Jia, Ren'an, "A Mathematical Definition System of System Dynamics", 1995

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Parallel Program

Building Cognitive Feedback into a Microworld
Learning Environment: Results from a Pilot
Experiment

Paul A. Langley
London Management Centre
University Of Westminster
35 Marylebone Road
London
NW15LS UK

Tel: +44-171-911-5000
Fax: +44-171-911-5059
Internet: langleyp@wmin.ac.uk

12 April 1995

This experimental study examines how performance and learning in a system dynamics
microworld environment may be improved through the provision of online cognitive feedback.
Subjects are postgraduate management students at the University of Westminster, London.
They participate in the experiment over a two week period, as part of a graded assignment.
Subjects have to complete a set of six tasks in an Oil Producers microworld, playing the role
of the Independents Producers, with a clearly defined performance objective to maximise
cumulative net income over a 25 year period. The experimental design includes three different
cognitive feedback treatment groups, in addition to a control group which receives no
cognitive feedback at all. All groups receive outcome feedback. Treatment groups only have
access to the cognitive feedback during the first three trials out of six. Mean subject
performance is significantly greater for the treatment groups during the first three trials, but
declines to a level comparable with the control group by trial six. Sustainable mean
performance improvements are not achieved, but productivity (performance/time taken) does
improve significantly by the end of experiment.

Introduction

Recent experimental studies conducted within the system dynamics community have shown
that dysfunctional behaviour in complex simulated systems may be explained by systematic
errors made by the decision makers in failing to account for feedbacks, time delays and
nonlinearities (see for example Backken, 1993, Diehl, 1992, Kampmann, 1992). Paich and
Sterman (1993) found that performance relative to potential was poor in a simulated complex
system involving non-linearities, feedback and time delays. Performance relative to potential
was severely degraded when the feedback complexity of the environment was high.

How can we help managers do better, in a microworld learning environment? What
tools are needed to help them improve performance? The transfer of learning from

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System Dynamics '95 — Volume II

microworlds to the real-word is an important related issue, but is not addressed here. From
behavioral decision theory, we note that cognitive feedback -- feedback on “how to” complete
a task, rather than just outcome feedback about the results of performance in the task, impacts
positively on performance (Balzer et al, 1989). In system dynamics, we frequently describe
important cognitive feedback to be the understanding of how systemic structure influences
behaviour in complex systems. If we provide cognitive feedback to subjects as they complete
microworld tasks, I am interested in how sustainable is the learning that takes place, i.e., when
the cognitive feedback is removed what happens to the performance of subjects? Do they
suffer withdrawal with consequent decline in performance. I ask these specific research
questions. When subjects perform complex dynamic tasks in a simulated microworld
environment, what is the impact of cognitive feedback on their task performance? Does it
make any difference to performance whether the cognitive feedback includes help on decision
tules (as investigated extensively in the behavioral decision theory literature), or help on how
the task systemic structure impacts on behaviour? After a learning period with cognitive
feedback, what happens to subject performance when the cognitive feedback is removed?
Does it improve or worsen, relative to subjects who have not received cognitive feedback at
all? Do subjects spend longer on the learning activity when cognitive feedback is available? If
so, is the extra time justified in terms of performance improvements or learning outcomes?

Experimental Design

The 64 subjects were postgraduate students taking management Masters Programmes in the
London Management Centre at the University of Westminster. Subjects undertook the
exercise as an assignment as part of a module in Strategic Modelling. The subjects were told
that their grade for the assignment would be based on the quality of their logs and write-ups,
and not on their performance in the game.

Subjects completed a set of six microworld tasks linked to case study material on the
oil industry. The tasks were dynamic in nature and varied in complexity, but were all related to
the same Oil Producers system dynamics model (Morecroft and van der Heijden, 1992). The
model simulates oil industry behaviour over a 25 year period from 1988 to 2013. It was
developed with a team of managers from Group Planning at Shell International Petroleum. It
has been published in the academic literature, and has been used in management development
programmes with operating company managers from the Royal Dutch/Shell Oil group. It is
thus a valid tool for learning about the dynamics of the oil industry.

Subjects performed six tasks, all involving playing the role of the “Independent
Producers” in the microworld, over a simulated 25 year period from 1988 to 2013. The tasks
were organized as six separate trials, which subjects were allowed to complete over a two-
week period. Subjects were allowed to take as long as they wanted over each trial, and were
allowed to choose the time elapsed between each trial. Subjects received briefing material
which comprised a briefing book (Oil Producers Microworld -- Independents Game User’s
Guide), the Epilogue from The Prize -- The Epic Quest for Oil, Money and Power (Yergin,
1991), and recent cuttings about the oil industry from The Economist and The Financial
Times, The User’s Guide included background material on oil industry dynamics, a description
of important assumptions made in the microworld system dynamics model, a complete set of
instructions on how to use the software, a “Getting Started” tutorial for the first game, and a
section on “Tips/Tricks” to help subjects remember important points. In addition, all subjects

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attended a 1% hour briefing which covered introductory material about oil industry dynamics,
showed 20 minutes of excerpts from The Prize (Yergin, 1991) video series, and outlined the
game protocols and use of the microworld software. Subjects were required to complete logs
before and after trials, which asked them to explain the strategy they intended to use and then
to evaluate their results.

Each task involved making yearly oil production decisions, with a performance
objective to maximize cumulative net income (cumulative profit) over a simulated 25 year time
period. The computer model plays the role of the “Swing” and “Opportunist” oil producer
groups, and manages the market structure. The systemic structure of the complex system in
which the six tasks are performed is the same, but the tasks differ in terms of exogenous oil
demand, and the strategies of the opportunists and independent producers. This ensures that
subjects do not repeat exactly the same task twice, and therefore do not benefit from prior
knowledge of the system behaviour, i.e., they don’t know exactly what yearly industry demand
will be, or the particular strategies of the swing or the opportunist producers.

Trials
1 2 3 4 5 6
FTI ‘outcome only ‘outcome only
Feedback FT2 outcome & outcome only
Type cognitive/task-structure
FT3 outcome & ‘Outcome only
cognitive/decision-rules
FT4 ‘outcome & ‘outcome only
cognitive/task-structure &
cognitive/decision-rules

Figure 1 Experimental Design

All subjects performed the same six tasks, in different sequences randomly assigned.
The first task (scenario 0) was always the same for all subjects. Subjects were guided through
the completion of the first few years of this task by a tutorial in the User’s Guide. The
remaining five tasks (scenarios 1 to 5) were completed in a sequence randomly assigned to
each subject. There were 120 (i.e., 5 factorial = 120) different possible sequences available.
The sequence of tasks was coded onto the subject’s floppy disc, which was needed to run the
game software. So, for example, a subject might play the base scenario 0 in trial 1, followed by
scenarios 4, 2, 1, 5, 3 for trials 2 to 6 respectively.

The treatment conditions relate to the type of online feedback available to the subjects.
Cognitive feedback is divided into two types - cognitive/task-structure which links system
behaviour to the systemic structure of the task, and cognitive/decision-rules which helps the
subject formulate decision rules. Subjects receive the feedback treatments during the first three
tasks only. Then, they must complete a further three tasks without any cognitive feedback (but

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System Dynamics '95 — Volume II

still receiving outcome feedback). Thus the experiment is divided into a learning phase, and a
performing phase, so that we can examine the effect of cognitive feedback on performance
during and after the learning phase.

Subjects are randomly allocated to one of the 4 feedback types (see Figure 1):
FT1: outcome only

FT2: outcome & cognitive/task-structure

FT3: outcome & cognitive/decision-rules

FT4: outcome & cognitive/task-structure & cognitive/decision-rules

The experiment is thus a 4 x 6 factorial design, the two factors being Feedback Type (FT1,
FT2, FT3, FT4) and Trial (1, 2, 3, 4, 5, 6). Subjects are randomly allocated to one of 4
Feedback Types (FT1, FT2, FT3, FT4), and to one of 120 task sequences for the five tasks
(“scenarios”) T1 to TS, performed in Trials 2-6. Note that all subjects perform task TO in trial
1. The particular sequence in which tasks T1 To TS is a “nuisance” effect, and is not expected
to confound the experimental results. The tasks do vary in difficulty, but have the same
protocol. Hence the random assignment of sequences to subjects was chosen in preference to
using a Latin Square design (Neter and Wasserman, 1974, p.677). A Latin Square design
would have required just five sequences (out of 120 possible sequences) to complete the
square with five trials, and a random selection of 5 from 120 is unlikely to be representative.
The initial sample size of c.64 subjects provides around 16 subjects for each of the four
feedback treatment groups.

Control vs Open Learning

The learning activity is designed to be open-ended, whereby the subjects can take as long as
they want to complete the six tasks, within an overall time window of two weeks. I am
interested in the time taken to complete the tasks under different feedback treatments, and
how this time impacts on performance in the tasks. The microworld software keeps track of
these times, as well as the start time for each task so that I can include the time elapsed
between tasks in the analysis of variance in subject performance (arguably a time in which
subjects reflect on the learning activity). One disadvantage of this approach is that I have no
control over what the subjects actually do when left to their own devices, or indeed how long
they spend doing it. Individual subject effort may vary, introducing additional between-subject
variance.

Anything that contributes to the learning activity is encouraged, but a number of
actions could be undertaken which would bias the results. Possibilities include performing
extra trials, colluding with expert friends, and tampering with the stored data on the discs. The
discs were security coded with checksums (on the subject number, sequence number, and
cognitive feedback treatment type) to try and prevent most types of data disc tampering. In the
briefing sessions, subjects were encouraged not to tamper with the discs. They were also told
that the task scenarios were all different (strictly speaking not correct), and no advantage
could be gained from working with other subjects. Additionally, they were also told that each
time the gaming software was executed, the subject number, date and time were logged in
network files. Hence the microworld software would be able to detect if a subject aborted a
tun before the end of the 25 year simulation period.

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Design of the Cognitive Feedback

The cognitive feedback is divided into two types - cognitive/task-structure which links the
system behaviour to the systemic structure of the task (cause-effect relationships between
variables), and cognitive/decision-rules which helps the subject formulate decision rules
through the provision and explanation of a benchmark rule.

The approach taken is to present the user with a simplified feedback loop structure
diagram, indicating the direction of change between variables in the loops using “O” and “S”
symbols (see Senge, 1990 for examples). The user can click on any variable in the diagram,
and receive advice on the system dynamics that will tend to change the magnitude of the
variable. The philosophy is to give a “notion” of cause and effect relationships, without
revealing algebraic relationships. For example, if users click on Production Shortfall, they
will see the following pop-up window on the right of the screen (Figure 2).

The market oil price (in

/barrel) adjusts to production

shortfall/excesses. A

sroduction shortfall will push up
oil price. and a production

ss will tend to decrease
rice. For example, an
cess of production over
jemand for oil of 2 mbjday will
sl ult in a fractional price
decrease of 48%.

Figure 2 Pop-up window (screen right) for the variable “Production Shortfall”

There are also some general “Tips” available relating to the dynamics of this part of the
system, presented in the form of “questions and answers” on a pull-down menu. By clicking
the Tips button on the right of the screen, the user will then see a pull-down menu of questions

(Figure 3).

Figure 3 Menu of Questions Available as Tips

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System Dynamics '95 — Volume II

On selecting a particular question by clicking on it, a pop-up help window appears. Again, the
philosophy is not to give a direct answer to the question, but to suggest to users how they
might find the answer. For example, the help window presented to users in response to the
question Why might there be a Production Shortfall? (Figure 4) suggests that the OPEC
Meeting report (outcome feedback) may be checked to help answer that question.

normally match the Call on
OPEC. If it doesn't there may
be excess Production or a

shortfall in Production. This
may be OPEC trying to force
the Oil Price up or down for
political reasons - a price
squeeze or glut. Check the
OPEC Meeting Report.

Figure 4 Response to Question about Production Shortfalls

Moving now to the cognitive feedback/decision rules screens. The second screen (Figure 5)
shows the non-linear relationship between the Viable Fractional Increase in Capacity and
the Profitability Ratio (which is essentially the ratio of Expected Oil Price/Development
Cost per Barrel). It also suggests that the user bear in mind the depletion rate of existing
capacity, when considering how much new capacity to approve.

1.0

ProftbityRatie
{dimensionless Index

Figure 5 Cognitive Feedback/Decision Rules Screen 2 of 3
The final screen three (Figure 6) allows the user to make a judgment about investment

optimism. The recommended capacity approval is calculated for a variety of different
Expected Oil Prices, and Hurdle Rates. The Hurdle Rate is the analogy of the Independent

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Producers’ weighted average cost of capital. An optimistic investor may take a lower hurdle
rate than the default 0.15, and maybe also be forming expectations of a higher oil price than
the project appraisal team. Conversely, a pessimistic investor may choose a higher hurdle rate
than the default 0.15, and may be forming expectations of a lower oil price than the project
appraisal team. The final decision is left to the user. The user is expected to interpolate values
between the indicated values specified on the screen.

Figure 6 Cognitive Feedback/Decision Rules (FTS3) Screen 3 of 3
Results

Figure 7 shows how the mean subject Performance Relative to Benchmark (PRB) -- the mean
ratio of subject cumulative profit to the benchmark profit -- varies over the six trials and four
feedback treatment conditions. The mean subject performance in the tasks is below the
benchmark (of 1.0) in all trials, and across all four feedback treatments. The control group
(FT1), who received outcome feedback only, performs worse in trials 1-3 than the other three
treatment groups (F(3,383) = -3.28, p < 0.001). However, the control group FT1 improves
steadily over time, and by trial 6 the mean performance is close to groups FT2,FT3,FT4.
Group FT3 (cognitive feedback/decision rules) does the best in trial 1 (F(15,383) = 3.21,
p=0.001) and 2. The initial higher performance of the treatment groups FT2,FT3,FT4 seems
to level off/decline slightly in trials 4,5,6 when the cognitive feedback is no longer available.
As we might expect, the treatment group with cognitive feedback/task structure assistance
(FT2) seem to maintain their level of performance attained in trials 1-3, whereas the group
with cognitive feedback/decision rules assistance (FT3) declines in performance. Overall, the
outcome feedback only control group (FT1) seem to do as well after 6 trials as the other
treatment groups. The treatment groups’ (FT2,FT3,FT4) early lead is lost in the last three
trials 4,5,6. If they had continued to receive the cognitive feedback during trials 4,5,6 would
their performance have continued to increase? The provision of cognitive feedback accelerated
the surface learning about the tasks, but seemed to fail to achieve the deep learning necessary
to achieve sustainable performance improvements.

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System Dynamics '95 — Volume II

—t—FT1 (OC only)

—"8—FT2 (OC & CF/TS)
--&--FT3 (OC & CF/DR)

---m--- FT4 (OC & CF/TS & CF/DR)
—#— Benchmark

Performance Rel Benchmark (PRB)

1 2 3 4 5 6
Trial, T

Figure 7 Graph of Mean Subject Performance Relative to Benchmark (PRB) in Trials
1-6 under 4 Feedback Treatments FT1-FT4

Percentage of Subjects who Beat the Benchmark

Figure 8 shows how the percentage of subjects who “beat” the benchmark varies across six
trials and four feedback treatments. Despite the fact that the mean subject performance in all
six trials and in all four feedback treatments was below the benchmark, an impressive number
of subjects manage to beat the benchmark, as they learn to improve performance. FT2
(cognitive feedback/task structure) does the best -- in trials 3 and 4, 56% of the subjects
perform better than the benchmark. But, by trial 6 the percentage is reduced to 35%.
Certainly, it appears that the higher performers do very well under feedback treatment FT2,
maintain this high performance for one further trial, then collapse. As before with the mean
performances, by trial 6 there are only small differences between the control and treatment
groups.

Time Spent on the Task and on the Cognitive Feedback Screens

In Trial 1, the time spent by subjects on completing one task (i-e., making 25 yearly decisions
for capacity approval) varies from 53 seconds, to 16 hours 10 minutes! The mean time for trial
1 is 80 minutes (FT1=95.4 mins, FT2=58.3 mins, FT3=123 mins, FT4=43.5 mins). Times
decrease significantly over the six trials. By trial 6, the mean time is 18.8 mins (FT1=20.1
mins, FT2=25.3 mins, FT3=18.6 mins, FT4=11.7 mins).

In Trial 1, the time spent by subjects looking at cognitive feedback screens for subjects
in feedback treatment groups FT2, FT3, FT4 varies from 0 minutes (i.e., chose not to make
use of the cognitive feedback) to 61 minutes, with a mean of 7.2 minutes. By trial 3, this mean
has reduced to 1.4 minutes. The longest times in all three trials are for group FT3 (cognitive
feedback/decision rules). Overall, the time spent studying cognitive feedback screens is
surprisingly low.

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6 ——FT1 (OC only)
---*
Fy \ —"—FT2 (OC & CFITS)
® 7 \ | 77 FT3 (0c & crDR)
V7 \ Leer FT (0¢ & crits & CF/DR)
“ w mFT2

a SFIS

&

8

% Subjects Exceeding Benchmark

1 2 3 4 5 6
Trial, T

Figure 8 Graph of Percentage of Subjects Exceeding the Performance Benchmark
(PRB), in Trials 1-6, under Feedback Treatments FT1-FT4

e

FT! —s—FT2

n
a

----FT3 —-m--- FT4

n

2
a

=

06

Performance Rel Benchmark / Time Spent

3 4
Trial, T

Figure 9 Graph of Performance Relative to Benchmark (PRB) divided by Time Spent
on Completing Task (Ts) in Trials 1-6, under 4 Feedback Treatments FT1-FT4

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System Dynamics '95 — Volume II

Subject Productivity

One measure of subject productivity is the ratio of (performance relative to benchmark / time
spent on task). Figure 9 shows how this productivity ratio varies across trials for the four
feedback treatment groups. Group FT4 (decision rules & task structure) does very well
indeed, outperforming the other three groups in all trials apart from trial 3 (F(3,383) = 2.8, p=
0.012). Productivity continues to improve even after the cognitive feedback is no longer
available in trials 4,5,6. The implication here is that although the mean and upper-quartile
subject performance of the cognitive feedback groups is not significantly better by trial 6, than
the outcome feedback only group (FT1), the time taken to achieve similar performance is less.

Discussion

At the time of writing, work is very much still in progress with further sets of subjects. Written
protocols (assignment logs) are being analyzed for insight into which information cues subjects
found important, and whether these cues changed over time (as subjects learned). In order to
explore further the issue of whether performance may be further improved if the cognitive
feedback is available for later trials, I am providing a treatment group with cognitive feedback
for all six trials.

References

Bakken, BE. 1993. Learning and Transfer of Understanding in Dynamic Decision Environments, PhD dissertation,
Sloan School of Management, MIT, Cambridge 02142.

Balzer, W.K., ME. Doherty and R. O'Connor Jr. 1989. Effects of cognitive feedback on performance. Psychological
Bulletin, 106, 410-433.

Brehmer, B. 1990. Strategies in Real-Time, Dynamic Decision Making, in R. Hogarth (Ed.), Insights in Decision
Making: A Tribute to Hillel J. Einhorn, Chicago, Il: University of Chicago Press.

Diehl, Ernst W. 1992. Effects of Feedback Structure on Dynamic Decision Making, PhD dissertation, Sloan School
of Management, MIT, Cambridge MA 02142.

Kampmann, C.P-E. 1992. Feedback Complexity and Market Adjustment: An Experimental Approach, PhD
dissertation, Sloan School of Management, MIT, Cambridge MA 02142,

Morecroft, J.D.W. and K.A.J.M. van der Heijden. 1992. Modelling the Oil Producers - Capturing Oil Industry
Knowledge in a Behavioural Simulation Model. European Journal of Operational Research, 59 (1), 102-122.

Neter, J. and W. Wasserman 1974. Applied Linear Statistical Models, Homewood, Il: Irwin.

Paich, M. and J. Sterman. 1993. Boom, Bust, and Failures to Learn in Experimental Markets, Management Science,
39, 12, 1439-1458.

Sengupta, K. and T. Abdel-Hamid 1993. Alternative Conceptions of Feedback in Dynamic Decision Environments:
An Experimental Investigation, Management Science, 39, 4, 411-428.

Yergin, Daniel 1991. The Prize -- The Epic Quest for Oil, Money and Power, London: Simon and Schuster.

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Metadata

Resource Type:
Document
Description:
This essay provides a mathematical definition of the causal diagram and the flow diagram. It also elaborates the idea that the level-rates system is the key to solving the problem in System Dynamics. The essay will make a combination to the knowledge of model conceptualization and formulation and improve modeling practice.
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Date Uploaded:
December 18, 2019

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