Case Study:
The case study technique is based on a belief that the trainee can best attain
managerial understanding and competence through the study, contemplation and
discussion of actual situations.
The material of case study may be quite elaborate and may include:
o The history of a company,
o Biographies of key persons,
o Information about finances, marketing, production and other
functions,
o Information that is pertinent to the problem as well as a tremendous
amount of information that really has little to do with it.
Application of the Case Study Method:
The case study provides a learning situation which depends on the involvement and
participation in group discussions for its success. It is essential that those using the
method have a thorough knowledge of discussion leading techniques.
No two trainees will view a given case in exactly the same way; although they will
generally agree on the existence of certain issues, their interpretations are likely to
be very different.
Good case discussion also generally requires conscientious preparation by the
participants.
To select the right case at the right moment, the instructor needs a good
understanding of his group, for it is primarily the members that he is teaching, not
the case.
The decision to use cases would be based on programme objectives, potential
participant profile and contents of the programme. The case study method of
learning requires significant preparation by individual participants, discussion in a
small group (of 6 to 8 members) before attending the class, class discussion by
participants with the help and guidance of a resource person, and after-class
discussion and reflection.
Role of Participants
Adequate preparation is necessary
Case materials should be given at least a day in advance
Must understand that there is no one solution to the problems in arising out of the
case
Disadvantages
Hard to draw definite cause-effect conclusions
Hard to generalize from a single case
Possible bias in data collection and interpretation
Students may not see relevance to own situation
Insufficient information can lead to inappropriate results
Not appropriate for elementary level
In-Basket Exercise
What is an In-Basket Exercise?
The in-basket exercise measures administrative skills that are critical for effective
performance in supervisory and managerial jobs.
The in-basket is a standardized, behaviourally based exercise. Multiple trained raters assess
and score candidates according to defined competencies of performance specific to the in-
basket exercise. After each candidate completes the in-basket exercise, a group of trained
raters conduct a question and answer session with the candidate to assess performance on
the exercise using a set of predefined rating scales based on job related competencies (e.g.,
planning and evaluating, problem solving and decision making, etc.). The end product of the
in-basket exercise is that each candidate receives a combined score from multiple raters
based on standardized criteria.
The in-basket exercise is designed to test the candidate’s adaptive thinking, problem
analysis, judgment, administrative abilities, planning, organizing, delegating, and integrative
skills while under pressure dealing with memos, e-mails, requests, messages, handwritten
notes, etc.
Like all tests, the in-basket exercise measure certain attributes or qualities. These attributes
or qualities are commonly referred to as competencies.
To provide an example, all competencies have both a title (e.g., oral communication) and a
definition (e.g., ability to communicate orally in clear, understandable, and polite tones at
the level of the listener giving clear instructions and detailed information). The definition will
list behaviours appropriate for that competency based on a job analysis. Some examples of
common oral communication behaviours expected are listed as follows: clear and easy to
understand, speaking at the level of the listener; fluent and articulate, without frequent
pauses; spoke at an appropriate rate (not too fast or slow); information was in a logical
order; volume of voice was appropriate, and used appropriate inflection to emphasize main
points, etc.
In any given in-basket exercise, various definitions may be combined or modified. While the
exact competencies will vary, the following competencies will be tested in the in-basket
exercise:
o Self-Management (initiative):
Show initiatives; sets well-defined and realistic personal goals; monitors progress and is
motivated to achieve; manages own time and deals with stress effectively.
Business Games
Business games are used for teaching skills and concepts related to economics or the
business world. This could include contents on corporate or business management, finances,
human resources, negotiations or trading shares on the stock market.
Most of these games use simulators to imitate real life and favour experiential learning. So
much so that business games are also referred to as business simulation games.
Also termed as ‘management games’, these games refer to the classroom simulation
exercises in which different teams consisting of individual executives are required to
compete with one another in order to achieve a given objective. Here, an artificial
atmosphere close to the real life situation is created in which the participant executives play
a dynamic role and enrich their skills through involvement and simulated experience.
The teams usually consist of two to six members and each team takes decisions on
production, prices, research expenditure, advertisement expenditure, marketing, and the
amount of expected profits under hypothetical conditions.
Management games are aimed at teaching the executives how to take useful and profitable
managerial decisions and make the executives aware of the existence of various group
processes, conflicts, leadership problems, and ways of maintaining ties of friendship with
peers in other departments or functional areas.
Business games initially followed the spirit of experiments carried out in the 1950s by the US
Army to train its soldiers. By the 1960s, different universities incorporated business games in
their economics and business departments, where board games and experiential activities
were used to teach students. Video games eventually took their place and still continue
evolving, forcing their way into learning institutions such as Harvard or corporations such as
Coca-Cola.
There is a simple explanation for the growing popularity of business games: they work.
Overwhelming scientific evidence confirms that the use of games and simulators improve the
learning process. Why? There are at least three reasons:
1. Learning by doing. The secret to success of business games resides in their capacity to
represent real-life problems and afford the direct practice of knowledge and skills via
simulators. Learners are given a safe environment (therefore lacking economic risks) to
immerse themselves in the same corporate issues that company executives face regularly,
responding and interacting with them from the very beginning.
2. Interactive learning. Another key aspect of business games is their capability to capture
learner engagement and participation. Numerous studies demonstrate that our brains
remember knowledge better if we actively participate or interact when learning it. Compared
to classroom-based or video lessons, business games bolster the direct participation, including
emotional involvement, of the learners.
3. Cost reduction. Even though developing a good business game requires time, knowledge and
money, once created, economies of scale entail an enormous competitive advantage. Unlike
classroom lessons, these business games can be quickly and securely implemented anywhere
in the world. Many of the best business games currently available only require learners to have
smart phones and an Internet connection.
Though something of a quirk in the beginning, there are currently an enormous amount of business
games on the market. The following are only 4 of the most salient ones:
Capitalism. First published in 1995, this video game soon became a business game classic.
Used by Harvard and Stanford universities, Capitalism helps students understand and tackle
the challenges of virtually every company and sector (marketing, distribution, manufacturing
or import/export). Its latest version, Capitalism Lab, was released in 2012.
Beer distribution game. Designed by the business school at the Massachusetts Institute of
Technology (MIT) toward the end of the 1960s, this game has often been reinterpreted and
reworked. It was designed to teach all the secrets of supply and distribution chains (with cost
overruns, delays and multiple suppliers).
(I) It is very interesting for the dynamic executives to play games and learn, in this process,
the art of making decisions, developing the problem-solving skills, understand the
importance of planning in management.
(II) Executive can analyses and select the relevant data from the available mass of
information and would be able to decide about the important aspects even with
incomplete information by filing up the gaps.
The chief limitations of the management games as a method of executive development can be
listed thus:
(I) Games are expensive to develop and administer and small organisations cannot affront
to manage them.
(II) As pointed out by Taylor and Lippett, “Executives are forced to choose from among the
closed list of alternatives whereas, in real life, managers indulge in creating better
alternatives and get ample reward for developing fruitful alternatives and appropriate
selection of an alternative from the available ones”
(III) Games represent merely simulations which may one be very close to reality and,
therefore, it would be wrong to infer that those who are successful in management
games would also be successful in real jobs.
Multiple Management:
Multiple Management
This technique of training was first introduced by McCormick, President of McCormick & co. of
Baltimore in 1932. He gave the idea of establishing a junior board of directors.
Authority is given to the junior board members to discuss any problem that could be
discussed in senior board and give recommendations to the senior board. Innovative and
productive ideas became available for senior board
Action Maze
Action Mazes are interactive reading exercises. In action maze, participant will be presented
with a situation, and a number of choices. The choice individual selects will determine the
outcome of the situation, and present with another set of choices.
Each Action Maze has several situations leading to a final solution. To complete the maze, the
performer must work through each solution.
The rationale behind the decision in selecting the maze is the creation of a simulated situation
which mimics the strategic decision-making in real life. It is a form of problem based learning.
Action Maze is a sort of case study, which has been programmed. Participants are provided with
enough details to take them to the first decision point. The description gives them options to
select from, which takes them to the next choice.
Training and development have become the soul of every organization. The topics
like Knowledge management, talent development and managing the intellectual
capital has become the biggest challenge for organization in order to retain Human
capital thus increasing stability.
It becomes imperative that it is the prime responsibility of top management and the
HR department to look after the needs of training so as to make the job more
effective, innovative and thus making the employee multi- task oriented.
Role play can be defined as a technique in which people are presented with a real or
artificial environment and they are exposed with some kind of case or situation and
they need to exhibit the same in form of roles.
It is a spontaneous human interaction involving realistic human behaviour under
artificial or stimulated environment .It consists of interviews or series of interview in
which the participants or the trainees are provided with a role brief and a s et of
circumstances which they need to enact.
The trainee develops a strategy to how should he react or think in a particular
situation and possible suggestive solutions for resolving the problem or analyzing the
situation .He also learns and forecasts what the other party or as per the case may
be what can be the other reaction. This technique thus not only leads to self learning
about expected job outcome or to create a fit in the job but also helps in
understanding others perception about the task or issue.
a) Learning by doing- Since in this the participant plays role as per the given
circumstances he learns practically and understands the demand or requirement
of skill set to resolve or get the task done.
b) Learning through imitation – while playing the new or the expected role the
participant gets the feelings about the other persona and tries his best to include
and accrue all traits of the given role. Thus he gets an opportunity to understand,
analyze and reflect the other person perception and behavior.
The trainer or the facilitator should be very logical and clear about the purpose of using
this as a training technique .The success of role play depends on the role brief, set
circumstances and the utility expected from he technique.
The areas where the trainer and get the trainees benefited with this method includes:
o To practice behaviour where new role needs to be assigned to individual or
as on anticipated problem situation.
o To analyze the problem situation and develop approach and technique to
resolve it
o To learn insight into motivation and roles of others
o To develop new skills and insight on resolving problems
o To develop a holistic understanding of the job for present as well as future.
Benefits or outcome of role play as a training technique
A T-group is a small group consisting of ten to fifteen executives who meet with no
formal agenda and discuss on important problems. This is a leaderless group and the
essence of T-group training is a self- examination and introspection of the behaviour
of oneself. This is a kind of behavioural training that is aimed at bringing about
organisational development.
They are generally conducted under controlled laboratory conditions. They constitute
certain experiences in interpersonal relationships which ultimately result in the
bringing of a change in feelings and attitudes towards oneself as well as others by
developing among them awareness and sensitivity to behavioural patterns.
1. Concrete Experience
2. Reflective Observation
3. Abstract Conceptualization
4. Active Experimentation
The cycle begins with an experience that the student has had, followed by an
opportunity to reflect on that experience. Then students may conceptualize and draw
conclusions about what they experienced and observed, leading to future actions in
which the students experiment with different behaviours. This begins the cycle anew as
students have new experiences based on their experimentation (Oxen dine, Robinson
and Wilson, 2004) . Although this continuum is presented as a cycle, the steps may
occur in nearly any order. This learning cycle involves both concrete components (steps
1 and 4) and conceptual components (steps 2 and 3), which require a variety of
cognitive and affective behaviours.
Components of Experiential Learning
Andresen, Boud and Choen (2000) provide a list of criteria for experience-based
learning. The authors state that for a project to be truly experiential, the following
attributes are necessary in some combination.
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