Ozgun, Onur with Yaman Barlas  "Complexity-Based Gaming Approach to Improve Learning from Simulation Games", 2013 July 21 - 2013 July 25

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The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

Complexity-Based Gaming Approach to
Improve Learning from Simulation Games :
Onur Ozgiin2 and Yaman Barlas
Bogazigi University
Department of Industrial Engineering, 34342 Bebek, Istanbul, Turkey
Tel: +90 212 3597343, Fax: +90 212 2651800

E-mail: onur@onurozgun.com.tr, ybarlas@boun.edu.tr

Abstract

This study investigates whether a procedure in which games are played in an in-
creasing order of complexity can improve game performance, conceptual learning, and
transfer of learning. Using controlled experiments, we test whether playing simpler
versions of a game in increasing complexity improves performance and learning as
compared to playing the simpler versions in random order, or repeatedly playing the
same complex game without any change in complexity. The results are not in favor
of gradual complexity increase in terms of performance and learning, indicating that
it is not straightforward to establish a gradual-increase complexity method for im-
proving performance and learning, due to subtleties related to task structure, game
procedure and cognitive effects of the playing sequence. Subjects perform slightly bet-
ter when they are first introduced with relatively simpler versions of a task, and when
the complexities of consecutive games are close. Probable factors behind these results
are discussed. In depth analysis of factors causing these results is a potential further
research topic.

Keywords: simulation games, systemic complexity, learning

1 Introduction

Simulation games have many advantages that make them popular tools for learning. First,
being simulation models, they are simplified representations of the complex systems, only
including the essential components. They allow repeated experimentation, with compressed
time and space, hence providing more direct feedback to the player. Also, they are inter-
active, allowing the player to get involved rather than to observe. And after all, games are
fun to play, which brings a motivational advantage over other teaching tools.

Although they are simplified representations of real systems, learning from simulation
games can be limited, since they usually still contain systemic complexity factors such
as delay, nonlinearity and feedback loops. The extent of learning is even more limited
when we do not only mean gaining the necessary skills to achieve a good performance in a
game (which is called procedural learning), but also meaningful, transferrable information
acquisition toward managing the real problem the game represents (conceptual learning)
(Grofler et al., 2000).

Research supported by Bogazigi Uni
?Current Address: Northeastern Unive!
Ave. 310 RN, Boston, MA 02115, USA

y Research Grant no 09HA301D
chool of Public Policy and Urban Affairs, 360 Huntington

sity


The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

Based on different scientific theories, different procedures have been proposed to enhance
learning from many disciplines such as computer science, media and cultural studies, psy-
chology, education, physics and youth studies (Kirriemuir and McFarlane, 2004). In this
paper, we approach the learning problem from a systemic complexity perspective, and
analyze whether it is possible to enhance learning by various complexity-based gaming
procedures.

The effectiveness of gaming experience depends on many factors about the game itself,
as well as the gaming procedure, which encompass a range of issues such as content and
method of instructions, number and separation between trials or the reward given to the
players. However, systemic complexity is a critical component, given the fact that factors
such as delay, nonlinearity and feedback loops are major barriers of learning.

Complexity-based sequencing of tasks for improving learning is a well-known method in
experiential teaching literature (Van Merriénboer et al., 2003; Salden et al., 2006). Similar
approaches can also be found in simulation-based learning literature. To assist develop-
ing the complex mental model required by a complex task, White and Frederiksen (1990)
introduced the idea of model progression. Many studies have adopted such gradually in-
creasing complexity methods for simulation-based learning environments, in which gradual
model progression is found useful over repetitive exposure to simple or complex versions,
in terms of transfer of learning (Alessi, 1995) and conceptual learning (Swaak et al., 1998;
Mulder et al., 2011). Also, Yasarcan (2010) demonstrated that by playing simpler versions
of a complex simulation game, it is possible to further improve game performance after the
performance progress stops after certain number of repetitions. However, in some cases,
model progression found ineffective on learning. For example, De Jong et al. (1999) found
no difference between the subject group playing a game sequence involving five-levels of
increasing complexity and the group playing only last two levels of these five levels. In
another study, Quinn and Alessi (1994) found that the strategy of breaking the simulation
into sections of increasing complexity to be less efficient than presenting the overall task
initially.

In many cases, the gradual complexity increase is determined by non-systemic complex-
ity elements such as game speed (Nurmi and Lainema, 2002) or amount of information
displayed De Jong et al. (1999). Even in the cases where the complexity increase is due
to systemic variables such as number of stocks and feedbacks (Swaak et al., 1998; Mulder
et al., 2011) or delay duration (Yasarcan, 2010), there is no supporting evidence that the
levels are distinct in terms of their systemic complexity.

2 Research Design and Hypotheses

This study compares three different gradual complexity increase procedures against two
control groups in terms of subjects’ procedural learning, conceptual learning and transfer
of learning. A stock management game is used as the task environment. The complexity
levels are selected based on a previous study carried out on the same game (Ozgiin and
Barlas, 2012), to obtain a clear complexity progress.

Table 1 presents the experimental design. Simple, moderate, challenging and complex
levels represent main complexity levels, which have been demonstrated to be significantly
distinct in terms of average scores obtained in these versions. Moderate-to-challenging

The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

Table 1: The experimental design for the learning-oriented experiments.

Trial | Exp. Group 1 Exp. Group 2 Exp. Group 3 Control Group 1 | Control Group 2

T complex complex moderate complex complex

2 complex complex moderate complex complex

3 complex complex moderate-to-challenging complex complex

q simp Terate-t i t complex challenging

5 simple derate-t i complex simple

6 moderate challenging challenging complex moderate

7 moderate i ing-to-comp| complex simple

8 ing-t plex ing-to-comple: complex challenging

9 i ing-t pl ing-to-complex complex moderate

10 complex complex complex complex complex

ul complex complex complex complex complex

12 | modified version modified version modified version modified version modified version
13. | modified version modified version modified version modified version modified version
14 | different game different game different game different game different game
15 | different game different game different game different game different game

and challenging-to-complex are intermediate levels created to provide smooth transition
between complexity levels. There are five experimental conditions: three experiment groups
and two control groups. Each group consists of ten subjects. The experiment groups are
designed to test the effectiveness of three alternative game sequences, all of which involving
a gradual increase in complexity.

The players in the first experiment group play the complex game three times at the begin-
ning, to familiarize themselves with the game and to allow stabilization of game scores as
a result of procedural learning by repeated trials. Then, they play three relatively simple
versions of the game twice, each in an increasing order of complexity. At the end, they
again play the complex games, twice. After completion of 11 games, the players play a
modified version of the stock management game to test vertical transfer of learning, i.e.
sion is

transfer of learning from a simpler game to a more complex game. This modified ve!
created to be more complex than the complex game. In addition, subjects complete a ques-
tionnaire to test their conceptual understanding of the underlying system. Finally, they
play another simulation game called Scuba Diving Simulator (Barlas and Dalkiran, 2008),
which is essentially a complex and non-linear stock management game. The objective of
this experiment is to test horizontal transfer of learning, i.e. transfer of learning to a game
with similar structure and complexity, but with a different cover story.

Second and third experiment groups are variations of the first experiment group. In the
second experiment group, the simpler versions played in fourth-to-ninth trials start from a
higher level of complexity, and continue with smaller increments. Possible advantages of this
procedure are that smaller increments can yield better transfer between trials, and playing
amore similar game to the complex game before trials 10 and 11 can improve performance
in the complex game. In the third experiment group, the initial three complex games are
removed to eliminate possible adverse effects of starting with complex games, and to open

up space for a simpler (moderate) version to start.

Among two control groups, the first one is to make sure that any performance improvement
in the last two complex games of the experiment groups is beyond the effect of repeated
trials. If the performance of the experiment group subjects turns out to be superior to the
performance of first control group subjects, then we can claim the strong conclusion that the
increasing-complexity games significantly contribute to performance improvement. Similar
comparisons are made for questionnaire results and the two additional games performances.


The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

The second control group is to verify that the order of complexity sequence makes a differ-
ence. The subjects play the same games with Experiment Group 1, but in a non-increasing,
random order of complexity. If subjects performances turn out to be inferior to the perfor-
mances of Experiment Group 1 subjects, then this will prove the effectiveness of increasing
complexity order as a learning procedure.

There are four performance measures that represent different types of learning: (1) average
game scores in 10" and 11" games that measure procedural learning, (2) questionnaire
scores that measure conceptual learning, (3) average game scores in 12" and 13" games
that measure vertical transfer, and finally (4) average score in 14‘ and 15" games that
measure horizontal transfer of learning.

Our hypothesis is that experiment groups will perform better in terms of conceptual learn-
ing, as well as vertical and horizontal transfers of learning. On the other hand, first control
group is expected to be better in terms of procedural learning. Second control group is
expected to be worst in terms of all performance measures.

3 Game Description

We use a typical stock management game. The subjects play the role of a production
manager who is responsible for t-shirts. Their objective is to bring inventory level to a
target level as soon as possible and keep it there, by entering their desired production.
In some game versions, due to decisions of higher-level hypothetical production planners,
actual production may be different than desired production, due to capacity constraints.
The inventory stock grows by production and diminishes by sales. Sales is normally dis-
tributed around a constant mean (base sales) with a mild standard deviation, unknown
to the player. Initially, the game is not in equilibrium; the inventory level is higher than
target inventory, and production is higher than base sales. The time unit of the model is
days and dt = 1. The time horizon is 40 days. The subjects know the general structure
of the model, but they do not know the parameter values (See Appendix A for the user
interface and the game description seen by the subjects).

The performance is measured by relative deviation from target, defined as:
Cumulative deviation from target — Benchmark’s cumulative deviation from target (1)

Benchmark behavior is defined as the best possible decisions yielding the minimum to-
tal inventory deviation from the target level. By subtracting the benchmarks cumulative
deviation, we make sure that different game version results are comparable.

Different complexity levels are formed by varying the number and strength of systemic
complexity factors in the game (Table 2). Three factors are varied: delay (order and
duration), nonlinearity, and strength of feedback loop. The specific levels of each complexity
factor present in each game version are determined as a result of an earlier study (Ozgiin
and Barlas, 2012).

Figure 1 presents the structure of two game versions: simple and complex game. In the
simple game there is no systemic complexity factor. The only challenge in the game is the
unknown sales. Moderate game is obtained by adding delayed desired production with a
first-order, 2-day delay. When there is delay, inventory typically shows oscillations around
target, which become larger with increased delay duration.

The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

Table 2: Systemic complexity factors present in the game versions.

Game version Systemic complexity factors
simple —
moderate First-order, 2-day delay

and moderate nonlinearity

rst-order, 2-day delay,

moderate-to-challenging

challenging ‘Third-order, 4-day delay, and moderate nonlinearity
challenging-to-complex Fourth-order, 6-day delay, high nonlinearity and moderate feedback
complex Fifth-order, 7-day delay, high nonlinearity and strong feedback

etreme nonlinearity and extremely strong feedback

iscrete-order, 8-day delay,

modified version

Starting with moderate-to-challenging game, we introduce nonlinearity, by adding planned
production, which is a nonlinear function converting delayed desired production to produc-
tion. This nonlinearity by itself does not have a significant effect on game scores. There-
fore, to make sure challenging game is significantly complex than the moderate game, we
simultaneously increase the order and duration of the delay. Finally, we introduce a positive
feedback loop by making sales dependent on inventory, and production dependent on sales.
The strength of feedback determines the extra production automatically introduced as a
result of increased sales, in addition to the players decisions. Introducing feedback to the
game with delay creates a further deterioration in the game scores. The formulation details
and exact definitions of systemic complexity factor levels can be found in the Appendix B.
The game files are in the supporting material.

Desired Desired
Production Production Delayed

y'
Desired Production

Production

| Production Production
Effect of
Sales on
Production’
Inventory Inventor
g Effect of
Inventory
‘on Sales
Sales Sales
& (Base Sales \
(a) Simple game (b) Complex game

Figure 1: The structure of the stock management game for two different versions.

4 Procedure

Subjects are volunteer undergraduate and graduate students. 29 of them are female and
21 are male. Half of the subjects are industrial engineering students (25 out of 50). The
remaining subjects come from diverse backgrounds. Students are distributed to the exper-
iment and control groups so as not to bring any bias in the results.


The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

Subjects are given a written instruction about the game rules (See Appendix A). Before
starting the experiment, they play a trial game to familiarize themselves with the game
interface and controls. Then, they sequentially play first 12 games. At the end of 12 games,
they fill out a paper-based questionnaire that measures their understanding about the game
structure (Appendix C). Next, they play a modified version of the game. Before starting
the Scuba Diving Game, they are given a short description of this game and they play a
trial game. They complete the experiments by playing the Scuba Diving Simulator twice.
Subjects are given a monetary reward based on their relative performances compared to
other subjects that play the same game sequence. The reward is largely based on their
average performance in games 10 and 11 (70%). Their average score in other games
taken into consideration with a smaller weight (30%).

5 Analysis of Results

First, we analyze the first three games to understand whether there is a significant difference
between subject pools of four groups in which the complex game is played at the beginning.
As Figure 2 shows, the scores of Control Group 1 are slightly higher (worse) than the scores
of other three groups. This is due to three poor scores in Control Group 1, all belonging to
the same subject. Further analysis revealed that the subject had difficulty in understanding
the game objective and gave almost random decisions Thus, as an outlier, we removed this
subject from following anal . After this removal, there are nine subjects in Control
Group 1. The worst score in Experiment Group 2 is also extremely high compared to other
scores in that group. We replaced this score by the average of first two trials of the same
player. Finally, we also removed one player from Experiment Group 3, who consistently
displayed extremely bad performances even in the simplest games. This removal left nine
players in this group.

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Figure 2: Game scores in the first three trials. Dots represent scores of individual players.
Box plots show the distribution of the scores. The line connects the mean values.

The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

Table 3: p-values for pairwise differences between subject groups, of trial 10-11 scores.

Exp. Gr. 2 | Exp. Gr. 3 | Control Gr. 1 | Control Gr. 2
Experiment Group 1 O5277 0.2698 0.0110 0.0022
Experiment Group 2 = 0.0764 0.0002 0.0009
Experiment Group 3 = = 0.0338 0.1679
Control Group 1 = = = 0.1651

Next, we analyze the complex game scores from trials 10 and 11, in order to see the effect of
playing with simpler games in trials four to nine. Figure 3 shows the scores of five groups.
Table 3 presents the p-values for the score differences between these groups. Among three
experiment groups, Experiment Group 3 yields best performance, but the differences are
not statistically significant. This shows that starting from simpler games and gradually
increasing the complexity can be somewhat more helpful than exposing the subjects to
the complex game at the beginning. The performances in Experiment Groups 1 and 2
are significantly worse than both control groups, whereas there is no statistical difference
between Experiment Group 3 and the control groups. The best scores are obtained in
Control Group 1. This may not be a surprising result since subjects in Control Group 1
play the same (complex) game through the experiment, and hence acquire better procedural
learning. However, the difference between the experiment groups and Control Group 2 is
surprising. Common sense suggests that gradual increase in complexity should lead to
better performance compared to a random gaming sequence. However, the results suggest
the opposite. We can sce the effect of the difference between two game sequences by
comparing Experiment Group 1 and Control Group 2. These two groups play exactly the
same games, but in different order, yielding statistically significantly different results.

To make sure that the performance difference in trials 10-11 is not due to player character-
istics, we check the performance change from the first three trials to trials 10-11 within each
group. Figure 4 shows the progress of average scores through trials for five subject groups.
Experiment Group 1 and both control groups show improvement from the first to third
trial. The performance of Experiment Group 2 subjects deteriorates in third trial, without
any explainable cause. In Control Group 1, where the subjects continue to play the same
game, the scores continue to improve quickly until trial six. Control Group 2 also shows

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Figure 3: Game scores in trials 10 and 11.

The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

a clear progress from first three trials to trials 10-11. However, in Experiment Groups 1
and 2, there is no or very little performance improvement from third trial to tenth trial.
Not only the experiment groups perform worse in trials 10 and 11, they also show worse
progress compared to their first three trials. Figure 5 presents the differences of subjects
scores in trial 10-11 from their average scores in their first three trials. Experiment groups
improvements are significantly worse than control groups improvements (p-values < 0.015).

Experiment Group 2

Experiment Group 1

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Figure 5: Differences between player scores in trials 10 and 11 and players average scores
in their first three trials.

To gain insight about possible causes of the unexpected result that the random playing
order yields better performance than the increasing order of complexity, we check the
time behaviors of inventory for two groups: Experiment Group 1 and Control Group 2.
Figure 6 shows the average behavior of inventory subjects from these two groups in their
first three trials, as well as in trials 10 and 11. In the first three trials, both groups subjects
understand that their decisions are delayed. Therefore, after giving low desired productions
in the beginning to reduce the inventory, they increase their desired productions well before
inventory reaches the target. However, the average behaviors show that subjects react early
and/or more than necessary. After playing six simplified versions, both subject groups play


The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

400 5
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Figure 6: Average time behaviors of inventory for Experiment Group 1 and Control Group
2 subjects.

the complex game in trials 10 and 11. Control Group 2 shows more improvement, and on
the average, the subjects have better timing of their decisions. Although performance of
Experiment Group 1 also improves, the improvement is not as large as the improvement of
Control Group 2.

Figure 7 shows individual subjects inventory behaviors in trials 10 and 11 for three groups.
Control Group 2 not only exhibits a better average inventory behavior, but also individual
subject performances are better. The variances in the experiment groups are larger.

Teal 10
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(a) Experiment group 1 (b) Experiment group 2
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Figure 7: Subjects’ inventory behaviors in trials 10 and 11.

The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

Figure 8 shows the average inventory behaviors for simpler game versions for the above-
mentioned two subject groups. Recall that Experiment Group 1 subjects play three sim-
plified versions in an increasing order of complexity, while Control Group 2 subjects play
the same games in a shuffled order. Experiment Group 1 subjects know that games will be
increasing complexity order, whereas Control Group 2 does not have any idea of the specific
ordering of games. Subjects performances in the simpler games are comparable (Figure 9).
Although the performances in simpler versions are not very different, the intervening games
may have different cognitive effects in the two subject groups.

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Figure 8: Subjects’ average inventory behaviors in different game versions.

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Figure 9: Relative deviation from benchmark in different game versions (trials 4-9).

Figures 10, 11 and 12 show the progress of scores in three experiment groups. It is evident
that from the figures that complexity of the consecutive games has strong influence on the
performance. For example, moderate-to-challenging game scores in Experiment Group 3
are much better than the same versions scores in Experiment Group 2, probably because
they are played after easier games. On the other hand, Experiment Group 2 shows an
improvement through trials four-to-nine although the complexity increases, but the trend
is not followed when complex game is introduced. Experiment Group 3 scores follow a
deteriorating trend that is parallel with the complexity of the games, and reaches (naturally)
worst level when the complex game is reached. However, the scores in the complex games
of Experiment Group 3 are the best in three experiment groups.


‘st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

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The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

Until now, we analyzed the effect of gradual-increase-in-complexity approach on procedural
learning. Now, we analyze whether the approach helps transfer of learning. We test vertical
transfer by comparing subjects performances in a modified version of the stock management
game, which is more difficult than the complex game. Figure 13 shows that there is no
significant difference between five subject groups (Table 4). Horizontal transfer is tested by
analyzing subject groups performances in the Scuba Diving Game (Barlas and Dalkiran,
2008). As Figure 14 demonstrates, the performances in the Scuba Diving Game are not
much different. Only, the scores of Experiment Group 2 and 3 are significantly worse than
Control Group 2 (Table 5).

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Figure 13: Game scores in modified game version (trials 12 and 13).

Table 4: p-values for pairwise differences between subject groups, of modified game scores.
Exp. Gr. 2 | Exp. Gr. 3 | Control Gr. 1 | Control Gr. 2
Experiment Group 1 0.4254 Oana 0.9564 087d
Experiment Group 2 = 0.1010 1087 O57aT
Experiment Group 3 = = 3168 0.019
Control Group 1 = = = 0.9024

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Figure 14: Game scores in Scuba Diving Game (trials 14 and 15).


The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

Table 5: p-values for pairwise differences between subject groups, of Scuba Diving Game
scores.

Exp. Gr. 2 | Exp. Gr. 3 | Control Gr. 1 | Control Gr. 2
Experiment Group 1 0.2301 Oald2 0.6701 0.3587
Experiment Group 2 = 0.5130 0.1087 0.0286
Experiment Group 3 = = 0.1911 0.0402
Control Group 1 = = = 0.6522

s subjects conceptual learning, we analyze the correct answers in the ques-
ors

Finally, to a:
tionnaire given to the subjects after 11 games (Figure 15). The number of correct ansy
given by the experiment group subjects is significantly lower than that of Control Group
1 (p-value < 0.07). The other differences are not significant. These results show that
gradual-increase-in-complexity provides no advantage for conceptual learning of the stock
management task, compared to playing the same complex game in all trials.

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Figure 15: Number of correct answers in the questionnaire.

6 Discussion

In this paper, we tested the effectiveness of the gradual-increase-in-complexity approach
on game performance, conceptual learning, and transfer of learning.

While subjects performances in the experiment group improve by playing six games with
gradual complexity increase, the performances in the control group improve more by playing
the same six games in a shuffled order. There may be different explanations for this
unexpected result.

First possible explanation is that although the game versions are selected after careful
analysis of previous results, the games are not “really” in increasing order of complexity.
However, subjects performed significantly better in “simpler” games. Therefore, there is
evidence supporting the increasing complexity order of the games.

Second possible explanation is the effect of subjects. Perhaps the subjects assigned to
the experiment groups have relatively poor systemic-dynamic skills? We analyzed sub-

The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

jects backgrounds and found that there are no noticeable differences between Experiment
Group 1 and in Control Group 2. The performances in the first three identical games
also indicate no significant difference between subjects. Thus, we conclude that it is very
unlikely that subject difference can be responsible for the unexpected results.

Third possible explanation is related to cognitive effects of the overall sequence of simpler
games in two subject groups. Both Experiment Group 1 and Control Group 2 subjects
are told that they will play six simplified versions of the first three games in trials four to
nine. Experiment Group 1 subjects are further told that they will play these six games
in an increasing order of complexity, while Control Group 2 subjects are told that they
will play six games in a random order of complexity. One hypothesis is that since Control
Group 2 subjects do not know the order of games, they expect a higher complexity in
all six games, which allow them to easily adapt to the complex game in trials 10 and 11.
In the meantime, gradual complexity increase in the experiment group may have possible
cognitive side effects. They may learn better to control simpler games, and have hard time
in adapting back to the complex game. By failing to adapt to the complex game, subjects
may undershoot the target.

Fourth possible explanation is related to the nature of the game just before the complex
game in trial 10, i.e. trial nine. Experiment Group 1 subjects play a challenging game in
trial nine, while Control Group 2 subjects play a moderate game. Challenging game has
a third order four-day delay coupled with nonlinearity, whereas the moderate game just
involves first order two-day delay. As the challenging game involves longer delay, it yields
some oscillations around the target inventory. Thus, Experiment Group 1 subjects may
have been over cautious in playing the complex game (trial 10). At the same time, since
Control Group 2 subjects play a moderate game in trial nine, they may have been more
relaxed about the delay. Third and fourth explanations are both plausible, and require
further experimentation for verification.

In order to find a gaming procedure involving gradual-increase-in-complexity that enhances
learning, we tried three different designs. The results of these three experiment groups
yielded interesting results regarding the sequence effect of the games. Compared to Exper-
iment Group 1, the simpler versions used in fourth to ninth trials of Experiment Group 2
are closer to each other, with smaller increments from trial to trial. It is observed that while
scores in Experiment Group 1 deteriorate through these trials, Experiment Group 2 scores
improve. These observations suggest that smaller increments can better help learning by
experimentation. Yet, continued improvement in the simpler versions of Experiment Group
2 is not transferred to the complex game in trials 10-11. This may be due to complexity
gap between trial nine and 10.

In Experiment Group 3, we eliminated initial three complex games. It turned out that
subjects simpler game performances in Experiment Group 3 are better compared to other
experiment group. Also, their complex game performances are superior to other experiment
groups. However, it is just barely as good as Control Group 2 subjects performances. The
gap between ninth to tenth games may be influential on this result.

Based on these observations, there are possible designs that can potentially yield better
results with a gradual-increase-in-complexity approach. Increasing repetitions at each step
might help better learning. This may be achieved by either increasing overall number of tri-
als, or decreasing number of simpler games used. At the extreme, only one simple/moderate
game with many repetitions can be used. Another design that can be useful is to choose

The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

even smaller complexity increments between game versions. Again, this might be done
by increasing the total number of trials, or at the expense of decreasing the number of
repetitions at each step.

One important objective of this experiment was to see if gradual-increase-in-complexity
can yield improved conceptual learning and transfer of learning. However, subjects playing
the same complex game in all trials showed the best performances and gave more correct
answers to the questionnaire. This result may be trivial and not useful in real life, since
it suggests repeatedly performing the actual task desired to be learned, hence begging the
question.

We tried to measure the conceptual learning of subjects by a questionnaire that measure
subjects understandings about the stock-flow structure, as well as delay, nonlinearity, and
feedback involved in the task. Control Group 1 subjects correctly answered more questions
than all other groups. One possible explanation is that Control Group 1 subjects had more
chance to experience with the complex game about which the questions are. The results
can be interpreted in two ways: either playing the same game leads to better conceptual
learning, or the questionnaire is not an adequate measure of conceptual learning. The only
way to resolve this issue is to test with alternative measures of conceptual learning. These
alternative measures may include drawing causal relations between variables in the system
(Grosser and Schaffernicht, 2012), think aloud protocols (Jensen, 2005) or verbal protocols
(Kopainsky et al., 2012).

In terms of transfer of learning, the subject groups did not exhibit any significant difference.
Although the modified game played in trials 12 and 13 are essentially the same stock
management task played in first 11 trials, all subject groups performed equally bad in
the modified game, indicating that gradual-increase-in-complexity does not help vertical
transfer of learning. This may be due to large complexity gap between the complex game
and the modified version. The results of horizontal learning transfer experiments are also
insignificant. These results are in agreement with our findings; transfer of learning is very
limited, and only possible if games involved are very similar.

References

Alessi SM. 1995. Dynamic vs. static fidelity in a procedural simulation. In Annual Meeting
of the American Educational Research Association, San Francisco, CA.

Barlas Y, Dalkiran E. 2008. Testing dynamic decision making under real-time pressure:
A scuba diving simulator. In Proceedings of the 26th International Conference of the
System Dynamics Society. Athens, Greece.

De Jong T, Martin E, Zamarro JM, Esquembre F, Swaak J, van Joolingen WR. 1999. The
integration of computer simulation and learning support: An example from the physics
domain of collisions. Journal of research in science teaching 36(5): 597-615.

Grosser SN, Schaffernicht M. 2012. Mental models of dynamic systems: Taking stock and
looking ahead. System Dynamics Review 28(1): 46-68.

Grofler A, Maier FH, Milling PM. 2000. Enhancing learning capabilities by providing
transparency in business simulators. Simulation & Gaming 31(2): 257-278.

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Jensen E. 2005. Learning and transfer from a simple dynamic system. Scandinavian journal
of psychology 46(2): 119-131.

Kirriemuir J, McFarlane A. 2004. Literature review in games and learning. Technical
Report Number 8, FutureLab, Berkshire, UK.

Kopainsky B, Pirnay-Dummer P, Alessi SM. 2012. Automated assessment of learners’
understanding in complex dynamic systems. System Dynamics Review 28(2): 131-156.

Mulder YG, Lazonder AW, de Jong T. 2011. Comparing two types of model progression
in an inquiry learning environment with modelling facilities. Learning and Instruction
21(5): 614-624.

Nurmi S, Lainema T. 2002. Collaborative learning with dynamic business game simulation-
innovative learning environment for business education. In Proceedings of ED-MEDIA
2002, World conference on educational multimedia, hypermedia & telecommunications.
Association for Advancement of Computing in Education, 1473-1478.

Ozgiin O, Barlas Y. 2012. Effects of delay, nonlinearity and feedback on the overall com-
plexity of a stock management game. In Proceedings of the 30th International Conference
of the System Dynamics Society. St. Gallen, Switzerland.

Quinn J, Alessi S. 1994. The effects of simulation complexity and hypothesis-generation
strategy on learning. Journal of Research on Computing in Education 27: 75-91.

Salden RJ, Paas F, van Merriénboer JJ. 2006. A comparison of approaches to learning
task selection in the training of complex cognitive skills. Computers in Human Behavior
22(3): 321-333.

Swaak J, van Joolingen WR, de Jong T. 1998. Supporting simulation-based learning; the
effects of model progression and assignments on definitional and intuitive knowledge.
Learning and Instruction 8(3): 235-252.

Van Merriénboer JJ, Kirschner PA, Kester L. 2003. Taking the load off a learner’s mind:
Instructional design for complex learning. Educational psychologist 38(1): 5-13.

White BY, Frederiksen JR. 1990. Causal model progressions as a foundation for intelligent
learning environments. Artificial Intelligence 42(1): 99-157.

Yasarcan H. 2010. Improving Understanding, Learning and Performances of Novices in
Dynamic Managerial Simulation Games: A Gradual-Increase-in-Complexity Approach.
Complexity 15(4): 31-42.

The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

Appendices

A Instructions

A.1 Experiment Groups 1 and 2

This interactive simulator is about a company that produces textile products. The company
operates in a hypothetical world and all the rules of economy may not work as they do in the
real world. You are the production manager who is only responsible from the production
of t-shirts and your aim is to bring the t-shirt inventory level to a predefined target and
keep it there. Your inventory level increases with production and decreases with sales. The
figure below gives a broad representation of the causal relationships between key variables.
The paragraph below explains the variables in the figure.

Desired Production

Sales Effect
(Decision)
Base Sales
a

Production Sales

NN

Capacity Constraint

For every day, you will be setting a Desired Production (unit: boxes/day) for t-shirts,
based on the current Inventory level (boxes). You can observe the current Inventory level
immediately and accurately. Your Desired Production decisions will be transferred to the
production engineers and processed after a delay. The duration of this delay will be a
few days. The actual Production rate (boxes/day) is not determined exactly and entirely
by your decision. The production engineers will take your decision and may increase or
decrease it to meet capacity and planning constraints. Therefore, the actual Production
will be a modified version of your Desired Production. Secondly, there is an adjustment
mechanism in the production planning system that increases the Production to keep up
with the Sales, when Sales is above a certain level, i.e. amplify the engineers Production
decisions. This sales effect can also work in the opposite direction: when Sales is below
some predetermined level, Production is automatically slowed down. The Sales rate is the
number of units sold per day (boxes/day). Sales is out of your control and handled by
the sales department. You do not have access to sales figures, but you can have a sense
about it by observing Inventory, since Sales immediately decreases the Inventory level.
Sales is positively related to Inventory level. In other words, as Inventory rises, the sales
department immediately responds by increasing its sales efforts.

As the production manager, you have one decision to control the Inventory: desired
production. You will decide on desired production for 40 days and your objective
is to stabilize the inventory around the target level of 200 boxes as quickly
as possible. Your performance will be assessed by the total deviation from the Target
Inventory. Positive and negative deviations are equally undesired. You will start from an
of-equilibrium condition and seek the target level. Pay attention to delay, modification,

The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

and sales effect described above, as they will complicate the task.

You will play 15 different games. First three games will have the underlying structure
explained above. Next six games will be simplified versions of this game. To be specific,
some of the delay, modification, and sales effect will be removed from the game to help
learning. You will play these six games in an increasing order of complexity. Then, you
will play the first complex game two more times. After playing 11 games, you will be asked
to fill in a questionnaire. Finally, you will play a modified version of this game and a stock
management game in a different context, twice. There is no time limit in any step of the
experiment.

[Dbiective: Stabilize the Inventory at Target Inventory as quickly as possible]

nly once to
inate the game.
Desired Production

=—+—71
2 Cs

Only once at the
end of the game.

1: Inventory 2: Target Inventory
400.
Fares
4,
1
1 __
% b Es a
Days
[cs click the corner to

zoom out and zoom in. Total De 12817,

The game screen is as shown above. When you open the game file click the Start button
once to start the game. This will initialize the game and advance you to the first day.
You cannot change the first days Inventory, so do not move the sliders before clicking the
Start button. Each day, you must set a Desired Production value using the slider and click
the Advance button once. You will observe the Inventory behavior on the graph in blue
and see its numerical value in a blue box above the graph. You will also see the constant
Target Inventory on the same graph in red. When you complete 40 days, a warning box
will appear. When you finish the game you should (1) write down your Total Deviation on
the sheet provided, (2) click the Exit button and (3) save the game when you are asked.
Do not play any game more than once, pass to the next game. If you did something by
error that you did not intend to do, please stop immediately and inform the facilitator.
You will have a trial game at the beginning to familiarize with the game interface.

Make sure that you understand the instructions completely before you start the experi-
ments. If there is anything you do not understand, please ask your questions before you
start playing. Work on your own and do not talk to the other subjects.

You must save the game files and fill out the necessary documents for the proper completion

The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

of the experiment. If you complete the experiment properly, you will earn a 10 TL base
payment, plus an additional reward from 0 to 10 TL, depending on your performance in
the games that you play. Your reward will be largely based on your performance in games
10 and 11 (70%). However, other games scores and questionnaire results will be also taken
into consideration with smaller weights (30% in total). Thank you for your participation.

A.2 Experiment Group 3

Second, third and fourth paragraphs are modified as follows:

For every day, you will be setting a Desired Production (unit: boxes/day) for t-shirts,
based on the current Inventory level (boxes). You can observe the current Inventory level
immediately and accurately. Your Desired Production decisions will be transferred to the
production engin and processed after a delay. The duration of this delay will be a few
days. The Sales rate is the number of units sold per day (boxes/day). Sales is out of your
control and handled by the sales department. You do not have access to sales figures, but
you can have a sense about it by observing Inventory, since Sales immediately decreases the
Inventory level. Sales is positively related to Inventory level. In other words, as Inventory
rises, the sales department immediately responds by increasing its sales efforts.

As the production manager, you have one decision to control the Inventory: desired
production. You will decide on desired production for 40 days and your objective
is to stabilize the inventory around the target level of 200 boxes as quickly
as possible. Your performance will be assessed by the total deviation from the Target
Inventory. Positive and negative deviations are equally undesired. You will start from an
oft-equilibrium condition and seek the target level.

In the full (complex) game, the actual Production rate (boxes/day) is not determined
exactly and entirely by your decision. The production engineers will take your decision
and may increase or decrease it to meet capacity and planning constraints. Therefore, the
actual Production will be a modified version of your Desired Production, as illustrated
above. Secondly, there is an adjustment mechanism in the production planning system
that increases the Production to keep up with the Sales, when Sales is above a certain
level, i.e. amplify the engineers Production decisions. This sales effect can also work
in the opposite direction: when Sales is below some predetermined level, Production is
automatically slowed down. Complex game based on this full model will be played at the
end, as games 10 and 11.

The first 9 games to be played for learning purposes will be simpler versions of the full
model. To be specific, some of the delay, production modification, and sales effect will be
removed or reduced to help learning. You will play these 9 games in an increasing order
of complexity. After playing 11 games, you will be asked to fill in a questionnaire. Finally,
you will play a modified version of this game and a stock management game in a different
context, twice. There is no time limit in any step of the experiment.

equivalent of 5.5 USD

The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

A.3 Control Group 1

Only fourth paragraph is modified as follows:

You will play 15 different games. First 11 games will have the underlying structure ex-
plained above. After playing 11 games, you will be asked to fill in a questionnaire. Then,
you will play a modified version of this game and a stock management game in a different
context, twice. There is no time limit in any step of the experiment.

A.4 Control Group 2

Only fourth paragraph is modified as follows:

You will play 15 different games. First three games will have the underlying structure
explained above. Next six games will be simplified versions of this game. To be specifi
some of the delay, modification, and sales effect will be removed from the game to help
learning. You will play these six games in an random order of complexity. Then, you will
play the first complex game two more times. After playing 11 games, you will be asked to
fill in a questionnaire. Finally, you will play a modified version of this game and a stock
management game in a different context, twice. There is no time limit in any step of the
experiment.

B Game Equations

Simple version:

Inventory(t+1) = Inventory(t) + Production(t) — Sales(t) (2)
Inventory(0) = 250 (3)

Target Inventory = 200 (4)
Sales(t) = Base Sales + NORM(0, 1) (5)

Base Sales = 38 (6)
Production(t) = Desired Production(t) (7)

Desired Production(0) = 52 (8)

Starting from moderate version: Delayed Desired Production is introduced. Production is
now equal to Delayed Desired Production.

Starting from moderate-to-challenging version:

Production(t) = Planned Production(t) (9)

The 3

‘st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

50

Planned Production

Delayed Desired Production

Starting from challenging-to-complex version:

Sales(t) = (Base Sales + NORM(0,1)) x Effect of Inventory on Sales (10)
Production(t) = Planned Production(t) x Effect of Sales on Production (11)

Extremely Strong

aw

°

o.
a

Moderate

Effect of Sales on Production
ny

Effect of Inventory on Sales

say
°

0 1 2 3 4 ~=5 0 1 2 3
Inventory / Target Inventory Sales / Base Sales

C Questionnaire

The subjects are specifically instructed that this questionnaire is about the complex game.

hange the initial Desired

1. Which will be the correct inventory behavior if you never
Production throughout the game?

The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

A) B)
400 7
300 T
200 P---
100 7 100
oS Ht oH
oO 10 20 30 40 0 10 20 30 40
C) D)
400 7 400 7

2. Which will be the inventory behavior if you set your Desired Production decisions always
at the minimum allowed (27 boxes/day) throughout the game?

A) B)

Inventory
Inventory

C) D)

Inventory
Inventory


The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

3. Which sequence of Desired Production decisions can give the following inventory behav-
ior?

400

8

Inventory

8

Desired Production
6 8 8B

Desired Production
6 8 8

°
3
8
8
°
3S
8
8

40

C) D)

Desired Production
8
Desired Production
6 8 8

) 10 20 30 40 ) 10 20 30 40

4. Other things being equal, what happens to Sales if Inventory is suddenly increased from
200 to 400?
A) Increases B) Decreases C) Does Not Change D) Cannot be determined

5. Assume that there is no delay, modification, or sales effect in the game, and Sales is
constant at 40 boxes/day. What should be the constant Production to bring the Inventory
from 180 boxes to 200 boxes?

A) 20 B)40 C)60 D) 240

6. Assume that you managed to bring the Inventory to the target and you can keep it there
with a constant Desired Production (see figure below).

ve

8

Inventory
8

0 10 20 30 40

Now, if you increase Desired Production on day 30, what happens to Inventory?

The 31st International Conference of the System Dynamics Society, Cambridge, MA,

8

8

Inventory

8

C)

Inventory
8

0 10 20 30 40

‘A. July 21 — 24, 2013.

Inventory

D)

Inventory

0 10 20 30 40

7. Ignoring the delay and sales effect, what do you think is the relationship between your
desired production and actual production?

A) B)

88S BB

Actual Production

0 20 40 n
Desired Production

a

Actual Production
se8 ess 88

°

20. 40 n
Desired Production

&8e2

Actual Production
88

0 20 40 71
Desired Production

Actual Production
sss 882

ry

0 20 40 71
Desired Production

8. Assume that current Inventory level is 300 boxes and Sales is 47 boxes /day. If there is

no delay and modifi

cation due to capaci

ty constraint, i.e. there is only Sales effect, which

of the following can be the Actual Production, if your Desired Production is 70 boxes/day?

A) 35 B)59 C) 70 D) 123

The 31st International Conference of the System Dynamics Society, Cambridge, MA, USA. July 21 ~ 24, 2013.

9. In your opinion, which factor creates the highest difficulty to the game? 4

A) Delay between your decisions and actual Production

B) Variations in Base Sales

C) Modification of Desired Production decisions by engineers

D) Sales effect that automatically adjusts Production according to Sales
10. Which one yields the minimum total deviation (the best score)?

A) B)

Correct answers: 1-A, 2-C, 3-D, 4-A, 5-C, 6-D, 7-A, 8-D, 10-D

4This question is not counted toward questionnaire score

Metadata

Resource Type:
Document
Description:
This study investigates whether a procedure in which games are played in an increasing order of complexity can improve game performance, conceptual learning, and transfer of learning. Using controlled experiments, we test whether playing simpler versions of a game in increasing complexity improves performance and learning as compared to playing the simpler versions in random order, or repeatedly playing the same complex game without any change in complexity. The results are not in favor of gradual complexity increase in terms of performance and learning, indicating that it is not straightforward to establish a gradual-increase-in-complexity method for improving performance and learning, due to subtleties related to task structure, game procedure and cognitive effects of the playing sequence. Subjects perform slightly better when they are first introduced with relatively simpler versions of a task, and when the complexities of consecutive games are close. Probable factors behind these results are discussed. In depth analysis of factors causing these results is a potential further research topic.
Rights:
Date Uploaded:
March 17, 2026

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