Introducing Gaming and Simulation to University Class

DOI

抄録

<p>This paper describes a case study in which gaming and simulation were introduced to a Japanese university social psychology class. Although participatory learning methods, including gaming and simulation, have been attracting considerable attention in Japan, lectures remain the norm, especially in higher education. The author suggests that the use of gaming and simulation within a participatory learning framework has great potential, although many obstacles must be overcome before it becomes widespread in schools. This paper focuses on three topics. First, course design based on the “learning cycle” developed by Kolb (1984) and, more specifically, the “macro-cycle of a game session” developed by Klabbers (2006) are discussed. Second, several examples of classes are presented to provide readers with a more concrete idea of course design. Third, the applicability of this approach to other courses is discussed. Based on the results of 4 years of practice and feedback from students, the author concludes that this course design is particularly effective, although it is still evolving.</p>

収録刊行物

詳細情報 詳細情報について

  • CRID
    1390282752342892800
  • NII論文ID
    130007724626
  • DOI
    10.32165/jasag.25.2_95
  • ISSN
    24340472
    13451499
  • 本文言語コード
    en
  • データソース種別
    • JaLC
    • CiNii Articles
  • 抄録ライセンスフラグ
    使用不可

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