The Fetch Simulation Project is an innovative exercise ...
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Creative Teaching Award ‐ Application 2014‐15 The Fetch Simulation Project – Hartzel & Pike
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Course and Context
The Fetch Simulation Project is an innovative exercise that was incorporated into GRBU 544 Systems
Analysis and other information systems courses since 2011. GRBU 544 is part of the Master’s program in
Information Systems Management in the Palumbo-Donahue School of Business. Information systems are the
integration of people, business processes, and technology, and this course focuses on analyzing information system
requirements.
Analyzing system requirements encompasses investigating and interviewing the stakeholders involved in
relevant business processes to identify how technology can enhance existing business processes. First the current
business process must be examined, and then an improved process can be proposed. The result of analyzing system
requirements is a specification of system functionality that can guide the development of a new information system
to support the modified business processes (Hoffer & Valacich, 2014). The specifications are documented and
communicated using industry-standard modeling techniques, which are also taught in GRBU 544. In short,
analyzing system requirements has two main areas – gathering requirements and communicating what was
gathered.
The Fetch Simulation Project was delivered as roughly 50 percent of GRBU 544, as the other half included
the delivery of course content to enable students to complete the project and move toward achieving course learning
goals. Students enrolled in GRBU 544 are primarily working through two programs – the Master’s in Information
Systems Management (MSISM) and the Master’s in Health Management Systems (MSHMS). The course is listed
as part of both curricula. From a broader perspective, a course focusing on systems analysis is part of nearly every
undergraduate and graduate information systems program. Further, a systems analysis course is recommended in
the curriculum guidelines for undergraduate degree programs in information systems by the Association for
Computing Machinery (ACM) and the Association for Information Systems (AIS), both internationally recognized
authorities (Topi et al., 2010).
Motivation for the Innovation and Benchmarking of Innovativeness
Requirements analysis demands skill and deep knowledge that is best acquired through engagement and
practice in a realistic setting. Understanding and being able to perform requirements analysis is the foundation for
not only other courses in the curriculum, but also for a career in information systems. In order to develop systems
that create value (e.g., efficiency, effectiveness, cost reduction, time savings) for an organization, a meticulous
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analysis of what is happening now (“as-is process”) and how people, technology, and processes could work better
together (“to-be process”) must be conducted. Acquiring these skills requires practice, which can be a challenge in
a classroom setting. This challenge is created because gathering requirements is an iterative process that involves
multiple interactions with many stakeholders over an extended period of time. In addition, the business process and
recommended refinements must be couched in the context of an organization. Naturally, one would like to invite
professionals working in an organization to work with the students. However, asking professionals to act as
stakeholders and participate in this extensive project would be time intensive and simply a commitment too big to
ask for. As a result, in order to provide a hands-on, application-driven experience for students that enables them to
gather requirements, make and test assumptions, and then communicate the requirements, a simulation approach
was selected. Furthermore, involvement of professionals was incorporated through a panel of judges. More
generally, a simulation offered the benefits of: 1) a shared experience for the participants; 2) a common intellectual
experience, which is considered a high-impact educational practice (Kuh, 2008); and 3) active student
involvement, which leads to a deeper understanding of the issues (Montgomery, Brown, & Deery, 1997). While
simulations have been used in business courses before, this simulation was homegrown, integrated into the entire
semester and was paired with an oral defense. We created the simulation completely from scratch after searching
the literature and publishing houses for something comparable and finding nothing. Thus, following the
development of the simulation, we published a conference paper on the Fetch Simulation (Hartzel & Pike, 2014).
Without this simulation project, students would only have had the opportunity to engage written, discrete exercises
and cases and attempt to create models. The act of actually gathering the requirements would not have been part of
their practicing because they would have already been written into the case. Previous versions of this course were
more lecture intensive and utilized said exercises and cases. The introduction of The Fetch Simulation Project
followed a more intentional learner centered teaching (LCT) approach because the students could not just listen
passively to a lecture (Doyle, 2011). They needed to engage in doing the work of learning, and it is this work or
effort that leads to more enduring representations in the brain (Brown, Roediger III, & McDaniel, 2014; Doyle,
2011).
Scope of the Innovation
The innovation involved students in the MSISM degree program, several Information Systems faculty
members, and external stakeholders. While the current iteration of The Fetch Simulation Project was integrated
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into GRBU 544 with 31 students, including both MSISM students and MHMS students, prior versions were used in
undergraduate information systems courses we taught and involving nearly 200 students (Appendix D, Figure 1
shows instances of the innovation’s use). Students were simultaneously registered in both ISYS 381W Systems
Analysis and Design and ISYS 382 Data and Information Management and a cross-course design was
implemented. Other internal stakeholders included faculty members, who participated in the defense and
evaluation process. External stakeholders, senior executives in the field of information systems, also participated in
the defense and evaluation process. Through this innovation, course objectives and a program level objective were
assessed by both internal and external stakeholders.
Learning Goals
The Fetch Simulation Project created an opportunity for students to learn and reinforce their understanding
of system requirements gathering and documentation. The learning goals for the project were mapped to the course
learning objectives and the MSISM program learning objective shown in Table 1.
Table 1. Learning Goals for the Fetch Simulation Project Learning Goal* Learning Objective CLO3 Students will be capable of documenting and modeling existing business processes (as-is). CLO4 Students will be capable of documenting and modeling requirements for desired business
processes (to-be). CLO5 Students will be able to perform a gap analysis between the as-is and to-be model and
clarify user requirements. PLO1 Modeling Skills: M.S. Information Systems Management graduates will be able to use
process, data, and object-oriented techniques for capturing and communicating user requirements.
* CLO (course learning objective) and PLO (program learning objective) numbers are in reference to the master syllabus course learning objectives and documented MSISM program learning objectives in WEAVE.
Description of the Innovation
In GRBU 544, The Fetch Simulation Project involved the combination of a physical simulation, associated
assignments and reports, and a defense evaluated by internal and external stakeholders. The Fetch Simulation
Project asked students to dive into an information problem being experienced by a fictional manufacturing
company called Fetch, Inc. Students completed this project in teams of 4 to 5 students. The simulation allowed
students to immerse themselves in a rich environment with a messy problem. Students were encouraged to both
make and test their assumptions, and, conveniently, their classmates were knowledgeable stakeholders that could
help them test their assumptions and provide additional prospective.
The first step in the project was to run the physical simulation during a designated class. In a physical
simulation, students have the opportunity to change a system characteristic, such as level of production or routing
pattern, and then watch the result (Lunce, 2006). During this simulation, students managed and operated the firm,
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specifically focusing on order fulfillment and inventory management. The manufacturing context was chosen
because it was possible to make the business processes tangible. The physical simulation made the business
context more understandable to the students in comparison to other less tangible contexts, such as accounting.
During the class session prior to the simulation, the business context and goals of The Fetch Simulation
Project were covered in detail. When students arrived at class the day of the simulation, they were assigned a job in
the organization and provided with a job description (see Appendix E, Figure 1 for a sample) and any documents
needed to complete their assigned duties. There were six different jobs, and thus multiple students were assigned to
each role. All attempts were made to assign different jobs to each member of a team. When these six jobs work
together properly, order entry clerks take orders from customers, the operations manager determines whether orders
can be filled or if additional production needs to be scheduled, shop floor employees build products as specified by
the operations manager, the shipping clerks ship fillable orders, the purchase clerks replenish raw materials as
needed, and the general manager oversees all of the above. These were the duties that were described in great
detail and with step-by-step instructions to each student when he/she was assigned a role. Forms and report were
also provided to assist in the completion of these duties. In total, over 30 different documents (e.g., job
descriptions, forms, and reports) were distributed to the students during this simulation to simply describe the
current business processes. To simulate the manufacturing process, tinker toys were utilized as raw materials. A
bill of materials describing the products manufactured by Fetch, Inc. and how to assemble them was also provided.
An excerpt from the bill of materials is shown in Appendix E, Figure 2.
While the students were charged with operating Fetch, Inc. during the simulation, their broader goal was to
develop an understanding of the existing business processes through the hands-on experience. A motivation for
refining the business processes was also built into the simulation: when the students run the company as described,
it becomes dysfunctional within 45 minutes because there will be a distinct lack of real-time information available
to make decisions. However, we intentionally designed this to be unapparent to the students at first glance. While
working during the simulation, students experienced the manufacturing process grind to a halt as component parts
become unavailable and orders sit unshippable, which resulted from decisions made based on out-of-date inventory
levels. Neither management nor the purchasing or shipping departments was in a position to correct the problem
because they were all working with bad information, whether it be stale or simply inaccurate. The experience of
working at Fetch provided students with both a low-level detailed experience based on their role and a high-level
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overview of how the departments operate and experience failure. When it was clear that no progress was being
made, despite additional orders coming in from customers, the instructor stopped the simulation.
After the physical simulation, a debrief was held in order to identify what went wrong: why couldn’t Fetch
operate despite its meticulously crafted job descriptions, forms, reports, and business processes? During the
debrief, individuals who held each position had an opportunity to explain why they were unable to complete their
job duties. The outcome of the physical simulation was discussed as well (e.g., how many orders were received,
how many orders were fulfilled and shipped, how many purchased orders were sent, how many purchase orders
were fulfilled). Fetch’s messy information project involving multiple stakeholders was identified, and the
challenge to fix it was launched.
Throughout the remainder of the semester, students created diagrams modeling the system requirements,
data structures, and processes for an information system that could correct the inherent data timing and quality
problems in the operations of Fetch, Inc. To create these models, students used their own simulation experience,
interviewed their classmates, and studied documentation and forms used in the simulation. With this approach,
students deal with the messiness of the problem by drawing on their own experience working at Fetch, review the
documentation generated during the simulation, make assumptions, and have the opportunity to verify their
assumptions and analyses by working with other Fetch employees - their classmates.
Each homework assignment throughout the semester required students to model one of Fetch’s processes,
functions, or entities. In this approach, the assignments served as scaffolding, which supported the construction of
each team’s final project. After a new modeling technique was introduced through a relatively short lecture,
including examples and time for questions, teams were required to use that new technique to model one of the
processes, functions, or techniques. The teams were encouraged to ask the instructor questions or seek preliminary
feedback on their models. When submitted, all modeling assignments were given written feedback and also face-
to-face feedback was provided when the students failed to master a technique. Failing to successfully complete the
assignment was to be viewed as an opportunity to grow their skills and knowledge of modeling system
requirements. Viewing failure as an opportunity to improve has been described by Dweck (2006) as a growth
mindset and can be a valuable lesson for the students.
At the end of the semester, students compiled all of their revised assignments into a report outlining the
specification for the new information system that can support Fetch, Inc. The contents of the final reports are
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shown in Appendix E, Figure 4. These reports were reviewed by a panel of judges, comprised of both internal and
external stakeholders. In the fall semester of 2014-2015, the internal stakeholders who acted as judges were Drs.
Jacqueline Pike and William Spangler. Pike is a co-developer of the Fetch Simulation Project but did not work
directly with this group of students while they developed their reports. Spangler is an information systems faculty
member as well as the Associate Dean for the School of Business. The external stakeholders who acted as judges
were Catherine Schilken, Director of Systems Delivery at Big Heart Pet Brands, and George Rosato, Vice President
of Information Systems and Technology at CONSOL Energy, Inc. Rosato is also a 1997 graduate of the MSISM
program at Duquesne. These professionals graciously volunteered over 5 hours of their time to review the final
reports and attend the defenses.
For the defense, each team was allotted twenty minutes, during which they were asked seven questions
focused on determining the students’ depth of understanding of the content of the report. Twenty minutes prior to
their defense, they were given access to the list of seven questions and were allowed to meet as a team to discuss
them (see questions in Appendix C). Each team defended with no other teams present in a conference room with
the judges on one side and the team on the other side. Each of the questions was read by one of the judges and
directed to a specific team member, randomly selected. After this team member provided an answer, other team
members could add comments, and judges could ask follow-up questions.
Innovation’s Contribution to Student Learning
To directly measure the Fetch Simulation Project’s contribution to student learning, an evaluation rubric
(see Appendix E, Figure 3) was completed for each team by each judge following the review of the final report and
the oral defense. Items on the evaluation rubric were designed to assess the students’ performance and the
simulation’s success in achieving course and program learning objectives. Other items on the assessment were
included to measure students’ professionalism and presentation skills.
The results of the assessment, presented in Appendix C, report the grand mean of the average scores
recorded by the judges at the team level. Item 1 on the rubric assessed the students’ performance in conducting a
“gap analysis” (CLO5). All of the teams were able to identify the critical differences between the existing business
processes and their proposed business processes, which is an indication that the objective regarding performance of
a gap analysis was met (CLO5).
Rubric items 2, 3, 5, and 6 measured the students’ ability to document (model) both the “as-is” (CLO3) and
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“to-be” (CLO4) systems and discuss their content in a professional manner. These learning objectives were
collapsed in this report because the same skills are required to model both “as-is” and “to-be.” Functional (item 2),
behavioral (items 3 and 5), and structural (item 6) properties of the systems were specifically assessed. To
determine if these learning objectives were met, the teams were asked to identify and explain how different aspects
of their final report addressed particular problems in the original simulation (e.g., lack of communication, lack of
real-time information). Most teams directed the panel of judges to specific pages of their reports and talked through
how the models remedied the problems and would lead to more efficient and effective manufacturing operations.
For three out of four of the items (2, 3, and 5), the performance of all teams met or exceeded the expectations of the
judges. One team failed to meet the judges’ expectations for structural modeling (item 6).
Items 8, 9, 10, and 11 on the rubric measured students’ performance of the modeling skills and the
techniques utilized to convey system requirements in the final report. These items will also be used in the annual
MSISM program-level assessment. Similar to the above, most teams met or exceeded the expectations of the
judging panel regarding their technical documentation, with only one team failing to meet the judges’ expectations
on every item. This was the same team that failed to meet expectations on rubric item 6.
Despite instructing the judges to differentiate between team performance levels as appropriate, the judges’
overall evaluations indicated an overwhelming majority of the teams performed at a level that met or exceeded the
faculty and professionals’ expectations regarding both the content of their final reports and their ability to explain
and defend said content. Furthermore, looking at the results for each team, 6 of the 7 teams received an overall
assessment that indicated they met or exceeded expectations on all items. These results show that when students
engage in the Fetch Simulation Project, the course and program learning objectives can be achieved. The
variability in the performance figures also demonstrated that the project was challenging for the students to
complete.
Notably, at the conclusion of the defenses, the external stakeholders requested resumes and contact
information for 11 out of 31 students that completed the Fetch Simulation Project. This suggested that the students
not only had achieved the learning goals, but were also able to demonstrate and communicate their knowledge
professionally in an intense setting (e.g., the defense).
Indirect measures of the project’s contribution to the learning measures were also assessed using a post-
project attitudinal survey. The results of this survey are shown in Table 2 of Appendix C. To evaluate whether the
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students believed that they had gained knowledge relevant to their career and learned as a result of the Fetch
Simulation Project, questions 1, 2, and 3 focused on students’ perception of their enhanced career confidence and
questions 4, 5, and 6 focused on the promotion of learning. The grand average of the responses for both enhanced
career confidence and promotion of learning was 5.9, on a scale from 1 to 7 (strongly disagree to strongly agree).
This suggested that the students found it to be a valuable experience that both promoted learning and gave them an
opportunity to practice career-relevant skills. During the design of the project, the instructors intended to create a
learning opportunity that the students found engaging and were excited to work on. The results of questions 7, 8,
and 9, which focused on student motivation and averaged 5.9 on a 7-point scale, suggested that this was also
accomplished as the students reported that they found the approach interesting and think it should be utilized again.
Conclusion
Based on the description of the Fetch Simulation Project, its alignment with course and program learning
objectives, and both the direct and indirect evidence that the learning objectives were met, we believe that a
creative and innovative teaching approach was implemented and impacted nearly 200 Duquesne students. Thus, we
respectfully submit the Fetch Simulation Project for consideration for the 2014-2015 Creative Teaching Award.
For additional information, please also review Appendix A - Letters of Support, Appendix B – GRBU 544
Syllabus, Appendix C – empirical analysis of student learning, Appendix D – timeline of the innovation, and
Appendix E – sample materials from the Fetch Simulation Project.
References
Brown, P. C., Roediger III, H. L., & McDaniel, M. A. (2014). Make It Stick: The Science of Successful Learning. Cambridge, MA: Harvard University Press.
Doyle, T. (2011). Learner Centered Teaching: Putting the Research on Learning into Practice. Sterling, VA: Stylus Publishing.
Dweck, C. S. (2006). Mindset: The New Psychology of Success. New York, NY: Ballantine Books. Hartzel, K. S., & Pike, J. C. (2014, 2014). Live, Model, Learn: Experiencing Information Systems Requirements
through Simulation. Paper presented at the Information Systems Educators Conference, Baltimore, Maryland.
Hoffer, G., & Valacich, J. S. (2014). Modern Systems Analysis and Design (7th ed.). Upper Saddle River, NJ: Prentice Hall.
Kuh, G. D. (2008). High-Impact Education Practices: What They Are, Who Has Access to Them, and Why They Matter. Washington, D.C.: Association of American Colleges & Universities.
Lunce, L. M. (2006). Simulations: Bringing the benefits of situation learning to the traditional classroom. Journal of Applied Educational Technology, 3(1), 37-45.
Montgomery, K., Brown, S., & Deery, C. (1997). Using experiential learning to add relevancy and meaning to introductory courses. Innovative Higher Education, 21(3), 217-229.
Topi, H., Valacich, J. S., Wright, R. T., Kaiser, K. M., Nunamaker, J. F., Sipior, J. C., & de Vreede, G. J. (2010). IS 2010 Curriculum Guidelines for Undergraduate Degree Programs in Information Systems. Retrieved January 4, 2015, from http://www.acm.org/education/curricula