Simulation and gaming: Difference between revisions

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== Definition ==
== 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.
'''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
The [http://www.unice.fr/sg/ Simulation & Gaming journal] defines Simulation/gaming in its broadest meaning, {{quotation|to encompass such areas as simulation, computerized simulation, internet simulation, gaming, simulation/gaming, serious games, educational games, training games, e-games, internet games, video games, policy exercises, day-in-the-life simulations, planning exercises, debriefing, analytic discussion, post-experience analysis, modeling, virtual reality, game theory, role-play, role-playing, play, active learning, experiential learning, learning from experience, toys, augmented reality, playthings, structured exercises, education games, alternative purpose games, edutainment, digital game-based learning, immersive learning, brain games, social impact games, games for change, games for good, synthetic learning environments, synthetic task environments.}} (retrieved April 12, 2010).


* 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.}}.
[[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.}}.
 
See also: [[Computer game]], [[video game]], [[microworld]], [[tangible computing]], [[simulation]].


== Educational benefits ==
== Educational benefits ==

Revision as of 12:42, 13 April 2010

Draft

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.

The Simulation & Gaming journal defines Simulation/gaming in its broadest meaning, “to encompass such areas as simulation, computerized simulation, internet simulation, gaming, simulation/gaming, serious games, educational games, training games, e-games, internet games, video games, policy exercises, day-in-the-life simulations, planning exercises, debriefing, analytic discussion, post-experience analysis, modeling, virtual reality, game theory, role-play, role-playing, play, active learning, experiential learning, learning from experience, toys, augmented reality, playthings, structured exercises, education games, alternative purpose games, edutainment, digital game-based learning, immersive learning, brain games, social impact games, games for change, games for good, synthetic learning environments, synthetic task environments.” (retrieved April 12, 2010).

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.”.

See also: Computer game, video game, microworld, tangible computing, simulation.

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.

Critique

Pittaway and Cope (2007) argue that “it is possible to simulate aspects of entrepreneurial learning, such as emotional exposure and situated learning, but not others”.

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
  • SimProjet. Hybrid simulator for teaching project management (in french)
  • KHS commercial, in German (select Heraklit-Planspiele).

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

  • 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.
  • vernetzt-denken.de (includes some information in German, e.g. a glossary about systemic thinking).
  • Role Playing in education - By A. Blattner, MD. Review of Role Playing, importance, applications, history, problems, future implications.

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]
  • Crookall, D., Klabbers J.H.G., Coote A., Saunders D., Cecchini A. and Delle Piane A. (editors), Simulation-Gaming in Education and Training, Oxford: Pergamon, 1988. ISBN 0080364659
  • Dumblekar, Vinod. (2004). Management simulations: Tests of effectiveness. Online posting on Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research web site. HTML
  • Goosen, Kenneth R.; Ron Jensen and Robert Wells (2001). Purpose and learning benefits of simulations: a design and development perspective, Simulation and Gaming, 32(1) 21 - 39. 10.1177/104687810103200104
  • 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
  • Klabbers, Jan H. G (2006). The Magic Circle: Principles Of Gaming & Simulation, Modeling and Simulation for Learning and Instruction volume 1, Sense Publishers, ISBN 978-90-879000-6-9
  • Klabbers, Jan H. G. (2003). Gaming and Simulation: Principles of a Science of Design, Simulation and Gaming, 34 (4) 569 - 591.
  • 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)
  • Keys, B., & Wolfe, J. (1990). The role of management games and simulations in education and research. Journal of Management, 16, 307-336.
  • 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
  • Maier, F. H., & Gröössler, A. (2000). What are we talking about? A taxonomy of computer simulations to support learning. System Dynamics Review, 16, 135-148.
  • 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
  • Randel, Josephine M.; Barbara A. Morris; C. Douglas Wetzel and Betty V. Whitehill (1992). The effectiveness of games for educational purposes: a review of recent research. Simulation and Gaming 23 (3). 261 - 276. 10.1177/1046878192233001
  • Romme, Georges, A. (2003). Learning Outcomes of Microworlds for Management Education, Management Learning, Vol. 34, No. 1, 51-61. DOI:10.1177/1350507603034001130
  • Romme, A. Georges L. and Roger Putzel (2003). Designing Management Education: Practice What You Teach, Simulation and Gaming, v.34 n.4, p.512-530.
  • Romme, Georges, A. (2004). Perceptions of the value of microworld simulation: research note, Simulation and Gaming, 35 (3) 427-436.
  • Scherpereel, Christopher M. (2005). hanging mental models: Business simulation exercises, Simulation and Gaming, 36 (3), 388 - 403. 10.1177/1046878104270005.
  • 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]
  • 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.