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People-Focused Knowledge Management
When teaching with stories, simulations, or games, it is important
that recipients have sufficient background and prior knowledge to
categorize the particulars and significance that are communicated.
For example, in business simulations, before a person can benefit
from a realistic scenario that asks her to
operate a company in a com-
petitive environment, she needs to possess rudimentary understand-
ing of accounting, taxation, marketing, and so on. The better her
knowledge of the details of business, the more she will benefit from
the simulation. A large number of detailed
general business processes,
principles, and facts can be taught with stories, games, and simula-
tions. Examples include balance sheets, taxation considerations,
accounting procedures, production management, personnel manage-
ment, customer relations,
and logistics, just to name a few. Stories
can also be used to teach highly specific tasks such as maintenance
and diagnostics of specialized equipment.
The importance of a business simulation game compared to
storytelling lies in the learner’s opportunity to participate actively in
an evolving situation over a period of time — often days (Oliva 2003).
Learners need to internalize how to assess situations, project impli-
cations, and see the results from the actions they select. Stories, on
the other hand, impart descriptions to relatively passive audiences
who may, or may not, grasp the importance of the points of the story.
Stories also provide relatively short exposures
compared to the longer
duration and deeper engagement of the simulation games. However,
stories provide many advantages. They are low cost; they are quick
and can facilitate exposure to many different conditions and scenar-
ios; and they can be made very interesting and, therefore, can be quite
memorable. Simulations and stories are still less effective than the
many options for learning on the job, but
they provide greater oppor-
tunities for exposures to many different contexts and varieties of
situations.
Notes
1. A fundamental assumption of cognitive science has been that the
mind/brain is a “computational device” (Wilson & Keil 1999, p. 527).
Many of the basic perspectives used in this and my earlier books were
initially motivated by Dean Wooldridge in his 1963 book
The Machin-
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