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Ed Webb

Virtual Worlds, Simulations, and Games for Education: A Unifying View - 2009 - ASTD - 0 views

  • It is more useful, and perhaps more complete, to see virtual worlds, games, and simulations as points along a continuum, all instances of highly interactive virtual environments (HIVEs).
  • The ease with which the children in the pool, the students in the virtual class, and the pilot in the flight simulator move from exploratory virtual-world behaviors to structured but simple games to taking on rigorous simulation challenges illustrates both the differences across these three instances and the connections that link them. It is only by building from open experimentation to increasingly rigorous rules, structures, and success criteria that children learn transferable water survival skills and pilots learn critical flying skills.
  • A virtual world will not suffice where a simulation is needed. The virtual world offers only context with no content; it contributes a set of tools that both enable and restrict the uses to which it may be put. An educational simulation may take place in a virtual world, but it still must be rigorously designed and implemented. Organizations routinely fail in their efforts to access the potential of virtual worlds when they believe that buying a virtual world means getting a simulation. Likewise, a game is not an educational simulation. Playing SimCity will not make someone a better mayor. Some players of, for instance, World of Warcraft may learn deep, transferable, even measurable leadership skills but not all players will. The game does not provide a structure for ensuring learning. Just because some players learn these skills playing the game, that does not mean either that most players are also learning these skills or that it should be adopted in a leadership development program. Conversely, a purely educational simulation may not be very much fun. The program may have the three-dimensional graphics and motion capture animations of a computer game, but the content may be frustrating. Specific competencies must be invoked, and students' assumptions about what the content should be, likely shaped by their experiences with games, will be challenged.
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  • One example of the commonality across all HIVEs is the need for introductory structures. These asynchronous, self-paced levels or locations allow students to learn and demonstrate basic competencies in manipulation, navigation, and communication before moving on to the "real" exercise.
  • the need for communities around games and simulations
  • Virtual environments provide a natural way for people to learn by nurturing an instinctive progression from experiencing to playing to learning; instructors should encourage the shifting across experimentation, play, and practice in which students naturally engage. In fact, instructors can exploit that behavior by providing stages that accommodate each stage. Light games and self-paced introductory levels can be used to get students comfortable with basic concepts and the interface necessary to exist in the virtual world, and the complexity can be increased to encourage students to move on to play and practice stages.
  • While best practices in content structuring may be transferred from stand-alone educational simulations to virtual world-based simulations, metrics and learning objectives for the different contexts should be different. Learning objectives and assessments around games, for instance, should be focused on the engagement, exposure, and use of simple interfaces while those for educational simulations should measure the development of complex, transferrable skills.
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    via @timbuckteeth
Bryan Alexander

Simulating spooks? The CIA, simulations, and analyst recruitment - 0 views

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    Some liberal arts campuses involved, like SBC: "While many might associate the CIA with dissimulation as much as simulation, the Agency uses serious games and simulations in a number of ways. They are used, for example, in analyst training at CIA University (indeed, one well-known game designer teaches there).
Ed Webb

Do Role-Playing Simulations Generate Measurable and Meaningful Outcomes? A Simulation's... - 2 views

  • Role-playing simulations are frequently claimed to be effective pedagogical tools in the teaching of international relations (IR); however, there is a surprising lack of empirical evidence on their classroom utility. The assessment of simulations remains mostly anecdotal, and some recent research has found little to no statistically significant improvements in quantitative measures of academic performance among students who participated in them [for example, International Studies Perspectives (2006), vol. 7, pp. 395; International Studies Perspectives (2008), vol. 9, pp. 75–89]. Scant research has been conducted on how role-playing simulations might affect students' perceptions of the instructor's teaching. This paper investigates whether a simulation had statistically significant effect on students' exam scores in an IR course or on student teaching evaluation scores.
Bryan Alexander

Simulation Tests the Mettle of Humanitarian Aid Workers-in-Training - 0 views

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    Inter-campus simulation exercise.
Bryan Alexander

Teaching international relations through popular games, culture and simulations (Part 1) - 4 views

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    PAXsims is pleased to feature a number of blog posts from David Romano (Missouri State University) on teaching International Relations through popular games, culture and simulations. Today he introduces the topic. Stay tuned for parts two, three, four, and five in the near future. * * * Introduction Politics as "the struggle for power" surrounds us.
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    Nice, just sent the general paxsims site to Mike Fratanuano last week.
Ed Webb

Teaching Students How to Fail: Simulations as Tools of Explanation. Brent E. Sasley. 20... - 2 views

  • Instead of always teaching students how to succeed—as is the norm in higher education—it might also be useful to teach them about failure. Understanding failure (that is, why actors fail to reach common objectives in inter-group settings) gives students deeper insight into how to resolve global problems, and the conditions under which success can be achieved. This enhances student awareness of complexity in world affairs, including the nature of inter-group relations. Simulations are a good way to teach students about the possibility of failure, and how to learn from it, because they allow students to go through the learning process on their own. In this article I discuss how a simulation I ran on Middle Eastern politics can be used as an example of how to instruct students about failure as much as about success.
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    Very cool idea. I need to snag a copy of the article, now.
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    I'm an ISA member and will have a paper copy quite soon - I'll scan it for you.
Bryan Alexander

Before Game Design: Ludic Gatekeepers and the Unclear Simulation - 1 views

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    Excellent case study of a simulation game. Fine reflections on education + gaming.
Bryan Alexander

Teaching a simulation at Stanford - 0 views

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    Nice sketch of a political simulation, plus good reason for teaching with sims.
Bryan Alexander

The evolution of the analyst: turning tactical analysts into strategic thinkers - 4 views

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    The post below is courtesy of Tom Fisher of Imagenetic simulations, who writes about his recent work developing a simulation for use in training financial intelligence units in strategic analysis.-RB I knew we were on to someone when, mid-course, a student approached me with a problem. Tom, we've got a problem.
Bryan Alexander

Learning about the Israeli-Palestinian conflict through simulations: The case of PeaceM... - 3 views

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    Peacemaker (2008) is a computer game produced by ImpactGames, in which players seek to bring about a successful negotiated two-state solution to the Israeli-Palestinian conflict. In the guest blogpost below, Dr. Ronit Kampf (Tel Aviv University) and Dr. Esra Cuhadar Gurkanyak (Bilkent University) examine the impact of the game on the attitudes of Israeli, Palestinian, Turkish, and American students,...
Bryan Alexander

One simulation exercise - 1 views

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    Nice example of building on preexisting work.
Ed Webb

Serious Gaming and Simulations - the Power and Potential for Peacebuilders | United Sta... - 0 views

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    Shalom Staub spotted this - may be of interest to some of the group
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    Ed and I both had the opportunity to listen in to some of the sessions. We agreed that the most interesting and useful information for our community was presented by the developer of A Force More Powerful. A newly designed, open-source, game on conflict resolution will be released in November 2009. The open-source design will allow people to add real or imaginary conflict scenarios as game modules.
Shalom Staub

Smart Tools for Smart Power: Simulations and Serious Games for Peacebuilding | United S... - 1 views

  • The event explored how the latest online and scenario-driven simulations and 3D virtual environments can be applied to sharpen decision-making skills and lay the foundation for more effective peace operations, negotiation, and cooperation.
  • Steve York and Ivan Marovic “A Force More Powerful,” York Zimmerman
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    report on the USIP peacemaking and gaming conference
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    Shalom, which academic disciplines were most represented during the event? I would guess political science and history.
Ed Webb

Simulation - 3 views

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    First of several posts by students playing Peacemaker as a way of thinking about the Israeli-Palestinian peace process.
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    Are these from that Army College down the road from you guys?
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    These are students in my Int'l Politics of the Middle East Class: https://www.google.com/reader/bundle/user/02949324672354748984/bundle/IntPolMidEast Shalom's Conflict Resolution class also recently did an exercise with Peacemaker, and will shortly be invited to comment on this series of blog posts.
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    Oh great!
Bryan Alexander

Jennifer L Chan, Applied Technologies Module Evaluation, Humanitarian Studies Course - 0 views

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    Paper on the use of new technologies for that Harvard-Tufts simulation.
Bryan Alexander

Nuclear power plant simulator - 0 views

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    Easy to start teaching tool.
Bryan Alexander

Simulating the energy future - 0 views

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    Shell turns to sims to power its scenarios.
Bryan Alexander

Statecraft sim - 2 views

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    "Dr. Keller: I designed the simulation with two main goals in mind. First, it had to be an effective teaching tool. I wanted to take abstract concepts and theories that my students often had difficulty grasping, and make these vivid and clearly understandable. I wanted students to personally experience the challenges and complexities of world politics-to get off the sidelines and become players. Although the countries, domestic factions, and global issues in Statecraft are fictional, they have been carefully designed to provide maximum insight into parallel real-world dilemmas: as students grapple with the Orion slavery issue, the threat posed by the melting Ice Mountain, and the temptation to seize Sapphire Island's vast resources they come to understand the security dilemma, the collective action problem, two-level games, the challenges of cooperation under anarchy, and many other constructs not as theoretical concepts but as visceral truths that permeate their conversations with classmates, friends, and parents, and may even keep them up at night."
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    I like the concept of Statecraft, and took an early look at them. But boy, I wish they would stop spamming up my inbox with invitations to lunch etc. Quite pushy.
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    That's weird. Are they aggressively courting players for other purposes, or pushing ads?
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