dent satisfaction since no significant differences in
evaluation could be found between the various exper-
iments using different communication formats. De-
spite this lack of relation between the format of com-
munication and the students’ satisfaction, the perfor-
mance of the students on the game, measured by the
final cost of the project when the game is finished,
depended on the background of the students.
When the engineering university students were
presented with numerical information, they tended to
make the right decision. When the business school
students were presented with the numerical informa-
tion, they underperformed compared to the engineer-
ing students in their decision making, despite their
higher level of experience. However, when the busi-
ness school students were presented with the graph-
ical information, they performed on par with the en-
gineering students who received numerical informa-
tion. This experiment clearly shows that the commu-
nication format is crucial in the teaching process and
defines the quality of decisions made by people. The
results are shown in the middle panel of figure 3. The
y-axis represents the cost deviation obtained by the
students. A division is made between civil engineer-
ing students and students following a business edu-
cation. On average, civil engineers benefit from in-
formation presented in a table format, while business
school students achieve better results with graphical
information. These results are in line with the con-
cepts presented in the book “reinventing communica-
tion” (Phillips, 2014) which discusses the importance
of communication in a professional project manage-
ment environment.
4.3 Communication Expectations
The experiments with regard to the expectations of
the game participants revealed that it is better to err
on the safe side. Participants who assumed Murphy
would come along and that they would have to react
to a highly dynamic and uncertain environment per-
formed better than those participants where the na-
ture of complexity and uncertainty was not empha-
sized. This could be established in the cost deviations
the players achieved and is shown in figure 3. In the
figure’s right panel, the cost deviation when students
assume complexity and uncertainty have a high im-
pact is set equal to 100%. The bar charts indicate that
the costs increase (> 1.0) when complexity and un-
certainty are not deemed to have a high impact. In-
cidentally, the number of trade-off changes and in-
spections of time/cost profiles could be monitored us-
ing the log files. Participants for which the dynamic
and uncertain character of the game was highlighted,
investigated much more alternative courses of action
and dedicated more effort to making changes to the
activities’ durations. Consequently, a relation could
be drawn between the amount of effort invested by
the participants of the game and the attained solution
quality. In general, a higher amount of effort, mea-
sured in terms of the number of trade-off changes and
the inspection of the profile of the trade-offs, leads to
a better solution quality.
5 CONCLUSIONS
This paper reported on results of a set of students ex-
periments using various ways of communication in
a blended learning process of Project Management
courses. It illustrates how the use of computerized
business games and integrated case studies have a
beneficial impact on the learning experience and stu-
dent performance. However, the way in which this
blended learning methodology is implemented is in-
fluenced by the sequence, format and accuracy of
communication used using exercises, case studies and
business games.
Timing and integration of communication is cru-
cial in the learning process of students and positively
contributes to the learning experience and sometimes
to the student performance. The communication for-
mat has a significant impact on the students’ perfor-
mance and differs along their practical experience and
background. However, no relation could be found be-
tween the format and the satisfaction of students dur-
ing learning. Expectations are also an integral part
of communication. In the final experiment, it was
shown how highlighting the complex and uncertain
nature of the environment can affect the achieved re-
sults. It was found that participants invested more ef-
fort and attained better solutions when the importance
of reacting to uncertainty was stressed. If the decision
on whether a change is desirable was left to the stu-
dents, considerably less effort was put into the evalua-
tion process and a larger cost deviation was the result.
The results of the three experiments are summarized
in table 1.
Obviously, this study suffers from a number of
drawbacks. First, the student population has not been
controlled carefully and has been taken randomly
from an existing pool upon availability. In addition,
the settings of the experiments have been often set
ad hoc and none of the parameters have been care-
fully controlled. The main reason of this drawback
was of a practical nature, since it is hard to put stu-
dents under experiments during learning. We there-
fore opted to change the communication settings on a