Simulation and gaming: Difference between revisions
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* [http://www.calt.insead.edu/eis/ The EIS Simulation], The Change, IT Innovation and People Management Challenge | * [http://www.calt.insead.edu/eis/ The EIS Simulation], The Change, IT Innovation and People Management Challenge | ||
** [http://www.calt.insead.edu/eis/download/Change-Management&Knowing-Doing-Gap-AAAngehrn-INSEAD.pdf summary paper (PDF)] | ** [http://www.calt.insead.edu/eis/download/Change-Management&Knowing-Doing-Gap-AAAngehrn-INSEAD.pdf summary paper (PDF)] | ||
* [[:fr:SimProjet|SimProjet]]. Hybrid simulator for teaching project management (in french) | |||
=== Instructional design models === | === Instructional design models === |
Revision as of 11:55, 2 March 2007
Definition
- Simulation and Gaming refers to a series of [instructional design]s that use elements from simulation and gaming. Simulation and Gaming can be done with board games, computer assisted board games, or fully computerized environments.
- DSchneider believes that Role Play Simulations belong to the same category
- According to Dumlekar (2004) in the context of "Management simulations": “A simulation is a replica of reality. As a training program, it enables adult participants to learn through interactive experiences. Simulations contain elements of experiential learning and adult learning [...] Simulations would therefore be useful to learn about complex situations (where data is incomplete, unreliable or unavailable), where the problems are unfamiliar, and where the cost of errors in making decisions is likely to be high. Therefore, simulations offer many benefits. They accelerate and compress time to offer a foresight of a hazy future. They are experimental, experiential, and rigorous. They promote creativity amongst the participants, who develop a shared view of their learning and behaviors. Above all, making decisions have no real-life cost implications.”.
Educational benefits
According to Dukes (in the context of sociology teaching):
- They increase student motivation.
- They facilitate the affective aspect of learning.
- They enhance interpersonal relations and promote interpersonal reward structures for learning.
- They do at least as well as conventional techniques in achieving cognitive outcomes.
- They tend to produce improved communication and discussion within the classroom.
- They tend to produce a more integrated view of the broader context within which sociological concepts fall.
- They promote individual discovery in learning from the learner's own perspective.
Types of simulation and gaming
Management simulations
- “A simulation is a replica of actual events, presented in a manner with a specific purpose. A management simulation (MS) is a collection of business cases that narrate market, business and economic events. When used for training, participants seek to understand management concepts, and augment or experiment with the methodologies, tools, techniques and practices learnt at business schools or at other training platforms. The final goal is stated as a financial measure, with a supporting explanation. A software program translates management action (their decisions) into business results (financial and other reports).” Dumlekar (2004)
Business simulations
Examples and instructional design models
Examples
- Leading edge paper products, Acomplex management simulation. Cambridge Management Centres (1990; updated 2002). PDF
- The EIS Simulation, The Change, IT Innovation and People Management Challenge
- SimProjet. Hybrid simulator for teaching project management (in french)
Instructional design models
Matching learning types and games
- Prensky (2001) presents a table suggesting the types of learning that can be promoted by various games styles. PDF
Links
- ISAGA - International Simulation & Gaming Association. Has some useful pointers.
- Simulation & Gaming An Interdisciplinary Journal of Theory, Practice and Research. This site provides a free sample issue but no other resources.
- Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research. Seems to be the old site for this journal and it does contain some useful materials.
- Textbooks and General References. This is an excellent resource (also for other simulation types)
- Simulation and Gaming and the Teaching of Sociology 6th edition, 1997. by Richard L.Dukes.
- SGX - Simulation/Gaming eXchange The Internet Clearinghouse for Simulation/Gaming Resources. Very good resource !
- Role Play Simulation for Teaching and Learning, includes a paper selection and some demos.
- Serious Games Initiative - Community/News Portal. The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector. (some of their articles concern S&G)
- Games for Change - Games for Change (G4C) provides support, visibility and shared resources to organizations and individuals using digital games for social change.
References
- Angehrn Albert A. (2006) Advanced Social Simulations: Innovating the way we learn how to manage change in organizations; International Journal of Information Technology Education, forthcoming. (PDF)
- Angehrn Albert A. , J.E.M. Atherton (1999); A Conceptual Framework for Assessing Development Programmes for Change Agents; Proceedings of the 7th European Conference on Information Systems (ECIS'99), Copenhagen, Denmark. PDF
- Angehrn Albert A. , Yves Doz, Jill Atherton (1995); Business Navigator: The Next Generation of Management Development Tools; Focus, No. 1, pp. 24-31. [1]
- Dumblekar, Vinod. (2004). Management simulations: Tests of effectiveness. Online posting on Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research web site. HTML
- Gosen, Jerry and Washbush, John, (2004). A Review of Scholarship on Assessing Experiential Learning Effectiveness, Simulation & Gaming, Vol. 35, No. 2, 270-293 DOI: 10.1177/1046878104263544. Abstract PDF (Access restricted)
- Ip, Albert & Roni Linser (2001). Simulated Worlds: Rapid Generation of Web-Based Role-Play, AusWeb01, the Seventh Australian World Wide Web Conference, Opal Cover Resort, Coffs Harbour, 21-25 April 2001, HTML
- Jerry Seay, Robert Scott, Small Library, Education and Simulation/Gaming and Computers HTML
- Klein E. E. and P. J. Herskovitz, Philosophical foundations of computer simulation validation, Simulation Gaming, September 1, 2005; 36(3): 303 - 329. Abstract PDF (Access restricted)
- Linser, R., Naidu, S. & Ip, A. (1999, December). Pedagogical Foundations of Web-based Simulations in Political Science. Paper presented at ASCILITE 99, the 16th Annual Conference of the Australian Society for Computers in Learning in Tertiary Education, 14-16 December 1999, AUSTRALIA.
- Linser, Roni & Albert Ip (2004). Creating Learning Opportunities Using an RPS Authoring Tool, AusWeb '04, The Tenth Australian World Wide Web Conference, Seaworld Nara Resort, Gold Coast,, from 3rd to 7th July 2004, HTML
- Manzoni, Jean-Francois & Albert A. Angehrn (1997). Understanding Organizational Dynamics of IT-Enabled Change : A Multimedia Simulation Approach, Journal of Management Information Systems / Winter 1997-98, Vol. 14, No. 3, pp. 109-140. PDF
- Prensky, M. (2001). Types of Learning and Possible Game Styles. Digital Game-Based Learning. McGraw-Hill. PDF
- Schönwald, Ingrid , Dieter Euler, Albert Angehrn, Sabine Seufert (2006). EduChallenge Learning Scenarios, Designing and Evaluating Learning Scenarios with a Team-Based Simulation on Change Management in Higher Education, SCIL Report 8, January 2006. [2]
- Thavikulwat Precha (2004), The Architecture of Computerized Business Gaming Simulations, Simulation & Gaming, Vol. 35, No. 2, 242-269 (2004)
DOI 10.1177/1046878104263545. Abstract PDF (Access restricted)
- de Jong, Tom (ed.) (2003), Knowledge Management Interactive Training Systems (KITS), final report, PDF
- Jacques, D. (1995). Games, simulations and case studies: A review. In: D. Sauders (Ed.), The simulation and gaming yearbook. Volume 3. Games and simulations for business. London: Kogan.