Simulation and gaming: Difference between revisions

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* [http://www.unice.fr/sg/resources/biblios/biblio_dukes_contents.htm Simulation and Gaming and the Teaching of Sociology 6th edition, 1997.] by Richard L.Dukes.
* [http://www.unice.fr/sg/resources/biblios/biblio_dukes_contents.htm Simulation and Gaming and the Teaching of Sociology 6th edition, 1997.] by Richard L.Dukes.
* [http://sg.comp.nus.edu.sg/ SGX - Simulation/Gaming eXchange] The Internet Clearinghouse for Simulation/Gaming Resources. Very good resource !


== References ==
== References ==

Revision as of 13:02, 22 June 2006

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Definition

  • Simulation and Gaming
  • 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):

  1. They increase student motivation.
  2. They facilitate the affective aspect of learning.
  3. They enhance interpersonal relations and promote interpersonal reward structures for learning.
  4. They do at least as well as conventional techniques in achieving cognitive outcomes.
  5. They tend to produce improved communication and discussion within the classroom.
  6. They tend to produce a more integrated view of the broader context within which sociological concepts fall.
  7. They promote individual discovery in learning from the learner's own perspective.
In summary: They plug many gaps which conventional methods of instruction are unlikely to fill; they round out the learning experience.

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

Instructional design models

Links


References

  • Dumblekar, Vinod. (2004). Management simulations: Tests of effectiveness. Online posting on Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research web site. HTML
  • 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.
  • 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. [1]