π¨Designing Simulation Scenarios
This is a guide for advanced users, you do not have to review this document to set up and play GoVenture Leader.
The information below describes how to design a new Simulation Scenario. This information is primarily for creating a new Scenario and is not needed to facilitate the Simulation.
Design Process
Create content and choose settings. This is best done using a specialized spreadsheet provided by MediaSpark.
MediaSpark inputs content and settings into the Simulation platform to create a new Scenario.
Simulation Scenario is tested and corrections made as required. The new Scenario is then ready to be played by participants.
Content Design
Determine the job, role, industry, or experience to be simulated.
Determine the overall role to be played by the student, such as CEO, Senior Manager, Executive Director, Government Official, Astronaut, etc.
Determine the METRICS (KPIs) and SCORE formula to be used to measure success. METRICS can be customized, including number of metrics (2 to 4 is best), and names and abbreviations.
Determine the PERIOD, such as Day, Week, Month, Quarter, Year, etc. Determine the number of PERIODS to play.
Write BACKSTORY and BRIEFINGS. Consider using BRIEFINGS to introduce specific challenges or opportunities that require special ACTIVITIES to solve in the given PERIOD (and use STAKEHOLDERS to reveal more information).
Create ACTIVITIES
Can be customized: Number, Title, Description, and Period(s) in which to appear. The Number is only used for easy reference and has no other function.
It is best to have many ACTIVITIES rather than few β 30 to 50 is best. It is best to expect that 40% - 60% of the ACTIVITIES can be implemented in a given PERIOD (based on the LIMITER β see below).
Consider having some ACTIVITIES repeated each PERIOD to represent common actions that should be taken in the given role, while other ACTIVITIES only appear in specific PERIODS to help solve specific challenges or pursue new opportunities that arise in those PERIODS (based on the BRIEFINGS).
PREREQUISITES β An optional feature where implementing a specific ACTIVITY in a specific PERIOD will unlock related ACTIVITIES in future PERIODS. The future ACTIVITY can be set to be hidden or visible if the prerequisite is not implemented. If visible, the future ACTIVITY will display a message stating that it cannot be implemented because the prerequisite was not implemented. Keeping it visible can be useful to help the participant understand the missed opportunity. Keeping it hidden can be useful to avoid confusion if other similar ACTIVITIES may be available.
BONUS β An option whereby implementing an ACTIVITY in a specific PERIOD will apply a bonus of more Points.
PENALTY β An option whereby not implementing an ACTIVITY in a specific PERIOD may apply a penalty of losing Points.
Create GROUPS
Create GROUPS under which to organize ACTIVITIES
2 to 5 GROUPS is best.
Grouping helps with organization and identification but the drawback is that each ACTIVITY may influence multiple metrics and may be difficult to group logically β to solve this, use GROUP names that refer to subject matter instead of METRICS.
Determine the LIMITER
Determine the LIMITER that determines the maximum number of ACTIVITIES that can be implemented in a PERIOD
Examples are Quantity, Time, Budget, Time & Budget, but can be anything.
Design considerations: Using Quantity means all ACTIVITIES have equal weight in terms of effort or cost (this simplifies gameplay but sacrifices an important learning outcome). Using Time or Budget helps participants understand that higher-impact ACTIVITIES may require more effort or cost, which adds some complexity but is more realistic.
Create STAKEHOLDERS
Create Names, Titles, Profiles and write Questions and Answers. Audio Answers can optionally be included with text.
Participants can only ask a limited number of Questions. Determine the maximum number of Questions that can be asked of each individual STAKEHOLDER (one setting is used for all) and total number of Questions that can be asked of all STAKEHOLDERS.
STAKEHOLDERS should represent different types of people who have similar or different information to offer, such as managers, colleagues, customers, etc. Consider that some STAKEHOLDERS should give more accurate and/or thorough answers than others. Force participants to carefully consider which Questions to ask of which Stakeholders.
Write FEEDBACK
Write FEEDBACK to appear when ACTIVITIES are implemented and/or not implemented
Use FEEDBACK to help reinforce key information and help guide participants towards making better decisions in future PERIODS. Do not assume participants know the consequences of their decisions β use FEEDBACK to help with learning objectives.
Can choose to allow participants to see how each ACTIVITY influences the METRICS. This will show each METRIC with a plus +, minus -, or neutral o.
Note that this does not show the degree of influence; ie, the Points (for example, a + could mean +10 or +1).
When this setting is ON, the influence is visible on the ACTIVITY screen and with FEEDBACK.
An optional setting allows FEEDBACK to be made visible to all Teams or only to the Team that receives it. Normally, this should be set to only be visible to the Team that receives it.
Assign POINTS to ACTIVITIES
ACTIVITIES affect the Metrics based on a point system. Participants do not see the points. Any range of positive or negative integer (non-decimal) values can be used. For simplicity, it is recommended that a range of -10 to +10 be used.
When designing points, consider how individual ACTIVITIES compare to each other. For example, a +10 ACTIVITY has double the impact of a +5 ACTIVITY.
Consider how the LIMITER should affect the points. For example, if the LIMITER is Time or Budget, then a +10 ACTIVITY may require twice as much Time or Budget as a +5 ACTIVITY.
The above are consideration for creating gameplay balance and do not have to be followed.
Design Considerations
It is not necessary to make the Simulation overly complicated or difficult.
Consider that if a participant carefully reviews and considers all of the information that is made available to them, they should do well in the Simulation.
Help demonstrate cause and effect as this reinforces learning.