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    The effects of computer-simulation game training onparticipants opinions on leadership styles

    Anna Siewiorek, Andreas Gegenfurtner, Timo Lainema, Eeli Saarinen andErno Lehtinen

    Anna Siewiorek, PhD, is a Project Researcher at the CICERO Learning Network, Institute of Behavioral Sciences,University of Helsinki. She is currently working on developing new ways of teaching and learning throughmobile technologies. Her research interests include computer simulation games, training leadership styles, andcomputer-supported collaborative learning. Andreas Gegenfurtner, PhD, is a Post-doctoral Research Fellow atthe TUM School of Education, Technische Universitt Mnchen. His research interests include the developmentof visual expertise and motivational influences on transfer of learning. Timo Lainema, PhD, is a Senior ResearchFellow at Turku School of Economics, University of Turku. He has applied simulation games in business education,in university teaching, executive education and in in-house management training programs since 1987. His PhDthesis (Turku School of Economics, 2003) focused on the use of business simulation games in business processeducation. His research interests include learning through simulation gaming and knowledge sharing in virtualworking contexts. Eeli Saarinen is a PhD student at Department of Management and Organisation, Turku School ofEconomics, University of Turku. Erno Lehtinen is an Academy Professor at the Centre for Learning Research andDepartment of Teacher Education, University of Turku. His research focuses on the learning of mathematical andscientific concepts, technology supported learning environments, and the challenges of expertise developmentin technology rich networked working life. Address for correspondence: Dr. Anna Siewiorek, CICERO LearningNetwork, Institute of Behavioral Sciences, University of Helsinki, Siltavuorenpenger 3A, 00014 Helsinki, Finland.Email: [email protected]

    Abstract

    The objective of this study is to elucidate new information on the possibility of leadership

    training through business computer-simulation gaming in a virtual working context. In

    the study, a business-simulation gaming session was organised for graduate students

    (n =26). The participants played the simulation game in virtual teams that were geo-graphically dispersed and that were brought together by the use of technology. Before

    the gaming session, the team leaders were preselected and trained in how to operate the

    simulation game. Data consist of pre- and posttest questionnaires (the Multifactor Lead-

    ership Questionnaire measuring transformational, transactional and passive/avoidance

    leadership styles) and answers to open-ended questions. The results showed the differ-

    ence in participants opinions on leadership styles before and after the training. After the

    gaming sessions, team members scored lower in transformational and transactional

    scales than team leaders. Only team leaders leadership styles correlated with game

    performance. However, shared leadership among team members was typical for most

    successful teams. Implications for leadership training are discussed.

    Introduction

    Many educators consider games and simulations as useful tools in teaching topics and skills that

    have proved to be difficult to deal with in traditional educational situations. Difficult teachable

    skills include many complex and ill-defined skills such as leadership. However, there is still rela-tively little research-based knowledge of the impact of games on leadership training. This study

    examines the opportunities of using a collaborative computer-simulation game as a leadership

    training tool.

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    Learning with games and simulations

    When we discuss the learning environment of this study, we refer to it as a simulation gameinstead of a game or a simulation. On one hand, the word simulation is often considered too

    mechanistic for educational purposes. Simulation refers to activities where an optimum for some

    problem is searched for, while this is not usually the aim of an educational game (Lainema,

    2003). On the other hand, the word game can imply time wasting, not taking things too seriously

    and engaging in an exercise designed purely for entertainment. Authenticity and realism have

    a role in business games such as the one described in this paper as they aim at providing a learn-

    ing experience, which illustrates some of the critical features of the reality to the participants(Saunders, 1995). Keys and Wolfe (1990) define a (management) simulation game as a simplified

    simulated experiential environment that contains enough verisimilitude, or illusion of reality, to

    include real-world-like responses by those participating in the exercise. The concept of simulation

    gaming seems to offer the right combination and balance between the two. Simulation gaming is

    also the term that the educational gaming community has adopted (Greenblat Stein, 1988).

    Games and simulations provide new opportunities to deal with complex and risky real-life pro-

    cesses in a safe educational context (Gee, 2008; Winn, 2002). Studies have shown, for example,

    that simulation games can successfully foster learning of complex problem-solving (Tennyson &

    Breuer, 2002), decision-making (Salas, Wildman & Piccolo, 2009; Tompson & Dass, 2000) and

    collaboration skills (Leemkuil, de Jong, de Hoog & Christoph, 2003). One of the key features ofsimulation games is that they provide outcomes and feedback in real time (Laurillard, 1998).

    Some of the educational games can be played in teams in which each person has a distinctive

    assigned role and team members have to coordinate their activities, just like in modern work-

    places (Hakkarainen, Palonen, Paavola & Lehtinen, 2004; Lehtinen, 2003; Siewiorek, Saarinen,

    Practitioner Notes

    What is already known about this topic

    There have been attempts to use simulation games for corporate leadership training

    but not in higher education. It is not effective to teach leadership styles through conventional, lecture-based teach-

    ing methods.

    Students are more highly motivated by simulation games than by more traditional

    instructional presentations.

    What this paper adds

    Novel implementation of leadership training through simulation gaming in higher

    education.

    The simulation game training changed participants opinions on leadership styles.

    Shared leadership among team members was typical for most successful teams.Implications for practice and/or policy

    More simulation games should be implemented into higher education to advance the

    participants understanding on the leadership styles.

    The discrepancy between team members and team leaders interpretations as to how

    leadership styles were applied during the study offer powerful experience to be used in

    future leadership trainings.

    The results provide important guidance for instructors to design simulation trainings

    to enhance leadership styles learning.

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    Lainema & Lehtinen, 2012). Simulating a workplace team context in multiplayer digital training

    affords the chance to incidentally learn social skills, such as leadership, in realistic and authentic

    learner-centred environments (Gegenfurtner, 2011; Knogler et al., 2013; Lainema & Lainema,2007; Siewiorek, 2012).

    In spite of a growing body of literature highlighting the educational potential of computer gamesand simulations, some obstacles can make simulation games difficult to implement in educational

    settings. For example, learners may perceive the simulation to be unrealistic or perceive the group

    collaboration to be inefficient and thus they lose interest and the motivation to play (Adobor &

    Daneshfar, 2006; Gegenfurtner & Vauras, 2012; Gegenfurtner, Veermans & Vauras, 2013). In

    addition, the evidence supporting the educational potential of computer games is still limited

    and contradictory, particularly regarding the effectiveness of games for concrete educational

    purposes (Jenkins, 2002; Ritterfeld, Shen, Wang, Nocera & Wong, 2009). Many game studies are

    either anecdotal or hypothetical. Anderson and Lawton (2009) summarise that today, the effi-

    cacy of business games in achieving cognitive learning outcomes is still unclear.

    There are several pedagogical approaches that can be used when simulation games are applied,such as learning by doing, learning from mistakes, goal-oriented learning and role-playing

    (Prensky, 2001). Simulations and games have been associated with many learning theories.

    These theories are, among, others, discovery learning (de Jong & van Joolingen, 1998), situated

    learning (Winn, 2002), implicit learning (Ciavarro, Dobson & Goodman, 2008), activity theory

    (Kuutti, 1996) and constructivism (Kebritchi & Hirumi, 2008). Simulation games have also been

    characterised as a form of experiential learning (Kolb, 1984) because the process of knowledge

    creation relies on the transformation of self-experience (Haapasalo & Hyvnen, 2001). The cycle

    of experiential learning is very similar to the organisational structure of typical games (Herz &

    Merz, 1998). According to Gredler (1996), educational games are experiential exercises. They

    offer here-and-now concrete experiences to validate and test abstract concepts presented in thegaming environment.

    Constructivism focuses on the process of knowledge construction and the development of reflex-

    ive awareness of that process (Bednar, Cunningham, Duffy & Perry, 1992). Learning is considered

    to be an active process, in which meaning is developed based on experience. Learning should also

    be situated in a rich context based on authentic tasks. The game-based simulation environment

    used in the study includes many of the characteristics that have been highlighted in theories of

    experiential learning and constructivism.

    Approaches to leadership

    Research on leadership has expanded over the years and many theorists have tried to define leaderroles and leadership processes. For example, DuBrin (1990) defined leadership as the process

    of influencing the activities of an individual or group to achieve certain objectives in a given

    situation (p 255). Wills (1994), however, defined a leader in brief terms: The leader is one who

    mobilizes others toward a goal shared by leaders and followers (p 17).

    One common element among the various definitions has involved the process of influence

    (Bryman, 1992). Leadership involves persuading people to set aside, for a time, their individual

    concerns and pursuits and work in support of the communal interest.

    The broad and varied studies on leadership suggest that there are many appropriate ways to

    lead. However, there is no agreement upon a working definition of leadership, or on what good oreffective leadership should be (Smith, Montagno & Kuzmenko, 2004). Instead, there are many

    leadership style definitions. In our earlier studies (Siewiorek & Gegenfurtner, 2010; Siewiorek &

    Lehtinen, 2011; Siewiorek et al, 2012) we have analysed how experiences in business simulationgames and game environments are related to different leadership styles, including such as heroic,

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    post heroic, authoritarian, shared and democratic leadership. In this study we focus on transac-

    tional and transformational leadership styles. According to Burns (1978), the difference between

    transformational and transactional leadership is in terms of what leaders and followers offer

    one another. Transformational leaders offer a purpose that transcends short-term goals and

    focuses on higher order intrinsic needs. Transactional leaders, in contrast, focus on the properexchange of resources. If transformational leadership results in followers identifying with the

    needs of the leader, the transactional leader gives followers something they want in exchange for

    something the leader wants (Kuhnert & Lewis, 1987). The Multifactor Leadership Questionnaire

    (MLQ, Bass & Avolio, 2000) used in measuring transformational and transactional leadership

    styles also consists of a third dimension describing passive/avoidance leadership. Passive leaders

    avoid specifying agreements, clarifying expectations, and providing goals and standards to be

    achieved by followers. Passive leadership often occurs when there is an absence or avoidance of

    leadership.

    In addition to transformational and transactional styles, other leadership styles are to be found in

    the literature. Heroic leadership is characterised by omnipotence, rightness and codependency asthe main characteristics of a leader. Post-heroic leadership refers to empowerment of members,

    risk taking and the development of members. A widely used classification is to describe leaders

    as authoritarian or democratic. Authoritarian leaders have all the control and determine all

    the policies, activity steps and work tasks, whereas democratic leaders encourage group decisions

    and build organisational flexibility. Close to authoritarian leadership styles are coercive leaders,

    who demand immediate compliance to their orders and dictate each step taken. There has been a

    need for new leadership formsparticularly in knowledge-intensive organisations and teams

    characterised as shared leadership, where there is mutual influence and all members participate

    in the decision-making process (Bass & Bass, 2008; Crevani, Lindgren & Packendorff, 2007;

    Goleman, 2000). A new challenge for the leadership is due to globalisation and development ofinformation and communication technology, more and more work is done in virtual teams and

    organisations (Lhteenmki, Saarinen, Fischlmayr & Lainema, 2010).

    Leadership training and simulation gaming

    Most leadership training initiatives fail to train leaders because typical programs teach leadership

    theory, concepts and principles. This training promotes leadership literacy but not leadership

    competence (Allio, 2005). However, potential candidates become leaders by practice, by perform-

    ing deliberate acts of leadership. Some researchers claim that many of the qualities and attributes

    that assist them in leadership effectiveness are innate (Blank, 2001). While at the same time, it is

    obvious that early childhood development, education and later on-the-job experiences encourage

    and nurture leadership abilities (Bass, 1990; Conger, 1992). Skills and abilities utilised by leaders

    such as communicating, problem solving, visioning, decision making and negotiating can be

    developed by proper leadership training. Although leadership training is relatively new in the

    literature, there is an increasing body of knowledge on the issue (eg, Day, 2001; McCauley &

    Douglas, 2004; Palus & Horth, 2004).

    Leadership competence develops when an individual is forced to address the challenge of

    innovating, inspiring and adapting. The leader in training will develop a portfolio of behaviours

    to draw upon to respond to specific challenges in the future. In addition, evidence suggests

    that the most effective leadership programs will focus on building self-knowledge, and skills in

    rhetoric and critical thinking. For example, facing adversity, struggling with unfamiliar situa-tions, exposure to different people, problem-solving activities and hardships and making mistakes

    are reported to be the most developmental types of experiences (Dentico, 1999). McCall (2004)

    suggests that the primary source of learning leadership is experience. Experience as a leader or a

    group member in demanding and challenging situations seem to be particularly beneficial for

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    learning leadership skills. This kind of experience and systematic reflection of the experiences can

    be facilitated in previously planned simulated environments (Johnsen, Eid, Pallesen, Bartonen &

    Nissestad, 2009). Simulation gaming in teams serves as a promising platform for leadership

    training within formal education because, in these environments, leader trainees can experience

    challenges of leadership within complex situations, which includes communication, conflictresolution, delegation, motivating, decision making and problem solving. On the other hand,

    participants of the groups can evaluate different leaders in, at least partly, standardised situa-

    tions. One of the methods to evaluate the learning process during leadership training is to

    compare the relationship between a leaders self-evaluation and group members evaluations

    of the leaders behaviour. According to previous studies, leaders evaluate their leadership style

    more positively than group members do, but, with increasing training, the self-evaluation and the

    others evaluations tend to come closer together (Johnsenet al, 2009).

    Researchers have tried for decades to examine the effectiveness of simulation games in manage-

    ment and leadership training. For example, Farrell (2005) compared simulation games with

    traditional teaching methods for undergraduate students in business management and foundthat students perceived the simulation game as a more effective learning tool. Li, Greenberg and

    Nicholls (2007) conducted a similar study with MBA students. They also showed that the stu-

    dents thought the simulation game was superior to a lecture-centred approach. Washbush and

    Gosens (1998) study, in which they compared the before and after scenarios following an enter-

    prise simulation game played by teams of undergraduate business students, showed that students

    improved their exam score after the simulation. The effectiveness of the simulation game in

    teaching operations management was demonstrated in Olhager and Perssons (2006) study. In

    addition, the research implies that experiential approaches appear to be the most successful

    in meeting the leadership training objectives (Bass, 1990). One of the aims in planning leadership

    training simulations is to provide participants with challenging experiences, which increaseawareness of their own leadership behaviour and of the demands of different situations

    (Raybourn, 2006).

    Purpose of the study

    This study examines the outcomes of using a collaborative computer-simulation game as a

    leadership training tool. In particular, we are interested in whether this environment could serve

    as a tool to provide participants with the experience of leadership styles in practice. The focus of

    the study is to examine if students opinions on leadership styles before and after participating

    in a computer-supported collaborative-gaming session will change. A second focus is to identify if

    their opinions on leadership differ depending on the participants role (leader vs. team member)

    in the team. In addition, we aim at observing what kind of new challenges distance membersparticipating through network tools bring for the group leadership. We are also interested in

    investigating if there are any effects of leadership style on team performance.

    Research questions and hypothesesIs there any difference in team leaders and team members opinions on leadership styles after

    participating in collaborative computer-simulation game training?

    The two-day gaming session without systematic feedback is not expected to be enough for the

    development of a reciprocal awareness of group processes between the team leader and the

    team members. Thus, it is assumed that in the posttest, the team-leaders self-evaluations of

    leadership styles will differ from team members evaluations (Hypothesis 1a). However, it isexpected that the challenging experiences during the simulation-game sessions increase team

    leaders and team members awareness of the leadership styles (Hypothesis 1b). This can be seen

    as changes in their evaluations after the experience when compared with their ideal ratings

    before the experience.

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    To what extent does leadership style correlate with team performance?

    It was expected that team performance at the end of the collaborative computer-simulation game

    training would correlate positively with transformational leadership (Hypothesis 2a) and trans-

    actional leadership (Hypothesis 2b) and would correlate negatively with passive/avoidance lead-

    ership (Hypothesis 2c).

    What kind of leadership processes emerges in teams during the gaming sessions?

    It was expected that various kinds of leadership processes would emerge in teams during the

    simulation-gaming sessions due to leaders being preselected before the sessions and given lead-

    ership authority and responsibility.

    Method

    The simulation computer game

    RealGame, http://www.realgame.fi (Lainema, 2003), is a business-simulation computer game

    that provides an experience of managing a business. During the game play, the participants (in

    teams of three or four) manage their own manufacturingcompany, andtheyareableto follow theircompanys operations and material flows in real time, thus being provided with a dynamic and

    transparent view of causeeffects in business organisation. Simulation participants are immersed

    in a realistic business environment where they buy materials, produce goods and compete with

    other teams.They arechallenged bydifficultdecisionssuch as whichmarket to enter, at what prices

    to buy and sell or how many units to produce. Meanwhile, they have to deal with cash-flow

    problems, supply-chain bottlenecks and competition from other players. The game operator

    can use an interface to manipulate the game-clock speed in order to adapt it to the participants

    gradually developing decision-making abilities; usually the clock speed is slower at the beginning

    of the game, whereas it runs faster towards the end of the gaming session. In addition, the game

    operator can create additional simulated companies so that the participants can observe andinteract with the supply, and the demand and different business concepts. In summary, RealGame

    is a continuously processed dynamical system, which involves many activities that occur in

    everyday business situations. RealGame is not planned for directly teaching leadership skills, but

    when applied in teamwork, it provides a rich platform for exercising different aspects of leadership

    in challenging face-to-face and virtual small group situations. (For more studies on RealGame,

    see Lainema & Lainema, 2007; Lainema & Nurmi, 2006; and Siewiorek, Saarinen, Lainema &

    Lehtinen, 2012).

    Description of the design

    Data were gathered during RealGame gaming sessions at a Finnish university in February 2010.A group of students (n =26; 10 females and 16 males, aged between 22 and 25 years) partici-pated in the study. Because the participants of the study were partly international exchange

    students, the language of the gaming session was English. None of the participants, except the

    selected leaders, had experience in playing the simulation game before the training sessions.

    Participation was voluntary and the gaming sessions were not a part of students study program.

    The participants were selected randomly; an email was sent to the students at two Finnish

    universities with the information about the gaming session, and they were asked to participate in

    the session. The number of participants was slightly lower than the optimal number of players in

    the RealGame environment. In the middle of the term students had timetable problems to par-

    ticipate in an extracurricular activity that took two whole days.

    Before the gaming sessions, the team leaders were selected based on their pretest answers to

    the MLQ (Bass & Avolio, 2000). Their answers were analysed using MLQ and the Multifactor

    Leadership Questionnaire Feedback Report (Bass & Avolio, 2005). The MLQ consists of three

    subscales: transformational, transactional and passive/avoidance leadership styles. Team leaders

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    were selected so that half of them scored high in transformational and half in transactional

    subscales of the MLQ relative to the answers of all participants.

    A training session for eight selected leaders was organised 2 days before the gaming sessions.

    During the training, the leaders were taught to operate the software and were taught the rules of

    the simulation game. As a result of the training, they became experts in operating the simulationgame, and we expected that this knowledge would add to their authority as team leaders. The

    leaders goal was to inform their team about the simulation game and lead the team during the

    gaming sessions.

    The 26 participants were divided into smaller teams, each comprising of three or four students.

    As a result, there were eight teams (eight companies), which formed a materials value chain of

    subcontractors and producers. Some teams were subcontractor companies, which were manu-

    facturing Processor units and Electronics. Both products were needed in producing BioCounters(high-tech laboratory equipment). The subcontractor companies were selling their products to

    the BioCountermanufacturers. Figure 1 presents the example of the RealGame BioCountermanu-

    facturer interface that participants saw when managing their game company.

    The internal clock of the simulation runs in 1-hour batches which length is set by the simulation

    game operator (1 simulation hour may take, for example, from 40 to 10 seconds, depending on

    the participants skills). The participants are not tied to making decisions at specified points of

    time but they can make decisions whenever they choose to. The participants see the internal and

    external business processes evolve, for example, hour by hour. Lainema (2004, p 42) describes an

    Figure 1: The simulation game interface

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    example of what the gaming tasks might include (the times are simulation internal clock times

    imagine that one simulation game hour takes 20 real world seconds):

    8 AM: The participants notice that they are short of product BioCounter. There are three unfilled orders withthe amount of 150 BioCounters and the inventory includes only 13 units. The participants change the final

    assembly production cell to produce BioCounters instead of the BioCounter DLX model. At the same timethey also note that one of the production cells in the preceding production phase has run out of raw materialElectronics. They order 10 000 units of Electronics from a supplier who promises to deliver the productswithin 2 days.

    10 AM: The company runs out of cash. The participants contact the bank and receive a loan of 2 000 000euros, with interest of 4 % pa, term being 12 months. The cash shows now 525 000 euros.

    Noon: Because of the previous incident, the participants decide to check their Accounts payable and receiv-able. They note that incoming cash flow will cover the outgoing expenses until the end of next week.

    2 PM: The participants run a market report of their companys market share within each market area.They note that they are losing their share in Europe and decide to invest in advertising in that area. Amarketing campaign of 1 000 000 euros is started. They also note that this expense must be paid after 2weeks.

    4 PM: The participants also check their market prices compared with those of their competitors.They note that they can increase the price of BioCounter in Europe but the other market areas remainunchanged.

    5 PM: Some customers in North America inform that BioCounter DLX deliveries have arrived some 13 dayslate. The participants change the auto delivery method from Ship to Air, which will increase the delivery costper unit by 55 euros but the deliveries should arrive 78 days faster. They also modify the promised deliverytime in their North American offers from 10 days to 5 days. This, they hope, will also increase demand fortheir products. To compensate for the increased delivery costs the price of all products for North America isincreased by 3%.

    6 PM: The participants run the real-time income statement and note that their Profit-% has increased by1.2 percentage units compared with the profit 1 week ago. Also some other key figures (like ROI, inventory

    turnover, and debtequity ratio) have got higher.

    In order to present the challenges of steering a modern organisation with an international

    supply chain and time delays along the chain, the team members were dispersed geographically

    during the gaming sessions. Figure 2 illustrates the gaming session design. Some teams consisted

    of two sites; one team member (a satellite member) was separated from her or his team members

    and was located in another IT classroom, and all satellite members were located in the same

    IT classroom. Because of practical difficulties two of the teams did not have a satellite member.

    These two sites (team members and a satellite) could see exactly the same business decision-

    making computer interface and both of them could steer their company at the same time (using

    mouse and keyboardalthough they needed to agree whose turn it was to act as a decisionimplementer at any point in time). Both sites of each company had a computer to use and a

    headset for communicating online. Participants were using Skype (Skype Communications

    SARL, 23-29 Rives de Clausen, L-2165 Luxembourg, www.skype.com/en/; a software applica-

    tion that allows users to make telephone calls or chat online over the Internet) to communicate

    with each other. Students participated in two 7-hour gaming sessions that were organised over 2

    successive days.

    All the parties in Figure 2 were connected with each other over the computer network, using

    Skype.

    Teams 1 to 3:

    Produced Processors and Electronics and were selling these as profitably as possible to Teams 48 Teams 1 and 2 had a satellite member, and they were expected to guide him or her via Skype to

    negotiate with Teams 48 to get the best terms possible when sellingProcessorsandElectronicsto these teams.

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    Teams 4 to 8:

    Were supposed to order Processors and Electronics with the best terms possible fromTeams 1 to 3 Could also negotiate good terms with the satellites of Teams 1 and 2

    Teams 58 had a satellite member, and they were expected to guide him or her via Skype to

    negotiate with Teams 13 to get the best terms possible when buying Processors and Electronics.

    Data collection

    Data were gathered in the form of pre- and posttest questionnaires that included scale questions

    (see the MLQ, by Bass & Avolio, 2000) and open-ended questions referring to leadership (see

    Appendix A for the detailed questions). For the purpose of this study, the leaders and participants

    responses to pre- and posttest questionnaires were analysed, and quantitative and qualitative

    research methods were implemented. The MLQ was utilised to measure transformational and

    transactional leadership styles.

    The MLQ has two forms: a leader form and a rater form. The leader form was designed to be

    completed by an individual to measure self-perceived leadership styles. The rater form was devel-

    oped to be completed by individuals who are asked to measure the perception of the leadership

    styles of a designated leader. For detailed information on MLQ, its scoring, assessment scales and

    example items, see http://www.mindgarden.com/products/mlq.htm

    The data were collected using Webropol, a web-based survey tool (for more information, see

    http://www.webropol.com). The link to the pretest questionnaire was sent to all participants via

    email a few days before the gaming sessions.

    Subcontractors Producers

    Team 1

    3 team members +

    satellite member

    Team 4

    3 team

    members

    Team 2

    2 team members +

    satellite member

    Team 5

    2 team members +

    satellite member

    Team 6

    2 team members +

    satellite member

    Team 3

    3 team

    members

    Team 7

    3 team members +

    satellite member

    Team 8

    2 team members +

    satellite member

    Figure 2: The graphical representation of the gaming sessions design

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    In our study, we preselected leaders of the teams using a pretest (MLQ questionnaire). Our

    goal was to choose, on the basis of the pretest, the participants who showed different leadership

    profiles. After analysing the pretest answers using the Multifactor Leadership Questionnaire

    Feedback Report (Bass & Avolio, 2005), eight participants were chosen whose scores were high in

    transformational (four participants) and transactional (four participants) leadership styles. Theywere assigned the roles of leaders during the gaming sessions. The training session on how to

    operate the game software was organised for the selected leaders 2 days before the gaming session.

    Due to two trained leaders being unable to come to the gaming session, two additional leaders

    were selected just before the gaming session. These replacing leaders had similar profiles than the

    originally selected leaders but got only shorter training before the beginning of the game. Team

    members were assigned randomly into the different teams.

    The link to the posttest questionnaire was sent to all participants via email after the second

    gaming session. There were two versions of the posttest: one for the leaders (self-assessment) and

    one for the rest of the participants in order to assess their leaders (see Appendix A2 and A3 for the

    detailed questions).

    AnalysisQuantitative analysis

    Analyses were done at two levels: individual and team. At the individual level, differences between

    team leaders and team members (satellite team members and ordinary team members) were

    analysed using the MannWhitney U-test for two-group comparisons and the KruskalWallisH-test for three-group comparisons. Development from pretest to posttest within groups wasanalysed using one-way repeated measures ANOVA. Uand Zstatistics from the MannWhitney

    and the matched-pairs test were complemented with estimates of Cohensd. All analyses wereperformed by using the original subscales of the MLQ questionnaire, because the relatively small

    sample size prohibited factor-analytic methods (MacCallum, Widaman, Zhang & Hong, 1999).

    However, estimation of reliability indicated that, despite the small sample size, measures had

    adequate statistical properties for exploratory research (Hair, Black, Babin & Anderson, 2009),

    with Cronbachs alpha values ranging from 0.68 for transformational leadership, to 0.66 for

    transactional leadership and 0.73 for passive/avoidance leadership. The alpha values of trans-

    formational and transactional are slightly lower than 0.7, which is normally considered as the

    limit of good reliability. At the group level, differences in team performance were estimated

    with the KruskalWallis H test, MannWhitney U-test and Cohens d. Correlations between

    team performance variables and leadership styles were computed using the Pearson correlation

    coefficient.

    Qualitative analysis

    Qualitative data consist of leaders and participants answers to the posttest. The posttest

    included the open-ended questions regarding leadership in the teams (see Appendix A2 and

    A3 for the detailed questions). Analysis of the qualitative data had two phases. We first

    coded all expressions of the participants answers that referred to leadership and division of

    roles in a team; this coding was based on the leadership style coding scheme (see Appendix B).

    We then determined the dominating leadership style of each team based on the coding of par-

    ticipants answers; these leadership styles were elucidated in teams according to team members

    opinions.

    Two independent raters coded the qualitative data, and they agreed in all cases but one. In thiscase, one rater coded the team as heroic leadership and the other as shared leadership. After

    discussion between the raters, the team was coded into the shared-leadership category. The

    intercoder reliability for the qualitative data (deciding on the type of leadership in each of the

    eight teams) had a Cohens kappa value of 0.75 (SE =0.17; 95%CI =0.45, 1.00).

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    Results

    Effects of the computer-simulation gaming session on participants opinions on leadership

    styles are explored on two levels: individual and team. On the individual level, we address the first

    research question: is there any difference in participants opinions on leadership styles before and

    after participating in a collaborative computer-simulation gaming session?On the team level, we address the second research question: how does leadership style correlate

    with team performance? Results for both levels are specified in turn.

    Team leaders and members leadership style opinions

    This section starts with describingbetween-group differences in leadership style opinions of teamleaders and team members before and after gaming session; we then report within-group differencesthat resulted from participating in the computer-simulation gaming session.

    First, Table 1 presents mean scores and standard deviations of leadership opinions for team

    leaders and team members.

    Leadership preferences of satellite team members and ordinary team members did notdiffer. Because there were no statistically significant differences and because the team function of

    satellite members and ordinary members was identical, the two groups were combined into one

    group. Consequently, analyses were based on two groups: team leaders and team members. The

    pretest estimates indicate that, between groups, there were no statistically significant differences

    for transformational, transactional, and passive/avoidance leadership before the computer-

    simulation gaming session. The results also show that there was very little variance in the

    leadership styles of the participants. Even though the eight participants who scored highest

    in transformational or transactional leadership style were selected to be leaders, there were no

    statistically significant differences between leaders and members leadership style opinions.

    After the gaming session, however, significant differences between team leaders and teammembers emerged for transactional leadership (U =28.50, p

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    between transformational and passive/avoidance leadership subscales, but it was only significant

    in team members data (r = 0.59, p

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    Qualitative results describing the leadership processes during the gaming session

    Observational data of the gaming session are aimed at answering the third research question

    concerning the emerging leadership processes during the teamwork experience. The findings for

    each of the eight teams are described separately.

    Team 1 consisted of three team members plus a satellite member. The teamwork was classified as

    representing shared leadership.

    In Team 1, shared leadership was noted and this team ended the game with the highest profit.

    Based on our observations, we assume that the team achieved good business results because they

    divided responsibilities between each other. Each team member was responsible for one of the

    following roles: production, sales, marketing, communication and strategy. The satellite member

    managed the software of the game, although he was in a distant location and he did not take part

    in the training session for selected leaders where the rules of the game were explained. Accordingto him, there was no leader on the team, but the tasks were split and each team member had her

    or his own responsibility. The other team members also stated that there was no leader on the

    team, but that all team members did their best for the company. One team member wrote in his

    answer to the open-ended question: My team proved best as we clearly distributed tasks among

    ourselves and made independent decisions in our domains.

    In addition, the selected team leader admitted that it was shared leadership during the game. Her

    opinion on leadership in the team was: Actually, my team members were much more like a leader

    than I was. . . And all of our achievement should be attributed to the effort of every member, not

    only just the leader of the team.

    This was clearly the most successful team in the simulation gaming session in terms of financialperformance. Traditional descriptions of individual attributes of the leader did not explain the

    success, but the emerging shared leadership, which made it possible to engage all the members

    effectively, including the satellite member, in the coordinated joint activity, explained this groups

    success.

    Team 2 consisted of two team members plus a satellite member. The teamwork was classified as

    representing shared and democratic leadership.

    In this team, shared and democratic leadership took place and all team members were responsible

    for leading their game company. The selected team leader agreed on that and her answer to the

    open question was: In my opinion, the leadership was effective since it gave freedom to the team

    members, but at the same time was strong enough to make things happen when we faced a

    problem.

    There was no clear division of roles in the team. The appointed team leader managed the game

    software and made the final decisions. One of the team members opinions about the leader was:

    Table 3: Team performance indicators at the end of the training

    Profit Turnover

    Team 1 13 375 111 35 203 150

    Team 2 4 782 765 15 098 390Team 3 4 772 368 16 690 550Team 4 2 834 136 27 074 300Team 5 2 426 983 27 854 600Team 6 5 437 282 34 117 980Team 7 4 337 704 36 400 250Team 8 7 912 405 37 560 100

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    She (the leader) in fact did not consider herself as a leader, but a member, equal to the other two members.So there was not a leader in our team, and we managed the parts (of the game) ourselves, made decisionstogether or discussed them together.

    In summary, smooth coordination among the team members was crucial to complete common

    tasks during the game. In spite of not having clarified roles for each team member, the teameffectively managed the game company together due to a democratic decision-making process.

    Team 3 consisted of three team members. The teamwork was classified as representing passive/

    avoidance leadership.

    The selected leader of this team did not take the leadership role during the game, instead another

    team member wanted to lead the team. The appointed leaders opinion about the leadership was:

    Actually I was not leading the team. There were people in the team who wanted to lead or move

    the team in their way.

    The other team member agreed with that opinion and, when asked about the leadership in the

    team, answered:

    Our formal leader was not a leader at all, because after explaining the rules of the game, he lost his power andanother member took the keyboard and mouse in her hands and screamed at others who tried to cooperate.She wanted to make all the final decisions, while other team members were not taken into consideration.

    The leadership type of the team member who wanted to lead had characteristics similar to an

    authoritarian leadership style. This team members opinion on leadership in the team was: I do

    not feel the guy that knew the game was the leader of our team; but I might have a misunder-

    standing of what a leader should be. He was too passive for my taste.

    The team was not effective because no leader authority could be determined, and they did not

    divide the responsibilities between each other. Additionally, there was no cooperation in the team.

    The selected team leader stated:

    The team was not effective as there was no clear distinction about what we were trying to do. We should havecommunicated better. We should have had a clear goal and clear roles for people. We, as members, shouldhave cared more about the team goal rather than individual goals.

    Overall, all team members agreed on the fact that the role division was important in order to be

    successful during the gaming sessions.

    Team 4 consisted of three team members. The teamwork was classified as representing passive/

    avoidance leadership.

    This team is another example where the role division was crucial for the team to be successful.

    The leader of the team did not divide the responsibilities between the team members and thisresulted in the team not being effective. The leader stated:

    Considering myself as a team leader, I am not satisfied with the methods of leadership I was using. Forexample, I felt a lack of ability to delegate tasks and distribute responsibilities. This led to the situation whereI was always doing something and two other team members were somehow bored.

    The team did not have a strategy, and played according to whatever other teams did and merely

    reacted to the simulation events rather than being proactive. No specific leadership could be

    determined in the team, thus the team was classified as a team with passive/avoidance leadership.

    The team members opinion about the leadership in the team was:

    I do not think the leadership was quite effective. Although the leader had the idea of everything that wasgoing on, he could not manage all risks related to the supply chain and the productive process, which causedsome trouble for the company.

    Another team member stated: This was not a very good team in general in terms of cooperation

    and efficiency. All of us were involved in every task but we did not divide responsibility.

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    Thus, without dividing clear responsibilities between team members, the team could not be

    successful during the gaming sessions.

    Team 5 consisted of two team members plus a satellite member. It was classified as representing

    shared leadership.

    In this team, shared leadership was elucidated and, again, this team proved that role division was

    needed during the game in order to achieve good financial measures. The selected team leader

    stated: In the game, it is crucial for people to be assigned tasks and follow a procedure so that

    things run more efficiently.

    However, he did not consider himself as an influential leader, and his opinion on leadership was:

    No person had too much control or anything. I did most of the computer work while my team

    members worked on securing business deals with the subcontractors.

    According to another team member: I think the team was a good and motivated one, but the lack

    of authority and control and the inability of proper assessment led to the failure of the team.

    He also stated about the leader figure that: In my opinion, he was not a mature leader and did notpossess the qualities of a successful team worker. He was really uncommunicative regarding the

    roles, job assignment and task completion.

    The other team member had the same opinion about the leader:

    I do not think that we had a real leader in our team. Everybody tried to make the main decision. I think themain mistake of our leader was that he did not distribute the roles in the team. And everybody tried to doeverything.

    Summarising, the lack of role division in the team caused the team not to succeed in the game and

    they had the lowest business results of all the other teams.

    Team 6 consisted of two team members plus a satellite member. The teamwork was classified asrepresenting democratic leadership.

    In this team, democratic leadership was in place. The selected team leader considered himself

    as a democratic leader. In his opinion, the team was effective: communication was clear and

    decisions were democratic. All team members were willing to cooperate and collaborate and the

    leader was competent at making decisions. He was also eager to know the team members

    opinions. One team members opinion about the selected leader was: The leader of our group did

    quite a good job. He described the rules of the game clearly, and he could always communicate

    with us about the strategies and he made decisions very fast and effectively.

    However, again, role division was mentioned as an important factor in the team. One teammember stated: I think the only problem we had was that we should have divided our team

    members responsibility a bit more clearly, so that it did not waste any time and energy.

    The team was good at cooperating, but they made some ineffective business decisions at the

    beginning of the game; thus, their financial results were not spectacular.

    Team 7 consisted of three team members plus a satellite member. The teamwork was classified as

    representing shared leadership.

    In this team, shared leadership was noted. They considered every team members inputs

    before making major decisions and focused on opportunities rather than on mistakes. The team

    members were making decisions together and there was a distribution of roles in the team. Oneteam member stated about the leaders role:

    He (the leader) tried to allocate tasks to each person even when time was tight and some urgent events kepthappening. After that, everything went well and he just kept distributing tasks to all members. As a result,we could just focus on our own jobs without thinking about any other issues.

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    This role switching in the team gave every team member a chance to perform various activities

    such as negotiating, managing the production line, inventory and so forth.

    The team had a great team spirit, and the team members were communicating all the time, which

    was a very good strategy, especially for the satellite member who was included in the teams

    operations and participated in the teams decision making. The division of tasks helped in col-laboration and in achieving good business results at the end of the game.

    Team 8 consisted of two team members plus a satellite member. The teamwork was classified as

    representing a transformational and post-heroic leadership style.

    This teams leadership style could be interpreted as transformational and post-heroic. The

    selected team leader made the decisions, but he was taking into account the team members

    opinions when leading. He was an efficient leader, his team achieved very good business results

    and the highest turnover of all teams. One team member stated about the leader:

    He (the leader) knew the game well, thats why our team got the lead in the game. At first, he introduced

    himself and let all team members know each other and try to know the strength of the team members.

    The team members complimented each other and worked really well together; however, no clear

    role division took place. Another team members opinion about the task division was:

    We made mistakes, but we could learn from that and we tried to avoid the same mistakes next time. Since wedid not know each other well, our leader could not arrange our own assignments very well. Some of theteammates were very busy, and some had nothing to do. But overall, we did well.

    This team had a satellite member in a distant location. The satellite member stated that because

    of his role, little personal learning took place such us remote team coordination or patience.

    Summary of the qualitative resultsAccording to team members answers to the posttests open-ended questions, the development of

    leadership styles in teams during the gaming sessions was as follows: in Team 1, shared leader-

    ship, and in Team 2, shared and democratic leadership was evidenced. In Team 3 and Team 4, no

    clear leadership style could be determined, thus these teams were classified as teams with passive/

    avoidance leadership. In Team 5, shared leadership, and in Team 6, democratic leadership was

    noted. In Team 7, shared leadership, and in Team 8, transformational and post-heroic leadership

    was evidenced.

    Discussion

    The goal of the study was to evaluate if teamwork in a simulation-game environment wouldprovide participants with experiences that could be beneficial for learning about leadership styles.

    The results indicate that realistic experience, when teams were running simulated companies,

    resulted in changes in participants opinions about leadership styles. This was, however, only true

    for team members, whereas team leaders opinions after the gaming session were closer to their

    ideal opinions about leadership styles expressed in the pretest phase. The Hypothesis 1a is supported

    by the results but the Hypothesis 1b only when it concerns team members. This could be due to teamleaders being less objective when evaluating their own leading strategies after the gaming session.

    An alternative explanation could be that team members and team leaders experienced collabo-

    ration differently due to different group roles (Gegenfurtner et al, 2013; Siewioreket al, 2012). It

    can be concluded that gaming sessions increased team members awareness of different aspects ofleadership and the difficulties in applying ideal leadership models in real situations. The discrep-

    ancy between team members and team leaders interpretations as to how leadership styles were

    applied during the sessions offer excellent opportunities for joint reflection and can be a powerful

    experience to be used in leadership training (Johnsen et al, 2009).

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    Team performance at the end of the training correlated positively with transformational leader-

    ship and transactional leadership. These results supported the Hypotheses 2a and 2b. However,

    Hypothesis 2c was not supported because there was no significant correlation between passive/

    avoidance leadership and performance.

    The common leadership style, according to team leaders (as measured by the MLQ question-naire), was transformational leadership. Team members experienced the gaming sessions differ-

    ently and emphasised passive/avoidance leadership in their MLQ answers. Based on the design of

    the study, it is not possible to conclude whether team leaders or team members answers reflect

    better the leadership processes that took place during the sessions. On the one hand, team

    members are less biased and thus better able to evaluate the leadership processes, which came

    true during the sessions. On the other hand, the results indicate that the ratings of team leaders

    about transformational and transactional leadership during the gaming sessions correlated with

    the teams success in the business game, whereas evaluations of team members were not related

    to the game performance.

    The leadership style dimensions measured by the MLQ highlight the individual aspect of leader-

    ship. However, one of the main findings of this study, particularly on the basis of the qualitative

    analysis of the group processes, was that a shared-leadership style dominated in the most suc-

    cessful teams. It might be that classical individually oriented leadership models are not enough to

    explain successful team processes in technology-rich virtual environments (Lhteenmki et al,

    2010).

    Given the intensive environment of the simulation game, to do well in terms of the financial

    measures was due to the team leaders ability to divide the responsibilities in the team and gain

    extra effort from team members. It was difficult for one person to handle the simulation game

    without the team members support. Thus, the division of roles in teams during both gamingsessions, where each participant was responsible for his or her assignment (ie, one was respon-

    sible for inventory and production and the other for sales and marketing) was decisive for suc-

    cessful performance.

    Two teams (Team 1 and Team 7) clearly divided the roles between each other while playing the

    game, creating an environment where every team member was actively involved in running the

    company and at the same time was responsible for his or her role. Further, role formation allowed

    for knowledge sharing, learning from others and developing new ideas.

    The teams who divided the roles between each team member had better business performance

    than teams who did not divide the responsibilities. In six teams, team members considered thedivision of roles as the most important strategy for being successful. During the game, they

    experienced how teamwork and collaboration towards a common goal brought more effective

    results than working alone. Overall, in order to end the game with good financial measures, the

    team had to divide the responsibilities between each team member. Because of the small sample

    the results of the study should be interpreted with caution. Particularly the number of team

    leaders is too small for any generalisations of the data. A replicated study with bigger number of

    participants and teams is needed. Replications of the study can also consider using technological

    or analogue infrastructures for the simulation game. In line with previous work on technology-

    enhanced learning (for reviews, see Cheung & Slavin, 2012; Fleischer, 2012; Gegenfurtner

    et al, 2013; Noroozi, Weinberger, Biermans, Mulder & Chizari, 2012), we expected that the digitalcomputer environment would increase learners engagement with the task material (Lainema &

    Nurmi, 2006) and scaffold their sociocognitive regulations during leadership interactions

    (Siewiorek & Lehtinen, 2011). Still, although research documents positive effects, future research

    can test if similar findings emerge in non-technological simulation games.

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    In spite of the limitations of the study the findings are encouraging for combining business

    simulation environments and collaborative settings in leadership training in higher education.

    The results of the study showed the difference in participants opinions on leadership styles before

    and after the simulation gaming session. It can be stated that the training increased participants

    consciousness about the features of leadership and provided them with an experience they wereable to reflect. These changes and the differences in team leaders and team members interpre-

    tations can serve as a useful starting point for a deeper understanding of leadership and team

    processes. In order to make the gaming session more beneficial for leadership training in the

    future, more reflective discussions between and after the gaming session are needed in order to

    help participants in developing their understanding of the challenges of using leadership styles in

    practice. In the training model used in this study, team leaders still overestimated their ability to

    implement their ideal model of leadership in concrete group work. To fully achieve the learning

    potential of this environment, more in-depth discussion should be conducted in order for the

    leaders and participants to realise why it was not possible to use the leadership styles that they

    wanted to use at the beginning of the gaming session. The results also indicated that this kind of

    environment can be used in familiarising students with the challenges of leadership in virtual

    work settings.

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    Appendix A2After the game session

    Posttest for team members to assess their leaders

    1 Has the leader of your team:

    1 Use the following rating scale when answering the questions below:

    0Not at all; 1Once in a while; 2Sometimes; 3Fairly often; 4Frequently, if not always

    0 1 2 3 4

    1. Gone beyond self-interest for the good of the group2. Expressed satisfaction when others met his or her expectations3. Focused attention on irregularities, mistakes and exceptions4. Emphasised the importance of having a team mission5. Helped others to develop their strengths

    6. Expressed confidence that the teams goals would be achieved7. Kept track of all mistakes8. Suggested new ways of looking at how to complete tasks9. Treated others as individuals rather than just as a member of the team

    10. Talked optimistically about the future11. Avoided making decisions12. Displayed a sense of power and confidence13. Considered the moral and ethical consequences of decisions14. Sought differing perspectives when solving problems15. Failed to interfere until problems became serious16. Waited for things to go wrong before taking action17. Provided others with assistance in exchange for their efforts18. Delayed responding to urgent questions

    2 Has the leader of your team used methods of leadership that were satisfying? Has he or she led

    a team that was effective? Please describe how he or she was coping with leading the team.

    3 Please write comments about your team and about the whole game session.

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    Appendix A3Game-session results

    Posttest for leaders to self-assess their leadership

    1 Have you as a leader of your team:

    1 Use the following rating scale when answering the questions below:

    0Not at all; 1Once in a while; 2Sometimes; 3Fairly often; 4Frequently, if not always

    0 1 2 3 4

    1. Gone beyond self-interest for the good of the group2. Expressed satisfaction when others met your expectations3. Focused attention on irregularities, mistakes and exceptions4. Emphasised the importance of having a team mission5. Helped others to develop their strengths

    6. Expressed confidence that the teams goals would be achieved7. Kept track of all mistakes8. Suggested new ways of looking at how to complete tasks9. Treated others as individuals rather than just as a member of the team

    10. Talked optimistically about the future11. Avoided making decisions12. Displayed a sense of power and confidence13. Considered the moral and ethical consequences of decisions14. Sought differing perspectives when solving problems15. Failed to interfere until problems became serious16. Waited for things to go wrong before taking action17. Provided others with assistance in exchange for their efforts18. Delayed responding to urgent questions

    2 Have you as the leader of your team used methods of leadership that were satisfying? Have you

    led a team that was effective? Please describe how you were coping with leading your team.

    3 Please write comments about your team and about the whole game session.

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    Appendix B

    Leadership Style Classification

    1. Transactional leadership 1. Transfor mational leadership costbenefit exchange between leaders

    and their followers contingent rewards active management by exception

    inspiring and stimulating followers

    idealised influence inspirational motivation intellectual stimulation individual consideration

    2. Heroic leadership 2. Post-heroic leadership omnipotence rightness face-saving codependency

    empowerment of members risk taking participation development of members

    A) Authoritarian leadership A) Shared leadership high degree of control leader determines all policies, activity steps

    and work tasksgives orders no active group participation, leader mostly

    makes decisions alone

    mutual influencedispersed leadership role members participate in the decision-making

    process members fulfil tasks traditionally reserved for a

    hierarchical leader members offer guidance to others to achieve

    group goalsB) Coercive leadership B) Democratic leadership

    leader demands immediate compliancewith his orders

    leader dictates each step taken drive to achieve, initiative, self-control

    leader encourages group decisions, participationand discussion

    leader builds consensus through participation leader shares leadership to some degree with

    members leader builds organisational flexibility

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