Insurance Rating Games: Strikes, Spares, and Bags

Date01 September 2014
AuthorJames R. Jones,Kevin C. Ahlgrim
DOIhttp://doi.org/10.1111/rmir.12026
Published date01 September 2014
Risk Management and Insurance Review
C
Risk Management and Insurance Review, 2014, Vol.17, No. 2, 297-313
DOI: 10.1111/rmir.12026
EDUCATIONAL INSIGHTS
INSURANCE RATI NG GAMES:STRIKES,SPARE S,AND
BAGS
Kevin C. Ahlgrim
James R. Jones
ABSTRACT
Carefully designed classroom activities and games can be used to increase stu-
dent engagement, motivation, and learning. This article describes two games
that have been used with students of risk management and insurance to help
highlight the intricacies of insurance pricing. These two games, bowling insur-
ance and bags insurance, help students experience the challenging nature of
premium determination in risk transfer contracts and also connect the various
actions taken by insurers during the insurance transaction.
“The only source of knowledge is experience.”
– Albert Einstein
INTRODUCTION
In introductory risk management and insurance courses, insurance pricing is typically
presented as a static exercise, where frequency and severity of loss are explicitly pro-
vided. For example, elementary insurance mathematics is illustrated by using a term life
insurance policy where the probability of death can be extracted from a given mortality
table based on a policyholder’s age. Once the policyholder chooses the face amount of
the policy, the appropriate premium is a straightforward multiplication problem.
While life insurance pricing exercises help identify underlying principles, complications
in estimating frequency and severity are ignored. In addition, if pricing activities are
presented as an isolated mathematical exercise, students are likely to compartmentalize
individual lessons, which does not allow them to make the connection to other important
aspects of the insurance transaction, such as the application process, asymmetric infor-
mation and moral hazard, the underwriting decision, and the randomness of claims.
Without introducing uncertainty in pricing, instructors may be missing an opportunity
to synthesize various insurance functions to more accurately representthe complications
of the risk transfer mechanism.
This article was subject to double-blind peer review.
Kevin C. Ahlgrim is in the Department of Finance, Insurance and Law, Illinois State University;
e-mail: kahlgrim@ilstu.edu. James R. Jones is in the Katie School of Insurance & Financial Services,
Illinois State University; e-mail: james.jones@ilstu.edu.
297
298 RISK MANAGEMENT AND INSURANCE REVIEW
Games and simulations can be used to get students to interact more directly with the de-
cision processes made on both sides of the risk transfer transaction, from the perspective
of the insurance company and as the policyholder. This article discusses two classroom
insurance games, bowling insurance and bags insurance, which have been used with
students who are new to risk management and insurance. The exercises help illustrate
critical aspects of insurance in an interactive way using games with which students are
likely to be familiar.
This article is organized as follows. The next section provides some general discussion
on the theoretical background on experiential learning and the use of games in the
classroom. Then, the two games of bowling insurance and bags insurance are described.
Weconclude by outlining some of the potential teaching points based on our experiences
with these games.
EXPERIENTIAL LEARNING THEORY
“The student’s traditional role is that of a passive note-taker and regurgitatorof factual
information. What is urgently needed is an educational program in which students
become interested in actively knowing, rather than passively believing.”
–Volpe(1984)
The historical learning paradigm for most college campuses is didactic education, which
focuses on transmitting knowledge from instructors to students. In contrast, experiential
learning exercises are activities that are designed to put learners in a position to observe
phenomena that leads to reflection. Experiential learning is not about transferring static
facts between instructors and students, but to induce the evolution of knowledge within
learners based on interactions with outside influences. Good teachers should not only
be judged by how much knowledge they have, which is what didactic education would
presume. In addition to being content experts, good teaching means having the ability
to recognize and address individuals’ predispositions through a carefully designed
presentation and then helping learners challenge their own thoughts, which leads to
intellectual growth.
Experiential learning theory is predicated on the premise that learning is an iterative
process that is precipitated by experience (Kolb and Kolb, 2005). Engaging experiences
promote introspection and reflection, which if the experiences are precisely organized,
can guide learners toward general principles. To be most effective, classroom exercises
should expose students’ prior beliefs so that they can be reviewed, examined, and
tested. Upon engagement, students can align and compare their preconceived notions
with observations gleaned from their experiences. As a result, learners adapt and grow.
The learning process is enhanced by deeper student involvement, which can be achieved
by combining multiple processes such as thinking, speaking, observing, and acting.
The aim of experiential learning is to create meaningful exercises that have a long-
lasting impact on students that they can draw on in the future. Marzano (1991) argues
that when students get to experience and process new ideas, they begin to apply these
concepts more broadly and learn more deeply. In the sciences, classroom experiments
are the norm and most college courses in chemistry,physics, and biology have dedicated

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