Synergistic Serial Decisions

This week found my mind bouncing back and forth between our required readings and my own standout experience of a group decision making module that I still remember after more than 20 years!

The readings covered a wide range of training and instructional modules that used the guided design method.  At the
University of Idaho, first year engineering students were taught concepts such as professionalism through the presentation of open-ended scenarios/problems.  Most of these case studies required that a series of decisions be made; many times new decisions were based on the results that occurred from prior decisions - thus serial decisions were required. The report from the University of Arizona found that most teams will make superior decisions to that of an individual.  However, they did have some maverick individuals that performed well and some renegade teams that failed miserably.  Trivette's comparison of several studies measured the efficacy of guided design in great detail and found guided design as an effective and student valued instructional model in a wide variety of disciplines. 

Although many of my college classes incorporated case studies in our courses; there were none that made such an impact on me as the real life model scenario game that was introduced to us in an Economics course.  Economic theories are often explained - "when all other things are held constant, this will occur..."  The problem with that is all other things are never held constant.  A theory presented in a vacuum does not reflect real world outcomes.  To give us a more realistic view of how the introduced economic theories evolve in a real world, our professor assigned us to groups that competed against each other for the A!  The scenario game was a beautifully written computer program that imitated all the aspects of running a business from issuing common stock to developing a new product and purchasing raw materials for the production of goods.  Each group's decisions and actions had an impact on the other groups - think the
Toyota accelerator fiasco and recent stock market reactions to global currency fluctuations, quarterly earnings announcements and unemployment rate reports!

I was very impressed with the
University of Idaho's use of Stephen Covey's Seven Habits of Highly Effective People.  Their program was further enhanced by administering the Myers-Briggs personality test with a follow up by a psychologist that taught a segment on how to interact with different personality types.  I thought this was fantastic!  Between all the articles, I also read about the importance of team input, group dynamics, the importance of each member being willing to listen and talk, and how guided design encourages learning by engaging students through case studies. All the readings mentioned the benefit of combining content knowledge and critical thinking skills.

Although it was acknowledged that there are really no study insights on the intragroup dynamics, this was part of what was most important to me and what I remember most about the Economics game that I played back in the early 80s.  At one point I was actually quite disturbed that most of the members in my group were wiling to defer all decisions to a confident, strong willed, and outspoken, older man in our group.  He immediately became our group expert.  Most of the group members were quite complacent and lacked confidence in their understanding of the material, so they were quite willing to accept our "expert's" decisions.  At one point I was so certain that our "leader" was steering us in the wrong direction, I consulted with my professor on how to overcome the problem.  I was quite competitive in those days, so I individually spoke with each of the other team members to convince them to cast a different vote at our next group meeting - a mutiny of sorts.  In the end our team made an A for our efforts.  And, I feel certain that my actions contributed to that final grade.  Wonder how our group "expert" remembers the experience?

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  • 2/7/2010 10:40 AM Dipali wrote:
    Cindy,

    Great reflection!!
    Guided design itself is a great approach. It needs to be implemented efficiently to get the maximum output.
    I liked the correlation that you mentioned in your article with economics theories, program in University of Idaho etc. with guided design approach.
    Reply to this
  • 2/7/2010 1:36 PM Cindy wrote:
    Thanks Dipali!

    Yes; we had a very good introduction to Guided Design in my Economics class!
    Reply to this
  • 2/7/2010 7:17 PM Eleanor wrote:
    I, too, was impressed with the overall design of the freshman engineering class. Including Covey, MBTI, learning about processes such as design and problem-solving, as well as other professional 'generic' skills like writing and speaking. It's interesting, too, that this was a course for freshman. As the author's mention, all too often these things are left until senior year. In my experience, even in senior seminar/capstone situations, students are not motivated at all by the need to develop these more general skills. I think that having practicing engineers come and speak to the class probably made the difference in getting students to see the relevance and value of these generic professional skills.
    Eleanor
    Reply to this
  • 2/7/2010 9:15 PM Matthew Kruger-Ross wrote:
    I just loved your post! And I loved your story. Way to stick it to the expert!
    Reply to this
  • 2/7/2010 9:50 PM Cindy wrote:
    Eleanor, Matthew,

    Thank you so much for your comments!
    Reply to this
  • 2/9/2010 9:31 AM Kevin wrote:
    I helped out with a clicker game in undergrad economics classes at Virginia Tech that reminded me of what you described from your economics experience. Based on the Nash Principle from the movie A Beautiful Mind, students had to either choose to cooperate with their partner or defect, with the defecting decision earning them more points. The principle was quickly learned through several rounds of playing the game, that people tend to act in their own self interest when making economic decisions. That's not exactly an open-ended guided design problem that requires 5-7 team members making assumptions and figuring out the information they'll need to resolve a problem, but thought I would mention that, since I thought it was a cool use of clicker handhelds in a classroom.
    Reply to this
  • 2/9/2010 9:53 AM Cindy wrote:
    Hey Dr. Oliver, that sounds like a pretty cool and memorable learning game as well!
    Reply to this
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