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1993
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LEARNING
OUTCOMES"
by
Angel
E.
Dominguez
Faculty
of
the School of
Food, Hotel
and
Travel
Management
at
Rochester Institute of
in
partial
Technology
Master
of
Science
February, 1993
1993
Angel Eduardo Dominguez
FORMK
ROCHESTER INSTITUTE OF TECHNOLOGY
School of Food, Hotel and Travel Management
Department of Graduate Studies
M.S. Hospitality-Tourism Management
Statement Grantin2 or Denyin2 Permission to Reproduce ThesisfProject
The author of a thesis or project should complete one of the following statements
and include this statement as the page following the title page.
Title of thesis/project:
I,
ANGEL DOMINGUEZ
, hereby
(~3J!t, ~)
permission to the
I,
f)~.//:,h~
I
Date
'
Signature
Abstract
Hospitality
provide
skills
analysis and
business
gaming techniques
skills.
(Occupancy, Profits
variables
In
are
thought to be
processes of
Management Simulation/Game is
successfully
and procedures
It
was
in
used
hospitality
(mechanics)
affect
the
goals.
To
been
introduced
learning
solve
of
this problem,
the
of
relationship
problem
the hotel
develop
job
and are
has been
technique that
simulation
these
The Hotel
perceived as
understanding
of
the achievement
several changes of
game
include
education and
process and
by
skills
with a series of
effective methods to
learning
have been
and the
and
very
imitate
simulations participants
These
work place.
study, must
of
unfriendly
by
participants.
would
administrators
at
Rochester
answer
Institute
the
of
following
question:
(such
understanding
as problem
of
the
solving
and
mechanics
affect
its
learning
relationship among
occupancy,
profits
and
and
guest
A true
questions.
different
Two
groups of
versions
hotel
(Treatment
to give
an answer
to these
"A"
and
"B")
of
Instruments
were applied
to
measure
Acquisition, 3) General
5) Willingness
Participants'
were
perception of a
Perception
less
positive
understanding
of
structured version
Perception
of
Skills
4) Teamwork,
and
show
correlation
Feedback
(0.4380,
Strong
and
significant
students'
treatment "A").
0.5004
of
correlation
of
p<0.05).
Results
an effective
between
degree
general pleasantness
coefficients
Skills Acquisition
(0.3593, p<0.05)
Management Simulation/Game is
skills
favored
They
original version or
Receive Feedback
and
However, statistically
questions.
(the
coefficient
Give
of
perceived acquisition of
with relevant
game
the experience,
strong
of
the
the T-tests show that there was not any significant difference at
of
Feedback, between
differences
(fun)
pleasantness
Participants'
2)
of
understanding
Results
0.05, in
1) The
each groups:
(independent variable),
mechanics
a:
in
and
were
and their
found
suggest
technique to
of
also
Willingness to
between Teamwork
also
(fun)
of
abilities
that the
provide
Hotel
the learner
FORM I
ROCHESlER INSTITUTE OF lECHNOLOGY
School of Food, Hotel and Travel Management
Department of Graduate Studies
M.S. Hospitality-Tourism Management
Presentation of ThesislProject FindinKs
Name:
Date: 02-17-935S#:
Title of Research:
(3)
()
OR
Faculty Advisor:
-I) -
---.....E.....
i .....
gbu..lt--->..(......
8 .....
)
93
Date
J//7/93 _ _-,date
( Chairperson)
---:D::;..;r:,...:.'--=E...:::.dw.:.;.a;::.:r:;,."d:......:::S...:::.t.:::.;oc=..:k:::..:.h=.::a""'m'--
Note: This form will not be signed by the Department Chairperson until all corrections,
as suggested in the specific recommendations (above) are completed.
cc:
Departmental Student Record File - Original
Student
TABLE OF CONTENTS
Page
DEDICATION
vi
ACKNOWLEDGEMENTS
LIST OF TABLES
vii
viii
CHAPTER 1. Introduction
Introduction
Background
Problem Statement
Purpose
Significance
of
the study
Hypothesis
Assumptions
Scope
and
10
Limitations
10
Hospitality
Education
Simulation
and
Simulations
and
Gaming
and
12
Experiential
Learning
Hospitality
Education
17
Games in
CHAPTER 3.
and
29
31
35
Methodology
Research Design
Population
12
35
Sample
38
Instrument Design
39
Data Analysis
45
CHAPTER 4. Results
CHAPTER 5. Conclusions
47
and
Recommendations
77
Conclusions
77
Recommendations
78
80
APPENDIXES
Appendix A. Instruments
Solving Situations
Demographic Survey Results
Appendix B. Problem
Appendix C.
87
96
102
107
Dedication
"Pepe'"
VI
Dominguez,
hospitality
a true
business.
service
Acknowledgments
A
showed
open
special
me
for me,
orientation
and
and
of
help
while
Stockham,
always
Crumb, for
of
the
who
their
Hotel
Management Simulation/Game.
The
and
author
gratefully
collection and of
logistics
the
personnel of
1992) in
the data
support.
VII
LIST OF TABLES
Page
Table 1
The Role
.
of
28
Table 2.
37
Table 3.
Team Composition
40
Table 4.
Mean Scores
Main
of
Treatment Groups
"A"
"B"
and
48
variables
Table 5.
Mean Scores
Participants'
of
Treatment Groups
Perception
of
"A"
"B"
and
Skills Acquisition
50
Table 6.
Treatment Groups
Game Mechanics and Fun
Mean Scores
Table 7.
Mean Scores
"A"
of
Treatment Groups
"B"
and
of
55
"A"
"B"
and
57
Team Work
Table 8.
Mean Scores
of
Treatment Groups
"A"
"B"
and
59
Feedback
Table 9.
Criterion Reference Performance (Game
Scores)
61
Table 10.
Mean
scores of
Game Scores
Group
and
Treatments
"A"
"B"
and
Event Impact
65
Table 11.
General
results on
the Instruments
66
viii
Page
Table 12.
Pearson's Correlation Coefficients
Among
Main
variables
70
Table 13.
Facilitators'
(First
Evaluation
of
the Groups
71
Day)
Table 14.
Facilitators'
(Second
Evaluation
of
the Groups.
73
Day)
Table 15.
Participants'
IX
of
the
76
CHAPTER 1
Introduction
There is
nineties, has
working for
tremendously
Fewer
years.
service-suppliers
has
no
created a more
affected the
customers
a wide
offering
market
demanding
variety
reality
way the
of
hospitality industry
find in the
marketplace
is
industry
educated personnel at
1. Well trained,
customers'
solve
2. A
solve
new
efficiently the
strategy formulation
evolve
only
facing
To
"hostile"
environment
the challenge of
becoming really
industry
requires a
every level:
creative
front-line
be
empowered to
breed
Therefore,
This
highly
many different
had been
of managers
and
can
implementation.
education and
training in
orientation
but
to
one
based
on
in
not
managerial
In
order
tourism management
use several
teaching
and
training
role
Hospitality-
lectures,
methods:
playing,
case
studies,
Among
these
teaching
and
weakness
training
passes
(Tansey
imitate
and
skills'
view
is that information is
about
development: "In
latter, the
training techniques,
training it is held
passed on
only
of
at the
training. In the
intellectual level.
to him not
as a
Unwin, 1969).
actions required oa
skill, as it does
In simulations
that
with simulation
but
of
his
concept."
as a
learning
process.
Background
Similar
used
techniques.-
in different
areas:
Simulations
and
educational
finding
According
games
increasing
have been
and urban
number of
teachers
have been
on
games
many
of
well
be that
within
Different Colleges
identified this
game
Game"
is based
separate
environment.
on
systems,
Emphasis is
D. Duke
Management
of
to
research
operate
of
to make decisions
used
framework
and
is
that
and
by
and
of
It
was
"Multilogue".
the School of
Technology
the
business
in
as
Crumb
was
Richard
and
game
year
Travel
Dr.
and
selected
was
and
by
Plummer
for this
(1991)
training
as
since
it
provides
abilities
external
the same
Food, Hotel
decision making
the
designed
During
Laboratory
by Stockham,
as
presented
is interpreted
bought the
Wing Cheong
because it is
a valuable
Laboratory
Rochester Institute
Charles Plummer
is
finance.
presentresearch.
in 1989
"CHASE"
or
Ng, 1985).
and
Game.-
select
Exercise"
to
(Sculli
have
management
Dominic Sculli
by
a conceptual
units."
simulation
and
developed
rights
Tourism
Ng. This
and
2. The "Hotel
three
Food, Hotel
1.
about
of
exercise
their
a simulated environment.
solving
and
problem
of
used
for
several years
by
in the School
faculty
Laboratory
of
Food, Hotel
Travel
and
at
management
computerized
Game
is
therefore
and
administered,
easily
inexpensive, in
administration
for its
Hotel
Simulation Systems
and the
similar
The
non
portable,
very
contrast to
selection:
computer
simulations.
The
overall goal of
original
jointly
hotel business
apply
following
Game impresses
a chain to
on
be extremely
identified
by
its
terms:
hotel
well
managers
the
coordinated and
maximize
will
in the
(1989)
was
relevant
The
techniques, behaviors
and
strategies
to explore and
in
simulated
environment."
Increase
also
identified three
main objectives of
Capacity (Occupancy)
of
the given
hotel,
),
and,
The
move
exercise
into a
new
begins
territory.
with new
The
hotel
chains which
players'
performance
have recently
is judged
not
made the
only
against
that achieved
other
by
the other hotels in a given chain, but also against that of the
Each
chains.
region
belonging
hotel has
each
Each has
hotels in the
and
chain
Sales
and
Executive Vice-President.
"Each team
and
the
responsible
Beverages,
and
facilitator, known
handle
how to
about
affect a
quality
hotel. The
of a
beverage,
the
rooms management,
-solution-
as
and
representative
for the
each
Facilities, Food
by
organizational
1989).
decisions
makes
problem situation
Rooms
(Duke,
identical
Regional Vice-President
managers
of
an
to the problem,
hotel
an
decisions
finance,
that periodically
are scored on
the
division."
(Stockham, Crumb
and
Plummer, 1991).
Stockham, Crumb
studies
whose
Proceedings."
and
Plummer
They
collected
faculty
versions
objectives can
of
be
conducted
slow
and
working
undergraduate
managers who
had
researchers concluded
increases
of
graduate and
as the
instructors
They
made
played
that higher
a series
feedback from
learning
(1991) have
also
of
the
order
modified
found that
improvements to
the original
version
of
difficulties to
who reported
original version of
managerial
participants'
a series of modifications
introduced
several
changes
to
as a
game's
Beginning
mechanics,
new version of
Plummer. John
Tiby
Systems Laboratory,
new version.
This
and
assisted with
problem
Crumb
solving
solutions and
the
and
Crumb
new printed
for team
of
the
have been
situations
for evaluating
mechanics could
on
by
the
game.
Dr. Charles
materials and
presentations.
Food, Hotel
modified
and
In
School,
use.
the
recording
conjuction
Travel
for academic
of
with
two
Stockham,
and
of
their
on
incorporates
also, made
Professors Stockham
developed
was
need
in 1990 they
based
feed-back
began
version
forms. Provision is
game
RIT,
to the game.
the
technique in
training
introducing
The
development
by
self
be listed
tutoring
student presentations.
Modifications
of
the game's
as:
manual
that emphasizes
on
by
participants.
2. Improvement
of record
3. The introduction
which
takes
participants
place after
have
of a
keeping
and
scoring
"Game Analysis
procedures.
and
During
try
to
the
identify
among the
relationships
the participants
are encouraged
to
develop
After their
analysis
Operations overview,
and
solving
hand-out
strategy setting,
material:
and
Hotel
information
hand-outs.
systems
For the
purpose of
to as "Treatment
Materials
problem
used
A"
in both treatments
be known
as
be
referred
"Treatment B".
were:
2. Participants material,
and
Role Descriptions,
play
and
decision
3. Event
which contains a
Cards,
and
In treatment B,
was
strategy setting
Accounting Forms,
Debriefing
(Dice,
more
structured
and
colored
flow pens,
wall charts).
occured.
Problem Statement
The
mechanics of
perceived
by
learners
as
which means
clear
and
had to invest
students
All
procedures.
instructional
of
lot
of
goals of
The
the game.
learning
problem addressed
game
in this study
could
be
stated as:
(such
as problem
of
understanding
the
solving
and
mechanics
affect
its
learning
of
and
profits
and
guest
the experience?
Purpose
The
purpose of
had
mechanics
the
an
Significance
The
of
the few
for the
service
solving
and
game's
through
the
general pleasantness of
the
experience.
the Study
present research
one of
the
of
learners'
impact in
the changes
simulation
is
study
since
it deals
with
industries. It
decision
considered as a relevant
would
be very important to
evaluate
building
if
skills
problem
and
the
If
an effective simulation
later
be
applied
in
Students
perceived.
will
be
hospitality training
designed to
could
be
key
Also the
the
This
will
industry
they
behaviors
learning
and strategies
making
skills.
These
experience,
which
hospitality industry
and skills
experimental
develop
education, several
will
direct
provided with
and
would
human resources
can
who would
within
Hypothesis
original game
the
new version of
game
(treatment
researcher sets
the
B) is
following
hypothesis:
Game is
perceived
by
new version
students
as
(treatment B)
an
with a
gaming
experience at
A)
better understanding
in problem-solving/decision-making
or
equally
and
of
less
powerful
teaching
of
the hotel
team
building,
business, develop
and
to enjoy the
new version of
(treatment B) is
original version
(treatment
the hotel
business,
and team
building
to
A)
to provide learners
develop
and to
with a
better understanding
of
Assumptions
For the
valid.
the
However,
original
assumed
bearing
defining
that the
skills of problem
on
the
Duke
provided
the issues
research
populations were
solving
and
of
no
validity
evidence
and
It
of
that the
variances are
was assumed
in the
sample
homogeneous in terms
as well as
homogeneous in
to be
simulation
and reliability.
population
decision making,
assumed
by Dr. Plummer,
other
designer Dr.
documentation
When
purpose of
all
population
the
of
treatment
follows
their
in their
Therefore,
researcher
previous
attitudes and
the
researcher
groups.
a normal
distribution
frequencies.
Scope
and
The
perception
Limitations
this
scope of
of
skills
research
focuses
development in
leadership
in
on
problem
hospitality
10
learning
principles and
learner's
management.
This
Approach", in
According
the
game
applies
research
which
different
"gaming
Wolfe
defines
(1985)
situations"
"Contingency
as
(or treatments)
will
be tested.
instructor's expertise,
The
what
main
limitations
of
and
game
attitudes, among
environment,
the original
rather
student
others.
by
situation:
the terms
of
Enhancement
"form"
only
11
or
on
the
game's
underlying
principles.
CHAPTER 2
Literature Review
Hospitality Education,
games used
in
hospitality
Education
Hospitality
Evolution
hospitality
to a
long
of
evolution.
instructional design,
research and
section.
Experiential
and
Learning
Education.-
Hospitality
of
the first
program more
manpower
training
education, and
discussed in this
simulations are
and
simulation, gaming
Hospitality
for the
Education
needs of the
was
first
conceived as a program
food
and
lodging
businesses.
for
During
"hands-on-experience"
the
academic
(Pavesic,
(ie. cooking
country,
its evolution,
several
Hospitality
units
college
and
Programs
such
as
waiting
schools).
could
be found
business
seem
During
as
education
or
the
part
next stage of
of
home
to favor a recognition of
traditional
economics
Hospitality
"Hospitality
more
freedom to
hospitality
declining
in
administration continues
programs
over
colleges of
located in
the past
business.
its
curriculum.
colleges of
Today, the
percentage
12
percentage of
In 1987, 30%
several years.
The
Programs located in
public/urban
hospitality
all
(Pizam
year."
Theoretical
programs
Experiential
versus
and
training in
food
training
oriented
field
of
study is
universities
education
is
while
the
other
must
Pavesic
be built
should
not
institutions
directly
"skills"
related
much of what
to
what
vocationally
is taught
which
hospitality
educational
dominate
industry, these
programs of
for assessing
tried
program
to
research
identify
merit
the
order
to
the future
educational
conducted
to describe
competency-based testing.
general outcomes of
13
not
(Quinton, 1988).
has been
quality through
theory
"True, industry
Equally true,
programs."
educational
Extensive
do
foundation. However, in
programs.
the
Quinton.
programs of
Outcome.-
Researchers have
programs
by
should not
process
education
advocates of
workplace"
concludes
dominate
Program
the
hospitality
usually the
are
cognizant of
remain
whether
has lead
evolution
college credit.
future
over
Currently
not new.
of
increasing every
areas
management
The field's
broader,
boards
"practical"
colleges and
(1988)
or a
Industry advisory
specific
service
for 57%
account
have been
and
Learning.-
controversies
knowledge base.
nationwide
economics,
Milman, 1988).
and
debates
to different
learning
as
well as
specific
to Grondlund
According
knowledge, intellectual
and appreciations.
required
for
(1983),
management
learning
most
Jonker
and
Jonker
graduate.
service."
and
Jones
manufacturing
orientation
These
authors
base their
hospitality industry,
customer relations
professional.
Most
"theater":
role play,
holistic
Techniques.-
Many
of
view of
education
by hospitality
of
students
has
will
The
be
current
of
of managers
the
in the
personnel
and
in
field,
effective
new
methods
and
hospitality
based
on
the
studied
encouraged
14
guest
learning
provision, and
programs.
Guest
the jobs
service
industry:
that this
hospitality
of
of
article
meet
Simulations (which
resolution,
administration principles
which
our
They believe
the studies
of
tomeetthe needs
research on
drama, debates
or co-operative
needed
order
in
business
approach.
designs
of
in
on
Instructional
ideas
operations
must change
suggest that
skills
dimension
job
(1988)
interests,
knowledge
the importance
that "few
and regrets
strongly based
and
categories:
important
most
are:
conflict
motivation,
Classroom"
the
Hospitality Education,
Bareham
graduates.
to them, these
According
leadership,
principles,
outcomes
(1990) identified
Service in
to its
hospitality industry
hospitality
the
by
required
outcomes
order
to create a more
work-related experiences
development
different
of
the skills
approach
with
an
flexible
reaction
manager
Personal Skills
following
topic
appropriate ways of
have
been
always
develop
hospitality
ability to
encouraging
interpersonal skills
recognized
in this industry.
an
as
They
intrinsic
propose
the
part
analysis; on-the-job
training
of
creation
areas: operational
the
of
the
skills; managing
All
of
Several
and games.
Education
field
of
programs
learning,
managing innovation
and creativity.
to the objectives
of simulations
ways similar
(or Cooperative
Education
Hospitality
and
-Co
by providing
op-
idea
of
implementing
Education)
the student
with
Experiential
help
which would
the
hands-on-experience
(1989)
say
also
experiences,
grading
hospitality industry
in his
article
ingredients for
of
work
program
mechanisms.
These
authors
to
Hospitality
Practitioners
learning.
Education Needs",
which are:
based
competency
of experiential
Program"
the
of
Quinton,
identified the
the importance of
background
in the
statement,
the importance
"Responding
"Five Star
mission
evaluation
and
also asses
industry
emphasizes
experience
the
with
congruence
education,
student."
identify
(1988)
and the
industry
field
experience and
with opportunities
industry including
to discover the
directed training
15
defines it
and
as
He
"A practical
day-to-day- real
world
education
in
most
departments
of
the
concentration
for
career
industry by
evaluation of
Case Studies
Education to
use
for
and
useful
teaching
(1989)
frames,
the aid of
in the
study
to
in two
doing'
approach
is
material
on
an
-as
incidents
case
presentation
and
to
are
skills
Hart
(1986)
years.
It is
an
appropriate."
that presents
ways
example
Spizigen
classroom
world"
of
for teaching
proper
him,
and
work
which
useful
According
analysis."
University
shell
With
Hospitality
effective tool
an
students.
the group
method
for
Gamble
put together a
to students structured as a
processes
to be solved
with
Shell", is based
of
areas
performance, and
recommended
'learning by
spreadsheets or
sophisticated
or
detailed
more
technique for
computerized case
series of
topic
developing
predominately
Lockwood
hospitality
presented material.
where a
techniques
specific
vehicle
extremely
teaching
to senior
illustrate previously
selected
of attitude and
introduction to a
on
students."
management, he says,
state
emphasis
placement, evaluation
are also
concepts
"an ideal
special
with
of case
business
industry,
Study
"In a
management
early
stages of a
world
to their
school,
degree
students.
faculty may
program
This
model
spend a great
communicating
is
useful
16
for
deal
hidden
structured
of
time in the
model of
teaching
the
and
is
reassuring to
Basically it
technique,
case
Other
education"
affiliated
of
Education
institutions
by
of
Purdue University,
the Council on
of
required
and
instruction
in
48%
conducted a
of
food
service
the
major results of
in 34%
usage
graduate
core
and computer-assisted
hospitality
be
of
the
usage
and
Institutional
in hotel
and, food
of
Computer-assisted
courses.
drafting
viable
and
design
systems
education.
Gaming
and
Concept.-
among different
in
and
chain.
Restaurant, Hotel,
professional education
Simulation
The
computer
(Jaffe, 1989),
(Lambert, 1989)
a rule-based,
courses
it is
respondents
orderly
authors call
management
Department
an
with an application
an efficient way.
is designed to equip
is
problems."
over of a
in
The first
place and
of
students.
Defining
17
in
has been
education and
a common concern
instructional design.
James Mc
as
Kenney (1962)
"competitive
development
Misshauk
makes
mental
of
the
University
Harvard, defined
an
Carlson
and
vehicle or technique
that
economic
specifically designed to
in the business
Szocki
business
defines
word game
the
strategy."
of
environmental conditions
(1989)
of
wherein
activity
implementation
and
(1972)
use
of
world."
simulation
On the
"a
as
the
represent
other
role
hand,
actual
Foucar-
where
play
the
simulation
on
upon
Evolution.-
the
performance of
UCLA developed
(McKenney,
In that
year
During
the
to investigate
same
and
by 1980,
research
of
year
1970's.
(Butler, Markulis
major source
development,
outlets show
the
and
two
game..."
of
problems.
Management
(Miles, Biggs
and
research
evolution
educational
logistics
"American
the
and
the field of
certain
two
participant.
a simulation model
1967).
origin of
area
the
occur."
at
is dependent
Simply
based
the
ABSEL
research since
to these
and
the early
authors, these
Gaming:
18
"This
frequently
in
an
in the form
data
and/or
theories,
distinguishing
characterized
degree
human
an
of
new
whereby
knowledge,
has
by
high level
of enthusiasm
advancement...
emphasis
on
Along
methodologies.
Research in the
heavy
with
and
this
second stage
is usually
high
as well as a
is
characterized
call
for
to
theory building
frequently
finds
with
particular, quite
which a
established"
(Butler, Markulis
Different types
respect
of
and
simulations.-
classifies
Underlying
the
use of
broader,
more
definite theory
can
be
Strang, 1988).
J. Barton Cunningham
taxonomy
Different Types
(1984)
of simulations.
of
Simulations",
says
in this
In his
work
this author
1. Experimental
Simulations,
which
include
laboratory
experiments and
and
"Assumptions
by
is
by
and
to
techniques
certain
can contribute
research
rigorous
discipline
bargaining
to competition
bookkeeping
games and
19
heuristic exercises;
individual's ability to
normally
occur
the
during
object
of
our
research
thought. This
particular
which
situations
Simulations
Gaming
"gamed"
type
to
that
Simulations.
Gaming
and
replicates real
respond
In-basket
job; and,
4. Educational simulations,
structural experiences and
simulations and
decision
elements
focuses
of simulations
are
the
of simulation
that
provoking interaction
and
transferring theory
and
on
Components
researchers
have tried to
simulation game.
that represents
which
is the
P.J.
"1
2.
Games.-
Simulation
the
the
Validity. How
in the
the simulation,
finally
the game,
of
criterion used
work
Abt Associates
truly
Coverage. How
Different
says
for the
the activity
quotes
present
identify
of
establish
Tansey
Characteristics
McKenney
set of rules
which governs
To
and
much of what
(1965),
life
situation
is important in the
real
is the
life
model?
situation
is
model?
3. Comprehensibility.
are
modeled understood
model
to
from the
model?
20
understand
which
and
have been
Experiential Utility.
4.
How
be
permitting the
in
model
experimental manipulation of
may
is the
useful
investigated in changing
conditions
order
that
differing
under
and
they
circumstances?
5. Applicability, is the
understanding
are
depicted
P. J.
any
"1
the
it
as
real
life
assists
in the
conditions
that
also
the three
characteristics
to describe
Schubert
inconclusive
(1986)
to be
reaHyieach,-
what
and
if
reverse
what
by
type
found that
superior
addressed
they do,
to other forms
to be true;
studies
comparative
and
simulation?
simulations
Outcome.-
is if
researchers
control of
far
so
of participation".
Learning
and
identifies
Tansey (1969)
3. the degree
in
it?."
simulated process :
process
possibly in the
and
by
model significant
of
of
of
learning
Miles, Biggs
have
generated
pedagogy
numerous
have found
no
differences
pedagogies."
However
and
some
simulations
(Roberts
(1961)
of
which
of
the
research
papers
have
and
most
objectives
management
authors cite
cautioning the
reader about
21
instruction.
in
"1
facts
the
facts,
only facts,
Learning
by
3.
Learning
benefits,
alternative strategies of
On the
at all".
the effectiveness
reviewing 22
unequivocally known
Rowland
value of
after
gaming for
education.
fairly
but skills),
They
computer-based
reached
very
also took a
concluded
Wyman
and
business
about what
Gardner in 1973,
and
(by
the game,
other
These authors,
was
making."
decision
"little
learning
2.
games.
of
a simulation:
Learning
through business
obtainable
gaming.
present
possibly
games
very
taught, if anything
that favorable
business
games.
student reception
"However,
at
the
Learning Byrne
and
Wolfe
same meeting,
Fritzsche
information to
student
about
1975).
increased
activities
are
experiences.
memory,
and
excellent
In that
which suggests
that if
and
Goosen
knowledge through
Tipple
(1982)
vehicles
same
learning
study,
in
a simulation class.
At the
reported
student
Glenn, Gregg
reported greater
for
reported
his
gaming."
students
(Roberts
feelings
and
involving
they
subjective
role-play
in problem-solving
Van Siclkle in 1978,
22
Field,
role-
students
playing activity,
about
play
participating in
Advantages
decision making
role-play
Glenn, Gregg
to substantiate the
suggest
decision-making
them specific
(1990)
not
to
(1990)
involve
two
(1982)
explore
suggest
simulations
as
only to
managerial
that
during
change a
may learn
In their
work
Simulations
develop
management
situation
23
say that
and
Chanin
integrate
that
also explore
the need
skills
processes.
might
making.
use
researchers
a controlled research
they
how to
also
Affisco
making
decision making
decision making
They
study
stimulate student
only
group decision
of their
students
skills.
research
decision
specific
effective strategy.
learning
that
of simulation and
The findings
decision making
concepts.
conclude
explicitly teaching
student active
of
the advocates
vehicle not
2.
that simply
to
not enough
of ^activities^may not
models
behavioral
feedback
conclude
develop
activities.
the most
of
interesting
also
also
proposed
develop
form
is
mathematical and
to
model
without
Tipple
claims of
participating in these
skills
when
and
making
the
They
is
or simulation
activities who
by
model."
receive
play,
a problem.
analyzing
skills.-
still
using the
are
to
prior
concepts
of
role-play activity
student's method of
findings have
they
well
must
to be a very
in participants, but
Prohaska
use
total
and
Frank
enterprise
management
decision
Importance
cohesiveness. team
of group
According
(1990)
of
building
the Bar-llan
University in Israel,
in
business
In
their
associated with
investigated
they
study
games."
settino.-
and goal
at an
if
stage
early
the game, throughout the game or toward the end. Results showed that teams
which were
successful.
Fand, Richardson
business policy
Conner
and
courses
and
effectively
cohesiveness
in terms
together expressed
to how a group
capture
can
the attraction,
of
individual
by
satisfaction and
They
members.
business
simulation.
setting intervention
while
Profits.
group
that a strong
higher levels
reduced
expressing
simulations and
gaming.
Richard Teach
profits generated
have been
has
functioning
the
explored
exhibited
issue in
simulation
remain
Planning
work
the desire to
on
setting
learn to
and
levels
of
Forecasting
of cohesiveness
conflict, than
(1990)
during
of
by
An important
forecasting
Technology found
companies
that
of
perceived
teams."
of profits and
goal-
control
Games.-
in Business
and
in
He
gained
by
measuring
says
and
business
analyzing
errors
24
in
in
that
members."
team
in
group
also suggest
and
used
defined
They
group
"the
that simulations
(1990) say
as
synergy."
together
success,
early
forecasting,
and
ability
could
concludes
be
that
this type
of measurement would
making in business
simulations.
Contingency
Approach.-
conditions
issue in
in
which
learning
improve
The idea
occurs
same
for every
and
in
They
games.
host
Gagnon,
who
of
games
These
in 1979 talked
of circumstances: what
the
has been
the person is
cited
is
the
(1981)
not the
of
work
anyone
important
an
Greenblat
and
authors
decision
environmental
participant.
realism of
investigating
in business
acknowledged the
Greenblat
of
simulations and
experience
looking for;
experience
depends
on
the detailed
shape of
the
of
that
experience."
The
the
the
concept of
work
he
should adopt a
contingency
stated
contingency
effective."
In the
less
that
same research
by
testing if
Research
factors that
games
must attempt
to
elements of simulations:
1. Game design
integrative,
characteristics:
single
function
versus
functionally
2. Administration
characteristics:
placement, and
3. Player
and
group
duration,
learning
Starting
pacing, trial
runs,
debriefing,
objectives.
characteristics:
25
motivation,
aptitude
and
decision-making
method,
team structure.
4. Administrator characteristics: Game
experience
involvement,
and
The Roles
very few
Remus
games.
is
quite
Field
articles
(1975)
Roberts
focus
and
on
positive
and
business
Field
Different
games
appeared
reactions about
and
in their
Jenner
and
may
often
that
business
relation_to
opinion
other
found that
(1981)
Roberts
do
research
was
had
not...
paper
played a
overwhelmingly
traditional
methods
students'
expectations
they
and
experience
in the
of
for
game
business policy
and
way to
course.
in this
the
in
data
hand Thatcher
with
on
student
learning, specially
(1986)
excerpt:
no control over
order
believed that
(1986)
resources,
have been
other
learning
are shown
resources
Schubert
collect comparative
On the
manager of
His findings
"Once the
student
In their
students who
Miles, Biggs
the teacher is a
in
^simulation
84
attitudes."
study: "studies
gaming."
business
found that
They
organizer.
about
authors argue
game.
Remus
expectations.
(1981) say
toward the
education.
in
Student.-
the
and
student attitudes
Jenner
student opinion
management
it
the Teacher
examine
and
of
which
the speed at
the student
26
which
will move
introduced to
the resources
through them.
It is up to the teacher to
simulation, to facilitate the
and reflection,
in
other
flow
assist the
debriefing,
or
dynamic
of
the game
discussion
to be
resources
or
used as
possible."
effectively
as
in the
studied the
in "the experience-based
(1984)
communication paradigm
relationships
number
of
classroom".
in this type
between
of
the
contrasts
the traditional
teacher.
Importance
the
published
The
has-been
learning
experience-based
1984, Lederman
debriefing.-
of
-assessed.
article
She
concludes
the
success
importance
of
that the
of
the
of game/simulation
points out
taken
In
researchers.
effective use".
She
by
lies to
and
Thatcher
session.
defines it
as
"the
is examined, discussed
debriefing
process.
According
27
process
some extent
(1990) discussed
by
and turned
the
debriefing
debriefing
in
debriefing
critical reexamination of
conceptual
of
different
by
discusses in her
importance
debriefing
which
in
the
the experience
into learning". He
session and
also
identifies
TABLE 1
The Role
of
TRADITIONAL CLASSROOM
1.-
Position
of
EXPERIENCE-BASED CLASSROOM
the Instructor
Position
Expert
of the
Facilitator
of
Instructor
Learning
Leader
Helper
Judge
Resource Person
Evaluator
Tester
2. Instructor demonstrates
expertice.
by:
Selecting
Providing
right
and
Answers
meaningful
experiences
Asking
3. Student's Participation:
3. Student's Participation:
Stimulate
Require Attention
Mere
providing
Thinking
Encourage
Listening
1984)
Talking
1.
Identifying
2.
Identifying
considering the
and
individual,
the simulation,
3.
related to
4.
facts, concepts,
the ways in
Identifying
for
individual
each
Identifying
the nature
of
Simulations
in
research
hospitality
or
papers
in
developed for
have
high
been-
or
figured in the
as a whole,
of
few
is
quite
about ^simulations
hand, only
handful
featuring
hospitality
Purdue
applications were
and
In 1984 Hamidi-Noori
games
of simulations
health
programs
care
wrote
for the
have been
her
article
have taken
this type of
being
University found
used
in
11
implementation
techniques to their
teaching
of
the
Department
of
different
29
and
facility.
have incorporated
and
education
written
other
main principles
of a simulation game
Education
hospitality
service organizations
discussed the
curricula.
industry. On the
Very
and
involved in
and games
"Scheduling
Although literature
games
the simulation,
simulation
5.
the
Clarifying
hospitality
programs
in the US.
Among
the
Simulation
Simulation
packages
Exercise)
Exercise)
and
based
computer
by
(Cornell
CRASE
The
other
Hotel Administration
They
were
packages used
simulation
of
Administration
Restaurant
cited
were
designed in 1968
(Cornell
were
CHASE
reported,
by
six
different
mentioned
only
by
game
is
the factors that affect hotel sales and profits while making different pricing,
marketing, operations and finance decisions and its parameters were designed
to
and
reward
competitive
penalize
of
positioning
training"
areas
understand manageriaLeconomics of
Chase's
hotel
(1973)
education and
functional decision
of
to Zuckerman
According
marketplace.
Simulations/Games for
awareness
strategic
in
concept
purpose
hotel property
hoteLbusiness. This
Horn's Guide to
and
its
within
is to
as
develop
well
as
to
role
play, quantitative outcomes, team play, play involves decision making and
strategic
focuses
and
other
simulation exercise
its
main purpose
into
(Zuckerman
a single
Another
simulation
used
According
as a
to Foucar-Szocki
teaching too,
developed
is the "integration
strategy."
areas
(Zuckerman
in
which
(1989)
and
30
Chase,
competition
of major
education
used
for
is the
years at
end-of-the-term evaluations
and
functional
Horn, 1973).
hospitality
has been
Dr.
by
on
firms"
with
another
management..."
and middle
one
known
as
Michigan State.
of
the simulation
since
1978.
The
has scored
restaurant simulation
management
The
in
of
only heard
researcher
University
of
who
belong
game was
Hong
The framework is
business
help
in
their
present
separate
Emphasis is
designers
Literature
learning (and
be
developed
by
games
conceptual
of
game
Engineering
with a problem of
the
The
physical
work-unit
determining
They
used
the
the hotel
paper.
Research Design
and
in teaching
Domenic Sculli
by
Industrial
management game
...
"Designing business
which
three
external environment.
is intended to
paper
of
researchers
games
presented as
is interpreted
system which
concept
of
developed
to the Department
a service.
scale
This
courses.
Wing Cheong Ng
the
5.0
on a
making."
decision
hotel management
and
4.86
an overall
on
Research
stated
grouped
research
and
Stanley
designs
that
research
into three
Campbell
Design
Instrumentation in
and
specifically in simulation/gaming) is
Strang (1988)
broadly
Instrumentation in Simulation/Games.
and
are
invalidity
who
in
rather scarce.
designs in
classes
along
present
1966
in the
said
pre-experimental
31
Butler, Markulis
simulation and
a continuum of
experiential
gaming "can
the amount of
study."
They
designs,
quasi-experimental
designs,
and experimental
the
following
designs. Then
they defined
each
type of
research
designs in
terms:
Such
group.
of controls
studies represent
for alternative
weak
allow
in
randomization
experimental control of
an explicit comparison
which
established...
the
researchers
have
most of
(of
have been
are those
that
However,
very
explanations
Quasi-experimental designs
validity.
(1) lacking
by
lack
of
randomization...
Experimental
equalizing
treatment,
and
(3)
in
other
designs,
experimental
design
by (1)
with groups
of
the
results,
prior
(2)
to
of
Experimental designs, to
a greater extent
internal
validity."
Strang. 1988).
(1981),
could
experimenter
subjects
and
William E. Remus
randomization
comparison of groups
(Butler, Markulis
are characterized
through
groups
independent variable
groups
than
designs
(and manipulation)
control
and
research
bring
lack
of a good
32
He
control".
factors
of variance
Other
gaming.
measure
is to
major subject of
Past
studies suggest
instructional
measure the
the application
that three
instructional
Tipple
decision-making
skills
simulation and
of a
and
major methods
Glenn, Gregg
research results.
(1982)
is later
game
this type
used
acquisition
in
test if the
applied
of
given
in
model which
a similar context.
instrumentation to
In
simulation.
measure
this
allowed students
The
to
select
free-choice
model
model
that
method
second
used a
study
of choices related
is
to
measure
the effectiveness
of
simulation
Marsh, Fleiner
and
data. "Proponents
qualified
to
Thomas
contend
evaluate
the
(1975)
being
popularity
offered,
and other
of
are
best
that
product
factors
instruction,
unrelated
to
teaching
excellence".
These
measures of
This type
evaluation seems
of
authors
concluded
to
be
33
by
researchers.
Schermerhom, Sekaran
and
Ramaprasad
been
used
issues. Student
and
evaluations of
The third
teaching
questionnaires
(Remus
method
(Fandt, Richardson
and
techniques
have
team success
student attitudes
and
and
performance
been
Nebenza, 1990),
conflict,
profits,
(Fandt, Richardson
economic measure as
and change
and
34
which
portfolio value,
Conner, 1990),
(Duke, 1989).
in
others.
of
and
measure
used
Conner, 1990)
reports
(Miles, Biggs
to
also
corporate
on
perceived
(1985)
simulation
is the team
midgame or
or
any
other
guest satisfaction
final
non-
index
CHAPTER 3
Methodology
This
chapter
description
of
analysis of the
includes
an explanation of
the type
of research
design
instrument
and a
description
of
an
procedures.
Research Design
The
research
Research"
.
It fulfilled
Strang, (1988)
Experimenters
in this study
was
'True Experimental
by Butler,
Markulis
and
validity:
were equalized
and
3. Comparisons
independent
each other
in
Game
guarantee
all
used
2. Groups
treatment,
method
variable
(game
mechanics or
of an
were equal
to
administration
characteristics
groups.
They
35
were
include:
controlled
in
order
to
1. Team
An
size:
equal
group (A
assigned to each
and
number
gaming
(2) hours
of
of
(hotels)
in the
(seventeen)
were
had the
same
game
(four).
the game were played
Table 2
each.
participants
shows
over
two days in
subject
experience.
groups
the experience
divided in two
was
by
a room
divider
Contact between
members
playing the
Both
game.
happened to be bigger
was assigned
in
conducted
of
which
isolated
each
had
group from
Most
which
was
one another.
while
other.
room
of
Treatment B group
because
the bigger
of
room
restaurant-like
mechanics
a similar environment.
rooms were
and
large
in
debriefing,
and
previous experience
a good
understanding
administering the
of
game.
the game
Three
of
them had conducted previous studies of the Hotel Management game. In order
to
guarantee
were allowed
in the School
grading
four facilitators
criteria
A to group B
out of the
Food, Hotel
for
and
each event.
by
Management,
and
and vice-versa, so
Travel
both
of
them.
36
given
had
faculty
put together a
rotated
from group
TABLE 2
Event
Dav 1:
Day
2:
Group
Treatment
"A"
Group
Treatment
(Wednesday)
Orientation
1 hour
1 hour
Week 1
30
minutes
30
minutes
Week 2
30 minutes
30
minutes
Week 3
30
30
minutes
Strategic Pulse
(Strategie Setting
this
(Following
Wednesday)
minutes
Not included in
15 minutes
version.
Stage)
Week 4
30
minutes
25
minutes
Week 5
30
minutes
20
minutes
Scoring
10
minutes
10
minutes
Dav 3: (Following
Monday)
Debriefing
1 hour
1 hour
37
"B"
Population
four
Thirty
1992),
Sample
and
where
randomly
Chains Harriet
The
(with the
use of a random
(treatment A
participants each
Since the
an
introductory
final
for the
grade
The
had four
(2)
employed
one
class
activity
no
be
used
to the Hotel
incentive
viewed
the
was
game
participation
in
in calculating the
Regional Vice-Presidents
hotels
(4)
or
course.
experiment
two
B,
and treatment
experience, therefore
educational
supplementary
the game
totaling
digits generator) to
respectively).
Hotel Operations is
curriculum.
(Winter Quarter
course
as a
strictly
Lariat,
course of
Management
required
and
assigned
(17)
Operations"
the "Hotel
students of
by
ruled
whole experience.
General Manager
(eight
each
per
group,
Each
for the
chain
whole
experiment).
Roles
participants
were
assigned
GPA, PFOS,
and
based
on
the
experience
in hotel
course
in hotel
management.
participants'
experience
simulations
before
and
previous
Data
exposure
on
to
role
Managers
management
instructor judgment,
assignments
were
randomly
mentioned random
digits
were
made.
assigned
generator.
General Managers
to a team (or
hotel)
Discipline
and
of
the
and participant
was maintained.
anonymity
Table 3
that none
of
shows the
final team
Field
composition.
showed
management.
Instrument Design
in the form
The
1.
experience
first
in hotel
the
of
applied
were
following
questionnaire
simulation/gaming techniques. It
questionnaires
designed
was
management and
in this
operations,
research
(See
to
and
were
"A"
appendix
identify
):
participants
was administered
before
to
role assignments
were made.
2.
The
second
evaluation"
and
simulation/game
perception
of skills
is
questionnaire
acquisition
was
through
"Hotel
called
designed to
fourteen
Management
participants'
measure
(14)
questions
(Plummer,
a) Original developer's
through
(questions 1
5);
b)
team
work skills
c)
understand
Usefulness
of
the technique to
develop
problem
solving
and
(questions 6,7,8,9,11);
Perceived
future
role
usefulness
in the hotel
of
the
technique to
industry (questions
39
10
and
visualize
12);
and
and
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43
d) Overall
perceived value of
the
experience
on
the
(questions 13
and
14).
Open-ended
e)
weaknesses and
has been
curriculum at
inception
Evaluation
the
simulation
of
questionnaire
its Mechanics",
implemented in the
degree
includes
4. The fourth
its
Technology,
how
had previously
"adapted
Miller
comprises
of
the
by
five
by
and
reliability.
researcher
questions
its
to be
regarding the
participants
along the
[it]
in
designed to
playing the
game
(fun).
(1983)."
were given
has been
(Stockham, Crumb
participants enjoyed
questionnaire was
was adapted
and
validity.
This instrument
by
It
designed
the rounds
during
session, and
as tested
called
of comprehension of
researcher assumes
is
and was
present study.
practice
Index
of
perception of
3. The third
The
participants'
to evaluate
used
Plummer, 1991),
and
strengths
recommendations.
used
game's
students'
This instrument
Management
questions
Differently
Lickert
scale
44
and
Conner
(1990),
who
from these
form.
authors'
instruments, in
5. The fifth
questionnaire
feed-back. It
receive
four
comprises
is designed to measure
designed
was also
by Charles
willingness
to
give and
Plummer (1992),
and
questions.
Likert
scale
and
five had to be
answered
according to
the
debriefing
session
took place.
Data Analysis
The
following
variables of
cumulative
were
established
as
the
main
the study:
"Mechanics"
1.
measures
questions of
the
(independent
questionnaire
variable).
(5)
of
Mechanics",
2. "Participant Perception
variable
that is
questionnaire
calculated
'Team-work"
(6)
Acquisition"
Skills
by averaging
all
fourteen
(Dependent
3.
all six
of
question
of
(PPSA). Dependent
(14)
questions
the
Evaluation",
variable).
of
average of
"Feed-back"
(Dependent variable),
"Giving
and
Receiving
45
averaged all
Feedback".
four
(4)
question of
Only
"Fun",
or general
Once
SPSS
all relevant
program
data
it
was collected,
of
pleasantness
question
(number 6
the
help
of
the means
measures.
was established at a
(Participants'
and
significant
some of
of
The test
all
variables
was one
in group A
and
B,
prove
and
the
3. Calculate Pearson's
Fun,
of a
cumulative measures,
PPSA
the
Mechanics.")
cumulative
of
designed to:
Compute the
the difference
the
of
Perception
Willingness to
Coefficient
'Correlation'
ot
Skills Acquisition)
give/receive
46
of
among the
variables
Mechanics, Team-work,
feed-back, in
order
them,
to study if any
CHAPTER 4
Results
This
chapter presents
hypotheses,
of correlation
among the
(team scores),
results of
the tests
In
order
to accept
is
original version
better understanding
analysis/decision
B)
of
the hotel
making
and
better
business,
team
the
original
On the
Table 5
shows
questionnaire
the
other
need
individual
be
this
well
instructional
learners
with
problem-
receive
better
in
scores
all
ocassion
results were
each
individual
the
way
game
to
(Treatment
"B")
impress them
coordinated
competitive sharpness
and
was
with
jointly
for their
47
own
perceived
how hotel
by
It
shows
while
in
in
that
learners only
managers
cooperative,
hotel.
study.
question contained
effective
to
on
the Hotel
the results of
new version of
a more
However,
of
their skills in
to
and
had to
powerful
provide
develop
to
building,
or more
(treatment A) to
treatment^B"
experience at
new version
as
a chain
maintaining
(Significance level=
.006).
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On the
other
perceived
by
hand,
teaching
technique in two
"A")
was
different
(2)
1. Awareness
of
to improve occupancy,
trying
rate, profit, and guest satisfaction at the same time. (Significance level=
2.
Participants in treatment
Simulation/Game
was
very
following
no
trends
Treatment
and professional
difference
at
0.05
was
found,
the
identified:
"B"
seems to
a) Students
management of a
study
.039).
significant
statistically
were
Though
"A"
.047).
hotel
or
be favored in the
perception
hotel
chain
of
following
creation
of
questions:
ideas to improve
new
p<0.057.
b)
to
The degree in
Significance level
c)
whole
hotel
idea for
new
consider a
Understanding
of
how
2. Treatment
in
improving
believed
they
management of a
persuaded others
p<0.073.
system
Participating
which students
"A"
was
simulation
favored
games
various components
p<0.068
at
is
(question 13).
49
in the
worth-while
following
learning
question:
experience
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Table 6,
which shows
that
by
five (end
week
fun,
supports the
hypothesis that
of
needed
questions
believed
students
less
help
from the
teamwork)
on
difference between
together
when
groups
difficulties
Results
shown
and
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B, in
arose while
scored
was
and
playing the
game.
cohesiveness measure
compounded
of a
Members
team stuck
"A"
of
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results suggest
more
significant
questions about
of
group
=
.022).
feedback)
All these
structure
for individual
statistically
show
was
shows
"B"
"A"
of written
that the
that had a
version
instructions
and extra
A),
smaller
degree
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of
and
technique than the new version to understanding the relationship among the
game
main
develop
Also
variables
more
game
game, and
(Occupancy, Profits,
team-building
skills
perceived
(staying
and
Guest Satisfaction),
together
for them to
when
understand
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by
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to
arose).
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Table 9
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scores
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between
impact.
event
subject
simulation/game
educational contents.
for both
groups
problem
The
was
the highest
simulation
no
Group
reaction
was
is
very
average
scores.
(174.35)
groups
was
found
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way to teach
Occupancy, Profit
learning
of
higher
order
Skills Acquisition
general
Participants
while
both
group
difference
Participant's Perception
3.946. In this
worth
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significant
statistically
on
"B"
be
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and
Guest Satisfaction,
strong
and
perception
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very
relevant
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received
model
"A"
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by
"B"
Table 11
was obtained
was a
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reference performance).
to
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roles,
were
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Participants
usefulness
highest
to
and
perceived
develop
simulation was
its
(4.313)
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also
felt that
during
the
experience, both themselves and others, were willing to give and receive
feedback (4.227).
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TABLE 11
General Results on the Instruments (N=33)
Acquired Skills, Game Mechanics, Fun, Team-Work
Willingness to Give and Receive Feedback
ITEM
MEAN
and
SD
impressed
was
a chain need
with
to be
how hotel
managers
in
4.273
.517
jointly
cooperative,
maintaining individual
competitive sharpness for their own hotel.
while
2. 1 feel I
understand
the importance
4.636
of
running
3
hotel.
I have
.549
in
3.879
.781
components
4. 1
am more aware of
--
4.152
.712
of value which
a real
can
help
6. I
enhance
behaviors
7
and strategies
persuaded others
started others
strategy to
9
a
or
techniques,
a
consider a new
thinking
.770
3.667
.777
hotel.
idea for
3.727
on a
3.909
.801
hotel.
about
agreeing
.723
created new
hotel
to
3.697
hotel.
for managing
management of a
improving
8. I
managing
I believe
hotel
management of
3.545
professional role.
3.667
ideas to improve
.938
chain.
66
events
4.212
.777
.781
TABLE 11
clarified
and procedures
in managing
my
a
.712
Participating in simulation
learning experience.
was
3.848
hotel.
1 3.
1 4. This
SD
MEAN
ITEM
1 2. I
and
very
relevant
games
is
a worth-while
4.030
.810
4.000
.791
development.
professional
3.946
AVERAGE PPSA
.355
"^~
MECHANICS:
1
experienced
responsibilities
few
of
my
2. Instructions to fill
(Paper
Work)
problems
for me, I
started
4.
By
by
out thDecision
understood
of
Accounting
easy to
week
clear,
2.939
2.636
1.025
.1
them
Forms
.029
understand.
week
were
was needed
the game's
from the
4.485
.712
procedures.
myself.
instructors to
in
64
3.333
role.
understanding the
were provided
3.182
.950
articulate way.
AVERAGE MECHANICS
3.315
4.303
.680
FUN:
67
~
.684
TABLE 11
Results
Skills, Game
General
Acquired
on
the Instruments
Mechanics, Fun,
(N=33)
Team-Work
and
ITEM
MEAN
SD
TEAM WORK:
1
1 believe I
2. 1
always wanted
the play
acted as part of a
of
4.303
well.
4.303
.810
members of
member got
my team
along
stuck
together
while
4.303
.770
.728
events.
5. 1 think the
difficulties
during
.619
the game.
4. I think the
solving the
4.485
team.
my team
playing the
members of
arose while
6. 1 think team
stucktogether when
4.273
.761
game.
4.212
.927
experienced problems.
4.313
AVERAGE TEAM-WORK
.592
receive
4.455
feed-back.
4.121
Others/My
Others/
My
group.
group.
Willingness to
receive
Willingness to
give
feed-back.
feed-back.
4.121
4.212
4.227
AVERAGE FEED-BACK
68
.617
.960
.781
.820
.581
Students
are the
reported
instructions
average
grading
Since
of
and
that the
scoring
the
main weaknesses of
whole experience
procedures
received an
3.315.
of
none
hypotheses
the
be
could
through
supported
variables
in any
ways
of
understanding
main
learning
variables)
pleasantness
coefficients
willing to
their
(fun)
were
give and
willingness
to
Facilitators'
of
also
the
the
different
cooperative
The
feedback
observations of
during
the
dynamics. Its
researcher
show a
strong
the
by
is
Strong
of
and
14.
and
positive
the
correlation
students are
building
skills.
Facilitators
were
during
develop
instrument.
69
Group
and with
B faced
competitive and
such
a real
understand
the
impressed
game and
general
performance of
hinder
no correlation
feedback
learning
main
positive correlation
in Tables 13
role assumed
problems
mechanics
as
Table 12 (Pearson's
outcome.
foundbetweeo^thedegree
leadership
the game
of
by
of
versions
researcher studied
this
leadership
the
role.
results of
the
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TABLE 13
Narrative Table of
Evaluation
(Orientation,
and
-Had
Noise Level.
One
desorganization
desorientation.
GROUP
-Initial
and
and
-Loud, noisy.
3.-
Understanding
-Asked
material and
during
procedures.
and
the
questions
orientation
first two
desorganization
-Quiet.
many
rooms.
desorientation.
-Bigger
like
"B"
to change
-Had
-Initial
room.
Two)
and
"A"
to change rooms.
-Smaller
2.
-Weeks-
GROUP
Class Setting.
1.
the Groups
on
Rounds
ITEM
Facilitators'
-Had
room.
'The
room
felt
library".
to read
all
the
written material.
"weeks."
-Not
many
questions
asked.
-Facilitators
hoped
participants understood
the instructions.
4.-
Facilitator
material
5.-
or
dependent.
-Material
dependent.
dependent.
Questioning
model.
-Facilitator
the
-Questioned
to
procedures
estimate capacity.
-Questioned
dice-roll.
71
-No
the
questions about
model.
-Accepted
dice-roll.
TABLE 13
Narrative Table of Facilitators'
Evaluation on the Groups
(Orientation,
and
Rounds
ITEM
6.-
-Weeks-
GROUP
Explanation
about
-Team
confusion.
about
confusion
Two)
and
"A"
demanded
explanation
One
"B"
GROUP
-No
questions about
confusion.
and
desorientation: "Are
we suppossed
to be
confused?"
-Explanation
given:
"Previous managers
left the job, you are
taking
job
over new
responsibilities."
7.
Leadership
role.
-Vice-President
leader. Set
objectives.
goals and
Asked for
the end
facilitators
of week
started
wonder about
-Vice-President
take an active
-Concentrated
keeping.
two
to
the effect
of
game.
72
did
not
leadership
position.
justifications.
Note:
By
acted as
on record
TABLE 14
Narrative Table of Facilitators'
Evaluation of the Groups
(Rounds
Three, Four and
-Weeks-
ITEM
1.-
Timing /Getting
organized.
2.
Understanding
the mechanics.
GROUP
-Started
-No
"A"
GROUP
time.
on
Five)
delays occurred.
-Bronco's Hotel G.M. did
not show up. Eg: Death
of a GM. Rooms and
Facilities Manager
promoted to GM.
-Some
team problems.
-Good
understanding
record
keeping
and
game's procedures.
"B"
of
information was
incorrect and confused
-Some
record
keeping
and
scoring.
3.-
Creativity.
-Not
very
creative.
Were
encouraged to think
creatively.
4.-
Competition/
Cooperation.
-Evidence
of coopera
in both
versions.
-Evidence
was evident
versions.
73
of coopera
in both
TABLE 14
Narrative Table of
Evaluation
(Rounds
5.
Leadership
the Groups
of
Three, Four
-Weeks-
ITEM
GROUP
role.
Facilitators'
leadership
approach.
-Organized
set
Five)
"A"
-Vice-President
maintained a
and
GROUP
"B"
-Vice-President
laissez-faire
adopted
style.
-"Vice-President
meetings to
educated
by
was
team-
members."
6. Paper
work.
-Just
the
tally
sheets.
-Participants
overwhelmed
work.
74
seemed
by
paper
Participants
in table 15.
They
agree on
recommended
the
main
Students
experience.
also
They
75
TABLE 15
Participants'
Strengths
(Listed from
Group
Treatment
most
Weaknesses
to least frequent responses)
and
"A"
Group
Treatment
"B"
Strengths:
Strengths:
1
game's
Communication,
1.
Communication,
cooperation.
cooperation.
2. Realism.
3. Realism.
3.
Quality
of
team
information
work and
given.
4. Creativity.
5. Teachs how to
Improve:
Improve:
1. Instructions.
2. Pacing.
3. Communications.
3. Realism of the
Instructions.
and of
4. Give
events prior
to
the dice
whole experience
roll.
goal setting.
4. Creativity.
5. Realism
and of
of
the
whole experience
5. Amount
the dice-roll.
forms.
6. Give
academic credit.
General Comments:
General Comments:
1.
1. Good/worth
Nice Experience.
2. Practical/realistic.
2. Realistic.
3. Fun
3. Fun
experience.
experience.
4. Confusing.
4. Confusing.
76
while experience.
CHAPTER 5
Conclusions
Recommendations
and
Conclusions
than
technique
original
to
version
original version of
in the form
of written
the game,
instructions
instructional technique to
provide
and
the student
easier
participants
than
Group
was proved
These
to
in
understand
Group
they
students also
course of
study
On the
efficient
A had
B. Students in
that
that the
a
Group
stuck
main variables:
in the
new version:
a more adequate
hand the
of
the
At the
of
of
end
the
the
game
game mechanics
also
instructional
given
of structure
better understanding
better understanding
degree
and professional
other
a smaller
with a
instructional
stated
material, showed to be
to be
has
teaching
findings.
interesting
which
the
achieve
The
as a more relevant
and
Group
experience
it
B.
to their
development.
new version of
technique
to
the game
provide
77
the
need
showed
students
to be
to be a more
with
well
better
coordinated
and
jointly
their
own
be
maintaining individual
cooperative, while
hotel. In
more clear
other
for
competitive sharpness
simulation seems
to
Correlation
is
Perceived Acquisition
of
Skills
redirect new
improvements
participants
understanding
the game
and
no
educational
game
goals,
problem/analysis and
This
mechanics.
of
of
Overall the
showed to
be
a good
decision making
of
way to
development
the
especially
(fun)
finding
clear now
experience.
high
develop
order
teamwork
of
that
learning
affect
the
must
and
skills.
Recommendations
1.
The
mechanics
game
should
keeping
the
and
scoring
students
overwhelmed
explanation
of
explanation
of
why
with
the
game.
too
paperwork
much
Another
participants'
computerize
and
potential
It
(eg. introduce
by
affects
to improve only
them),
and not
hand-outs
area
of
that
record
to provide
reportedly
provide
chance-factor cards
the
improvement is the
unexpected circumstances).
78
found that
was
procedures
real world,
affected
keeping
recommended
(maybe
the dice-roll
the
It is
procedures
students.
occupancy is
improve
the
improved.
be
that
This
better
explain
could
help
2.
Study
the influence of
This
have
less
groups.
structured game
It
would also
helps
be
students
interesting
to
their
develop
skills.
3. The
who
produced a
leadership
leadership
new version of
better understanding
more advantage of
decision making
take
4. Reduce time
explanation of
of
constraints.
The
researcher
believes that
more time
for
game
results.
5. Changes
"pulse"
the
or
improvements to the
stress
level,
experience.
79
the
REFERENCES AND
ABT
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Research
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JAFFE, Eugene
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Need? An
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PROHASKA, Charles R.
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and
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Hospitality
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Management Programs"..
management
decision
making'.
simulations
to
48-58.
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rnntrnl"
REMUS, William
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12(1)
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3-14
ROBERTS,
Ralph M.
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Absel
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Simulation Games
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Simulation Games
and
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Experiential
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FIELD,
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in
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Richard H.
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311-323.
SCULLI, Domenic
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service
SNEED, Jeannie
and
Education:
15(1)
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1 6-27.
Assessing
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SPIZINGEN, G.
and
Practice."
Theory
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for teaching
In PC Wright
undergraduates
in
(1988)
hospitality
and the
"The incident
Case Method:
as a technique
management and
food
administration
12 (1)57-66.
85
of
and
Simulation/Gaming
TANSEY, P.J.
and
Simulation
and
in Education.
Gaming
pages.
prophet in
business
gaming".
Society
and
Training. Used
of
Games
by Permission by
and
and
Simulations in
Simulation
and
Games.
September 1990.
of games
in Collegiate
Hospitality
Hospitality Education
ZUCKERMAN, David W.
games
for
and
and
as a
Management
and
Food Administration".
education and
training. Information
MA.
86
guide
to simulations/
APPENDIX
"A"
INSTRUMENTS
87
LAST NAME:
SOCIAL SECURITY #:
Please
1
Do
read
you
the
following
the
appropriate
space(s)
or travel
industry?
( )Yes
( )No
2.-
If
do,
you
(
(
(
(
(
(
(
of experience
is that? (Mark
Other (Please
all
that apply)
) Kitchen assistant
) Station cook or chef
) Dish washer
) Waiter/waitress
) Host/Hostess
) Busboy/busgirl
) Cashier
Specify).
How long?
(
(
(
(
4.-
type
) Bell hop
) Front desk clerk
) Housekeeper
) Marketing and Sales
) Reservations
) Human Resources
) Hotel Development/Construction
( )
3.-
what
Have
(
(
)
)
)
)
1-6
Months
6-12 Months
1-3
Years
More than 3
years
in
learning
)No
)Yes
When?
88
simulation/gaming
exercise?
Read
number
it
on each criteria
your
using the
CRITERIA
Strongly
Agree
was
impressed
managers
in
with
how hotel
a chain need to
coordinated and
jointly
be
well
cooperative,
while
I feel I
the importance
understand
of
1 have
how
into
in running
hotel.
better understanding of
various components
a whole
hotel
fit together
system.
am more aware of
involved in
the difficulties
satisfaction at
the
which
scale provided
judgment.
hotel.
89
Agree
Neutral
Disagree
Strongly
Disagree
CRITERIA
Strongly
Agree
Neutral
Disagree
8. I
started others
strategy to
on a
1 created
ment of a
about
agreeing
new
hotel
thinking
ideas to improve
hotel chain.
manage
or
11.1
engaged
in
problem
solving of certain
actually happen in the
future.
1 2. I
clarified
my
1 3.
in managing
Participating in
worth-while
1 4. This
study
very
relevant
by
is
experience.
and professional
Copryright 1991
hotel.
simulation games
learning
was
to my
course of
development.
Charles M. Plummer
90
.5
Strongly
Disagree
Agree
My
role
_
was:
My
Chain
My
Hotel
was:
was:
Harriet
Lariat
Chariot
Alexis
Aooaloosa
Aries
Beverly
Buckaroo
Clydesdale
Bronco
Caroline
Greatest Strength:
Improve This:
Comments:
Copyright 1991
by
Charles M. Plummer
91
Calais
School
Read
of
number
it
Food, Hotel
and
on each criteria
your
Travel
using the
Management
scale provided
judgment.
CRITERIA
Strongly
Agree
Neutral
Disagree
of
my
role.
Accounting Forms
Work) were clear and
Decision
(Paper
easy to
the
game
for me, I
to get
By
rules
week
understood
week
by
were new
them
well enough
myself.
was
understand
for
started
needed
understand.
of
the game's
procedures.
Copyright 1993
by
game.
Angel Dominguez
and
92
Edward Stockham.
Strongly
Disagree
Agree
THE
Read
best represents
number that
it
on each criteria
your
using the
scale provided
CRITERIA
Strongly
Agree
Agree
1 believe I
acted as part of a
team.
during
got
along
well.
1 think the
of my team
solving the events.
members of
my team
stuck
playing the
game.
assisted
Copyright 1993
by
judgment.
Angel Dominguez
and
93
Edward Stockham.
Neutral
Disagree
Strongly
Disagree
w'
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_1
DEMOGRAPHIC
Directions:
Year
of
Please
Study:
space
for
each of
Freshman
Sophomore
Degree Program in
you are
blank
SURVEY
currently
Junior
Senior
Graduate
which
enrolled:
.
Certificate Program
Diploma Program
Associates Degree
Bachelor of Science
Bachelor of Arts
Master of Science
Master of Arts
Name:
Sex:
Age:_
Marital Status:
Check the
one
Male
Female
Married
Single
Divorced
Separated
Widowed
blank
space
that
applies:
Married
95
with no children
APPENDIX
"B"
(PROBLEM SOLVING
96
SITUATIONS)
EVENT 1
NAME:
MY CHAIN IS
MY HOTEL IS
(Circle one)
(Circle one)
Harriet
Lariat
(A)
(B)
Alexis
Apaloosa
Caroline
Clydesdale
Beverly
Buckaroo
Aries
Bronco
MY ROLE IS
(Circle one)
Regional Vice-President
General Manager
Rooms and Facilities Manager
Food and Beverage Manager
Sales and Marketing Manager
Happy
your
drinks)
technique for
have been
and profitable.
our restaurant/lounge
Driving) recently
got
long
It has
established
institution,
served as a great
and
marketing
sales.
drinks but
offers a
OPTION B: You
a
different
OPTION
promotion of
"Hungry
Hour"
which
features
single
suggest
concoction
being
offered each
C:
Code 8.
97
day.
of
the
Day"
be
created with
EVENT 2
NAME:
MY CHAIN IS
MY HOTEL IS
(Circle one)
(Circle one)
Harriet
Lariat
(A)
(B)
Alexis
Apaloosa
Caroline
Clydesdale
Beverly
Buckaroo
Aries
Bronco
MY ROLE IS
(Circle one)
Regional Vice-President
General Manager
Urgent
problems
forced to
close
down the
of an older
having
all
discipline
75
wing
of
are
guest rooms.
managers restrict
business
and
reservations as appropriate.
OPTION B: You
necessary, but
OPTION
opt
for
continues with
business
down
C:
Code 9.
98
limit
EVENT 3
NAME:
MY CHAIN IS
MY HOTEL IS
(Circle one)
(Circle one)
Harriet
Laria
(A)
(B)
Alexis
Apaloosa
Beverly
Buckaroo
Caroline
Clydesdale
Aries
Bronco
MY ROLE IS
(Circle one)
Regional Vice-President
General Manager
Rooms and Facilities Manager
Food and Beverage Manager
Sales and Marketing Manager
Rising
costs of opeTatron
(inflation
at
10%)
profitability
of your operation.
OPTION B: You
meeting
so
prefer
10
percent.
pull
together
profitability!
OPTION
by
C:
Code 14.
99
next
Executive
committee
to return
EVENT 4
NAME:
MY CHAIN
IS
MY HOTEL IS
(Circle one)
Harriet
Laria
(Circle one)
(A)
(B)
Alexis
Apaloosa
Caroline
Clydesdale
Beverly
Buckaroo
Aries
Bronco
MY ROLE IS
(Circle one)
Regional Vice-President
General Manager
Your
this,
chain
you
has
have
stressed
been
hospitality,
as
.its
major
drawing
"extras"
guests
giving
many
card.
In
response
in the form
of
to.
daily
newspapers, courtesy coffee, etc. (costs 1% of total revenue). You are under
pressure
to imporve
profitability.
all of
room rates
OPTION
C:
Code 16.
100
EVENT 5
NAME:
MY
CHAIN IS
MY HOTEL IS
(Circle one)
Harriet
(Circle one)
(A)
(B)
Laria
Alexis
Apaloosa
Beverly
Caroline
Buckaroo
Clydesdale
Aries
Bronco
MY ROLE IS
(Circle one)
Regional Vice-President
General Manager
Rooms and Facilities Manager
Food
Sales
convention appears
competitor
are
very
for
Beverage Manager
and
Marketing
suddenly because
hotel. Facilities
grateful
and
are
Manager
of problems with
more
your efforts!
hiring
the extra
staff
to
keep
discipline
OPTION
neighboring
managers
to
coordinate
during
C:
Code 20.
101
call a
happy!
meeting
with
APPENDIX
DEMOGRAPHIC
"C"
SURVEY
102
RESULTS
YEAR
YEAR OF STUDY
Value
value
Frequency
Valid
Cub
Percent
Percent
Percent
7S,3
ASHMAN
73.8
78.3
SOPHOKGRE
15.2
15.2
S3. 9
JUNIOR
.1
.1
IBB. 8
Total
33
18S.8
188.3
flean
1.273
otu
err
.108
fledian
Rode
1.886
Std dev
.574
variance
.338
Kurtosis
3.413
S E Kurt
.796
Skewness
2. 858
ilinisiuia
1.038
S 2 Skew
fiixifiue
valid
cases
.463
j.&yu
33
Range
2. 838
Sub
flissing
42.868
cases
103
1.88S
on
RALE
FEMALE
Percent
19
57.6
59.4
59.4
13
39.4
48.6
188.8
3.2
he an
1.486
Std
1.866
Std dev
Kurtosis
S
l.
-1.967
Skew
.414
i.vJcZ
PUa^UE
Valid
bTHiUb
err
S E Kurt
Range
ririKlT.^L
1.888
.868
Pledian
.499
Variance
.889
Skewness
1.688
.249
.401
1.388
fiiniauii
45.883
bur.'.
Missing
cases
Missing
188.8
Total
node
Perce;.'
Percent
Frequency
Value
LaDe^
VAXA::
cases
STATub
L-Uii;
So.
JO. 7
3.8
Hissing
168.8
ilean
1.963
Std
ilode
2. 888
Std dev
'\U.r--CSlS
3 t Ske*
fiaxitiuri
Valid
cases
32.888
.41s
b.
-^
32
ntulan
E Kurt-
.177
Variance
.863
bkenness
1,838
Ran oe
O'.'.fl
Hissing
188.8
ft 7*
err
.3.868
cases
104
166. d
."iinifBUiii
2.G86
.331
-5.657
i.tftSii
DEGREE
value
v'FiS
V5.5
Label
Value
Percent
Frequency
Valid
Cum
Percent
Percent
DIPLOMA
3.8
3.1
3.1
23
28
64.6
67.5
98.6
BA
3.1
9.4
188.6
o.6
oo
itj.&
iG^a*
flean
4.831
Std
fiode
4.886
Std dev
11.924
'UlTT-OSis
S E Skew
.414
fiaximus
/aiid
j.668
b2
cases
err
.474
Range
itju.u
4.868
ileoian
.364
Kurt
hissing
8u3
Variance
.225
Skewness
-1.62j
b.sBii
^inifiUD!
0.886
129.886
Sun
Hissing
cases
AGE
..fc
>cv_..t
lCl'Cx
r re -j
..CU'_/
43.
28.1
bb.3
b.
15.6
4.h
o.
'i
j.
87.5
0.
ti
b.i
33.6
J.
2.1
.6
Hi.L-
36. i
3,1
183.3
J.
,3
Fiissinu
188.8
"~->
fiean
j,
0,8
uou
Std
en
.476
rode
iS.u88
ouj
ueV
2.633
Kurtosis
b
E Skew
flaxitiUM
Valid
cases
b.627
.414
33.838
32
S E Kurt
.889
Range
Suia
fiissing
105
12.6553
633.368
cases
Fiedian
19.683
variance
7.o4
Skewness
2.496
riiniaiusi
18.833
HC'JSE
Value LaDsi
on
vaiue
VflS
VAXA::
Percent
rveq..enc>
r'srcent
v5.5
l-ercent
SINGLE
23
63.7
95.8
95.8
NARR. HO CHILD
3.8
4.2
188.8
27.3
Hissing
33
188.3
183.3
flean
1.125
oou
flode
1.633
Std dev
.612
Variance
.375
b L Kurt
.916
Skewness
4.639
ilinitauti
1.088
Kurtosis
S E 3,'iew
HaxuBur.!
Valid cases
24.668
.472
t.336
24
e.
3.388
Aange
27.683
bUR
Hissing
Median
.125
cases
106
i.688
APPENDIX
LICENSE
"D"
AGREEMENT
107
***
***
***
NOTICE -- IMPORTANT -- READ
***
***
You should carefully read the following tenns and conditions before using this game. Any
use uf this game indicates your understanding and acceptance of all the following terms
and conditions. If you do not agree with them, you may promptly return the R&D
Productivity Game and any associated documentation (collectively herein referred to as the
R&D Productivity Game) to MULTILOGUE.
.The R&D Productivity Game is the proprietary property of MULTILOGUE, DBA, and
is fully owned and protected by Richard D. Duke and Associates, Inc.. The materials are
protected by copyright, patent and trademark, and all rights are reserved. The R&D
Productivity Game is licensed (not sold) for use by a single individual or organization,
and is licensed only on the condition that you agree to the terms of the end user license
agreement. You accept responsibility for meeting the terms of this agreement:
I. USE. You may use this R&D Productivity Game for any educational purpose you
find appropriate, as long as no fee or other remuneration is charged the participants for the
R&D Productivity Game or the activities in which it is embedded. If a fee or other
remuneration is obtained, the user must reach a further written agreement with
MULTILOGUE, DBA; Richard D. Duke and Associates before using the R&D
Productivity Game.
2. COPY, MODIFY, AND MERGE. The R&D Productivity Game may not be copied,
modified, or merged or combined with other games or materials.
3. EXCEPT AS EXPRESSLY PROVIDED IN TillS AGREEMENT, ANY USE,
COPYING, MODIFICATION, MERGING-OR COMBINING OF THER & D
Productivity Game, INCLUDING DOCUMENTATION, OR TRANSFER OF THE R &
D Productivity Game AND liCENSE, IS PROHIBITED.
4. TERM. The license is effective until tenninated. You may terminate it at any time by
returning it to MULTILOGUE or by destroying the R&D Productivity Game with all
documentation. The agreement will also tenninate if you fail to comply with any tenn or
condition of this agreement.
5. GENERAL. This agreement will be covered by the laws of the State of Michigan.
YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT,
UNDERSTAND IT, AND AGREE TO BE BOUND BY ITS TERMS AND
CONDITIONS. YOU FURTHER AGREE THAT IT IS THE COMPLETE AND
EXCLUSIVE STATEMENT OF THE AGREEMENT BETWEEN YOU AND
MULTILOGUE, DBA; RICHARD D. DUKE AND ASSOCIATES, INC., WIllCH
SUPERSEDES ANY PROPOSAL OR PRIOR AGREEMENT, ORAL OR WRITTEN,
AND ANY OTHER COMMUNICATIONS BETWEEN US RELATING TO THE
SUBJECT MATIER OF TIllS AGREEMENT.
'
..
MULTILOGUE
Richard D. Duke & Associates, Inc.; 32 I Parklake, Ann Arbor, Michigan 48 I 03 USA;
Phone 313 663-3690
mac/garnes/new HOTEL MANAGEMENT GAME manual
Copyright. 1989. An Rights Reserved: Patenl Applied for; Trademark Protected. 3/3/89
May not be reproduced in whole or in part without the written permission of (!!)MULllLOGUE.
108