DEFINITION
A simulation
game is a replicated real-life experience involving two or more
players who are required to operate under clearly defined rules
for the purpose of achieving a predetermined goal in a concentrated
period of time. The game may involve role play, cards, a board
or a combination of these elements.
CHARACTERISTICS
The board
(if used) is a visual representation of the movement through time
or space. Roles for players may be passive (i.e. everyone is in
business to make money and drive out competition as in Monopoly)
or active (players are required to speak and act from the role
assigned them). Clear options are presented to the players who
must choose the most appealing option. Sooner or later feedback
is provided to help the player evaluate the quality of the option
chosen. Chance is built into simulation games through the roll
of dice or the draw of a card. Eventually a winner emerges.
ADVANTAGES
Simulation
games simplify complex experiences making them easier to understand.
Because the game is not "real" players can practice
behaviors which they might be reluctant to try under normal circumstances.
Time is compressed; therefore players get feedback on their decisions
quickly and can see the relationship of events more clearly than
in real life. The games are fun. They are a great way to break
up lectures. They involve more participation than most learning
techniques. They stimulate discussion. They can be used for problem
solving, evaluation, information, analysis, verbal and interpersonal
skill development and conflict resolution. They allow players
to see themselves and others under different conditions.
DISADVANTAGES
Because simulation
games are associated with "play" they are often not
taken seriously. Players may reject game experiences as "just
a game." Sometimes the game may excessively simplify a complex
experience and therefore "distort" reality. If the game
is not well designed it may confuse players and cause frustration.
To use simulation games for educational purposes requires different
skills on the part of the educator.
CHECKLIST
FOR FACILITATING A SIMULATION GAME
PREVIEW THE
GAME
- 1. read
the rules,
- 2. play
the game in advance if possible,
- 3. anticipate
questions that can be used to stimulate discussion,
- 4. determine
if the game will meet your learning objectives, and
- 5. decide
if this simulation is the best teaching/learning technique to
use in this case.
INTRODUCE
THE GAME TO THE PLAYERS
- 1. explain
the purpose and rules of the game,
- 2. help
players choose roles (assign the roles if time is limited),
and
- 3. answer
questions but if questions go on too long then suggest that
the players get started and learn by playing.
STIMULATE
DISCUSSION
- 1. ask
questions,
- 2. try
to get the group to discuss problems until they agree on a solution,
- 3. do
not dominate discussion,
- 4. do
not try to be the expert on everything,
- 5. give
clear direction to the experience at first,
- 6. then
become less vocal and directive as the players get involved,
and
- 7. determine
when discussion has wandered off the subject and gently guide
it back.
KEEP THE
GAME MOVING
- 1. enforce
the rules, and
- 2. if
the players can't agree on a rule or solution then say something
like, "We need to move along now, so I will declare Jane's
solution to be the best one. It is not the only correct answer
but for now it will be the official answer."
SUMMARIZE
THE GAME
- 1. Help
each player draw conclusions from the game.
- 2. Ask
questions like, "What did you learn from this game? How
can you use the information in your community? What new ideas
can you try? What are the likely benefits and costs of trying
new ideas? What problems are you likely to encounter that were
not in this game? How might you solve those problems?"
- 3. Encourage
players to help other players as they answer these questions.
REMEMBER
a good facilitator is unlike a classroom teacher. A teacher uses
authority, discipline and control to do what he or she wants to
do. A facilitator uses compromise and discussion to help the group
make its own decisions. A teacher lectures and makes statements.
A facilitator asks questions and agrees with other opinions which
seem useful. A teacher directs. A facilitator suggests. A teacher
often prevents the class from gaining too much control. A facilitator
encourages other learners to accept responsibility and to express
themselves. A teacher often plays the role of expert--has the
final word. A facilitator does not try to be an expert, but helps
the group to come up with the final word.