TY - JOUR
T1 - Demonstrating The Elusive Outcomes of Decision-making, Information-seeking, and Adaptability
T2 - A Market Simulation Game for Engineering Students
AU - Morelock, John R.
AU - Salado, Alejandro
AU - Lakeh, Arash Baghaei
AU - Richards, Trevor K.
N1 - Funding Information:
This paper is based upon work supported by the National Science Foundation Graduate Research Fellowship Program under Grant No. 1651272. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation. This study was approved by Virginia Tech’s Institutional Review Board under Protocol Number 18-117.
Funding Information:
he was a recipient of the NSF Graduate Research Fellowship. His dissertation
Funding Information:
Fellowship Program under Grant No. 1651272. Any opinions, findings, and conclusions or recom-
Funding Information:
over 50 technical papers, and his research has received federal funding from the NWSC, NAVAIR,
Publisher Copyright:
© 2021, Advances in Engineering Education. All Rights Reserved.
PY - 2021
Y1 - 2021
N2 - In undergraduate engineering education, students are often overexposed to problem-solving methods that are unrepresentative of how engineers solve problems in practice. For decision-making problems, in particular, students are commonly taught to compare alternative solutions using known and provided information. However, many real-world decision-making problems require a broader range of problem-solving strategies, including information seeking, extrapolation of a decision’s consequences, and compromise between parties with competing objectives. To advance engineering educators’ capacity to address this need, we developed a simulation game activity designed to offer industrial engineering seniors experience in solving realistic decision-making problems. The simulation game involved students working in teams that role-played as different types of companies in a global smartphone market, where teams needed to negotiate with one another to establish profitable contracts within the game’s ruleset. Using a qualitative assessment instrument we developed through prior research, we evaluated how well success in the game aligned with learning outcome achievement in constrained decisionmaking, information-seeking, and adaptability. Though the game has opportunities for improvement, student success in the game was aligned with excellence in constrained decision-making, and occasionally aligned with excellence in adaptability, and effort to seek information that could guide team decisions. Additionally, student actions during the game have potential to initiate student discourse on the role of engineering ethics in managerial decision-making, which may be of interest to many engineering programs. Finally, we comment on how our new assessment instrument affected student learning and related implications for assessment in engineering education more broadly. Our market simulation game was an effective instructional tool to allow students to demonstrate our intended learning outcomes, and other instructors with similar intended outcomes may find it a valuable tool for their courses as well.
AB - In undergraduate engineering education, students are often overexposed to problem-solving methods that are unrepresentative of how engineers solve problems in practice. For decision-making problems, in particular, students are commonly taught to compare alternative solutions using known and provided information. However, many real-world decision-making problems require a broader range of problem-solving strategies, including information seeking, extrapolation of a decision’s consequences, and compromise between parties with competing objectives. To advance engineering educators’ capacity to address this need, we developed a simulation game activity designed to offer industrial engineering seniors experience in solving realistic decision-making problems. The simulation game involved students working in teams that role-played as different types of companies in a global smartphone market, where teams needed to negotiate with one another to establish profitable contracts within the game’s ruleset. Using a qualitative assessment instrument we developed through prior research, we evaluated how well success in the game aligned with learning outcome achievement in constrained decisionmaking, information-seeking, and adaptability. Though the game has opportunities for improvement, student success in the game was aligned with excellence in constrained decision-making, and occasionally aligned with excellence in adaptability, and effort to seek information that could guide team decisions. Additionally, student actions during the game have potential to initiate student discourse on the role of engineering ethics in managerial decision-making, which may be of interest to many engineering programs. Finally, we comment on how our new assessment instrument affected student learning and related implications for assessment in engineering education more broadly. Our market simulation game was an effective instructional tool to allow students to demonstrate our intended learning outcomes, and other instructors with similar intended outcomes may find it a valuable tool for their courses as well.
KW - Games
KW - Outcomes-based assessment
KW - Problem solving
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M3 - Article
AN - SCOPUS:85104088350
SN - 1941-1766
VL - 8
SP - 1
EP - 32
JO - Advances in Engineering Education
JF - Advances in Engineering Education
IS - 3
ER -