2009
DOI: 10.1177/1046878109332955
|View full text |Cite
|
Sign up to set email alerts
|

Assessment in Simulation and Gaming

Abstract: This article examines the state of assessment in simulation and gaming over the past 40 years. While assessment has come slowly to many disciplines, members of the simulation and gaming community have been assessing the educational effectiveness of their experiential activities for years, in part because of skepticism from more traditional quarters that gaming and simulation are appropriate techniques to use in the classroom. These past efforts to demonstrate educational value usually went by names other than … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
45
0
2

Year Published

2010
2010
2022
2022

Publication Types

Select...
5
4

Relationship

0
9

Authors

Journals

citations
Cited by 141 publications
(47 citation statements)
references
References 14 publications
0
45
0
2
Order By: Relevance
“…This issue is of particular concern with simulations, because they are by their nature "chaordic" activities (Chin, Dukes, & Gamson, 2009;Leigh & Spindler, 2004). This is to say that simulations have an inherent order built into them, but that the actions of students are necessarily chaotic because each actor in a dynamic system pursues their individual goals.…”
Section: Defining Simulationsmentioning
confidence: 98%
“…This issue is of particular concern with simulations, because they are by their nature "chaordic" activities (Chin, Dukes, & Gamson, 2009;Leigh & Spindler, 2004). This is to say that simulations have an inherent order built into them, but that the actions of students are necessarily chaotic because each actor in a dynamic system pursues their individual goals.…”
Section: Defining Simulationsmentioning
confidence: 98%
“…Students' preparation is crucial for the success of both an individual participant and the RPS as a whole (Elias 2014;Kaunert 2009;Asal 2005;Switky 2004). Another major concern is how to measure the results of the RPS in terms of skills and learning outcomes (Brunazzo and Settembri 2015;Elias 2014;Raymond and Usherwood 2013;Chin, Dukes and Gamson 2009;Raymond 2008).…”
Section: Rps and Skills Developmentmentioning
confidence: 99%
“…Gaming in cultural awareness training, a form of low fidelity simulation has been utilized for decades in business, foreign affairs, and the military prior to the advent of digital gaming (Chin, Dukes & Gamson, 2009;Hofstede, de Caluwé, & Peters, 2010;Hofstede & Pederson, 1999;Hurn, 2011;Mills & Smith, 2004). Existing literature shows that group interactive gaming entails the use of cognitive, social, sensory, and emotional aspects of a person in the learning process, making a simulated situation a lived experience (Graham & Richardson, 2008;Roberts & Roberts, 2014).…”
Section: Gaming and Cultural Awarenessmentioning
confidence: 99%
“…Creative solutions to diversity training led us to employ BaFa' BaFa', a game used for decades mainly by other industries outside of healthcare, to develop cultural awareness among healthcare trainees as part of a training toolkit. There is a lack of quantitative studies on the effects of gaming in cultural awareness training (Chin, Dukes & Gamson, 2009;Hofstede, de Caluwé, & Peters, 2010) with only three studies completed in healthcare.…”
Section: Introductionmentioning
confidence: 99%