Live Long and Educate

2022 ◽  
pp. 194-219
Author(s):  
Samantha Taylor ◽  
Binod Sundararajan ◽  
Cora-Lynn Munroe-Lynds

Using the lenses of Vygotskian constructivism, situated cognition, the antecedents of flow, and a pedagogy interwoven with the multiliteracy framework, the authors present a COVID-19 simulation game. The game has multiple levels, challenges, disrupters, and allows for student player groups to work together (i.e., collaborate within and across player groups) to achieve the strategic objectives of the game. The player groups have an overall goal to minimize loss of life, while other parameters need to be optimized, depending on the stakeholder group that the player group is role-playing. While the game can be digitized, it is presented in a manner that allows instructors to implement the game simulation right away in their classrooms. Assessment rubrics, decision matrix templates, and debriefing notes are provided to allow for student learners to reflect on their decisions (based on course concepts) both individually and as a player group.

2011 ◽  
pp. 168-193 ◽  
Author(s):  
Louise Sauvé ◽  
Lise Renaud ◽  
David Kaufman

The authors of this chapter carried out a systematic review of the literature from 1998 to 2008 with the goal of developing conceptual definitions of game, simulation, and simulation game based on their essential attributes. This chapter first describes the motivation for this project and its methodological approach. It then introduces the databases consulted, and the analysis grid used. Finally, it presents the review results, which suggest a differentiation among games, simulations and simulation games. This analysis is intended to improve the precision of future research studies concerning the effects on learning of games, simulations, and simulation games.


2015 ◽  
Vol 16 (5) ◽  
pp. 1481-1494 ◽  
Author(s):  
Phimphakan Lebel ◽  
Patcharawalai Sriyasak ◽  
Chalisa Kallayanamitra ◽  
Chatta Duangsuwan ◽  
Louis Lebel

2020 ◽  
Vol 3 (2) ◽  
pp. 178
Author(s):  
Surwandono Surwandono ◽  
Ali Maksum

This article examined the relevance of game simulation as a model for learning literacy for women activists in sosial and religious isues. Women was peace aktors who have a natural peace instinct compared to men, but in the context of sosial conflict, women's involvement in conflict and peace decision making tends to be minimum. The community services method was conducted by the intervention of knowledge and the value of peace by using the simulation game called “Hikayat Kerbau Air” or Water Buffalo. The “Hikayat Kerbau Air” was a game that mobilizes structured experiences that can provide deep scars so that it is expected to be a good stimulus when experiencing similar experiences in the real world. The results of the service interventions showed that the structured experience gained from the “Hikayat Kerbau Air” game simulation increased the emphatic process and sympathy for the competitors without losing the goals to be achieved. Conflict style choices become more moderate and humanist.


2017 ◽  
Vol 48 (2) ◽  
pp. 178-198 ◽  
Author(s):  
Martin de Jong ◽  
Harald Warmelink

Aim. Although cultural dimensions theory is a topical strand of quantitative cultural research, few intercultural simulation games use it. We present the design and review of the application of OASISTAN, an intercultural role-playing simulation game that is specifically based on cultural dimensions theory. Method. OASISTAN was first designed in 1999 for use in Master’s courses on cross-cultural management at Delft University of Technology in the Netherlands, attracting 20-23 year old students with a Bachelor degree in engineering and from various cultural backgrounds. Since its first design the game has been played approximately 45 times at Delft University of Technology in the Netherlands and three times at Harbin Institute of Technology in China in the years 2006-2008. We reviewed their experiences designing and facilitating OASISTAN since 1999. Results. The game has a no-tech role-play design and revolves around the geopolitically complex region of the Caspian Sea, specifically the fictional country of ‘Oasistan’. The game consists of students forming small teams of Oasistani, Western and non-Western public/private actors collaborating with each other to try and reach the common goal of oil exploration and production in this country. In total 15-30 students were involved. We found that OASISTAN allowed its players not only to intensely experience the difficulty and awkwardness of being confronted with cultural differences, but also to interpret and understand these differences through cultural dimensions. Students who played OASISTAN identified ten out of the 12 dimensions by Maleki and De Jong. The two dimensions that students were not able to identify are uncertainty avoidance and collaborativeness. Conclusion. OASISTAN shows how a game design field (i.e., intercultural simulation gaming) can be reinvigorated in light of new or updated scientific theories pertaining to the field’s subject matter (i.e., cultural dimensions). Several opportunities for future research are identified.


Author(s):  
Sunday Obro ◽  
Clifford Edore Ogheneaokoke ◽  
Williams P Akpochafo

This study explored the effects of game simulation and brainstorming pedagogy strategies on students’ learning outcomes. In addition, the study compared the effects of three strategies on students’ learning outcomes. This study tested pedagogical strategies for effects on learning outcomes. The quasi-experimental research involved 180 students. The results reliably indicate that a simulation-game pedagogical strategy boosted students’ learning outcomes, while a brainstorming pedagogical strategy was effective on students’ learning outcomes. When equated with brainstorming and the lecture strategies in enhancing students’ learning outcomes, the superiority of the simulation-game pedagogical strategy was also observed. These findings indicate that innovative and student-centred pedagogical strategies such as simulation-game and brainstorming strategies improve students’ learning outcomes. In-service teachers should be appropriately trained through seminars and conferences on modern pedagogical strategies such as brainstorming and simulation games for better Social Studies pedagogical strategies.


Author(s):  
Isabel Karolyne Fernandes Costa ◽  
Manuela Pinto Tibúrcio ◽  
Isabelle Katherinne Fernandes Costa ◽  
Rodrigo Assis Neves Dantas ◽  
Raphael Nepomuceno Galvão ◽  
...  

ABSTRACT Objective: To validate the content of a virtual learning object in the format of a Role Playing Game - educational simulation game about basic life support, aimed at academics and health professionals. Method: Methodological, construction and validation study with qualitative data approach on the content of a virtual learning object, conducted between August and September 2016. Results: The game was developed in 13 screens, of which nine presented contents of basic life support, and the others presented general guidelines for progress in the game. The five suggestions of the experts were accepted by the researchers, and were mostly related to organization, clarity and vocabulary. No item was considered inappropriate by the judges, and the game had a mean content validity index of 0.96 and a Kappa value of 0.92. In the Likert scale evaluation, the game was considered in all analyzes as an excellent content for a virtual learning object. Conclusion: This learning technology is expected to support teaching of basic life support techniques for academics and health professionals, and to stimulate the development of similar teaching strategies in other scenarios, in order to bring advancements to the design of health training processes.


Author(s):  
Suzanna Ihnatenko

The article focuses on the process of training future physical education teachers for future activity on the basis of simulation teaching as a training prerequisite. The essence and significance of simulation and game-based learning in the process of future teachers’ professional training are described. The following means of simulation and game-based learning are distinguished: simulation game, business game, role-playing game, problem situations, game training; the feasibility of their usage is argued. Keywords: professional activity, simulation and game-based learning, training of students, physical education.


Author(s):  
Louise Sauvé ◽  
Lise Renaud ◽  
David Kaufman

The authors of this chapter carried out a systematic review of the literature from 1998 to 2008 with the goal of developing conceptual definitions of game, simulation, and simulation game based on their essential attributes. This chapter first describes the motivation for this project and its methodological approach. It then introduces the databases consulted, and the analysis grid used. Finally, it presents the review results, which suggest a differentiation among games, simulations and simulation games. This analysis is intended to improve the precision of future research studies concerning the effects on learning of games, simulations, and simulation games.


BDJ ◽  
1980 ◽  
Vol 149 (5) ◽  
pp. 149-150 ◽  
Author(s):  
F Percival ◽  
H I Ellington
Keyword(s):  

2016 ◽  
Vol 22 ◽  
Author(s):  
Carissa Ann Baker

This article describes and interprets fan activities within the theme park space related to a particular fan object. It examines an evolving paradigm wherein the role of theme park visitors is changed. Rather than being perceived as observers of spectacles, they can participate and interact with the environment in new ways. An example of this is Sorcerers of the Magic Kingdom (2012), an interactive role-playing quest and collector card game at Disney's Magic Kingdom Park in Florida. Fans participate in a variety of practices that have dynamically redefined theme park activities. Together, management, designers, and fans have cocreated and reconstructed the theme park experience as one of exploration and participation. Despite multiple levels of control, fans will likewise persist in engagement with activities (in park and online) that help shape and interrogate the theme park space.


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