This article focuses on the research associated with the assessment of the cognitive learning that occurs through participation in a simulation exercise. It summarizes the objective evidence regarding cognitive learning versus the perceptions of cognitive learning achieved as reported by participants and instructors. The authors also explain why little progress has occurred in objectively assessing cognitive learning in the past 25 years and provide potential options for filling this deficiency.
Albanese, M., & Mitchell, S. (1993). Problem-based learning: A review of the literature on its outcomes and implementation issues. Academic Medicine , 68(1), 52-81.
2.
Anderson, P.H., & Lawton, L. (1988). Assessing student performance on a business simulation exercise. Developments in Business Simulation & Experiential Learning, 15, 241-245. Available from http://ABSEL.org
3.
Anderson, P.H., & Lawton, L. (1992). The relationship between financial performance and other measures of learning on a simulation exercise. Simulation & Gaming, 23, 326-340.
4.
Anderson, P.H., & Lawton, L. (1997). Demonstrating the learning effectiveness of simulations: Where we are and where we need to go. Developments in Business Simulation & Experiential Learning, 24, 68-73. Available from http://ABSEL.org
5.
Anderson, P.H., & Lawton, L. (2004a, March). Applying problem based learning pedagogy to a simulation exercise. Proceedings of the Applied Business Research Conference, 10, 1-8.
6.
Anderson, P.H., & Lawton, L. (2004b). Simulation exercises and problem-based learning: Is there a fit?Developments in Business Simulations and Experiential Exercises, 31, 68-73. Available from http://ABSEL.org
7.
Anderson, P.H., & Lawton, L. (2005). The effectiveness of a simulation exercise for integrating problem-based learning in management education. Developments in Business Simulations and Experiential Exercises, 32, 10-18. Available from http://ABSEL.org
8.
Anderson, P.H., & Lawton, L. (2006). The relationship between students' success on a simulation exercise and their perception of its effectiveness as a PBL problem . Developments in Business Simulations and Experiential Exercises , 33, 41-47. Available from http://ABSEL.org
9.
Anderson, P.H., & Lawton, L. (2007). Simulation performance and its effectiveness as a PBL problem: A follow-up study. Developments in Business Simulations and Experiential Exercises, 34, 43-50. Available from http://ABSEL.org
10.
Anderson, P.H., & Woodhouse, R.H. (1984). The perceived relationship between pedagogies and attaining objectives in the business policy course . Developments in Business Simulations and Experiential Exercises , 11, 152-156. Available from http://ABSEL.org
11.
Ashar, H., & Skenes, R. (1993). Can Tinto's student departure model be applied to nontraditional students? Adult Education Quarterly, 43, 90-100.
12.
Astin, A.W. (1993). What matters in college: Four critical years revisited . San Francisco: Jossey-Bass.
13.
Bloom, B.S., Englehart, M.D., Furst, E.D., Hill, W.H., & Krathwohl, D.R. (1959). Taxonomy of educational objectives: The classification of educational goals. Handbook 1: The cognitive domain. New York: David McKay.
14.
Blythe, S.E., & Gosenpud, J.J. (1981). A relative evaluation of experiential and simulation learning in terms of perceptions of effected changes in students. Developments in Business Simulations and Experiential Exercises, 8, 145-148. Available from http://ABSEL.org
15.
Brenenstuhl, D.C. (1975). Cognitive versus affective gains in computer simulations . Simulation & Gaming, 6, 303-311.
16.
Brownwell, J., & Jameson, D. (2004). Problem-based learning in graduate management education: An integrative model and interdisciplinary application. Journal of Management Education, 28, 558-577.
17.
Burns, A.C., Gentry, J.W., & Wolfe, J. (1990). A cornucopia of considerations in evaluating the effectiveness of experiential pedagogies. In J. W. Gentry (Ed.), Guide to business gaming and experiential learning (pp. 253-278). East Brunswick, NJ: Nichols/GP Publishing.
18.
Butler, R.J., Markulis, P.M., & Strang, D.R. (1988). Where are we? An analysis of the methods and focus of the research on simulation gaming. Simulation & Gaming , 19, 3-26.
19.
Carr, S. (2000, February 11). As distance education comes of age, the challenge is keeping the students. The Chronicle of Higher Education, p. A39.
20.
Colliver, J.A. (2000). Effectiveness of problem-based learning curricula: Research and theory. Academic Medicine, 75, 259-266.
21.
Faria, A.J. (2001). The changing nature of business simulation/gaming research. Simulation & Gaming, 32, 97-110.
22.
Faria, A.J., & Wellington, W.J. (2004). A survey of simulation game users, former-users, and never-users. Simulation & Gaming, 35, 178-207.
23.
Fripp, J. (1993). Learning through simulation. London: McGraw-Hill.
24.
Fritzsche, D.J. (1974). The lecture vs. the game. Proceedings of the Annual ABSEL Conference, 43-44. Available from http://ABSEL.org
25.
Gentry, J.W. (1980). Group size and attitudes toward the simulation experience. Simulation & Gaming, 11, 451-460.
26.
Gentry, J.W., & Burns, A.C. (1981). Operationalizing a test of a model of the use of simulation games and experiential learning. Developments in Business Simulation and Experiential Learning, 8, 48-52. Available from http://ABSEL.org
27.
Gijbels, D., Dochy, F., Van den Bossche, P., & Segers, M. (2005). Effects of problem-based learning: A meta-analysis from the angle of assessment. Review of Educational Research , 75(1), 27-61.
28.
Gosen, J.J., & Washbush, J. (2004). A review of scholarship on assessing experiential learning effectiveness. Simulation & Gaming, 35, 270-293.
29.
Gosenpud, J.J. (1990). Evaluation of experiential learning. In J. W. Gentry (Ed.), Guide to business gaming and experiential learning (pp. 301-329). East Brunswick, NJ: Nichols/GP Publishing.
30.
Greenlaw, P.S., & Wyman, F.P. (1973). The teaching effectiveness of games in collegiate business courses. Simulation & Gaming, 4, 259-294.
31.
Hsu, E. (1989). Role-event gaming simulation in management education: A conceptual framework and review. Simulation & Gaming , 20, 409-438.
32.
Kennedy, E.J., & Lawton, L. (2007, July). Integrating students into distance education programs. Paper presented at the Fifth International Conference on Management, Athens, Greece.
33.
Keys, B., & Wolfe, J. (1990). The role of management games and simulations in education and research. Journal of Management, 16, 307-336.
34.
Knotts, U.S., Jr., & Keys, J.B. (1997). Teaching strategic management with a business game. Simulation & Gaming, 28, 377-394.
35.
Krathwohl, D.R., Bloom, B.S., & Masia, B.B. (1964). Taxonomy of educational objectives: The classification of educational goals. Handbook II: The affective domain. New York: David McKay.
36.
Lean, J., Moizer, J., Towler, M., & Abbey, C. (2006). Simulations and games: Use and barriers in higher education. Active Learning in Higher Education, 7, 227.
37.
Mancuso, L.C. (1975). A comparison of lecture-case study and lecture-computer simulation teaching methodologies in teaching basic marketing. Proceedings of the Annual ABSEL Conference, 339-346. Available from http://ABSEL.org
38.
Miller, J. (2004). Problem-based learning in organizational behavior class: Solving students' real problems. Journal of Management Education, 28, 578-590.
39.
Nitsch, W.B. (2003). Examination of factors leading to student retention in online graduate education. Unpublished manuscript. Retrieved April 11, 2008, from http://www.decadeconsulting.com/decade/papers/StudentRetention.pdf
Pandit, N. (1996). The creation of theory: A recent application of the grounded theory method. Qualitative Report, 2(4). Retrieved April 17, 2008, from http://www.nova.edu/ssss/QR/QR2-4/pandit.html
42.
Saunders, P.M. (1997). Experiential learning, cases, and simulations in business communication. Business Communication Quarterly , 50(1), 97-114.
43.
Schumann, P.L., Anderson, P.H., Scott, T.W., & Lawton, L. (2001). A framework for evaluating simulations as educational tools. Developments in Business Simulation & Experiential Learning, 28, 215-220. Available from http://ABSEL.org
44.
Serva, M.A., & Fuller, M.A. (2004). Aligning what we do and what we measure in business schools: Incorporating active learning and effective media use in the assessment of instruction. Journal of Management Education, 28, 19-38.
45.
Spence, L. (2001). Problem based learning: Lead to learn, learn to lead. In Problem based learning handbook (pp. 1-12). University Park: Penn State University, College of Information Sciences and Technology. Available from http://www.studygs.net/pblhandbook.doc
46.
Sugrue, B. (1993). Specifications for the design of problem-solving assessments in science. Project 2.1: Designs for assessing individual and group problem-solving. Los Angeles: National Center for Research on Evaluation.
47.
Sugrue, B. (1995). A theory-based framework for assessing domain-specific problem solving ability. Educational Measurement: Issues and Practice, 14(3), 29-36.
48.
Tinto, V. (1993). Leaving college: Rethinking the causes and cures of student attrition (2nd ed.). Chicago: University of Chicago Press.
49.
Vance, S.C., & Gray, C.F. (1967). Use of a performance evaluation model to research in business gaming. Academy of Management Journal, 10(1), 27-37.
50.
Vernon, D.T., & Blake, R.L. (1993). Does problem-based learning work? A meta-analysis of evaluative research. Academic Medicine, 68, 550-563.
51.
Washbush, J., & Gosen, J.J. (2001). An exploration of game-derived learning in total enterprise simulations. Simulation & Gaming, 32, 281-296.
52.
Wellington, W.J., & Faria, A.J. (1992). An examination of the effect of team cohesion, player attitude, and performance expectations on simulation performance results . Developments in Business Simulation & Experiential Exercises , 19, 184-189. Available from http://ABSEL.org
53.
Wellington, W.J., Faria, A.J., Whiteley, T.R., & Nulsen, R.O., Jr. (1995). Cognitive and behavioral consistency in a computer-based marketing simulation game environment: An empirical investigation of the decisions-making process. Developments in Business Simulation & Experiential Learning, 22, 12-18. Available from http://ABSEL.org
54.
Wideman, H.H., Owston, R.D., Brown, C., Kushniruk, A., Ho, F., & Pitts, K.C. (2007). Unpacking the potential of educational gaming: A new tool for gaming research. Simulation & Gaming, 38, 10-30.
55.
Wolfe, J. (1975). A comparative evaluation of the experiential approach as a business policy learning environment. Academy of Management Journal, 18, 442-452.
56.
Wolfe, J. (1976). Correlates and measures of the external validity of computer-based business policy decision-making environments. Simulation & Gaming, 7, 411-438.
57.
Wolfe, J. (1985). The teaching effectiveness of games in collegiate business courses: A 1973-1983 update. Simulation & Gaming , 16, 251-288.
58.
Wolfe, J. (1990). The evaluation of computer-based business games: Methodology, findings, and future needs. In J. W. Gentry (Ed.), Guide to business gaming and experiential learning (pp. 279-300). East Brunswick, NJ: Nichols/GP Publishing.
59.
Wolfe, J. (1997). The effectiveness of business games in strategic management course work. Simulation & Gaming, 28, 360-376.
60.
Wolfe, J., Bowen, D.D., & Roberts, C.R. (1989). Team-building effects on company performance: A business game-based study. Simulation & Gaming, 20, 388-408.
61.
Wolfe, J., & Box, T.M. (1988). Team cohesion effects on business game performance . Simulation & Gaming, 19, 82-97.
62.
Wolfe, J., & Chacko, T.I. (1983). Team-size effects on business game performance and decision-making behaviors. Decision Sciences, 14, 121-133.
63.
Wolfe, J., & Crookall, D. (1998). Developing a scientific knowledge of simulation/gaming . Simulation & Gaming, 29, 7-19.
64.
Wolfe, J., & Roberts, C.R. (1986). The external validity of a business management game: A five-year longitudinal study. Simulation & Gaming , 17, 45-59.
65.
Wolfe, J., & Roberts, C.R. (1993). A further study of the external validity of business games: Five-year peer group indicators. Simulation & Gaming , 24, 21-33.