Simulation and gaming: Difference between revisions
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== Definition == | == Definition == | ||
* '''Simulation and Gaming''' | * '''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. | ||
* [[User:DSchneider|DSchneider]] believes that ''Role Play Simulations'' belong to the same category | |||
* According to Dumlekar (2004) in the context of "Management simulations": {{quotation | 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.}}. | * According to Dumlekar (2004) in the context of "Management simulations": {{quotation | 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.}}. | ||
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=== Examples === | === Examples === | ||
* [http://www.cibit.com/site-en.nsf/p/News-Interesting_Knowledge_Management_issues KM Quest] | |||
* Leading edge paper products, Acomplex management simulation. Cambridge Management Centres (1990; updated 2002). [http://sag.sagepub.com/cgi/reprint/36/1/146 PDF] | * Leading edge paper products, Acomplex management simulation. Cambridge Management Centres (1990; updated 2002). [http://sag.sagepub.com/cgi/reprint/36/1/146 PDF] | ||
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* Dumblekar, Vinod. (2004). Management simulations: Tests of effectiveness. Online posting on Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research web site. [http://www.unice.fr/sg/resources/articles/dumblekar_2004_management.htm HTML] | * Dumblekar, Vinod. (2004). Management simulations: Tests of effectiveness. Online posting on Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research web site. [http://www.unice.fr/sg/resources/articles/dumblekar_2004_management.htm HTML] | ||
de Jon, Tom (ed.) (2003), Knowledge Management Interactive Training Systems (KITS), final report, [http://kits.edte.utwente.nl/documents/d19.pdf 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. | *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. | ||
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* 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, [http://ausweb.scu.edu.au/aw01/papers/refereed/ip/ HTML] | * 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, [http://ausweb.scu.edu.au/aw01/papers/refereed/ip/ HTML] | ||
* Jerry Seay, Robert Scott Small Library, Education and Simulation/Gaming and Computers [http://www.cofc.edu/~seay/cb/simgames.html HTML] |
Revision as of 19:46, 28 August 2006
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
Instructional design models
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.
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
de Jon, 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.
- 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]
- 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
- 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