Simulating Life Cycles: Life Span as the Measure of Performance in Business Gaming Simulations
AbstractLife span is proposed as a comprehensive, simple, and flexible measure of individual performance in business simulations. In a testing context, participants’ life spans should increase as other performance targets are met. In a teaching context, they should decrease as other performance targets are met. Data from a business gaming simulation are presented. They suggest that learning took place over the first life cycle of a 4-cycle gaming simulation experience, and that life span is a generally valid measure of performance in the gaming simulation exercise.
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