Work Sim: Workplace simulations in schools
There has been a dramatic increase in the need for skilled, knowledgeable
people in the workplace. Hallmarks of this new economy are jobs that require
complex generative decision making, complex human interactions, and flexible
adaption to vastly changing work settings, rules and customers to be served.
The only way to achieve this higher level of skill and developed talent in
the population at large is to make sure that all students, not just a privileged
few, learn the workplace skills of the future. The American school curriculum
must include aspects of skill, knowledge and flexibility that are necessary
for success in the information-age workplace and that have been largely neglected
within the traditional academic program of schools.
There have been many calls for school-to-work transition programs that
focus on direct workplace experience: for example, youth apprenticeship,
technical preparation, and cooperative education. It is unlikely, however,
that enough of these programs will develop at a pace adequate for them to
be the major or only environments in which most students can learn workplace
skills. To have the necessary broad impact, workplace education must also
take place in the classroom.
To enter a workplace culture while remaining physically in the classroom
requires the use of simulations. By "simulations," we mean a classroom experience
that gives students the same sorts of information that they would get working
in a specific workplace and that asks them to make the same sorts of decisions
that the workplace demands, to take workplace-appropriate actions, and to
experience the results of those actions.
For instance, in the Chelsea Bank simulation of Classroom, Inc., the
students play the role of bank teller. On a computer screen the students
see a line of customers fidgeting in front of the teller window. They can
"talk" to the customer via menu selections. They can manipulation money,
checks and other objects on the counter top. They can choose among several
ways, each initially plausible, to complete a transaction. If they make
a serious enough mistake, their supervisor chastises or even fires them.
All this is mediated by specially designed computer software.
Research Objectives
This project will conduct a three year program of analytic and evaluative
research on simulation programs for learning workplace-relevant skills that
will:
- identify and analyze a range of simulation programs used in schools
for education about the work world;
- provide a systematic characterization of the different types of simulations
and the kinds of workplace-relevant skills they may help teach;
- describe in detail the in-school functions of several representative
and promising simulation programs;
- evaluate the potential impact of several programs in teaching workplace-relevant
skills and knowledge, as well as general academic skills; and
- develop and illustrate methods for applying cognitive theory and
analytic tools to the evaluation of school programs.
Research Methods
The work will be carried out by a team of
LRDC
researchers led by Professors
Michelene T. H. Chi
, Gaea Leinhardt
and Kurt VanLehn
. The project receives funding from the
A. W. Mellon Foundation
and the Russell Sage
Foundation.
The work, which began in January 1996, is proceeding in 3 phases:
- An initial phase, in which we map the domain and lay out parameters
for subsequent in-depth investigation. This phase includes a review of existing
delineations of work-readiness skills, such as the SCANS report and the Applied
Learning component of the
New Standards Project
. It also includes surveying, collecting and analyzing a wide variety of
workplace simulations.
- A second phase, in which we collect detailed field data on three
representative simulation programs. We will select three schools using workplace
simulations, and collect data on the schools, classrooms, teachers and students
as they use the simulations.
- A final phase, in which we analyze the field data and prepare an
integrative report on the project's work. Analyses will consider classroom
discourse, group process and individual cognitive processes.
The products will include not only an analysis of the effects of workplace
simulations in classrooms and individuals, but also the development of an
evaluation methodology for these types of interventions.
Publications
Jeong, H., Taylor, R., & Chi, M. (
2000
). Learning from a Computer Workplace Simulation . Proceedings of the
22nd annual meeting of the Cognitive Science Society, (pp 705-710). Mahwah,
NJ: Lawrence Erlbaum Associates
Ferrari, M., Taylor, R., & VanLehn, K. (
1999
). Adapting Work Simulations for Schools. Journal of Educational Computing
Research. 21 (1), 25-53.
Chi, M. T. H., Leinhardt, G., Van Lehn, K., Ferrari, M., Hmelo, C. E., McQuaide,
J., Jeong, H., Stainton, C., & Taylor, R. (1998). Workplace Simulations
in Schools Project. Progress Report to the Andrew W. Mellon Foundation . Pittsburgh,
PA: Learning Research and Development Center, University of Pittsburgh. [Technical
Report]
Last update: May 21, 2003.