Você está na página 1de 6

A Comparison of Simulation-Based and

Conventional Training Methods

Second, training is situation-specific,


“Conventional teaching methods are usually
dependent on the audience, the means by
considered valid until proven otherwise,
whereas the effectiveness of innovative which it’s delivered, the content being
methods must be amply demonstrated before taught, and the design of the instruction.
they receive the support or approval they This makes it hard to generalize from one
deserve. 1” context to another. Few would argue that a
badly-designed simulation is better than a
A growing chorus of practitioners sing well-designed classroom experience.
the praises of simulation-based training. As Bredemeier and Greenblat write “…what
pinched budgets drive managers to scruti- anyone learns from any experience depends
nize the return on their training invest- on a host of circumstances: what the
ments, the question is, are simulation- person is looking for; the detailed “shape”
based methods more effective than of the experience; the nature of the person;
conventional training methods, such as opportunities to practice; similarities of that
classroom-based and traditional eLearning? experience to other experiences; the
That is, do they result in greater retention, intrinsic pleasantness/unpleasantness of
deeper understanding, higher levels of the experience. Such variables obviously
engagement, and better transfer of know- affect what we all learn from any exper-
ledge to the job? ience, whether it be a lecture, a cocktail
party, or a movie; and it should be clear
This paper summarizes research that that they affect what people learn from a
addresses this question.
simulation…. 3 ”
Comparison Conundrum Meta-Analysis on Simulation-
Before going further, it’s important to Based Training Effectiveness
recognize the inherent challenge in
In light of these challenges, this paper
comparing simulation-based and non-
focuses on “meta-analyses,” that is, re-
simulation-based training methods 2 .
search that examines a group of studies
The first challenge might be called the meeting some criteria, with the purpose of
“apples-and-oranges” effect: simulation- trying to discern general findings across
based training generally focuses on apply- them. This broadens the implications and
ing knowledge, while lectures and most removes some of situation-specific effects
elearning focus on imparting information involved in individual treatments. The find-
and abstract knowledge (such as princ i- ings are summarized here; if you wish to
ples). If they teach different things, how view the actual analyses, consult the
can the outcome of one be meaningfully bibliography at the end of this paper.
compared to the other? Studies must be
In this research, “role-play simulations,”
very careful in how they equate outcomes.
“simulation-games,” and “games” all mean
the same thing: one or more learners are
placed in a realistic situation and given one
1
St-Germain, Michel and Dany Laveault (1997), or more goals, and are left to achieve those
quoting Cathy Greenblat. See Greenblat (1975) for a goals as they see fit.
reference to the quotation they paraphrase.
2
See Feinstein and Hugh Cannon (2001) for a deeper
3
treatment of this conundrum and a proposed solution See Bredemeier and Greenblat (1981) in the
to it. bibliography.

Experience Builders, 221 North LaSalle Street, Chicago, Illinois 60601 312.795.9377
How Effective is Simulation-Based Training?

Wolfe (1997) examined a variety of This finding is echoed in Rosenfeld


studies on simulation-games to teach (1975), who writes that “although it is
strategic management, from the 1970’s to difficult to measure, there are many re-
1997. His conclusion? “Ample evidence ports that simulation games signifi-
has been presented authenticating the cantly increase the motivation and
effectiveness of computer-based gen- interest level of student players.” He
eral management games as vehicles adds “simulation games probably have the
for teaching strategic management. In most potential in the area of affective
every study cited, the particular busi- learning. It seems logical to believe that
ness gaming application produced sig- experiencing the world of others would be
nificant knowledge-level increases. more effective in increasing empathy and
When the business game method was understanding for others than traditional
pitted against the case approach, and when teaching methods and might lead to
case-based evaluation criteria were not changed perspectives and orientations,”
employed, the [simulation] approach though he admits that recent evidence in
was superior to cases in producing this area is ambiguous.
knowledge gains.”
Kolb (1984) has laid out a model for
David Pie rfy (1977) reviewed 22 how people acquire knowledge in an
research reports that compared simulation- experiential learning environment. Briefly,
based treatments to conventional ones. Kolb’s model has learners working through
Eleven of those studies assessed retention 4 phases, which are ideally iterative, as
of knowledge by administering a post-test a shown in the following graphic 4 :
second time, well after the training had
been completed. Of these, 8 studies found
that retention was significantly better
with simulation and gaming than with
conventional lecture/study approach-
es. Further, 8 of the 22 studies compared
student interest in the subject matter, and
7 out of those 8 found significantly
higher interest reported by students
participating in the simulation, than
those in conventional training.
Bredemeier and Greenblat (1981) Learners start by engaging in a situation
synthesize the findings of Shade and Paine (concrete experience), then they observe
(1975), writing that they “…found more their behavior and reflect on it. From this,
effective transfer of information they generalize and develop abstract
through simulation than through con- concepts, which they then return to the
ventional methods….” [author’s italics] field to test by applying them to new
They conclude “in sum, the available situations.
evidence suggests that simulation/games Herz and Merz (1998) used this model
are at least as effective as other methods in to analyze dozens of studies comparing
facilitating subject matter learning and are simulation-based and conventional
more effective aids to retention…the avail- methods. From this, they conclude that
able evidence thus suggests that, under “…simulation/game seminar outper-
certain circumstances and for some forms a conventional seminar with re-
students, simulation-gaming can be spect to all aspects of [Kolb’s] learning
more effective than traditional meth- cycle. The advantage is relatively small in
ods of instruction in facilitating posi-
tive attitude change toward the subject
4
and its purposes.” See Center for Teaching and Learning (1996) for the
original publication of this graphic.

Copyright © 2003 Experience Builders LLC 2


How Effective is Simulation-Based Training?

the Concrete Experience phase, and it is enliven the presentation of concepts, it is


relatively large in the phases of Abstract most effective to adopt the management
Conceptualization and Active Experiment- games to acquire managerial, technical,
ation…simulation games support especially and problem-solving skills, based on the
those aspects of learning that involve experiential learning principles.” For exam-
creative search, active involvement, and ple, he points out that “…cognitively, gam-
social interaction…. Although the reliability ing does not lend itself to the efficient
of the test has not been checked formally, a learning of theoretical abstractions and
number of observations indicate that the principles because of the presence of dis-
applied test procedures are indeed tracting trappings. That must occur by
reliable…the experimental results also another method. Rather, gaming lends
support the idea that learning is by its itself to the pragmatic interpretation of a
very nature not only a content process general principle in a specific situation.”
but also a holistic process. Learning
Wachter (2003), in an examination of
does not only mean mastering complex
studies on the use of simulations in medical
theories with certain techniques but also
training, concludes that “simulators can
mastering human interaction, derivation of
effectively identify errors and appro-
implications, confrontation of ideas, and
priateness of decision making,” in areas
enforcement of strategies. Thus, the pro-
such as anesthesiology, radiology, and
cess of learning can be enriched by pro-
surgery. The report points out that in many
viding students with an environment in
areas of medicine, simulations are the only
which they cannot only rethink economic
means by which physicians can practice
ideas but in which they can also experience
procedures without life/death consequences
the whole decision- making process in
(including making and recovering from mis-
economics policy…. The empirical results
takes), and it also gives them exposure to
indicate that simulation-games can be an
rare situations they don’t normally see in
efficient tool to create, supply and control
the field. These two advantages can make
such a form of interaction.”
simulation-based training more beneficial
In a well-known treatment of the than even on-the-job experience!
subject, Enrico Hsu (1989) is even more
blunt. “The message that the manage- Individual Studies
ment game is a powerful tool for Numerous studies have found particular
experiential learning of managerial simulation-based treatments superior to
skills is rather unequivocal,” he writes. conventional methods. However, as said
Based on the research, he advocates use of before, given that how one learns depends
simulations and simulation-games, but on the context and subject matter, it’s
cautions that they have a specific role in difficult to generalize from these studies.
the curriculum. “With the sharp decline of Nonetheless, a few individual studies are
computer costs and the significant progress included here as illustrations of the specific
of computer applications, such as findings on which the meta-analyses
computer-enhanced communication sys- described earlier were based.
tems, artificial intelligence, semantic
databases, model management systems, Agnew and Shin (1990) conducted a
and hypertext, the prospect of using study to compare simulation-based and
computerized management games, in its conventional training in mechanical in-
broad sense, for management education struction, specifically, the operation and
and development becomes brighter than maintenance of electrical and hydraulic
ever. However, to ensure the effec- tractor components. One group received
tiveness of playing management games, we simulation-based training, while the other
must have a clear and explicit hypothesis had hands-on exposure to the actual com-
on the specific learning objectives. While it ponents. The experimenters tightly con-
is acceptable to use management games to trolled the groups and the execution of the
training to weed out discrepancies (e.g., all

Copyright © 2003 Experience Builders LLC 3


How Effective is Simulation-Based Training?

were juniors, training was started on conventional training methods stems from
Monday and completed on Friday, etc.). their growing prevalence in business and
What they found was that the “the lack of academia.
significant differences in the cognitive test
As pointed out above, simulation-based
scores of students should be viewed as a
training is so ubiquitous in flight school that
positive indication of the effectiveness of
its superiority as a training method is a
simulation as an instructional technique.”
given. Furthermore, simulation-based train-
In other words, students learned as
ing is a predominant method of instruction
much from a simulation as they did
in the armed services of the United States
from actual hands-on experience.
and much of the world. In fact, the U.S.
Charles Petranek (Petranek 1994) con- military has thousands of personnel dedi-
ducted a study involving two social psycho- cated to developing and refining simu-
logy classes. Both classes had the same lation-based training. In these areas, the
type and number of students, used the superiority of simulation-based training
same text book, and were given the same over conventional methods has been
tests. One class was taught entirely via established for so long that it is no longer
simulation, while the other was taught via questioned.
traditional lecture and discussion. Petranek
What is more surprising is the ubiquity
gave the classes three tests over the
of simulation-based training in business
course, and the aggregate scores com-
management classes. A survey conducted
pared. Petranek found that “…the simu-
by Faria (1998) found that 97.5% of
lation class with no lectures had statis-
accredited business schools include
tically higher scores on the multiple-choice
simulation-based training in their
questions than did the traditional class…re-
curriculum. 65% use simulation-based
search thus supports [the fact that] social
training in business policy courses, 63% in
psychology students learn more with
marketing, and 44% in management.
simulations than they do wit h
What’s more, a survey of instructors
lectures.”
using simulations in their classes rank
Lane and Tang (2000) compared the them as the most effective means of
teaching of statistical concepts via simu- train-ing, well ahead of the case method
lation versus traditional methods. 115 Rice or lectures (specifically, business games
University undergraduates took part in the were ranked 7.9 on a 10-point scale with
study. They found that “training by 10 being best, while cases were ranked 6.8
simulation led to better performance and lectures, 5.9).
than training using a traditional text-
Medical schools also use simulation-
book approach. Subjects trained with the
based training: “71% of medical schools
simulation were appare ntly more able to
in Canada, the United Kingdom and
recognize key elements of the ill-defined
other western natio ns used manne-
problems embedded in various real world
quins or some other form of simulator
situations and apply the relevant statistical
to teach anesthesia to medical students”
principles. This provides support for the
(Wachter 2003).
thesis that simulation is effective for train-
ing on educational and cognitive tasks (as A survey of training managers with
opposed to tasks such as flying an airplane companies having 500 or more employ-
where simulation has been shown unequiv- ees found that over 60% of them use
ocally to be effective).” role-play simulations in at least some
of their training. If these findings are
Indirect Evidence of Simulation- extrapolated across the U.S., this means
Based Training Effectiveness that over 8,000 businesses are using
Another argument supporting the claim simulations to train.
that simulations are more effective than

Copyright © 2003 Experience Builders LLC 4


How Effective is Simulation-Based Training?

The Verdict is In
A sizable body of research suggests that
simulation-based training is generally
superior to conventional training methods.
Even in light of the challenges in comparing
approaches, and the situation-specific
nature of training, numerous studies have
demonstrated that learners undergoing
simulation-based training achieve deeper
understandings, retain knowledge longer,
show a greater interest in the subject mat-
ter, and are better able to transfer their
learning to their job than learners who
undergo conventional training methods.
Thus, in order to maximize their training
investment, many organizations are moving
to simulation-based training. Since it
provides deeper, more lasting learning, it
will have a greater impact. It can provide
greater potential value in achieving an
organization's goals than can traditional e-
learning. Since an organization often has
only one crack at making learners smarter,
it makes sense to go with the training
approach that has the highest probability of
learning gains.

Copyright © 2003 Experience Builders LLC 5


How Effective is Simulation-Based Training?

Bibliography
Agnew, David M and Glen C. Shinn (1990). Effects of Simulation on Cognitive Achievement
in Agriculture Mechanics. Journal of Agricultural Education, volume 31, number 2
(Summer), pages 12-16.
Bredemeier, Mary E. and Cathy Stein Greenblat (1981). The Educational Effectiveness of
Simulation Games: A Synthesis of Findings. In Greenblat, Cathy Stein and Richard D. Duke
(editors), Principles and Practices of Gaming-Simulation. Beverly Hills: Sage Publications.
Center for Teaching and Learning (1996). For Your Consideration #17: Relating Student
Experience and the Curriculum. URL: http://ctl.unc.edu/fyc17.html. Published by the
Center for Teaching and Learning at the University of North Carolina, Chapel Hill.
Faria, A. J. (1998). Business Simulation Games: Current Usage Levels—An Update.
Simulation and Gaming, Volume 29 number 3, pages 295-308.
Herz, Bernhard and Wolfgang Merz (1998). Experiential Learning and the Effectiveness of
Economic Simulation Games. Simulation and Gaming, volume 29 number 2, pages 238-
250.
Kolb, David A. (1984). Experiential Learning: Experience as the source of Learning and
Development. Englewood Cliffs, New Jersey: Prentice Hall.
Kurten, David (2003). Team Skills. url: http://www.soton.ac.uk/~pw/teach/skills/
intro.htm.
Lane, David M. and Zhihua Tang (2000). Effectiveness of Simulation Training on Transfer of
Statistical Concepts. Journal of Educational Computing Research, volume 22, number 4,
pages 383-396.
Petranek, Charles (1994). A Maturation in Experiential Learning: Principles of Simulation
and Gaming. Simulation and Gaming, volume 25 number 4, pages 513-523.
Pierfy, David A. (1977). Comparative Simulation Game Research: Stumbling Blocks and
Steppingstones. Simulation and Games, volume 8 number 6, pages 255-268.
Rosenfeld, Frank H (1985). The Educational Effectiveness of Simulation Games: A
Synthesis of Recent Findings. In Greenblat, Cathy S. and Richard D. Duke (editors),
Gaming-Simulation: Rationale, Design, and Applications. New York: John Wiley.
Shade, W. and J. Paine (1975). Simulation in a Classroom: A Reevaluation of its Effects.
Teaching Political Science, volume 3, pages 83.89.
Wolfe, Joseph (1997). The Effectiveness of Business Games in Strategic Management
Course Work. Simulation and Gaming, volume 28 number 4, pages 360-376.

Copyright © 2003 Experience Builders LLC 6

Você também pode gostar