Theory, design and evaluation of a learning object game immersed in complex systems logics

Simple economic systems are capable of generating highly nonlinear dynamic phenomena. The counter intuitive nature of these systems makes them difficult to understand and manage, thus resulting in suboptimal economic performance. Effective information system methods for improving economic performance are often underutilized. This dissertation uses design science research to examine the ability of a game to teach the value of information systems in dealing with problematic complex system behavior. A general design cycle framework uses participatory agent-based modeling and simulation (PABMS) to examine a novel information system design theory (ISDT). The purpose of this design theory is to create learning object games immersed in complex systems (LOGICS). LOGICS initial complex system problem is the Sterman Beer Game (SBG), a classic four-tier supply chain management (SCM) problem. A multidisciplinary approach draws from five contributing kernel theories in cybernetics, complex business dynamics, simulation, learning objects and online gaming. The pedagogical purpose of the initial SBG was to demonstrate the need for systems thinking in understanding the behavior of complex systems. LOGICS pedagogical purpose is to motivate the use of information systems to improve the economic performance of the SBG. The SBG problem is well grounded in SCM research. Related ABMS research found the SBG problem to be highly resistant to reinforced learning. A series of rapid prototype learning object game designs were tested by students from a variety of academic levels and majors. LOGICS prototypes were evaluated based on their ability to quickly achieve the economic learning objective of optimal system performance. Theatrical human computer interface (HCI) techniques were used to manipulate player actions. Five designs were required to obtain the learning objective of optimal economic performance. Every player of the successful design quickly abandoned intuition in favor of investing in the increased rationality provided by an information system. Non-parametric testing was used to analyze LOGICS unique statistical requirements. The LOGICS ISDT provides a scalable platform for the creation of an online game immersed in a broad range of realistic complex system problems. The research has implications for increasing the understanding and adoption of modern complex system theories.