Bushkova V., Piddubny A.

East European University of Economics and Management    

EFFECTIVE TRAINING METHODS FOR CRITICAL AND CREATIVE SKILLS DEVELOPMENT

A wide use of interactive training methods for creative skills development is emphasized in training process with a perspective of achieving higher level of education. The core elements intended to develop students’ thinking skills are identified in David Jonassen’s integrated model within three core strands: basic (skills, attitudes and dispositions required to learn essential information), critical (the dynamic reorganization of knowledge), and creative (the requirement to go beyond accepted knowledge to generate new knowledge) skills [6,130]. 

A case study, role-playing situation and simulation that requires evaluation of essential facts are considered the most effective methods for critical and creative skills development. A case study tells a factual story within a problem area and then asks students to propose solutions. Role-playing asks to accept certain factual conditions as given and then work toward new solutions to the problem. Simulations set up situations in which certain forces are presumed to have influence and then slowly introduce new events or “facts”. All three techniques encourage involvement and creativity on the part of participating students.

One of the very natural ways of acquiring knowledge in a domain is to be immerged in a situation related to this domain and to practice. This mode of acquisition is known as “learning by doing”. In the context of business education, where the amount of operational knowledge to transmit is very important, two solutions have been found: the business cases, the business simulation games.

Simulation is the process of designing a model of a real or imagined system and conducting experiments with that model. The purpose of simulation experiments is to understand the behavior of the system or evaluate strategies for the operation of the system. Assumptions are made about this system and mathematical algorithms and relationships are derived to describe these assumptions. If the system is simple, the model may be represented and solved analytically [4]. The learning objectives of simulation exercises are: to simplify systems, to demonstrate other people's perspectives, to develop "battlefront" skills in safety and to solve problems from the inside out. The eye-opening moments can endow trainees with a vivid, deeply personal understanding of the most abstract training concepts.

Simulating conditions that people can expect to face in their careers is a popular and practical way to learn and to develop professional skills. Participants can gain the benefits of real-world experiences without having to pay real-world prices for their mistakes. The classroom is typically a safe environment for experimentation.

The experimental model approach for the design of large scale systems is the key for learning about human organizations [2,381]. A topic is more apt to be suitable for simulation if it embodies at least one of the following characteristics: seeing the world through other people's eyes (teams-competitors); performing tasks simultaneously; performing under pressure; developing systems thinking; recognizing cognitive dissonance [3].

                   Question prompts include procedural prompts (designed to help learners complete specific tasks, learn cognitive strategies in specific areas), elaboration prompts (to help learners to articulate thoughts and elicit explanatory responses), and reflection prompts (guide student in planning, monitoring and evaluation) [1, 9-10].

One of the problems simulation designers face is development of an appropriate performance assessment model. Because of a perceived superiority of mathematics-based scoring systems in training, simulation designers often attempt to develop quantitative models for assessing trainee performance. These may be appropriate for quantitative simulations-those dealing with financial or other formulaic disciplines – but for most qualitative simulations they are not. "Qualitative" simulations teach human-centered subjects like ethics or teamwork or cultural diversity. Mathematical analogs are usually too limited and inflexible to account for their myriad variables-or too complicated to produce meaningful results.

At the last – analysis phase students should be able to perceive in retrospect the process of their investigation, how it drove toward purpose, how it depended on assumptions embedded in concepts, how the perception of relationship and gathering of facts struggled with personal opinion, and, most important, how the process drew them closer to reliable answers than they were at the beginning.

Simulation experience provides conditions for more sophisticated and relevant inquiry. Perhaps the important thing is what happens after the simulation is over, when students ask about real world analogues to events and factors in the simulation,  about ways of dealing with stress and tension. Maybe participation gives a more integrated view of the interconnection of political, social, interpersonal, cultural, economic, historical, etc., factors. In simulations the students learn skills of decision-making, resource allocation, communication, persuasion, influence-resisting. Simulations provide participants with explicit, experiential, gut-level referents about ideas, concepts, and words used to describe human behavior [5]. Since simulations are student-run exercises, "control" of the classroom is moved from the teacher to the structure of the simulation, and thereby student-teacher relations become more informal and interactive.

Literature:

1.   GE Xun, Land Susan M. A Conceptual Framework for Scaffolding Ill-Structured Problem-Solving Processes Using Question Prompts and Peer Interactions // Educ. Technology Research and Development. – 2004. – Vol. 52, # 2. –  Pp.5-22.

2.   Klabbers Jan H. G. Learning as Acquisition and Learning as Interaction // Simulation & Gaming. – SAGE Publications, 2000. – Vol. 31, No. 3. Pp. 380-406.

3.   Shirts R.G. Ten Secrets of Successful Simulations – http://www.simulation trainingsystems.com/business/articles/tensecrets.html. 

4.   Smith Roger D. Simulation Article – http://www.modelbenders.com/ encyclopedia/encyclopedia.html.

5.   Sprague Hall T. Inventory of Hunches - http://www.simulationtraining systems.com/business/articles/inventory.html

6.   Townsend M., Wheeler S. Is There Anybody Out There? Teaching Assistants’ Experiences of Online Learning // The Quarterly Review of Distance Education. – 2004. – Volume 5 (2). – Pp. 127-138.