The Fifth Discipline by Peter M. Senge
Here are definitions from Chapter 17 in the book:
Microworlds:
A computer simulation that allows participants a real world simulation with in the safety of role playing and strategy practice games.
Microworld Purposes:
1. Future Learning
2. Seeing Hidden Strategic Opportunities
3. Discovering Untapped Leverage
Microworld Key issues (currently being studied):
1. Integration of Real World and Microworlds
2. Speeding up and Slowing Down Time
That way one can see where and when interactions between players break down or works well.
3. Compressing Space
Sometimes the dinosaur is too big to see the whole - Microworlds help one see how each part interacts with each other part.
4. Isolation of Variables
Can practice the what if scenarios.
5. Experimental Orientation
Fear can be eased from the equation when the experiment is from a simulation not real world consequences.
6. Pauses for Reflection
Pause and reflect: Why or why not is this a good idea?
7. Theory Based Strategy
Can the Micro-Worlds Simulations help break the move to mediocre.
8. Insituational Memory
Simulations can be held within the organization, even when people move in and out of the organization.
Please read the book The Fifth Discipline by Peter M. Senge to learn far more than these mere definitions.
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