes .................................................................... 16 Summary of Learning on Why Simula4ons Work................................................................................... 18 Arguments Against the Inclusion of Simula4ons .................................................................................... 18 Literature Review Summary ................................................................................................................... 19 Chapter III – Personal Applica1ons ..................................................................................................... 20 Personal Experience in the Classroom ................................................................................................... 20 Experience with the Use of Simula4on to Teach Marke4ng Strategy .................................................... 22 Context .............................................................................................................................................. 22 Classroom: ......................................................................................................................................... 23 Outcome ............................................................................................................................................ 24 Experience with the Use of Simula4on to Teach Nego4a4on in the Business Development Context ... 25 Context .............................................................................................................................................. 26 Classroom .......................................................................................................................................... 26 Outcome ............................................................................................................................................ 28 4 Understanding Why Simula4on is a Personal Fit.................................................................................... 29 Fit with Learning Outcomes ............................................................................................................... 29 Fit with Personal Teaching Approaches ............................................................................................. 30 Linking to Personal and Structural Incen4ves .................................................................................... 31 Summary ................................................................................................................................................ 32 Chapter IV - Conclusion ...................................................................................................................... 33 Overview of Key Conclusions from the Literature Review ..................................................................... 33 Argument Success .................................................................................................................................. 34 Connec4ng My Thinking ........................................................................................................................ 34 Theore4cal Implica4ons..................................................................................................................... 35 Prac4cal Implica4ons ......................................................................................................................... 36 Final Thoughts ........................................................................................................................................ 36 References ......................................................................................................................................... 38 5 The Broad Value of Simula1on Across Pedagogies to Enhance Student Capability in Post-Secondary Business Administra1on Educa1on Chapter 1: Introduc1on The use of simula4ons in undergraduate and post-graduate business administra4on programs is widespread and longstanding (Tanner et al., 2012). They have persisted in use even as other teaching techniques may ebb and flow due to the general belief that the challenges help students internalize and apply mul4ple concepts concurrently. Simula4on programs aDempt to contextualize the complexity of the real-world challenges of managing companies (Naylor, 1971 as cited in Schmuck, 2021). Background Simple business simulators were introduced in 1956 (Cohen & Rhenman, 1961, as cited in Tanner et al., 2012) by the American Management Associa4on and over 4me expanded to simula4ons as defined later in this ar4cle. Their use in business schools has grown in popularity since that 4me for a variety of reasons including the view by faculty that they are an efficient use of 4me and effec4ve teaching tools (Tanner et al.) and are well accepted by students (Lainema & Lainema, 2007). There are a wide variety of pedagogical approaches used in higher educa4on today (Sepp, 2021; Hammad et. al, 2020) and there is significant research suppor4ng the use of simula4ons where outcomes can be well aligned to the pedagogical goals. Further, simula4ons appear to fit well for both students and faculty in both a synchronous and asynchronous delivery method poin4ng to its broad and mul4faceted value as a teaching tool (Chandna & Newaz, 2023; Anderson and Dron, 2011; Maher & Hughner, 2007). Simula4ons and games are terms that are oken used interchangeably, and while they are similar, they are not quite the same. Narayanasamy et al. (2006), drawing on ideas from Sauvé et al. (2005), assessed games, simula4ons and simulators across seven iden4fica4on characteris4cs. The only material difference between a game and a simula4on is the end state. Games have a pre-defined and known end state while simula4ons may, in theory, run for as long as the par4cipants wish to engage in the 6 simula4on. For this paper, business simula4ons are defined as computerized reenactments of real-world situa4ons which allow par4cipants to set dis4nct strategies and adjust the inputs of the business to match those strategies with the goal of outperforming a defined opposi4on. As supported by Narayanasamy et al., complex simula4ons involve compe44on with others while simple business games, such as Lemonade Stand (coolmathgames.com, n.d.), do not have the vector of compe44on nor of mul4ple strategic inputs to adjust to fit strategy and are excluded from the analysis. My Business Educa1on Journey from Student to Teacher and Back Again During my undergraduate business degree at Wilfrid Laurier University, I was focused on understanding the interac4vity of business processes across various areas of study. With a long-term goal of becoming a corporate lawyer, the need to understand this interac4vity appeared to be a cri4cal knowledge base to be able to effec4vely assist and instruct corpora4ons in nego4a4ng the intricacies of the legal landscape and to implement the decisions of company leadership across the en4rety of an organiza4on. While this did not become my ul4mate career path, it did prepare me to become a marke4ng strategist at major interna4onal packaged goods companies. While aDending university, I also began my training as a teacher through my work as a teaching assistant for the introductory business course. Early in my career, training and development became an important requirement of the work I was conduc4ng. Developing, i.e. teaching, the skills my direct reports needed to succeed was a requirement to move upwards in the organiza4on. I was able to translate this growing skill into the opportunity to teach within the Marke4ng and Behavioural Science division at a highly rated business school. Discovering, through this teaching work, that I enjoyed working in the classroom far more than in the boardroom, I have expanded the scope of my teaching responsibili4es over the last seven years. To solidify my bona fides at the school and to expand my understanding of the underlying reasons for the approach I took to teaching, I reengaged as a student to complete a Master of Educa4on at Thompson Rivers University. I have focused my learning journey at TRU on both the philosophical underpinnings 7 and prac4cal tools to help advance the learning experience and outcomes for my students. Through the experiences of learning about various pedagogical approaches, and the reinforcement of this learning through mul4ple different classes in the program, I have been able to generate a comprehension of my own teaching approaches including an understanding of why simula4on as a teaching tool speaks so clearly to me. Learning about Dewey (1916/2024) and the modern educa4onal philosophers who base their thinking on his founda4ons has assisted in understanding why I value doing and prac4ce with a prac4cal applica4on to the real world as a cri4cal deliverable in my classes. Further, the understanding generated in various M.Ed. classes about the opportuni4es, challenges and limits of technology in delivering excep4onal student learning experiences has made me more cognizant of how to op4mally deliver simula4on tools for my students’ context. Simula1on as an Important Tool in my Strategic Marke1ng and Teaching Career The first seminal learning experience I had at Wilfrid Laurier University was in a second-year course in Managerial Decision Making. The purpose of this course was to help students understand the interoperability of the four core business func4ons of marke4ng/sales, finance, opera4ons, and human resources. The major por4on of this course was a 10-round compe44ve challenge using a simula4on game called Markstrat. This program required students to manage a business and make cri4cal and interrelated decisions around brand posi4oning, sales strategy, research and development and adver4sing. Teams submiDed their decisions to a central hub and a computer program took the inputs from 5 different teams in an industry to determine which was doing the best job in fulfilling consumer needs. This challenging project provided an eye-opening understanding for me on a variety of aspects of business opera4ons, but most relevant to my personal journey, helped me to understand the value of a dis4nct business strategy along with a clear understanding of the needs of consumers and how mee4ng those needs with excellence provided a path to business success. Moreover, the work with other skilled and capable business students demonstrated the value of team work to achieve greater results than any 8 individual on their own. This learning began a cri4cal reassessment of my expected career path and pushed me towards a more formal and ac4ve business management role which focused on using these interrelated tools to achieve real world business success. As would be expected based on the learning foregrounded in the literature review of this paper, I experienced this simula4on as both a tremendous approach for integra4ng learning from various vectors while also achieving an improved perspec4ve on the value the course instructor was providing to students. When I returned to the formal classroom as an educator, I was keen to integrate simula4on into the instruc4onal approach I pursued. In classes covering marke4ng analy4cs, marke4ng strategy and business development, I have been able to find simula4ons, including the current version of Markstrat, that support my learning objec4ves and allow students with various learning styles to apply their learning to a real-world situa4on. I see students reac4ng to the inclusion of simula4on in the same way I did, as an eye-opening path to understand how learning across various func4onal areas can come together for business success and that schoolwork can be fun. Importance of the Topic To assess the importance of the topic, it is important to return to the raison d’etre for most business schools. Canada’s leading (Macleans, 2024) business school, UBC Sauder, ar4culates its mission: “as part of one of the world’s finest public universi4es, we pursue excellence in research and teaching to inspire and educate responsible leaders who improve business, drive innova4on, and advance well-being in Bri4sh Columbia and throughout the world.” (UBC Sauder, 2023) Embedded in this mission is excellence in teaching. Learning regarding op4mal teaching approaches centered on the student experience evolves over 4me (Kinshuk et al, 2016) but pedagogies across the spectrum of op4ons all contain a goal of students achieving a desired learning outcome even if they differ on the approaches or expected applica4ons of same (Lozano et al, 2017). Consequently, 9 understanding the various tools available and how they can advance or detract from those learning outcomes is an important opportunity for educators to enhance their classroom approach. In the case of business schools, the overarching, if unstated, goal of the program is to make money for the university. As with a consumer-facing business, this is achieved when a buyer associates a high level of value with the product you are selling (Aaker, 2004). By ensuring that current users, students, are happy with the product and that they can be seen using it effec4vely, the seller, the school, increases the likelihood that future buyers will also purchase the product. Educators who do a beDer job of delivering these learning outcomes will have greater success in, and for, their schools. The Thesis for Business Simula1on Inclusion in Business and Administra1on Programs In this ar4cle, I argue that the use of simula4on games should be expanded in business and administra4on post-secondary programs and used wherever strong simula4on programs exist to advance learning objec4ves. Through the literature review, I will show that this is because business simula4ons are a strong fit with most pedagogical approaches seen in leading business schools, par4cularly those pedagogies that are descended from Dewey’s (1916/2024) concepts. When doing is a key aspect of a pedagogical approach, simula4on, par4cularly when combined with case study, is a strong fit on a pedagogical basis (Sepp, 2021; Hammad et al., 2020). Further, the use of business simula4on leads to improved achievement of student learning objec4ves with a strong linkage to occasions when instructors are seeking to deliver more challenging objec4ves according to Bloom’s Taxonomy (Anderson & Krathwohl, 2001). Instructors are constantly challenged to elevate their learning objec4ves in the areas of including analyzing (Schmuck, 2021; Lainema & Lainema, 2007), evalua4ng (Chandna & Newaz, 2023; Schmuck 2021) and crea4ng (Wollscheid & Skjelbred, 2021; Ben-Zvi & Canton, 2007). In each of the previously noted papers, business simula4ons are shown to forward the noted objec4ves. Addi4onally, students report deeper engagement with materials and concepts, which contributes both to superior comple4on of learning objec4ves as well increased student percep4on of teaching quality (Arizzi et al, 10 2020; Maher & Hughner, 2007). While teaching effec4veness is a secondary considera4on for many faculty, the use of the tool does improve these scores. Finally, success in simula4ons is not 4ed to intelligence or personality but rather concept understanding and hard work (Wollscheid & Skjelbred, 2021) which allows instructors to separate excep4onal students from the balance of the class. Beyond the ra4onal for the use of simula4on I will add colour by showing how these approaches have useful applica4on to my own teaching and demonstrate some important implica4ons for universi4es and the wider community for using the outcomes of simula4on exercises for improved grading and hiring. Counterarguments This argument is contestable on two fronts. First, there remain educators focused on a behaviourist (Mechlova & Malcik, 2012) approaches to instruc4on and that this pedagogy is a poor fit with the personal and construc4vist (MaDar, 2018) approach required to build a credible learning experience using simula4on. Second, that barriers such as access to hardware and bandwidth may limit student access and create barriers to learning that other tools do not create (Educause, 2021). While these can be acknowledged as limita4ons to be addressed by educators when considering simula4on, they do not rise to the level of exclusionary ra4onale. In fact, given the prevalence of use of simula4on in business school teaching, it could be argued that the acceptance of simula4on in one class should lead to the strong considera4on of inclusion in others if the simula4ons are rated similarly. Summary Simula4on models and modules are a valuable tool for educators in a business school environment who approach student learning from a progressive lens. I have had success with these tools as a student, a business professional and as an instructor teaching business concepts. Because simula4on can be applied across a broad range of teaching styles and philosophies with success and due to the improved nature of student outcomes using simula4on it can and should be u4lized across a broad range of business school classes where capable models have been developed. 11 Chapter II - Literature Review The literature suppor4ng the use of simula4on clusters around four general areas which will be expanded on here. The first is the value of simula4on to various pedagogical approaches, the second is the depth of knowledge transfer students achieve when from simula4on when used with other learning approaches, the third is the learning outcomes achieved by students with the use of simula4on and the final is learning suppor4ng why simula4ons work to achieve their stated goals. While there are countering views either ques4oning the value of simula4on as a whole or in rela4on to other teaching tools, this work is limited in scope as compared to the volume of work suppor4ng its use. Consequently, it seems clear that the balance of the literature supports the use of simula4on in a business administra4on teaching environment across a broad range of pedagogies and subject maDer areas. Overview of Major Pedagogies and Linkage to Simula1on Use The use of simula4on in a par4cular business course is driven by the fit between pedagogical approach of the instructor and the availability of a strong tool to fit with the subject maDer at hand. Given the shiking nature of topics to be covered in business programs, this paper will not aDempt to understand the quality and fit of various available resources but rather examine how the literature suggests a fit between pedagogical approaches. As far back as Dewey (1916/2024), educa4on philosophers have looked to experience paired with understanding of concepts as a process to maximize benefits to students. In a more modern seRng, Hammad et. al (2020) iden4fied mul4ple pedagogical approaches used in higher educa4on including construc4vism and ac4ve learning, behaviourism, direct instruc4on, cogni4vism and social learning theory and connec4vism. Each of these, as covered below, are connected back to Dewey’s constructs in one form or another. Construc)vism Within construc4vism theory, learners are believed to learn in a holis4c way by understanding their external environment through the previous experiences they have had (MaDar, 2018). Essen4ally, 12 this theory supposes that all learners are unique and learn in a unique way and that all learning is scaffolding to future learning. Learners either assimilate new informa4on into exis4ng cogni4ve structures or they accommodate it by modifying those structures. (Hammad et al., 2020). Simula4on is a strong fit with this type of pedagogical approach as it is itera4ve in nature. That is, the student receives feedback from each choice they make via the outcomes provided by the simula4on. Using that feedback, they modify or adapt their theory of success and make new decisions. Direct Instruc)on Direct instruc4on uses a highly prescrip4ve approach with a precise order of materials and is somewhat at odds with inquiry-based learning (Datchuk, 2017). While the learner is not at the focal point of the learning process, the emphasis on prac4ce within the approach lends itself to using simula4on to generate that prac4ce. It also has value as an assessment tool that permits the instructor both close observa4on and feedback. Cogni)vism A replacement theory to behaviorism in the 1960’s, cogni4vism focuses on using mental approaches to explain behaviour. Under the umbrella of cogni4ve learning falls sub-theories of construc4vism and developmentalism (Hammad et al., 2020). As an objec4vist view, cogni4vism imputes that informa4on and knowledge exists beyond human comprehension, unchanging (Harasim, 2012). This links with using simula4on as an approach as it allows the user to seek to comprehend the system in which they are opera4ng and aDempt to understand and deconstruct it to their advantage during play. Social Learning Theory Social learning theory suggests that learning and knowledge are generated through social processes (Bates, 2019) and that “learners learn from observing and interac4ng within social and cultural contexts, e.g. social learning environments.” (Hammad et al, 2020) Social learning is an offshoot of cogni4vism because it assumes that individuals can learn and reason for themselves. Simula4on is 13 effec4ve in this type of pedagogical approach because the simula4on is, itself, a social environment where interac4on with other teams is fundamental to both the learning experience and success in the game. Connec)vism Connec4vism emerged in the last 10 years in response to the prolifera4on of social media networks and other on-line engagement tools. The theory centers learning around technology and organiza4ons within a data rich environment (Siemens, 2018). While there are mul4ple tenets to the construct, for the purpose of this analysis two from Siemens are highlighted which can be linked to the use of simula4ons to promote learning within the theory: 1. Learning may reside in non-human appliances. For example, the simula4on itself may possess the knowledge and assist in transferring it to the student. 2. The ability to see connec4ons between fields, ideas and concepts is a core skill. This is an important learning deliverable for most complex simula4ons. Learning by Doing Perhaps the most obvious and directly descendant theory from Dewey (1916/2024), learning by doing is an extension of experien4al learning theory. It suggests that when learners perform the tasks they are learning on their own, the learning is deepened and more meaningful (Feng et al, 2013). It is one of the few learning approaches that has been validated to deliver superior results in specific situa4ons (Leyer et al., 2014), par4cularly those where knowledge is created by the personal transforma4on of the experience itself (Feng et al.) which is consistent with the use of simula4on. Other Theories When these main pedagogies are not primarily used, other technology focused pedagogies were iden4fied by Sepp (2021) including Gamifica4on and Game-Based Learning, and Place-Based and Mobile Learning (also Traxler, 2007). These secondary approaches all linked to, or value, a doing orienta4on 14 model for learning. While the focus is more specific to sustainability, Earle and Leyva-de al Hiz (2021) argue that simula4on can pair with most pedagogies to assist in the educa4on of wicked problems which are generally more complex and require “system-level problem solving” (Earle & Leyva-de al Hiz, p.582). This type of thinking is required for most upper-level business courses. Loon et al. (2015) argues for simula4on as a pedagogy unto itself and while this is appealing for its simplicity, it ignores the work of authors such as Tanner et al. (2012) and Lainema and Lainema (2007), who both concluded that simula4on was a strong partner within other pedagogical approaches. Summary There are mul4ple pedagogical approaches iden4fied as ac4ve within the higher educa4onal learning environment and, by extension, the business schools within those organiza4ons. Because each of those approaches have a doing or ac4ve experience component to them, the use of simula4on will be a fit with the teaching approach most comfortable for the instructor. Table 1 iden4fies an overview of each theory and assesses the fit with simula4ons as opportuni4es for passive and ac4ve learning tools rela4ve to the theory. Table 1 Pedagogical Approaches and Fit with Simula;ons (from Hammad et al., 2020 and Sepp, 2021) Simula4on Use Passive Use Ac4ve Use Pedagogy Key Focus Construc4vism Holis4c, learners make sense of their environment; meaning depends on internal experience Some value to start learning process Strong value to demonstrate understanding of meaning and test meaning op4ons Direct Instruc4on Presenta4on, reflec4on, prac4ce, assessment. Prac4ce is a key focus Yes, for presenta4on Yes, for prac4ce and assessment stages. Strong ability to leverage in prac4ce stage 15 Cogni4vism Learners make meaning out of new informa4on and experience Yes, to demonstrate theory Yes, to make meaning from the theory and understand factor impacts Social Learning Learning as a social process, construc4on through social interac4on Limited value Strong value in team-based classes where students learn from one another Connec4vism Learning from diverse opinions; learning is about understanding how to know rather than knowledge itself. Limited value More value, opportunity to learn through student results and studying the results of others; current Learning by Doing Learners perform tasks to Some demonstrate and deepen understanding; useful in laboratory studies and where applied learning needs to be demonstrated High value of being able to prac4ce the skills taught directly and to assess the impacts of links and changes within the environment Gamifica4on Applying game elements to exis4ng learning ac4vi4es Limited, no student outcome Some, depending on simula4on Game-based learning Designing learning ac4vi4es that are inherently game-like Yes, to show how Yes, to prac4ce the skills and theories taught Placebased/Mobile Opportunity for students to learn outside normal spaces Limited Deeper, while not strictly “place-based”, simula4ons are immersive in a way that aligns with the theories goals Compara1ve Understanding of the Use of Simula1ons to Support Knowledge Transfer The literature is generally aligned that knowledge transferred using simula4on tools is equally or more readily available for deeper learning and comprehension than other business educa4on tools such as lecture, case study, project work or reflec4on (Loon et al., 2015). Surveys of educators across the globe summarized in Schmuck (2021) indicate a high level of alignment with the idea that using 16 simula4ons delivers a higher level of concept comprehension. In a meta-study conducted by Wollscheid and Skjelbred (2021), they concluded that simula4ons across marke4ng and business administra4on courses performed well at sharing financial and marke4ng concepts. They also relate learning from mul4ple studies which showed that general course concept comprehension increased as the simula4on progressed, indica4ng the tool is valuable for transla4ng and communica4ng ideas in unique ways. This concept is also supported by one of the three conclusions about simula4ons from Ben-Zvi and Canton (2007), namely that simula4ons “provide students an opportunity to immediately apply classroom concepts to real management problems” (Ben-Zvi & Canton, p. 15). In his comprehensive research summary on business simula4ons, Schmuck found mul4ple studies which supported this conclusion when comparing the use of simula4ons in business classes to lecture, individual work or group work, but par4cularly focuses on the “depth of learning of decision-making skills and interpersonal communica4on skills” (Schmuck, p. 557) rather than general business knowledge where simula4ons perform on par with other teaching methods. Lainema & Lainema (2007) shared a perspec4ve on why business simula4ons advance business knowledge acquisi4on including the concepts of learning by doing, empowerment, authen4city, intensity and complexity. The ra4onale for this increased learning comprehension may be found in the mo4va4on of students. Buil et al. (2019) compared both the intrinsic mo4va4on levels and competence levels of students who par4cipated in business simula4ons and found posi4ve correla4ons between both. As students are more excited to par4cipate in business simula4ons, they are concurrently more interested in understanding the course-based knowledge to allow them to succeed. Impact of Simula1on Use on Student Learning Outcomes Business simula4ons can be valuable to instructors who are looking to achieve a variety of learning outcomes. Bloom’s Taxonomy (Figure 1), as revised in 2001 (Anderson & Krathwohl, 2001) has become a gold-standard in higher educa4on for assessing the type of learning outcome instructors are interested in achieving. A myriad of studies have concluded that instructors can achieve desired learning 17 outcomes, par4cularly those targeted at the top of Bloom’s Taxonomy such as analyzing, evalua4ng and crea4ng. Learning from mul4ple sources conclude that simula4ons allow students to demonstrate capability in analyzing strategies (Schmuck, 2021; Ben-Zvi & Canton, 2007; Lainema & Lainema, 2007) and evalua4ng complex systems (Schmuck; Wollscheid and Skjelbred, 2021; Lainema & Lainema). While the basis of simula4on is applying concepts to solving problems, (Wollscheid & Skjelbred; Ben-Zvi & Carton; Lainema & Lainema) they also allow students to apply prac4ces for working with others (Schmuck; Chandna & Newaz, 2023; Wollscheid and Skjelbred) and both apply and evaluate the use of leadership skills in a group context (Schmuck; Chandna & Newaz). At the basis of simula4on technology is the crea4on or evolu4on of a business en4ty within the context of the simula4on and the development of a deeper understanding of the workings of the simula4on as it would apply to the business world. Both support upper-level goals of Bloom’s Taxonomy. Figure 1 Bloom’s Revised Taxonomy (Gerta, 2023) 18 Summary of Learning on Why Simula1ons Work There is substan4al literature which supports mul4ple reasons why simula4ons deliver on both learning outcomes and knowledge transfer. While they are not unanimous in their thesis and understanding of the methods of ac4on, they provide an emerging understanding of the drivers of student mo4va4ons. Building off the perspec4ves from Lainema and Lainema (2007), addi4onal research has pointed to improvements in student engagement (Wollscheid and Skjelbred, 2021; Maher & Hughner, 2007), par4cularly Schmuck’s (2021) comparison to other teaching approaches which showed that students have a clear engagement preference for simula4ons over most other vehicles other than case studies, which had parity engagement. Schmuck also discovered that simula4on leads to improvements in student percep4ons of self-efficacy and capability. This leads to deeper engagement as recounted in both Arizzi et al., (2020) and Maher & Hughner (2007). A final telling factor, though students may not realize it in the moment, is that the success outcomes in simula4ons are not based on intelligence or personality (Wollscheid & Skjelbred, 2021). Business students who may have previously been stymied by the more behaviouralist pedagogical approaches taken in early and founda4onal classes can see superior results rela4ve to their expecta4ons and beDer engage with both the material and the pedagogy in a simula4on environment. Arguments Against the Inclusion of Simula1ons There are two arguments to be made that simula4on may be inappropriate for learning in a business environment within higher educa4on. The first is when an instructor is pursuing a pedagogy of behaviourism, which focuses the student on learning based on a s4mulus and response approach to teaching (Mechlova & Malcik, 2012). Students learn informa4on and are s4mulated to share it back but not necessarily to derive their own connec4ons and contexts for the informa4on or apply it to new situa4ons (Hammad et al. 2020). This is an4the4cal to the use of simula4on. In business schools, where this approach is used, it is generally in very large introductory classes where the sheer volume of 19 students may auger against simula4on as an effec4ve training tool in any event. Secondly, the use of simula4on generally adds costs to students who par4cipate in classes with the tool. Beyond the cost of the program itself, which is passed onto the students either through a direct fee or higher tui4on costs, students are required to have a computer and internet access to par4cipate. This poten4al impact of the digital divide between have and have-not students (Educause, 2021) should cause educators to consider whether simula4on is equally benefi4ng all students before they implement the program. Literature Review Summary As educators assess their choice of teaching tools, they start by filtering their op4ons based on their preferred pedagogical approach. On nearly all fronts, except for behaviourism, simula4on is a good to strong fit with the main pedagogies used in business schools. Next, instructors assess the learning objec4ves they desire from a course of study. Given that higher educa4on instruc4on is targeted at the upper por4ons of Bloom’s Taxonomy (Anderson & Krathwohl, 2001), simula4on is shown to be a strong fit with these objec4ves. Students are seen to learn as well or beDer when using simula4on than all other approaches within a business school teaching environment. Instructors can be confident about using simula4ons as they create superior engagement with students and allow them to engage in the deep learning that keeps them focused on the program at hand. Provided instructors are cognizant of the poten4al cost implica4ons on students which may limit their ability to par4cipate, the literature on the topic is strongly suppor4ve of the inclusion of simula4on in a post-secondary business school environment. 20 Chapter III – Personal Applica1ons Personal Experience in the Classroom Simula4on and game-based play has been a learning approach from which I have always found great personal benefit. I can remember as far back as my grade school days being challenged to accomplish a task of wri4ng a computer program game, a maze generator, in my case. We were then tasked with solving the game to both beDer understand how the programming worked to deliver the experience and to challenge the programmers to make the game more fun and complex without making it more complicated. This early exposure and the love of games that was inculcated into me by my parents was founda4onal in my approach to the use of games as a teaching tool. When I was in grade eight, rather than par4cipa4ng in a regular English class, I was invited to be part of the Hobbit Club wherein students read the four, primary, J.R.R. Tolkien books that cover the 4me of Hobbits in Middle Earth. Instead of standard assignments, the students were given a variety of tasks to complete, including essays, but also challenged to develop a board game based on the books which was the most fun and interes4ng of the assignments. These games from the various students were played to see how compelling they were and whether they brought you into the “magic circle” (Huizinga, 1955 as cited in Juul, 2008). Within this magic circle, anything within the rules was possible and it was through this expression of possibility that the Hobbit Club students were able to push boundaries, assess whether various strategies were effec4ve at winning the game and evaluate whether the game was perceived as fun. In high school, I was involved in one of the most ubiquitous team academic games in Canada, Reach for the Top. This quiz game for students was, at the 4me I was involved, played in over 300 schools across the country. It permiDed students like me with a love of learning to bring the knowledge they were imbibing both in the classroom and beyond, pair that comprehension with fast reac4on 4mes, and outduel other likeminded students across a 30 to 40-minute game challenge. My team was good, but we 21 became so through both prac4ce and developing appropriate strategies. As a four-person group, we were not just tasked with bringing up our knowledge quickly, but also knowing when someone else on the team should take the lead as the individual with the greatest acumen in the topic area. We experimented with and honed these strategic skills over two school years and found ourselves as the Na4onal runner-up in 1992. When I arrived at Wilfrid Laurier University later that same year, I was excited to see what the challenge of post-secondary educa4on would hold for me. I was thrilled, in my second year, to discover that a simula4on was part of the required course curriculum. I was further delighted to find that the game would require a strong understanding of the rules of the game and how the game was played but also of the interac4on between the various aspects of the game itself. Strategy played a cri4cal role in the ability of our team to succeed. Analysis would also be important as the ability to gather data and break it down to understand its meaning would allow teams to accelerate their success. Team dynamics were also important. There was far too much work for one person to manage effec4vely so working collec4vely was required for excellent outcomes. The results achieved were very good for our group, winning our industry and demonstra4ng to ourselves that these characteris4cs of strategy, hard work, data analysis and team cohesion would be important aspects of success in future work in the real world. Moreover, I found the class to be fun and engaging and used that informa4on to advocate with wavering students to take the class as soon as possible. In summary, games and simula4ons have had a founda4onal impact on my learning journey. It is from this perspec4ve that I have built out my own approach to using simula4ons, but it has not always been successful when the quality of the simula4on and the ability of students to effec4vely reflect on the process misses the mark. However, when it works, the student feedback is always universally posi4ve about their learning outcomes and this posi4ve student response is both personally mo4va4ng and helpful to secure con4nuous assignments from the university. 22 Experience with the Use of Simula1on to Teach Marke1ng Strategy For the past seven years, I have been using the Markstrat1 simula4on from StratX as a core tool to teach students the prac4cal applica4ons of the learning objec4ves for a marke4ng strategy class in a diploma program at the business school. This is the same simula4on I used in my undergraduate class, though it has been meaningfully upgraded over the past 25 years. Gone is the requirement to hand in a 3.5” floppy disk to a teaching assistant for each round of the game aker figh4ng through a clunky and challenging user interface. Now, students use an elegant web-based program to make their selec4ons across a range of over 75 variables to adjust within the marke4ng, sales, opera4ons, research, and development func4ons of the organiza4on. Students are s4ll provided with a tremendous volume of data that describes how consumers view the products of the company and the broader market, the company and market financial results along with informa4on about the other compe44ve companies, the results of research and development projects and the outcomes of any marke4ng test markets they have executed. Generally, the simula4on is run over 10 rounds that each take between 4 and 7 days for the students to complete and the program runs for the full term of the course. Context There are three key concepts that simula4on allows the instructor to bring into sharp relief for students. Given that the core deliverable of the course is for students to understand the concepts of marke4ng strategy, it is first crucial that they be able to apply strategic concepts to the game. Teams are required to create a strategy as they enter the game, adapt it as they move through the game and reflect on its effec4veness as they conclude their work. This allows students to work in the upper levels of Bloom’s Taxonomy (Anderson & Krathwohl, 2001). If their strategy is effec4ve and they apply it with vigour they generally perform effec4vely. Teams that do not develop effec4ve strategies can adapt as the game progresses and achieve reasonable results. Teams that develop poor strategies and do not adapt 1 h-ps://web.stratxsimula>ons.com/simula>on/strategic-marke>ng-simula>on 23 score weak results. These expected outcomes are judged to be consistent with the real world and help students understand how their behaviour will impact their business and personal success. If they use the data effec4vely, they can understand how consumers are moving in the market, the product aDributes they are most interested in buying and the prices they are willing to pay to purchase those products. It is that ability to see around the corner to the future which separates the good teams from the best teams. Further, the simula4on requires teamwork to maximize success metrics. It is, in my experience, the quality of this teamwork that permits teams who have clever ideas to exceed the outcomes of other compe4tors. Classroom: Markstrat is used as a framing device for the broader discussions of marke4ng strategy and marke4ng data analysis. Students are provided with a variety of models for their strategic thinking and the instructor shares the posi4ve aspects and major drawbacks of each. This is an important aspect of the learning objec4ves, namely that there is no one best way to conduct strategy development. As a teaching tool, this is a cri4cal lesson as, in my experience, the world of business wri4ng, as separate from academic wri4ng, is fraught with perspec4ves that tout themselves as the solu4on to all problems. A major early challenge in the game is for students to decide on the strategic framework they are going to employ and to provide a ra4onale to the instructor as to both why it was selected and the strategy they will use to aDempt to succeed in the game. This provides the instructor with an opportunity to assess student understanding of the concepts and their ability to apply them and provides an early opportunity for feedback to challenge the students to go deeper if they are opera4ng at a surface-level. This review happens during the prac4ce rounds of the simula4on so that students can apply the feedback prior to the main por4on of the simula4on exercise. The use of prac4ce is also an important aspect of student engagement with the game. Because of its significant complexity, students are encouraged to play with the game in a way that doesn’t give away their strategy but allows them to understand how the various 24 levers and op4ons work and interact. This prac4ce session has been iden4fied through student feedback as an important tool for students to get the most out of the actual game play. Since one of the valuable outcomes is that students increase their enjoyment of the class through simula4on (Wollscheid and Skjelbred, 2021; Maher & Hughner, 2007) and deepen their learning (Arizzi et al., 2020; Maher & Hughner) this is more likely to occur if students are focused on decisions and outcomes rather than basic gameplay. Outcome The use of Markstrat as a simula4on tool in my classrooms has been roundly met with praise and approval from the students who have par4cipated. These students are primarily adults who are pursuing con4nuing educa4on, and they provide feedback that the simula4on brings together their learning from across the six courses within the program. While they consistently indicate that each decision set is a fair amount of work to complete they are, nonetheless, keen to understand their results each week and will resist star4ng the class un4l they have been provided with a status update from the previous decision and permiDed to engage in some compe44ve banter amongst themselves. The team that receives the highest cumula4ve score in the simula4on is provided with a very large trophy at the end of the term and the images of this trophy and what it means for the students is shared broadly across social media plasorms with a focus on LinkedIn, indica4ng that the students believe that their success is an indicator to others of their professional competence. Consistent with the learnings from Wollscheid and Skjelbred (2021), the students who succeed in the challenge are not always the most intelligent but rather the ones who put in the work and are prepared to take just enough risk to stand out from the crowd. I have also seen that the teams that are successful also have the highest peer mark average, though it is difficult to say if this is what helps generate success or if the success generates posi4ve assessments of peer work. 25 One of the cri4cal steps in securing the learning for the students, regardless of their results in the simula4on is a post-challenge reflec4on and presenta4on provided by each team. Consistent with the learning by doing and construc4vist approaches I take in my classes, this reflec4on allows stronger teams to deepen their understanding of why the strategies they applied work effec4vely in the simula4on market. Conversely, it allows teams with weaker results to look back and see where they made errors in judgement, strategy or execu4on. These learnings can be valuable for future, real-world, decision making. In truth, the learning may be more valuable for teams with weaker scores, as reflected in the higher quality and deeper understanding these presenta4ons oken generate when compared to the teams with greater in-game success. Experience with the Use of Simula1on to Teach Nego1a1on in the Business Development Context Since 2021, I have used a simula4on called REVMANEX2 to challenge students in a senior-level undergraduate business development class to see if they can conduct sales calls and nego4a4ons with a variety of buyers in a business-to-business context. The simula4on asks the students to individually nego4ate the sale of three different 4ers of a product to two different organiza4ons, represen4ng six buyer mee4ngs. Using ques4ons, cues, emo4onal input and background data the students are challenged to maximize three company metrics. Revenue and market share represent short-term deliverables while client sa4sfac4on represents the longer-term brand equity for the organiza4on and indicates the poten4al for repeated sales over mul4ple years. In addi4on to the results calculated within the simula4on itself, students are provided with an opportunity to reflect on their performance in the game and assess where they did well and where they have opportuni4es for improvement in their future sales and nego4a4on approaches. To teach and run the simula4on, students are generally given a 45minute training lecture then provided with unlimited prac4ce aDempts between the training lecture and the following class. In that following class students are given the op4on to con4nue their prac4ce or 2 h-ps://web.stratxsimula>ons.com/simula>on/sales-and-nego>a>on-simula>on 26 engage in tackling the six sales calls. As 80 minutes is generally insufficient to complete all six interac4ons, students are given an addi4onal week to finish the calls on their own 4me before wri4ng their reflec4on exercise. Context The learning outcomes that students pursue through this simula4on include their ability to use both their analy4c and emo4onal sensors to guide a sales call, their ability to understand how business targets impact selling strategies and the need for flexibility in approach when engaged in selling ac4vi4es. Students are encouraged to set a strategy in advance of each call based on the informa4on provided in the game, their learning from previous calls within the simula4on and background dossiers of each buyer they encounter. They are also provided with immediate feedback on the core metrics they are aDemp4ng to achieve so they understand on a round-to-round basis how they are performing rela4ve to target. Students who use their in-game feedback to adapt and adjust their approach to the context in which they operate in each new call tend to perform beDer than those who find an effec4ve strategy in early rounds but do not adapt as the buyers become more challenging and sophis4cated. Classroom The REVMANEX simula4on has proven to be a more challenging simula4on to use for students than Markstrat despite its simplified approach and much shorter dura4on. Because a cri4cal factor in the ability to exceed expecta4ons is the emo4onal response of the buyer to the ac4ons taken within the simula4on, students must be mindful of how emo4ons are progressing. For example, if the student consistently makes offers where the price is too high, the buyer may start to indicate anger or frustra4on. However, these emo4ons are represented by emo4cons within the game rather than by a more immersive approach where they might be interpre4ng language, tone or body language cues to understand how their counterpart views the nego4a4on. To counter this challenge, students are provided with three routes to gain understanding both prior to and during the game, as follows: 27 1. The instructor provides a thorough briefing on the game prior to the students making any aDempts to use the simula4on. All the key variables are discussed, including the emo4on indicators, and the class engages in a conversa4on about what they might mean and how they could be both interpreted and used within the context of the game. While the instructor should not give away all the secrets of the game as their discovery is part of the learning process, this is an opportunity to drop breadcrumbs for the students to follow. 2. The students are provided with unlimited prac4ce round opportuni4es. With each prac4ce round taking seven to ten minutes apiece, this stage provides the students with an easy and low stakes opportunity to fully understand the simula4on func4onality and gives them a chance to become adept at using the game to give them the informa4on they need once real gameplay starts. Students are also encouraged to seek clarifica4on and perspec4ve from the instructor during this phase of learning to be sure they are clear about the game func4ons and outcomes. This support is not provided once the simula4on is ac4ve. 3. The game provides a coaching module once it is ac4ve to ensure the students are seeing and understanding the most germane data points each interac4on is aDemp4ng to communicate. Because the game is laddered, with the first two rounds being substan4ally easier than the two final rounds, this is a valuable tool when the students use it correctly, to improve performance over the course of the live game. Aker the game is complete the students are asked to write a two-page reflec4on about the simula4on experience where they are challenged to assess their ini4al strategy, how they reacted within the game as new data was received and their key takeaways from the work including a perspec4ve on how they would change their approach or decisions looking back with current knowledge. They are also asked to provide feedback to the game designers on what is working effec4vely and what could be improved about the game. This higher level meta-cogni4ve review of their experience helps to solidify 28 their understanding of why they are using the game in addi4on to understanding the outcomes of the game itself. Outcome The results of using REVMANEX have been more mixed for my students than the generally posi4ve outcomes seen with Markstrat. While there are always students who have great success in both games, the spread of outcomes in REVMANEX is much broader than with Markstrat. Some of this difference is aDributed to the individual nature of the simula4on as opposed to the team nature of Markstrat. In an individualized assignment, the level of prepara4on, understanding and effort provided by each student is obvious. In a team environment like Markstrat, there is a risk of free-riders or of the strongly mo4vated or comprehending student bringing others along for the ride. However, all students share in both success and challenge which provides opportunity, par4cularly in bad 4mes, to be collec4vely suppor4ve. As this is not the case in an independent study, it can lead to frustra4on and lower mo4va4on from students using REVMANEX. When they fail to have early success, they have only themselves to fall back on for support. The course does provide tools to help manage that failure. It is a course about business development and so managing the “ocean of rejec4on” (Pink, 2012, p. 97) experienced by sales people is an aspect of the learning objec4ves for students. If these tools are not independently applied students can flounder. This is consistent with the intrinsic mo4va4on development learning from Buil et al. (2019). The reflec4ons provided by students demonstrate this mo4va4on clearly. Those with the greatest success in the simula4on have the strongest reflec4ons while those who were most challenged seem to take less away from the work. It is for the reason of diverse success and low student mo4va4on that I paused the use of the simula4on in my 2024 course while I seek a beDer sales simula4on or revamp the sec4on of the course where Revmanex is used to generate greater success in achieving student learning objec4ves. 29 Understanding Why Simula1on is a Personal Fit When I arrived in the Master of Educa4on program, I knew that I enjoyed teaching and training. This was clear from my 4me working in various marke4ng leadership roles to my work as a mentor to younger marketers and from my early 4me as a teaching assistant to my later role as a post-secondary instructor at a prominent business school. What I lacked, as I arrived in the program, was an understanding of why that was the case. What was it about teaching that was a mo4vator and why did I approach teaching with a focus on case study, simula4on, reflec4on and class discussion and a general aversion to examina4on and tes4ng? These were the ques4ons I was hoping to answer through my work in the program and some strong philosophical and prac4cal answers were found in the various courses I undertook over the last 16 months. Through courses including The Philosophy & History of Educa4on and Curriculum, Teaching and Learning, I was exposed to both the philosophical thinking that 4ed to my personal beliefs and the conceptual frameworks for beDer implemen4ng these ideas. Various courses on Leadership and the perspec4ve gained from Diversity: Construc4ng Social Reali4es further expanded my thinking about how to implement my approaches in ways that enhanced student accessibility while building my own learning through my students. While it was unclear to me how these would come together, it was through my more focused work thinking about technology in the classroom within Contemporary Issues in Technology Enhanced Learning that these vectors focused my thinking on the compara4ve reasons why simula4on has held a pre-eminent place in my view of how classes are best executed in a post-secondary business school environment. The following sec4on summarizes these fit points with learning outcomes, personal teaching philosophy and to the personal and structural incen4ves of the post-secondary environment. Fit with Learning Outcomes As has been demonstrated in the above sec4ons both from my own experience and the research conducted in the field, simula4ons can challenge students at the higher levels of Bloom’s Taxonomy 30 (Anderson & Krathwohl, 2001). As the courses I am teaching are designed to be more challenging either because they are for con4nuing educa4on or are upper year courses within the undergraduate program, this is appropriate for the students. Prac4cal applica4on of concepts is always a focus for me as I prepare my students to matriculate to working environments where they are expected to be able to increase their performance levels because of their educa4on. Simula4on provides these students with both the challenge of prac4ce rather than conceptual discussions and an opportunity for safe failure as compared to the demands of the working world. It also allows the most successful students to tout their capabili4es as they search for their first job or seek to upgrade from their current employment. Fit with Personal Teaching Approaches Lecture, when used as a one-way delivery of informa4on from instructor to student owes its place in higher educa4on to the behaviourism movement of the mid-20th century. As was clearly covered in my work in The Philosophy & History of Educa4on course, this approach permiDed universi4es to instruct a much larger cohort of students, and weed out those unable to make broader connec4on, but lek the issues of comprehension to the student to both diagnose and treat if the s4mulus and response approach (Mechlova & Malcik, 2012) was not working for them on a specific topic or general course. While I can learn in this fashion, I always perceived it as boring and less mo4va4ng, as did later thinkers who advanced educa4on pedagogies to a more engaging and reciprocal approach. I have always been drawn to a conversa4onal, Aristotelean (Gutek, 2015a) approach to breaking down subjects into their components and then reassembling them to see if a more fulsome understanding can be created for both the teacher and the pupil. As I worked my way through the M.Ed. program, philosophies based on Dewey (1916/2024) and his descendants including concepts like learning by doing (Gutek, 2015b) and construc4vism (MaDar, 2018) have resonated. It is, therefore, unsurprising that the structure of my courses focuses on shorter and more cogent reading which leads to class discussions, cases which challenge students to apply the concepts discussed to a prac4cal problem, and simula4ons which allow 31 them to apply mul4ple concepts simultaneously to solve a problem in a rela4vely low-risk environment. Simula4ons are, like their sister the case study, the training-wheels of concept cogni4on rela4ve to realworld applica4on. Whether the student succeeds or fails, they are not risking their own or someone else’s economic well-being. Linking to Personal and Structural Incen)ves As demonstrated clearly by Maher & Hughner (2007) and Tanner et al. (2012), students who par4cipate in courses which use simula4on have a stronger percep4on of the quality of the class and the quality of the instruc4ons they received in that class. This leads directly to incen4ves for instructors like me to use well-func4oning simula4ons. As an adjunct professor, I serve the university on a term-to-term basis. There is no tenure to protect me, there is only my ability to interact successfully with both my peers and my students to deliver the goals of the program in which I operate. The key measure of that success is the Student Experience of Instruc4on survey conducted for every course and sec4on within the business school. While students do assess items like preparedness, command of the concepts, speed of grading and general assistance in learning, the key metric that administra4on uses is the overall assessment score provided by the students. Because students are likely to have a higher score in this sec4on if I use simula4on than if I do not, I am spurred to find a strong simula4on that students will enjoy. The other incen4ve I have as an instructor to use simula4on is to ensure that my course is full each year. Courses with insufficient registrants are cancelled, and so is the contract of the adjunct professor teaching that class. That previously understood student enjoyment has an addi4onal knock-on effect to future classes. Students talk about the courses they like and the professors they enjoy. They enroll in courses where they are likely to have a good outcome and fulfilling class experience. This reality expands my desire to use effec4ve simula4ons to protect my tenuous hold on my teaching role. 32 Summary I am fortunate to teach in an environment where I can both set my own syllabus to support the learning needs of students and determine the best approaches to deliver those needs. Having had significant and posi4ve experiences with games and simula4on in my own forma4ve years, I was keen to understand why using an ac4ve think/do (Lozano et al., 2017) approach to instruc4on and educa4on resonated with me. I have had success using simula4on in both an undergraduate and adult learning/diploma environments when the simula4on program is of high quality. However, when the program is of lower quality it does not permit the same levels of value. Of note, the success or challenge of the underlying simula4on quality and approach can be magnified with the use of reflec4on to lock in understanding. Having discovered the teaching philosophies of Dewey (1916/2014) and his descendants, including ar4cula4ons around Construc4vism (MaDar, 2018) and Learning by Doing (Gutek, 2015b), I now beDer understand why I have gravitated towards these instruc4onal models and why they link effec4vely with both my personal and structural incen4ves. 33 Chapter IV - Conclusion In an undergraduate or post-graduate seRng, business simula4on is the strongest learning tool an instructor can employ to ensure that they meet learning objec4ves. These simula4on tools must be well veDed against the learning objec4ves and supported with deep knowledge of both the subject maDer and the parameters of the simula4on in use to maximize student outcomes. When these key criteria are met, the tool enables students and instructors to succeed. Overview of Key Conclusions from the Literature Review Business simula4ons are a valuable tool that instructors can u4lize to support a variety of pedagogical approaches and desired learning outcomes. Simula4ons can be used across most business and administra4on subject areas and, because they are a fit with most pedagogies, they can be seamlessly added to most course content structures and con4nue to contribute to the learning outcome goals targeted by the course. In fact, the only major pedagogical choice where simula4on is not a fit is the behaviourist (Mechlova & Malcik, 2012) approach which is waning in use in all but the most simplis4c introductory business courses where the volume of students processed and sorted is a larger focus than the quality of student understanding. While the fit level does fluctuate across the remaining pedagogies, there is a role for simula4on to play in each that supports the instruc4onal approach. There is liDle, from a pedagogical approach, that should create barriers to the use of simula4on. Simula4ons are a valuable tool to promote content and concept understanding. They increase concept comprehension at levels that exceed tools like lecture, case study, project work or reflec4on (Loon et al., 2015). Simula4ons also allow students to increase their comprehension of concepts as the game progresses, scaffolding students to higher levels. They allow students to apply their concepts to real world problems which provides both alternate learning opportuni4es and the chance to fail in a lowrisk situa4on. Students are also more excited and self-mo4vated to learn and par4cipate when using 34 simula4on tools (Buil et al., 2019), which is an asset to help build important learning outcomes. It is this depth of learning benefit that should excite business school professors to enhance their use of the tool. Business simula4ons assist students in crea4ng deeper learning on key course topics and allow them to apply skills at the more complex levels within Bloom’s Taxonomy (Anderson & Krathwohl, 2001). There is significant research across mul4ple types of student learning outcomes at this higher level including analyzing, evalua4ng and crea4ng (Schmuck, 2021; Wollscheid and Skjelbred, 2021; Ben-Zvi & Canton, 2007; Lainema & Lainema, 2007) while also allowing them to prac4ce leadership and coopera4ve skills (Chandna & Newaz, 2023). These tools work effec4vely because students look posi4vely on their inclusion in course materials. This is based on their higher levels of engagement and their increased percep4on of both self-efficacy and capability (Schmuck, 2021). Argument Success It is with confidence that I have connected three important aspects of instruc4on to the selec4on and use of simula4on in business administra4on programs and the post-secondary level using a broad body of research in the literature review. First, I have demonstrated that there is a good to strong fit with the main pedagogical approaches in use at the post-secondary level and simula4on as a teaching tool. Secondly, I have demonstrated that students who use simula4on to learn about and demonstrate mastery of specific concepts do so at higher levels and with deeper comprehension, per Bloom's Taxonomy (Anderson & Krathwohl, 2001), than using other tools. Lastly, I have shown that students have a higher personal sa4sfac4on with the use of simula4ons in class and thus a higher engagement with materials. As it is beDer for learning, beDer for students and, by extension, beDer for instructors, simula4on is a tool that all business administra4on instructors can u4lize with confidence. Connec1ng My Thinking Games and simula4on have provided me with both significant joy and tremendous learning in my personal, educa4on and instruc4onal journey as outlined in the introduc4on chapter of this paper. 35 The bias inherent in that understanding for the reader is that the analysis and wri4ng collected in this paper tends to favour games and simula4on in its analysis. However, the ra4onal for pursing this area of thinking, which was demonstrated strongly in the literature review sec4on, comes from a deep-seated desire to provide my students with the strongest possible learning experience. The literature not only validated that the tool can be used across a preponderance of business administra4on courses but that doing so benefits both the student and the instructor. While this outcome was edifying, the value of the understanding becomes valuable when it can be extended to broader theory and prac4cal applica4on. Theore)cal Implica)ons The major theoretical implication this paper contributes to is the discussion around measuring student success. There is much discussion in the literature, particularly around business administration education, about separating measurement of theory understanding from the ability to apply that theory with excellence in a shifting and inconsistent world. While no simulation is likely to mirror the complexity of how business is conducted in the real world, students who are successful within its constructs are demonstrating links between the theoretical and the application of theory. They are also demonstrating the ability to work hard and, often, collectively, to achieve a goal (Wollscheid & Skjelbred, 2021). This grit (Duckworth et al., 2007) may be applicable to hiring choices of firms as the ability to parse resumes becomes more challenging in our achievement-oriented university culture. A key area for future research would be the impact on the professional outcomes of students linked to their performance on simulations while in school. There is a thread of this idea in Wollscheid and Skjelbred (2021) that could be expanded through longitudinal comparative studies that examine the performance of students who have experienced simulation-based learning versus those who have not, later in their career. This could be further supplemented by sub-setting the simulation experience group based on their success within the simulation. This could help recruiting businesses understand if specific simulations and their results point to the potential for success in employment. In my own case, I saw 36 that students who were successful with Markstrat in my university cohort were strongly correlated with those that had success in their business careers. Similarly, students in my current classes who succeed with the same simulation are seen later taking top-tier jobs out of their undergraduate degrees or achieving promotions in their daily jobs while taking the diploma program. Prac)cal Implica)ons An important practical implication of this paper is the potential for universities to use simulation to implement Practical Learning Assessment and Recognition (Harris & Wihak, 2018) approaches in two unique situations. First, it could be used for certification purposes when referencing self-taught or longterm experience individuals. As a financial tool for universities, these certifications would require payment to the school which generates revenue without the institution having to bear the cost of their education. Second, it could be valuable when assessing potential entrants to post-graduate programs either for comparative purposes to decide on admissions or for advanced standing to acknowledge current comprehension levels. This would represent a win for both the student and the school. Final Thoughts The basis of this paper starts from a place of deep influence that games and simula4ons have had on my learning and teaching journey. From some of my earliest memories of forma4ve educa4on experiences to the challenges placed in front of me in public, secondary, and post-secondary educa4on, simula4ons have played an important role in both allowing me to test the limits of my understanding as well as demonstrate knowledge competence. For those reasons, I have used simula4on in my own teaching and training programs where excellent models have existed. The pedagogical reasons explaining why I was using these tools were not in my comprehension when I started my M.Ed. journey. It became clear as I understood the think/do approaches forwarded by Dewey (1916/2024) and others in his philosophical tree. When examining the preponderant pedagogical approaches used in business administra4on teaching at the post-graduate level it follows that simula4on fits effec4vely with all but 37 the most behaviourist approaches and should be adopted by instructors to both expand the depth of student learning and to enhance the student experience of learning in the classroom. While I have not had unqualified success with all the simula4ons I have used when instruc4ng students, those that are well designed and which allow the students to reflect effec4vely on the ways they achieved success or the roadblocks they faced provide a safe learning path and one that separates hard work and comprehension from raw brain power. 38 References Aaker, D. A. (2004). Leveraging the corporate brand. California Management Review, 46(3), 6-18. Anderson, L. W., & Krathwohl, D. R. (Eds.). (2001). 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