An Empirical Investigation of the Internal Validity of A Marketing Simulation Game John

Authors

  • John R. Dickinson
  • T. Richard Whiteley
  • A. J. Faria

Abstract

Computer-based simulation games have been a popular teaching tool in business schools for over 30 year. Instructors at the more than 95 percent of the AACSB member schools which make use of such games (Faria, 1987) can choose from approximately 228 published games available in the marketplace (porn & Cleaves, 1980). Interest in researching business gaming has also been extensive comprehensive reviews of such research can he found in Greenlaw and Wyman (1973), Keys (1976), Wolfe (l985, and Miles, Biggs and Schubert (1986). Notwithstanding the extensive use being made of business simulation games in academic, a number of researchers have questioned the pedagogical value and/or the validity of such games (see Newgren, 1981; Norris, 1981; Whiteley & Faria, 1989; and Wolfe, 1985, 1986). The present study, using a controlled experiment, was designed to investigate the internal validity issue.

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Published

1990-03-09