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Assessment Technology >> Choose One From Column B

3/1/2007

Gartner and Forrester predict the video game industry will skyrocket in the coming years. It’s no surprise, then, that the future of assessment tools may look more like video games than traditional educational technologies.

Dan Smith

"Unless you assess his performance in front of a simulator, you can't tell at all how a student would do in a realworld situation." — Dan Smith, DePaul University

Case in point: Capstone and Foundation, two assessment tools for business schools that simulate the dog-eat-dog quality of the corporate world. The technology behind the two tools creates virtual realities designed to teach students real-world lessons about business. It is the brainchild of Dan Smith, a professor of business strategy at DePaul University (IL), who invented the tools in 1986, and then built his own company around them. Today, that company is called Management Simulations.

The Foundation game is simpler than Capstone, requiring less time for students to complete, though both games are appropriate for all business and economics courses. Foundation simulates how accounting works across all phases of corporate decision-making: research and development, marketing, production, human resources, and finance. Capstone tackles the same issues, but the game is made up of more complex and sophisticated stages. As if the two simulation tools were not enough, Smith says teachers can purchase a specialized assessment tool, Comp-XM, to evaluate students at the end of each simulation.

"The downside of traditional tests is that you can only use them to test a student’s cognitive space," says Smith. "Unless you assess his performance in front of a simulator, you can’t tell at all how a student would do in a real-world situation."

Each simulation opens with a memo informing participating students that they’ve been selected to lead a fictional company. From there, four years of balance sheets and initial public offerings (IPOs) play out over the course of four hours. Smith reports that in the classroom environment, roughly 20 percent of all students run their companies into the ground. The benefit, however, is that these failures happen in virtual reality, enabling students to learn from their mistakes so that the same errors don’t happen in the real world.

Importantly, in whatever manner these simulators and their assessment tools work, they are catching on: According to Smith, more than 60,000 students at 500 business schools participate in the simulations each year, and this year should maintain that average. The technology is easy to set up, free to the institution, and relatively inexpensive for students, costing no more than $50 per license. Considering that the simulation/assessment technology could potentially yield a new crop of business moguls, the return on the investment is clear.

"In general, it’s hard to tell how a business student will perform, once he or she finishes business school," Smith says. "With this technology, everyone can begin to get an idea."

Webextra

Assessment is for institutions, too: click here.


Matt Villano is senior contributing editor of this publication.

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Matt Villano, "Assessment Technology >> Choose One From Column B," Campus Technology, 3/1/2007, http://www.campustechnology.com/article.aspx?aid=45245

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