1998
DOI: 10.1177/1046878198291002
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Developing a Scientific Knowledge of Simulation/Gaming

Abstract: This article first speculates on why such little progress has been made regarding the effective application of educational simulation/games. It suggests that the field's eclectic foundation has been a virtue for its development but a vice regarding its rigorous assessment. The article then outlines the antecedents for generating a practical and cumulative body of literature, concluding with a number of recommendations as to how the field might accelerate the rate at which its literature accumulates.

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Cited by 121 publications
(64 citation statements)
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“…The history of efforts to study and prove their effectiveness and efficiency as a learning tool for business education purposes is also long (Wolfe & Crookall, 1998) and has been accompanied by changes in what has been accepted as valid evaluation criteria and methodologies (Feinstein & Cannon, 2002). Accordingly, a frequent critique in the gaming simulation literature concerns the conduct and results of its evaluation activities.…”
Section: Abstract: Business Games; Evaluation Methods; Logic Model; Smentioning
confidence: 99%
“…The history of efforts to study and prove their effectiveness and efficiency as a learning tool for business education purposes is also long (Wolfe & Crookall, 1998) and has been accompanied by changes in what has been accepted as valid evaluation criteria and methodologies (Feinstein & Cannon, 2002). Accordingly, a frequent critique in the gaming simulation literature concerns the conduct and results of its evaluation activities.…”
Section: Abstract: Business Games; Evaluation Methods; Logic Model; Smentioning
confidence: 99%
“…This very nature, however, encourages a lack of independent structure, a lack of recognition by the established disciplines and sciences, and a free-form orientation that often attracts the temporary interest of dilettantes who soon move onto other fancies without leaving much of an important." [70] Interestingly, this passage can be readily applied to the current Serious Games ecosystem. An excitement across multiple disciplines has created a fractured field of study [72].…”
Section: Gaming / Simulation Is One Device That Is Useful For Presentmentioning
confidence: 99%
“…Indeed, these same theories of experiential learning are apparent in contemporary Serious Games approaches [60,69,72]. Wolf and Crookall also acknowledge a historical precedence in this as they suggest war-games were formerly introduced in the 17 th and 18 th century -discounting war-themed "parlour games" chess and Chaturanga [70].…”
mentioning
confidence: 99%
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“…4, 2001) dedicated a special issue to the "state of the art and science of simulation and gaming" (p. 449). Wolfe and Crookall (1998) assessed the status of simulation and gaming as a scientific discipline.…”
Section: The Nature Of Business Gamesmentioning
confidence: 99%