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An E-learning Module on Negotiation Analysis
Harri Ehtamo Raimo P. Hämäläinen
Ville Koskinen Helsinki University of Technology
Systems Analysis Laboratory P.O. Box 1100, FIN-02015 HUT, Finland Tel. 358-9-451 3054, fax 358-9-451 3096
E-mails: [email protected], [email protected], [email protected]
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An E-learning Module on Negotiation Analysis
We describe a web-site containing material and tools for learning mathematical
models of negotiation analysis and discuss students’ experiences of its use. It is part
of e-learning decision making site, www.dm.hut.fi, which is developed at Systems
Analysis Laboratory, Helsinki University of Technology.
The negotiation analysis site provides an introduction to theory and gives online
practice in negotiation support. The learning material is modular and it can be used
both as an independent introduction to the topic and in parts to create supplementary
modules for other courses. The material consists of theory sections, case studies and
assignments. It also includes quizzes for self-evaluation and video clips illustrating
the use of the Joint Gains software.
Models of negotiation analysis are especially suitable for e-learning because of their
interactive nature. The Joint Gains is an interactive negotiation support system for
multi player multi issue negotiation problems and it is intended for real-life
negotiations; for instance, it has been applied to create new regulation policies for
lake-river systems. Here, we apply the Joint Gains as an interactive tool for active
learning through role playing experiments in educational context.
“Introduction to game theory and negotiation” learning module was evaluated in a
web-course on mathematical modelling. The experiences were encouraging and
mainly positive; the students considered the material very useful and they succeeded
well in the assignments without need for any personal guidance.
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Key words: Negotiation Analysis, Negotiation Support, e-Learning, e-Democracy,
Interaction
1 Introduction
It is an educational challenge to teach decision making and negotiation skills for the
students by applying possibilities offered by electronic media and especially e-
learning. Basically, e-learning means education that takes advantage of electronic
media, which can offer new dimensions and possibilities for learning. Particularly
personal computers and the Internet have established a sound basis for e-learning
because their costs are nowadays relatively low and hence they have become a
standard which allows their widespread applications. Electronic media offer
possibilities for learning “any time, anywhere”, more extensive use of colorful
graphics, animations, voice etc., and new ways of communication, such as e-mail, on-
line chat, newsgroups and video conferencing. Especially the new ways of
communication can play a crucial role in practice of negotiation.
By negotiation we mean an interactive process by which different parties try to reach
compromises and make an agreement. According to Raiffa, Richardson and Metcalfe
(2002) negotiation analysis is a field of study primarily focusing on prescriptive
models of negotiation processes for generating acceptable compromise outcomes and
reaching agreements having its roots in decision analysis and game theory. These
prescriptive models can be implemented as negotiation support systems (NSSs) for
solving real-life negotiation problems by applying electronic media.
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Besides their intended real-life use, NSSs can be used for teaching. In this case, the
students apply them to solve imaginary negotiation problems by having role-playing
experiments as suggested, e.g., by Winham (2002). This lets the students to learn by
doing through simulating the negotiations and seeing how their actions affect the
interactive negotiation process and its final results. This cannot normally be
accommodated in a traditional course that takes no advantage of the electronic media.
Therefore, the negotiation analysis seems a fruitful area for e-learning, simply because
of its interactive nature and practical essence.
We aim to create e-learning material for teaching mathematical models of negotiation
analysis. The material consists of theory sections complemented with relevant
references to the literature, case studies, quizzes and assignments. These are
complemented with multimedia presentations such as video clips, animations and
colorful graphics where necessary. We provide facilities for interactive and active
learning by the Joint Gains NSS1. The Joint Gains is a web-based implementation of
an interactive negotiation method that can be used for real-life negotiation problems
online. See Hämäläinen et al. (2001) for an example on its use in Lake-River
regulation policy problems.
There is a variety of potential applications of negotiation analysis, e.g., in political and
environmental decision making, in e-business, and in e-commerce (Raiffa, Richardson
and Metcalfe, 2002; Susskind, Levy and Thomas-Larmer, 2000; Hämäläinen et al.,
2001; Kersten and Lo, 2001). Our e-learning material is modular to make it possible
to tailor it to support different needs of different students. The students can work with
the material either with a pair, in a small group or perhaps alone. The latter is not
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recommended, however, because in such a case learning may lose its social
dimensions. These are very important when studying negotiation skills. Teachers can
use the material as such or possibly by including their own material in it and by
having face to face meetings between teacher and students.
In this paper, we present one e-learning module, “introduction to game theory and
negotiation”2, which corresponds to traditional few hours engineering lecture plus the
exercises, and discuss experiences of its use. So far we have taken the students of
OR/MS and engineering as primary users of the module. Nevertheless, the material
can also be applied to construct other modules for decision makers and mediators that
are preparing for web-based participation in real-life negotiations, and especially for
the use of the Joint Gains NSS. These possibilities are discussed in Chapter 5.2.
2 Related Material in the Web
There is also some other e-learning material on negotiation science available in the
Internet. For instance, Köszegi and Kersten (2003) have published “Negotiations and
e-negotiations: management and support” course3. It consists of an electronic textbook
presenting theory, which focuses on basic concepts of economics, game theory and
social psychology. It also contains some case studies and related role-playing
assignments. Our notions on e-learning of mathematical models of negotiation
analysis are somewhat similar to those presented by Köszegi and Kersten even if our
work has been carried out independently. For example, as Köszegi and Kersten we
also consider learning by doing very central concept and take advantage of
possibilities offered by the electronic media to produce complete learning modules
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that can be used in combination with face to face sessions. Nevertheless, there are
some differences. First, the students can apply our module independently of any
instructor, which provides possibilities for completely self-paced learning and even
distance learning. Second, when browsing their learning material one easily gets the
impression of studying a traditional textbook on a computer screen, which has been
criticized, e.g., by Hobbs (2002). We have paid attention on developing a more on-
screen readable material, looking more like a “web-site”. Third, our approach includes
the use of the Joint Gains software that is completely available online any time from
anywhere for real-life negotiation cases defined by the negotiators or a third
intervening party. Thus it is not intended only for educational use as the INSPIRE
system (Kersten and Noronha, 1999) applied by Köszegi and Kersten in their e-
learning course.
Harvard university press e-learning division has published an e-learning program
“Yes! The On-Line Negotiator” based on the book by Fisher and Ury (1981). It is
commercially available and it contains slideshows summarizing the theory, presenting
some case problems and related quizzes4. That material is essentially a program and
hence it does not constitute a complete whole but interactive tools and related
slideshows for training negotiation skills.
On game theory, there is more e-learning material available in the Internet. For
instance, a link collection provided by the Vanderbilt University5 contains a number
of links to material in the web. That material includes lecture notes, textbooks,
quizzes and tools illustrating the interactive nature of different games.
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There is much e-learning material and experiences of their use already available in
OR/MS field. For instance, our e-learning module has been developed as a part of
OR-World project (Suhl and Kassanke, 2000), which has focused on developing and
assessing new techniques for teaching. Similar work has been performed at University
of Strathclyde by the MENTOR project that aims to “improve the effectiveness and
the efficiency of teaching and learning OR/MS through the use of multimedia
computer based learning materials” (Thornbury et al., 1996). Those projects have
reported that the electronic media has been successfully applied to offer multimedia
presentations and tools for interaction in education of OR/MS. Also, International
Federation of Operations Research Societies (IFORS) has created tutOR learning
modules6 and Institute for Operations Research and the Management Sciences
(INFORMS) has a learning center7, which constitutes a set of links to existing
educational resources in Internet. That material, however, does not either form an
independent whole but rather a material collection for existing courses.
3 Contents of the Module
In “introduction to game theory and negotiations” e-learning module, we teach
mathematical models of negotiation analysis through practical examples. First, we
describe basic concepts of game theory and negotiation problems through two
classical game theory examples: prisoners’ dilemma game and problem of the
commons. For different variants and history of these games, we refer to textbooks by
Luce and Raiffa (1957), Myerson (1997) and Gibbons (1992). These games are
relatively simple but they are also rich enough to illustrate the central concepts and
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even describe phenomena encountered in real life.
This is followed by an introduction to methods on negotiation analysis that can be
used to give prescriptive aid for negotiating parties to make joint decisions. Here we
refer to Raiffa, Richardson and Metcalfe (2002) and Sebenius (1992). In particular,
we discuss a classification given by Teich, Wallenius and Wallenius (1994) and
Ehtamo and Hämäläinen (2001). They divide various methods in negotiation analysis
according to: whether the utility functions of the negotiating parties can be elicited or
not, and whether negotiating parties take joint problem solving attitude or make
concessions. Thus, we can discuss roughly about four modeling categories:
1. utility function and concession based methods
2. utility function based joint gains searching methods
3. interactive methods based on concession making
4. interactive methods searching joint gains
In the module, we also present ideas of third party intervention, i.e., mediation and
arbitration to help the negotiating parties.
As a detailed example on methods in negotiation analysis we describe the jointly
improving direction method (Ehtamo, Verkama and Hämäläinen, 1999) which is a
mathematical formalization of the single negotiation text (SNT) procedure presented
by Raiffa (1982). In the jointly improving direction method, joint gains are searched
interactively and iteratively starting from a tentative agreement under assistance of a
mediator. Gradually, the method guides the parties to a Pareto optimal agreement. We
present the method by using verbal and geometrical reasoning through an example
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4 Module Description
We divide the e-learning module conceptually into five main elements by following
an e-learning material structure originally developed for multiple criteria decision
analysis module8 at Systems Analysis Laboratory. The module consists of
1. theory
2. online quizzes
3. cases
4. assignments
5. video clips
Each of the elements supports different learning objectives and presents the topic
from different viewpoints. Besides those main elements, the module has a front page,
see Figure 1. The front page contains motivating introduction to the module, states
explicitly what the students are expected to learn and provides links to the material
included in the module. In the following, we describe each main element and give
some screenshots presenting the material from the students’ viewpoint.
Theory can be compared to an ordinary introductory textbook but it is designed to be
on-screen readable, which is taken into account by considering two major challenges
presented by Weitl et al. (2002). The first challenge is that students’ perception tires
out when studying new information on a computer screen. The other one is the loss of
overview, which is due to low amount of information that can be shown on a
computer screen at a time. Therefore, we have written the theory in a format of a story
telling about two friends, Harold and William. This story is complemented with
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frequent headings and introductory overview sections that point out the thread of the
story and the core concepts of the theory.
Figure 1 Learning module front page
Weitl et al. (2002) have concluded that technical topics, such as pure mathematics, are
inconvenient to be studied through the web. Therefore, we include only basic, high
school level, mathematical definitions and analysis in the theory. Most of the
presentation is based on colorful graphs and their interpretations. Further
mathematical details can be found from articles and textbooks given in further reading
sections.
The theory is divided into subsections each of which physically consists of one
HTML-page. The table of contents of the theory is presented for the students in a
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navigation frame on the left side of the body text to help the navigation and sharpen
the overview. As an example, Figure 2 illustrates a part of the theory section
presenting prisoners’ dilemma game.
Figure 2 An example on a theory section presenting prisoners’ dilemma game
Online quizzes are web-forms stored in Quiz Star9 server. They contain multiple
choice questions regarding the theory, see Figure 3. Their main purpose is to act as a
motivating self-evaluation tool and provide a variety of refreshing cognitive activities
for the students. The quizzes summarize the core concepts of the theory and thus they
also sharpen students’ overview on the topic through presenting simple games and
negotiation situations. After filling in and submitting a quiz a student gets
immediately a response pointing out the correct and incorrect answers. In case of
possible incorrect answers, the student should refer to the theory and try refilling and
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submitting the quiz.
Figure 3 A part of the game theory quiz
Cases are simple problems encountered in real life. In this learning module, the
students study a description of a case, namely, buyer seller problem. That problem
represents a typical case in e-commerce, where a buyer and a seller negotiate about
price and delivery time. The case acts as an example connecting the theory to the real
life applications and to students’ personal context thus easing the adoption of new
knowledge.
The module contains two types of assignments: analytical and software assignments.
The analytical ones ask the students to apply mathematical tools they have learned
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and thus familiarize themselves with somewhat theoretical concerns. In the software
assignment, the students learn by doing and solve the buyer seller problem presented
in the case description through role-plays as suggested by Winham (2002). The
assignments are manually graded by an instructor, unlike the quizzes.
The students apply the Joint Gains NSS, which is an implementation of the jointly
improving direction method, in the software assignment. They first create a
negotiation case by defining the negotiating parties, a buyer and a seller, and the
issues they negotiate about, i.e., price and time, see Figure 4.
Figure 4 Creating a case in the Joint Gains
After creating the case, the students take their roles and start the negotiation. In the
negotiation, the Joint Gains gathers local preference information from the parties with
simple pairwise comparison tasks and makes new jointly preferred proposals for the
parties, who may either accept or reject them; for details see Ehtamo and Hämäläinen
(2001). Figure 5 shows how the students answer the questions and apply an online
chat for verbal communication in the Joint Gains NSS.
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NegotiatingNegotiating
On-line chatOn-line chat
Figure 5 Negotiating with the Joint Gains
The assignments are delivered both as HTML and MS Word documents for the
students. Those who are able to use MS Word can apply the assignment document as
a report template and fill their answers directly in it. Besides the questions, the
assignment document contains detailed instructions so that the students need not to
open a separate window for writing a report, reading the assignment and the
instructions. Figure 6 shows how a student reads the instructions and the questions
and works with the Joint Gains software filling her answers to the report template
directly.
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Figure 6 A student fills her answers to the report template and works with the Joint Gains
software simultaneously
There are also some video clips that are recordings demonstrating the use of the Joint
Gains at a “click the OK-button”-level. The clips are available in three formats: AVI
with audio, AVI with no audio and GIF animations. AVI-format was chosen because
it allows including audio, pausing, stopping, rewinding or fast forwarding the clips.
Nevertheless, viewing AVI-files needs a media player to be installed. Therefore, GIF
animations are delivered, as well, because they can be viewed by an ordinary web
browser. Their usability is, however, poorer because they can only be played and
restarted and they may not contain audio. AVI files with no audio are included in the
material to serve the students who have slow internet connection and find the versions
with audio too large.
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The main purpose of the clips is to reduce need for personal instruction and
communication between the teacher and students by e-mail or face to face directly.
The clips are mainly intended to help the students who consider themselves unfamiliar
with computers and encourage them to start working with the software assignment.
After completing the module, the students evaluate it by filling an online
questionnaire that is intended to measure their subjective experiences. The evaluations
are accomplished with the Opinions Online10 software, which is an online-platform
for voting, surveys and group decision making developed at the Systems Analysis
Laboratory.
5 Discussion
5.1 Experiences of Use
The learning module was used in November 2002 in an advanced web course on
mathematical modeling organized by the Virtual University of Finland. The course
consisted of eleven learning sessions and our module was one of them. The overall
structure of the other learning sessions was quite different from that of ours. For
example, they consisted of video lectures, lecture slides and assignments.
There were nine one or two student groups from different Finish universities
completing our learning module. The students were mainly graduate students in
industrial engineering, systems engineering, physics or other engineering. They
considered themselves quite experienced users of web and they had some familiarity
on e-learning from the earlier learning sessions of the course but not on e-
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learning format similar to ours. The course was not compulsory for the students and
hence our experiences comprise of observing students who had chosen an e-learning
course voluntarily.
The results of the student evaluation were strikingly positive. The students found our
format of e-learning convenient despite the fact that the format was new for them.
Most of the students stated that they are willing to work in similar e-learning
environments in the future and that they are also willing to recommend their
experiences for their peers. This kind of positive attitude has been reported in
literature also earlier, see, e.g., e-learning experiences presented by Benbunan-Fich
and Hilz (2002). As in our case, the students had voluntarily chosen e-learning course
in their experiments.
The lack of face to face interaction between students and teacher, and among the
students, has been a realized problem in e-learning (Wesley, 2002). The same problem
was also reported by our students. Nevertheless, the students were able to work with
our learning module completely independently; they did not communicate with a
human instructor either personally, through e-mail or the newsgroup system.
Therefore, the lack of social interaction did not appear to be a severe problem in our
case. This is probably due to two reasons. First, the students had an option of working
together with a pair and hence they had possibilities for social contacts during their
learning process. Second, the instructions were very detailed, e.g., through the use of
the video clips.
Most of the students reported in student evaluation that they are relatively indifferent
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between the format of the other learning sessions and that of our module. Hence, they
did not miss a talking head of the video lectures when working with our module. We
see this indicating that each format of learning has its own advantages and
disadvantages. According to opinions of our students, the greatest advantage in e-
learning is the freedom of learning almost everywhere and any time. This freedom has
the other side of the coin, too. Namely, e-learning requires strong responsibility and
self-motivation from the students. Not all our students felt themselves motivated
enough to complete the module.
5.2 Future Work
We aim to gain further experiences on the use of the e-learning material. These
experiences are obtained at least through the use of “introduction to game theory and
negotiation” learning module in the same course on mathematical modeling also in
next autumn.
So far, the users of our e-learning material have been university students. Other users
of the material could be experts already in the field of e-commerce, and persons
involved in environmental and political decision making. This is taken into account
when choosing the examples and cases presented in the material. For instance, the
problem of commons provides perspectives from the environmental decision
problems, and our buyer-seller case is a problem emerging frequently in supply chains
between suppliers and their customers in one form or another. For recent studies and
possible future cases in e-business, see special issues of the Group Decision and
Negotiation dealing with e-negotiations (2003) and of the Decision Sciences dealing
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with e-business and supply chain management (2002).
According to Meerts (2002), if a student already has some real life negotiation
experiences it is beneficial to let her learn by doing by role-playing experiments and
analyzing them afterwards. Hence, our e-learning module could be even more
successful when training negotiators for web based negotiations than merely training
ordinary students. Nevertheless, to teach them efficiently we should introduce new
cases and new modules. In particular, the negotiators should be provided a more
compact learning module on applying the Joint Gains software in practice through a
case study close to their own case.
Currently, the e-learning material concentrates mainly on one particular negotiation
method, namely, the joint gains searching method. Therefore, the material should be
complemented by presenting other types of negotiation methods, such as concession
based methods, as well. Concession based methods can be illustrated, e.g., through a
case representing buyer-seller negotiations where the negotiating parties try to reach a
jointly accepted agreement through consecutive offers and counteroffers.
6 References
1. Ehtamo, H., M. Verkama and R.P. Hämäläinen (1999). “How to Select Fair
Improving Directions in a Negotiation Model over Continuous Issues”. IEEE
Transactions on Systems Man and Cybernetics – Part C: Applications and
Reviews, Vol. 29, 26-33.
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2. Benbunan-Fich, R. and S. Hilz (2002). “Correlates of Effectiveness of
Learning Networks: The Effects of Course Level, Course Type and Gender on
Outcomes”. Proceedings of the 35th Hawaii International Conference on
Systems Sciences 2002. IEEE Computer Society Press, Hawaii.
3. Bichler M., G. Kersten, C. Weinhardt (2003). Group Decision and
Negotiation: Special Issue on Electronic Negotiations, Vol. 12, No 2.
4. Ehtamo, H. and R.P. Hämäläinen (2001) “Interactive Multiple-Criteria
Methods for Reaching Pareto Optimal Agreements in Negotiations”. Group
Decision and Negotiation, Vol. 10, 475-491.
5. Fisher, R. and W. Ury (1981). Getting to Yes: Negotiating Agreement Without
Giving In. Boston: Houghton Mifflin.
6. Gibbons, R. (1992). A Primer in Game Theory. Prentice Hall.
7. Hobbs, D.L. (2002). “A Constructivist Approach to Web Course Design: A
Review of the Literature”. International Journal on E-Learning, Vol. 1, 60-65.
8. Hämäläinen, R.P., E. Kettunen, M. Marttunen and H. Ehtamo (2001).
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Electronic Business, Hong Kong.
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11. Köszegi, S. and G. Kersten (2003). “On-line/Off-line: Joint Negotiation
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18. Sebenius, J. (1992). “Negotiation Analysis: A Characterization and Review”.
Management Science, Vol. 38, 18-38.
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20. Teich, J., H. Wallenius and J. Wallenius (1994). “Advances in Negotiation
Science”. Transactions on Operational Research, Vol. 6, 55-94.
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Learning Content on the Web: A Didactical Reference Model”. Proceedings of
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Healthcare & Higher Education, AACE, Montreal.
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Kremenyuk (ed.), International Negotiation. John Wiley & Sons, 465-480.
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7 Web References
1 Systems Analysis Laboratory. “Joint Gains Negotiation Support in the Internet”.
http://www.jointgains.hut.fi/, referred 04.06.2003.
2 Systems Analysis Laboratory, Helsinki University of Technology. “Introduction to
Game Theory and Negotiation: Learning Module”.
http://www.negotiation.hut.fi/learning-modules/IntroToGTAndNego/, referred
04.06.2003.
3 Concordia Univeristy. “Negotiations and e-negotiations: management and support”.
http://mis.concordia.ca/projects/negocourse/nego_course/index.html, referred
04.06.2003.
4 Harvard Business School Publishing. “Yes! The On-Line Negotiator”.
http://www.elearning.hbsp.org/, referred 04.06.2003.
5 Vanderbilt University. “GameTheory.net: A resource for educators and students of
game theory”. http://www.gametheory.net/, referred 04.06.2003.
6 University of Melbourne, Department of Mathematics and Statistics, OR Group.
“Welcome to TutOR”. http://www.tutor.ms.unimelb.edu.au/, referred 08.06.2003.
7 Institute for Operations Research and the Management Science. “INFORMS
Learning Center”. http://www.anderson.ucla.edu/informs/SU/learning/, referred
08.06.2003.
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8 Systems Analysis Laboratory, Helsinki University of Technology. “Multiple Criteria
Decision Analysis e-Learning Site”. http://www.mcda.hut.fi/, referred 04.02.2003.
9 University of Kansas. “QuizStar”. http://quiz.4teachers.org/index.php3, referred
04.06.2003.
10 Systems Analysis Laboratory, Helsinki University of Technology. “Opinions
Online – Platform for Global Participation, Voting, Surveys and Group Decisions”.
http://www.opinions.hut.fi/, referred 04.06.2003.