abstract
- This paper presents the preliminary results of research on user decisions in a serious game called Logistic Simulator (LOST). We provide an analysis of the first stage of an ethnographic decision tree analysis based on students' responses. The results show considerable variability in students' forecasting and production decisions and greater consistency in decisions related to suppliers and raw material orders. The concluding section discusses the impact of these initial findings and outlines the subsequent steps to further develop this research. The results are relevant in two ways. First, the observed decision variability in this study indicates clear pathways to improving the LOST simulator with respect to two types of learning success, and it also reveals the process by which students reach or fall short of them. Our study provides clear tools for teachers to use in the classroom to address student decisions.