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in What Higher Education is Doing Right, W.F. Massy and J.W. Meyerson, eds.,
Princeton University, 1997, pp. 107-120.
See the game that resulted from this research -
Virtual-U
Simulating the Academy: Toward Understanding
Colleges and Universities as Dynamic Systems1
Jesse H. Ausubel, Alfred P. Sloan Foundation,
Robert Herman, University of Texas at Austin,
William F. Massy, Stanford Forum for Higher Education Futures,
and Sally V. Massy, Jackson Hole Higher Education Group
Colleges and universities are complex and arcane enterprises. They
create and archive fundamental and pragmatic knowledge. They educate our
young in preparation for adult life and society's various endeavors.
They interpret and critique culture and influence our world views. We
expect these institutions to be all things to all people: generator of
inventions for industry, spur for regional economic development,
surrogate home for the young, guarantor of good jobs and high incomes,
professional developer of those in mid-career, entertainer on Saturday
afternoons, equalizer of social opportunity, and political refuge. As
important as colleges and universities are to us, however, they are not
well understood at a systems level even by those who live and work
inside them.
This lack of understanding mattered less when the academy was held in
high esteem and resources flowed to it at rates sufficient to maintain
internal stability. But times have changed. The gleam of the ivory tower
has dulled. A growing number of critics now believe that while
educational services are central to America's successful future,
existing colleges and universities are failing to adequately manage
their affairs, adapt to changing student needs, and exploit
technological possibilities. Internal strife, from heightened
competition for scarce resources among a heterogeneous mix of campus
constituencies, makes governance increasingly difficult. Tools that can
provide leaders both inside and outside the academy with a greater
shared insight and und erstanding of our institutions of higher learning
as dynamic systems are needed. This paper proposes one such tool.
The Need
Overemphasizing higher education's importance in America is hard.
It is a huge and influential enterprise. Roughly half of all young
people enter a higher education institution. About 15 million students
currently enroll. Faculty number about 900,000. In 1995, spending totaled close to $180 billion. As a result
of mounting difficulties in raising revenues, rising expectations for
the role of universities in social and economic development,
technologies that extend the ways in which education can be delivered,
and shifts in student demographics and graduate labor markets, many academic leaders are seeking to move beyond
incremental change and embark on more fundamental restructuring. Debate
has in fact spilled beyond the borders of academe into the contents of
best-selling books, lawsuits, and other areas on such issues as:
- the fundamental roles of the university (mission, vision)
- the relative emphasis on research, quality of teaching
- the need, quality, and character of basic research
- the appropriateness of applied research on campus
- faculty responsibility and behavior
- (excessive) management and (lack of) leadership
- costs, especially tuition and overhead rates
- the rationale for and length of time to the doctoral degree
- employment terms for the academic workforce
- curriculum content and knowledge structure
- elitism, social stratification, and diversity
- academic standards (e.g., admission policies, attrition rates,
grade inflation, sports)
- the rise of foreign student population and links to foreign firms
The desirable response from higher education seems clear enough. From
community colleges to research universities, they should raise
productivity, modernize administrative and support services, and improve
accountability while preserving autonomy. Upon identifying priorities,
they should recast incentives and allocate resources accordingly. But
how to go about achieving this response is less clear. A major obstacle
is that key stakeholders appear not to recognize or accept facts
about how colleges and universities work. They do not view the
institution as a system or internalize the linkages between cause and
effect. The resulting gaps in knowledge and credibility form major
barriers to experimentation and reform. For example, seemingly logical
proposals to close marginal departments and redeploy their faculty are
vigorously fought. Conversely, incentive programs for early retirement
are readily accepted even though they may generate unintended and
undesired consequences (e.g., those who leave may be among the
institution's more productive faculty since they are more likely to have
compelling career alternatives).
A large share of the problem owes to the fact that universities are
complex, both to understand and to manage. Considering their functions
and interactions with government, industry, and society in general, we
can hardly be surprised. Universities are systems with many independent
parts and interactive processes. Outcomes frequently depend on powerful
but obscure second-order effects. One example is how the expansion of
graduate education created a market for low-cost provision of labor for
research and teaching, which now strongly influences the size of
graduate programs and admissions, including the admissions of foreign
students.
Some of the complexity in managing the system stems from lack of
agreement or clarity among the various stakeholders about purposes,
measures of performance, and productivity. Furthermore, the professional
workforce and relatively flat organizational structure limit the
exercise of direct management control, leaving institutional leaders to
reconcile conflicting objectives as each stakeholder presses his or her
own agenda. Stakeholders often attend only to their own values and
needs, not stopping to see their institution in broad perspective. The
decision-making process becomes volatile when emotionally charged issues
such as tenure, academic freedom, and diversity are perceived to be at
stake. Choices ultimately made may not be congruent with the
institution's long-run interest.
Most academic leaders come to their jobs lacking deep experience
about economic and management matters. Intelligence and motivation can
offset their inexperience to some extent, but organizational complexity
limits the offset. The difficulty of achieving a comprehensive view also
applies to trustees, faculty, staff, students, and others involved in
university decision-making. Trustees are typically grounded in a
business or professional field but often lack recent first-hand exposure
to the higher education environment. Faculty rarely view their
institution holistically, and the same is true for students, alumni, and
other stakeholders.
Higher education needs innovative devices that help institutional
leaders focus their thoughts, and then communicate with stakeholders
without appearing manipulative or quickly raising defense mechanisms.
Traditional devices such as conferences, commissions, and editorials
help, but people rarely internalize complex scenarios by passively
receiving information. A program to understand the college/university as
a (complex) system, synthesized in a leadership strategy simulation
game, can provide people at several levels with an opportunity to deepen
their understanding of how colleges and universities work, motivating
and engaging them without imposing the difficulties and risks that come
with real life.
People concerned with higher education need to understand the
decision-making process of the major actors--administration, faculty,
students, and other internal and external stakeholders--and how these
processes interact. Modeling the behavior of various subsystems within
the university, their interactions, and the influence of external forces
upon them can contribute to such an understanding. The parts of the
system to be analyzed and modeled in detail will depend on what are
considered the most important issues. Since controllability of the
entire system is of paramount concern, priority would attach to building
a model of the behavior of the entire complex system--yielding an
intriguing, though necessarily rough, view of the whole.
A Leadership Strategy Game: "SimU"
The development of a college/university simulator, or
"SimU," would draw on three streams of activity: (a)
management education games now widely used in management education
(e.g., MIT and Carnegie Mellon distribute corporate management games
popular in business schools); (b) special-purpose simulations developed
to meet educational objectives in enterprises of various kinds (e.g.,
military battlefield simulations, nuclear power plant operations
simulations); and (c) more purposely entertaining simulation games
developed for a broader commercial market. Games such as SimEarth and
SimCity (both developed by Maxis Software, the latter with sales of 2.5
million units) have proved to enlighten as well as amuse. Although
formal evaluation of their effectiveness is hard to obtain, their
enthusiastic adoption in school and university courses suggests their
educational value. More explicitly serious simulations in this genre
such as SimHealth (developed by Thinking Tools, Inc., to explore the
reorganization of the US health care system implied by the Clinton
health care reform proposals) have also had reasonable commercial
success (sales of tens of thousands of units).
The games use continuous computation and constantly changing color
graphics as well as sound to sustain user interest. Individual players
"play against the model." SimCity, for example, confronts a
single player with zoning, infrastructure, transport, security, and
fiscal issues played out over a sweep of time sufficient for long-term
effects to become apparent. Efforts at developing multiuser online
simulation games (e.g., the Internet-based "President ‘96" and
"Reinventing America," developed by Crossover Technologies
under grants from the Markle Foundation to simulate the political and
policymaking processes) are also now attracting considerable
interest.
The authors believe that existing research and data are sufficient to
build a simulation, both educational and entertaining, that will allow
users to grapple with issues such as:
- strategic positioning of the institution
- academic
performance and faculty morale
- administrative and support
service performance and staff morale
- incentives and
rewards
- goals and perceptions of students, parents, donors,
research sponsors, community members, employers, and government
- comparative performance with respect to similar institutions
- tuition, financial aid, and overhead rates
- financial
performance, including capital assets and liabilities (e.g., endowment,
physical assets, and deferred liabilities)
The target market for such a simulation would be, broadly, anyone
with an interest in how colleges and universities work as systems and,
more specifically:
- higher education administrators
- faculty, especially
those in leadership roles (e.g., department chairs)
- trustees
- education analysts, writers, and
policymakers
- students of higher education, and in
general
- alumni and interested public
How SimU Might Work
One of the biggest challenges in
building the simulation will be to develop a successful user interface.
It should be highly graphical and easy to understand and use. It should
draw users to a depth sufficient for meaningful learning while at the same
time maintaining interest, pace, and playability. Users report
playing SimCity many times to experience its wide variety of different
scenarios, exogenous events, and patterns of consequences. SimU should
elicit a similar degree of interest.
SimU might open by inviting
the user (you) to choose among institutional types and control. Do you
want to lead a private research university, a public comprehensive, a
private liberal arts college? In what year would you like to begin play?
What would you like to name it? You might choose to "grow your own"
generic institution or load one of a handful of pre-scripted scenarios
that present a specific institution in the throes of a specific dilemma
based on actual case studies. The scenarios
would define "victory goals" that you must achieve to
"win." (In regular game mode, you will be free to define what
success means yourself as you hone your own goals over time. ) Versions
of the game might be developed that would allow
tailoring to match more closely your specific real-life institution
(e.g., through the loading of custom data sets).
Play might open
with a panoramic view of the campus: a map with icons representing
various organizational units and functions that then segues to a
close-up of "Old Main," your administrative headquarters.
Double-clicking on it reveals the interior of an office (yours) complete with desk, file drawers, computer
(for e-mail and information display), perhaps a door to a conference
room in which meetings could be conducted and a window overlooking the
campus that reveals significant changes in various aspects of the campus environment (e.g., dilapidated buildings if
maintenance is deferred for too long, fewer students milling around if
enrollment declines substantially, hostile faculty if you have not
recently appeased them). You, by the way, are the president/senior administrator of this institution and have been
blessed (burdened?) with an uncannily high degree of omnipotence.
Clickable icons to the side of the screen could represent schools and
departments, offices for managing various functions (e.g., admissions,
fund raising, buildings and grounds department), athletic facilities,
dormitories, etc. Clicking on an icon would provide information about and/or encounters with the people or
activity--analogous to searching out reports and management by walking
around. Figure 1 provides a sampling of the kinds of activities and
reports that might be included in the simulation.
At this point you might proceed in one of two ways. You might
provide a set of presidential goals: in effect, a "platform"
that calls out the priority you attach to various stakeholders and
outcomes. Or, you might begin by playing with the goals programmed into your chosen scenario. These goals would influence
certain aspects of simulated behavior. Moreover, they would provide the
institutional performance benchmarks needed to define what it means to
"win" the game. Alternatively, you might choose to simply explore the simulated world. Rather than
trying to "win," you would be occupied with observing the
intuitive and sometimes surprisingly counterintuitive consequences of
various inputs you and others (driven by the underlying game engine) make over time.
Figure 1. Sample Activities, Decisions,
and Reports
Operating Units Academic departments Student
services and student life Admissions and financial aid
Institutional advancement Alumni relations and public
affairs Libraries Information technology support
Intercollegiate athletics Finance and administration
Plant operations and maintenance Dormitories and food
service Financial Decisions & Reports Operating
and capital budgets Tuition rate and financial aid policy
Research overhead rate Sources and uses of operating funds
Faculty and staff salaries Faculty early retirement
buyouts Endowment asset allocation and investment return
Debt issuance and retirement Balance sheet operating
surplus/deficit Other Actions & Reports
Admissions selectivity and yield Enrollment by degree
level and major Attainment rates & times to degree
Course offerings Teaching method mix Course
availability Class size distributions Teaching loads
Sponsored research volume Publications record Faculty
awards, prizes, etc. Popular prestige ratings Academic
prestige ratings Faculty age distributions Faculty hiring
& retention Staff additions and layoffs Staff turnover
rates
Semester by semester, time passes as you observe (and seek to modify)
outcomes like faculty gains and losses, shifts in applicant pool and
graduation rates, growth or decline in externally sponsored research,
crumbling buildings and infrastructure, and accreting or eroding
financial health. Conditions permitting, you might raise or borrow money
and construct new facilities. You may at any time review data in your
office or by walking around, call meetings, or change certain policies.
(Nothing will happen at the interface while you are engaged in one of
these activities, but computations will continue in the background.)
You might visit a particular department and perhaps try to influence
faculty behavior: e.g., numbers and types of courses, teaching loads,
submission of proposals for sponsored research, involvement with
students outside of class. Such efforts might or might not be
successful, depending on the institution's incentive-reward environment
(which would stem in part from your own prior decisions) and other
circumstances. Even if successful, they might exact a price in faculty
morale--however, the opportunity to exert influence would allow you to
seek changes at the academic working
level that might otherwise appear out of reach.
Three kinds of pre-programmed events punctuate the passage of time:
- Scheduled events marking milestones or providing periodic
information for which no response is required: e.g., quarterly and
fiscal-year financial reports, key athletic outcomes, admission of the
next freshman class, commencement. Simulated time continues.
- Scheduled events for which a response is required:
e.g., submission of the annual tuition recommendation, the operating
budget, and the capital budget; and the Board's annual presidential
performance evaluation and your acceptance or disagreement
with it. Simulated time halts while you prepare the budget or react to
the performance evaluation.
- Unscheduled events arising
exogenously or because of some condition within the simulation: e.g., a
stock-market crash, a dean or professor pleads a case or airs a
grievance, a Faculty Senate action or student protest, a fire or a
safety problem. Simulated time may continue or halt depending on the event.
By combining these events with the user-initiated ones, the SimU
program should be able to provide a simulation that is sufficiently rich
to realistically represent the essentials of university leadership and
capture user interest. Most of the databases needed to specify the model already exist, and a growing number of
research findings are available. Indeed, pulling together the
information needed to build the model will be a valuable exercise in its
own right. A companion handbook and strategy guidecould provide background, help focus play, and draw out lessons
contained in the simulation.
SimU Actors
We have
already described how you (as institutional leader) might interact with
the SimU simulation. But in a university, the administration's word is
not exactly law. Much of what happens in SimU would result from the
actions of various constituencies--simulated actors and stakeholders that operate inside or outside
the university. Your actions would influence constituency behavior, but
not control it.
A list of potential constituencies follows. Some
are depicted as individuals while others represent aggregations of
individuals. Some would appear in the simulations for all institutional
types, others would apply to one or two types only. At this point we do not know how practical it will be to include all the following
constituencies in the game's initial version.
Internal constituencies - The governing board
might provide financial oversight and offer evaluations of
presidential performance .
- School deans might be
simulated as independent agents who have independent objectives and sets
policy.
- Faculty in each department might be simulated
as a set of cohorts with age-rank characteristics and probabilities for
promotion, departure, and retirement.
- Department
chairs might decide about course offerings, teaching loads, and
research emphasis--in effect, representing the aggregate view of
departmental faculty.
- The faculty senate might
represent the view of the faculty taken as a whole.
- Students might be simulated in terms of admission
cohorts, degree levels, and majors, each with course-taking, graduation
rate, satisfaction, and similar characteristics.
- The
student senate might represent aggregate student views.
- Non-academic operating units--e.g., support services,
administration, operations and maintenance--might be described by
production functions relating the quality and quality of outputs to
budget allocations (see the list in Figure 1 for a more complete list).
- The non-faculty workforce (staff)
might be portrayed as a small number of groups--e.g., professional and
administrative, clerical, operations and maintenance--whose numbers would
grow or ebb according to budget allocations; staff morale and efficiency
might depend on workload in relation to numbers, and on
compensation level.
External constituencies
- Prospective students might be simulated in terms of
application and matriculation rates by market segment; "market
research" data might be used to convey attitudes and predict
behavior.
- Research sponsors might be simulated on a
discipline-by-discipline basis, with each discipline characterized by
the level of total funding and the intensity of competition.
- Alumni and potential donors might be simulated according
to their interest in one or another department or in the whole
institution; gift-giving might depend on department/institution
performance and prestige.
- The media might be
simulated as a single constituency, with media actions being illustrated
with newspaper clippings or television stories.
- Public
opinion also might be simulated as a single constituency;
public opinion might drive regulatory decisions, and influence
state funding decisions in game sessions dealing with public
institutions.
Exogenous factors also might affect SimU's fortunes. Economy-wide
inflation and family income growth might drive up cost and mediate the
effect of tuition increases on admissions yield and public opinion.
Demographics might affect student demand. Governmental funding decisions
might drive sponsored research, and for public
institutions, state appropriations. A natural disaster might disrupt
campus operations. Technological change might restructure cost functions
and engender new competition that challenges market shares in education
or research. Presidential actions
throughout the simulation would determine how well the institution
weathers the storms and captures and opportunities.
Issues to be Addressed
SimU would address at least four kinds of
issues. The interaction of player decisions with data and response
functions built into the model would determine how a college or
university evolves and whether the president's goals are achieved.
Gaining insights about these issues and learning to analyze them in systems
terms would constitute one of SimU's most important benefits. The issues
include:
- Capital investment vs. spending for current operations
(spending vs. saving): policies governing financial capital
(endowment, reserves), physical capital (facilities, equipment), and
spending for operations. Most institutions bias decisions toward
spending for current purposes, especially salaries. The simulation would
address the consequences of such imbalances.
- Operating budget allocations: decisions to spend more on
one field or activity than another; determination of cross-subsidies
between fields and activities. Spending on certain fields may be seen as
more or less consistent with the school's mission, and fields will vary
in their ability to generate enrollments and sponsored research dollars.
Spending on academic support services may improve educational and
research quality and competitiveness, institutional-support investments
(e.g. G&A and O&M) may improve infrastructure and efficiency,
institutional-advancement investments may increase giving levels, and so
on.
- Transactions with customers and stakeholders:
student applications, admissions, and yields; sponsored research
finding; gift acquisition; and, for public institutions, state
appropriations. Outcomes may be affected by quality and prestige, net
prices (e.g., tuition minus average financial aid, the effective
research overhead rate), and "marketing" expenditures (e.g.,
for admissions and institutional advancement), as well as uncontrollable
factors.
4. Academic department actions, which produce the
institution's instruction and research outputs. The range of simulated
action might include: the profile of courses as represented by teaching
method mix (lectures, seminars, labs), course level, and degree of
specialization; faculty teaching loads; and the degree of emphasis
placed on research. Considerable attention would be placed on
departmental actions because such actions constitute the central focus
of academic production.
Success Criteria and Performance Measures
Both game
designers and players will have to address basic questions dealing with
the university's or college's fundamental mission. Should the mission
stress the preservation and transmission of knowledge (teaching) or the
generation of knowledge (research)? Should the mission cater to the few
or virtually everybody
(the elite or the mainstream)? Should the institution focus its mission
or should it try to serve a broad set of constituencies?
The
SimU simulation would be rich enough to permit a large number of
performance measures to be reported, but it would not dictate what
players should pay attention to. Indeed, much of the data available as a
byproduct of the behavioral simulations would not be displayed unless the player searches it out by clicking on the
appropriate icons. While certain success criteria would be
defined--either by the player or as part of the chosen scenario--the
player will retain a great deal of latitude.
Much of SimU's value
will come from discussions about values, performance measures, and the
functions programmed into the game. These discussions would be
stimulated but not brought to closure by the software and supporting
data. The players themselves
would have to supply the missing pieces, but the game would supply two
crucial elements.
- First, the game would provide a specific set of stimuli for
discussion--a context within which to explore one's own values and
understandings and, depending on the circumstances, to compare them to
those of one's colleagues.
- Second, the game would enforce
the disciplines of conservation and causality. Money
allocated to one priority is not available for another. Actions and
failures to act have consequences that must be considered when trying to
satisfy one or another constituency. All constituencies cannot be satisfied to
the full extent of their desires, especially when exogenous forces
infringe on the institution's market power or freedom of action.
These are important lessons in their own right, and their application
in the context of discussions about values would add yet another
important benefit. Without consideration of conservation and causality,
discussions about values become unbounded, and the university is urged
once again to be all things to all people.
Conclusion
The motivation for using SimU is to
understand better how a university works. What performance measures
should be considered? How do decisions made by the administration, the
faculty, and other agents affect the performance measures? Why can't the
university simultaneously maximize the agendas of all its stakeholders?
Some participants will challenge the theories used in the simulation,
but the very act of challenging requires the formulation of an
alternative hypothesis--which can be analyzed and compared with
assumptions and data used in the model. SimU also should be
fun to play, since learning depends on engagement and engagement will be
stimulated and sustained if the activity is intrinsically
interesting.
Faculty, staff, students, and trustees must develop
more coherent and realistic perspectives about their institutions.
Working with a simulation game can build experience and broaden
perspectives. Gaming can help all stakeholders understand issues at the level
of the institution--and from viewpoints of other
stakeholders--and see the issues through less parochial eyes. Even
experienced managers find that playing a sophisticated game expands
their horizons and motivates broader discussion of management issues.
Ultimately, we would hope that development of SimU would
bring three benefits:
- New knowledge: advances in fundamental understanding of
how a university functions will come from facing for the first time the
challenge of modeling the whole of a university.
- Education of a broad group of stakeholders: given a
reasonably sound simulator, a rather large number of stakeholders,
numbering in the tens of thousands, may enhance significantly their
understanding of the university as a system by "playing the game."
- Development of new management
tools for universities: while SimU would be generic, it could prove
the concept of university simulators and stimulate the subsequent
development of more detailed, realistic simulators appropriate for
specific institutions or classes of institutions.
The authors understand the difficulty of considering the university
as a complex system. But because complexity lies at the heart of the
university's current problems, we feel it is important to address the
issue head-on. Even the limited models that are practical using today's
knowledge can begin to capture the dynamics
and the interactions of the parts. At a minimum, they can help organize
the data that will be needed to simulate a university in finer grain,
and they will lead to better definition of parameters, variables, and outcomes.
But the real payoff--achievable, we
believe, with today's technology--will be to move higher education's many
constituencies toward more shared understanding of how the academy
works.
Notes
1
This paper was motivated in part by a session on simulation an gaming, led by
John Hiles of Thinking Tools, Inc., at last fall's Stanford Forum for Higher Education
Futures (Annapolis, November 1995).
URL: http://phe.rockefeller.edu/CyberCampus/
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