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College Teaching
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Using Simulation Games to Increase Student and


Instructor Engagement
a
Corinne Auman
a
Elon University
Published online: 28 Sep 2011.

To cite this article: Corinne Auman (2011) Using Simulation Games to Increase Student and Instructor Engagement, College
Teaching, 59:4, 154-161, DOI: 10.1080/87567555.2011.602134

To link to this article: http://dx.doi.org/10.1080/87567555.2011.602134

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COLLEGE TEACHING, 59: 154161, 2011
Copyright 
C Taylor & Francis Group, LLC
ISSN: 8756-7555 print / 1930-8299 online
DOI: 10.1080/87567555.2011.602134

Using Simulation Games to Increase Student


and Instructor Engagement
Corinne Auman
Elon University

Instructors are often reluctant to alter their current pedagogies in favor of engaged learning
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alternatives. In this article the author describes the development and implementation of an
engaged learning, simulation-based pedagogy designed to increase student and instructor
engagement. Student learning was examined across simulation and non-simulation classes.
Results indicated that equivalent learning occurred across classes, with simulation classes
reporting high levels of classroom engagement. The costs and benefits of this pedagogical
change are examined.

Keywords: educational psychology, higher education, instructional design, role playing,


simulation, undergraduate education

This class is like a good parent. It has certain boundaries ing to occur (Barkley 2005; Pascarella & Terenzini 1991;
that I have to uphold, but I have room to move around and be Edgerton 1997; Shulman, 2002).
myself within those boundaries, and enjoy living up to those Although instructors may know of the benefits of en-
expectations. . . I thought that this class would be difficult, gaged learning, determining how to adapt a teacher-focused,
but the truth is that in other lecture-style classes where my lecture-based class into a new format can be an overwhelm-
presence isnt needed for anyone other than me, I wouldve ing process. This endeavor may seem particularly daunting
missed many more classes, been more distracted and cared when instructors are unsure if a methodology will work, or
less about both the subject and listening to what the teacher how students will respond. Indeed, Lean, Moizer, Towler, and
had to say. MacKenzie1 Abbey (2006) identified the three barriers that educators face
when trying to implement such new pedagogies: suitabil-
This response from a student in my Educational Psychol- ity, resources, and risk. Suitability means determining if the
ogy (EP) class illustrates the value of an engaged learning ap- teaching pedagogy can effectively achieve the intended learn-
proach in my classroom. It also supports my decision to alter ing objectives and if materials for such pedagogies are read-
my pedagogy from a teacher-focused, lecture-based class- ily available. Resources means having the time to effectively
room to a student-centered, active-learning environment. In plan and implement the new pedagogy, as well as tangible
this article, I will discuss what led me to make this change, (e.g., materials, infrastructure, money) and intangible (e.g.,
the process of doing so, and benefits of implementing such a personal creativity) resources available. Risk means assess-
change in the classroom. ing the variables of the new pedagogy, such as lack of control
In recent years, much attention has been given to the con- within the classroom and student reactions (Moizer, Lean,
cept of engaged learning in the teaching and learning litera- Towler, & Abbey, 2009). Thus, even though we are aware that
ture. Evidence clearly demonstrates that, too often, instruc- engaged learning is important, we dont make changes to ad-
tors focus too much on teaching content and not on engaging dress it in our classrooms because of the barriers we perceive.
students. Instead, students must be actively engaged in the This article will describe my experiences developing an
learning process in order for meaningful and lasting learn- engaged, collaborative learning (CL) methodology, specifi-
cally a simulation, for an EP class that I had been teaching
in a lecture-based format. Although the process was daunt-
Correspondence should be sent to Corinne Auman, Elon University,
ing, it was worthwhile not only for the benefits it brought
Department of Psychology, 2337 Campus Box, Elon, NC 27244, USA. for the students in the class (engaged learning and devel-
E-mail: cauman@elon.edu opment of team-work skills), but also for the benefits the
SIMULATION GAMES AND ENGAGEMENT 155

process gave me along the way (renewed interest in class tively build their own knowledge (Pascarella & Teren-
material, motivation, and a more enjoyable classroom expe- zini, 1991; Edgerton, 1997; Shulman, 2002).
rience). 2. Interpersonal skills. The work world in todays soci-
ety values individuals who can interact with others in
a productive way. Thus, students need to learn inter-
Why Change?
personal skills before entering the work world.
Too often, teaching the same course repeatedly over many 3. Ability to Understand. The diversity of todays soci-
semesters is both emotionally and intellectually draining. ety requires us to help develop students into citizens
It is sometimes difficult for teachers to maintain enthusi- who can listen carefully to others, think critically about
asm for the material that once excited them. Staying fresh what has been said, and participate constructively in
and relevant takes effort but is essential for quality teaching collaboration (Bruffee 1999).
(McKeachie, 2002; Palmer, 1998). This struggle to maintain
vitality in my lecture-based EP class was the motivation be- In my class, each of these areas comes into play dur-
hind developing a new pedagogical approach. Although I had ing the process of creating a real-world simulation. Simu-
once been passionate about the topic, my enthusiasm had di- lation weaves substance-specific information into real-life
minished after years of teaching it, and my student feedback problems in meaningful ways that students can understand
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on course evaluations reflected this. Student comments such (Hertel & Millis 2002, 1). It can also help meet the goals of
as less lecturing so students can be engaged in class and most general education programs by helping students transfer
lectures sometimes boring and dull made me realize that I and apply knowledge and skills to a new situation. Addition-
was no longer connecting with my students. I knew that in ally, simulation benefits students and teachers by stimulating
order to convince my students that the material was valuable, motivation. Because it is a form of engaged learning (i.e.,
I needed to be just as engaged as I expected them to be. built around the idea that students will actively participate
About this same time, I was involved in a campus work- in a variety of roles focused on class learning objectives), it
shop discussing the Langer book The Power of Mindful allows them to take classroom leadership in ways that are not
Learning. One aspect of engaged learning Langer (1997) possible in traditional lecture-style classrooms. This leader-
discusses is the idea of novelty and how as learners we are ship role can be highly motivational (Hertel & Millis 2002).
attracted to novelty, paying mindful attention to novel sit- To teach a course using a simulation requires a major shift
uations. This mindful attention increases both performance in classroom pedagogy to what Finkel (2000) terms inquiry-
and retention of information, making novelty an important based learning. The instructor must identify a problem or
engagement and learning tool. This discussion eventually led issue that provides a strong platform for engaging the course
to the topic of simulation games. I was intrigued by this ap- material. Once this problem is introduced, the following in-
proach and began to think about how simulation games could vestigation and discussion is where the learning takes place.
be adapted to my class. I believed that by making this shift, If students are interested in the problem, they will be highly
I could engage both myself and my students with the EP intrinsically motivated to learn what is necessary to solve it.
material and promote engaged learning in my classroom. Limited or no extrinsic rewards are needed to keep students
engaged.
Collaborative Learning
In developing my class pedagogy, one important aspect was Developing the Game Simulation
an emphasis on CL. CL is defined by having students work In order to adapt the game simulation to my class, one of the
together in small groups to achieve shared learning goals. first things necessary was to formulate ideas for what contro-
These shared learning goals provide an intentional structure versial EP issues could be discussed. Suitable games needed
to the groups that shape student action and learning. This a central conflict that the participants could debate, sufficient
intentional structure also promotes meaningful learning, ar- detail to be challenging and engaging, and realistic enough
guably the most important characteristic of CL. When it is to both draw the students in and appeal to their imagina-
most effective, CL deepens the knowledge and understand- tions (Brown 1994). These issues deal directly with the issue
ing of the material being examined in a class (Barkley, 2005; of suitability of the games for particular classrooms (Lean
Bruffee, 1999). et al. 2006; Moizer et al. 2009), as they need to accomplish
CL is an attractive methodology due to its ability to preset learning outcomes. For this class, my issues needed
address several issues related to student learning. Barkley to be current and relevant to students who are planning to
(2005) examines key areas where CL benefits the learning work in educational fields. Moreover, because the class was
process: focused on education and learning issues, and many of the
students in this class were planning to become educators, in-
1. Knowledge building. Much research has demon- troducing them to a new pedagogy was very relevant. Thus,
strated that students must engage with material and ac- this class was perfectly suited to try something new. The
156 AUMAN

pros and cons of the experience could be used as fodder for theories of learning and motivation, identity develop-
classroom discussion. ment, cognitive development and readiness, parent-
The lack of publicly available games is another dimension school relationships, school-society relationships,
of suitability that can be a barrier to implementing game bullying/social aggression, socio-economic status, and
simulations (Moizer et al., 2009). The ideas for my games the fundamental attribution error. Thus, no one game
were based on topics from the Taking Sides: Clashing Views only covers one topic. Instead the games are designed
in Educational Psychology textbook (Abbeduto & Symons to help demonstrate the complexities of EP topics and
2009). This textbook is a great starting place for the games, their applications in real-world settings.
because for each topic it offers a pro and con argument, as 2. Utilization of Educational Psychology research.
well as references for other sources that the students can Students needed to learn how to find, understand, and
use for their literature search. However, any book that offers utilize EP research. Through the process of researching
multiple perspectives on a current issue would be suitable. their roles and assigned perspectives on the topics, stu-
Essentially, all that is needed to start developing a game dents learned what databases to use, what constitutes
simulation is a controversial issue related to the focus of the an original vs. secondary source, how experimen-
class material. tal and correlational studies are different, and how to
I chose topics based on the issues that were most im- use the research to support their written and oral argu-
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portant to cover, based on the needs of education students ments in class.


preparing to take teaching-licensure exams. Additionally,
topics needed to be sufficiently complex so that numerous
connections to class material could be made. One example Multiple assessments of student learning were conducted
simulation, Moral Education vs. Discipline Policies, is pro- over the course of the semester to determine if these learning
vided in the appendix. Moral education is a hotly debated goals were being met in class. Additionally, the key areas
topic in education today and involves various classroom ap- where CL benefits the learning process (knowledge build-
proaches that attempt to help students develop their moral ing, interpersonal skills, and understanding of multiple per-
thought, affect, and behaviors. spectives) were also examined. Assessment for each game
Students were given the simulation information, along consisted of six components (learning goals and key areas
with their assigned role (parent, teacher, etc.) and their win- related to each assessment are listed in italics):
ning objective. In order to win the game, students would
need the school board members (neutral students) to vote to
implement their winning objective (e.g., to implement a new 1. Position paper. Each student was required to write an
discipline policy without a moral education program). approximately five-page paper stating their position in
On game day(s), the school board members decide how the debate and providing supporting evidence. This pa-
to run the class for the day (with instructor help as needed), per was written from the perspective of their assigned
based on what they need in order to make a wise decision. role and could take any format they chose (e.g., re-
A typical day might include each faction (individuals with search paper, letter to the board, etc.). The intended
the same winning objective) presenting an opening state- audience was the school board, and students were told
ment, fielding questions from the board and other factions, that their job with the paper was to convince the board
and then having a closing statement. However, class ses- that their winning objective was the best choice. Learn-
sions have been run in a variety of ways (Q & A, roundtable ing goals and key areas: EP topics, utilization of EP
discussion, group presentations, etc.) and been successful at research, knowledge building.
helping students discuss and explore the issues in depth. My 2. Peer review. Faction members met in class to read and
role on these days was to listen and observe the class while review each others papers. Each student was given
making sure that students didnt present frivolous or false a list of questions to answer about the papers read
information. However, I intervened as little as possible to and points were awarded based on completion of the
allow the students to wrestle with the topics independently. questions. Learning goals and key areas: EP topics,
knowledge building, interpersonal skills.
Student Learning Goals and Assessment 3. Media campaign. On the third game day, each faction
presented a media campaign. This could be in the for-
There are two main learning goals for the class: mat of a video (e.g., a Public Service Announcement)
that might air on TV, a pamphlet or brochure that might
1. Educational Psychology topics. Students needed to be distributed, or a PowerPoint presentation that would
learn about the EP topics related to each game. For ex- be made during a board meeting. The intended audi-
ample, in the Moral Education game (See Appendix), ence was the school board and the factions were to
these include, but are not limited to, moral education, use this campaign to persuade the board that their win-
theories of moral development, zero-tolerance policies, ning objective was the best choice. Learning goals:
SIMULATION GAMES AND ENGAGEMENT 157

Understanding multiple perspectives, knowledge a year in school. Most of the students were education majors
building, interpersonal skills, EP topics. (N = 58) or psychology majors (N = 23), with the remain-
4. Reflection paper. At the end of each game, students ing students reporting a variety of majors or undeclared status
wrote a short reflection on what they learned about (N = 48). The majority of students had previously taken a
the topic, what went well during the game, and what psychology course (N = 109), with only 19 students report-
they could improve for the next game. Learning goals: ing no previous psychology experience and one student not
Understanding multiple perspectives, EP topics. responding.
5. Class engagement. I graded each individual student To examine differences in posttest scores for the simula-
on class engagement during the game sessions. This tion vs. non-simulation classes, an Analysis of Covariance
grade was based on class attendance, speaking during (ANCOVA) was conducted. Pretest scores were included as
the game, the quality of what was said in relation to a covariate to control individual differences in EP knowl-
EP and their role, and group feedback about each indi- edge when students entered class. The covariate, pretest, was
viduals participation in faction preparation. Learning significantly related to posttest scores, F(1, 126) = 66.04,
goals: knowledge building, interpersonal skills, under- p < .00, r = .58. However, there was no significant effect
standing multiple perspectives, EP topics, utilizing EP for class (simulation vs. non-simulation) after controlling for
research. pretest scores F(1, 126) = 1.31, p = .25, r = .10. These re-
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6. Quiz. At the end of each game, a short, multiple-choice sults indicate that knowledge gains made over the course of
quiz was given to assess student knowledge about the the semester were equivalent across the classes (See Table 1),
basic EP concepts addressed in the game. Learning and are consistent with other research on simulation-based
goals: EP topics. pedagogies (Krain & Lantis, 2006).
To examine differences between the classes in comfort
Rubrics were created to assist with grading for the position and confidence when dealing with EP research, three ques-
paper, media campaign, reflection paper and class engage- tions were examined (see Table 2). Students were asked these
ment2. questions on both the pretest and posttest. An ANCOVA was
conducted examining the posttest responses to these ques-
tions, using pretest responses as a covariate to control for
Evidence of Student Learning and Engagement
previous experience with EP research. There were no sig-
In order to determine if my change in methodology was nificant effects for class, indicating learning was equivalent
successful, I needed to assess knowledge building (Barkley across classes. These results show that all students improved
2005) of fundamental EP material in my simulation class in their comfort and confidence when dealing with EP re-
to make sure students were learning the same material that search.
I had been teaching in previous semesters, and was being
taught in other sections of EP. To assess this, I created pretest
(taken during the first week of class) and posttest (taken Student Reflections on Learning
during the last week of class) quizzes, which students in all Once I had determined that my new approach was successful
sections of EP could take. These were optional for students to in teaching important concepts, I also needed to understand
complete; however, students who participated received extra if students had a positive reaction to the approach. One of the
credit. Scores on the pretest and posttest did not impact class risks associated with trying a new pedagogy is that students
grades in any way and were not reviewed until the semester will be resistant and/or have negative reactions (Moizer et al.
was over. 2009). When the games were first introduced, most students
The pretest and posttest were based on content questions I were excited to be in a classroom that was non-traditional,
had used on exams in previous semesters to assess knowledge where students would be taking a more active role. How-
of EP information. Additionally, the pretest asked for basic ever, they were also nervous, because this novel classroom
background information (gender, year in school, previous approach was somewhat unsettling to them, given they did
psychology classes), and both the pretest and posttest asked not know what to expect or how to prepare for the first game.
about students comfort and confidence level in dealing with
EP research.
TABLE 1
The pretest and posttest were administered over two
Average Pretest and Posttest Scores by Class for
semesters and six sections of EP (three simulation classes, Educational Psychology General Knowledge
two traditional classes, and one service learning class), re-
sulting in 129 participants. Fifty-one participants were from Classroom Pretest Posttest Mchange
the traditional or service learning sections of EP, and 78
Simulation 13.95 16.40 2.45
were from simulation classes. The majority of students were Non-simulation 12.60 15.01 2.41
sophomores (N = 90), followed by juniors (N = 20), seniors
(N = 14), and freshman (N = 4). One student did not report Note. Scores are out of a possible 25 points total.
158 AUMAN

TABLE 2
Average Pretest and Posttest Scores by Class for Educational Psychology Research Questions

Question 1 Question 2 Question 3


Classroom Pretest Posttest Mchange Pretest Posttest Mchange Pretest Posttest Mchange

Simulation 4.37 5.23 .85 4.29 5.05 .76 4.44 5.01 .57
Non-simulation 3.98 4.86 .88 3.98 4.62 .64 4.24 4.68 .44

Note: Question 1) How comfortable would you be looking up Educational Psychology journal articles in the library? 2) How confident are you that you
could find the information you were looking for when searching through the Educational Psychology journal articles? and 3) How confident are you that once
you have found Educational Psychology journal articles on the topic you needed, you would be able to read and comprehend the research that was being
reported? Each question used Likert-scale responses ranging from Very uncomfortable (numerical value = 1) to Very comfortable (numerical value = 6).

Some students were skeptical about the entire classroom set- have to pay attention for the sake of myself and my group.
up. They doubted that the approach would work, or that it Lauren
would be interesting. Some argued that students would not
get engaged or participate, because they would not care much These latter quotes reflect the general feedback from stu-
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about the games. Student Madeleine indicated her skepti- dents about the class. They often report that the class was de-
cism: manding but also highly enjoyable. The progression of these
comments, from unsure and nervous to satisfaction with the
I am typically not the biggest fan of group work. . . I usually game experience, is consistent with other qualitative assess-
see group assignments as an opportunity for people to slack ments of role-play or game simulations (Loui, 2009). These
off and therefore certain individuals do not get as much out comments are also dramatically different than those from
of the unit as they potentially could. Additionally, I saw the previous lecture-based semesters, where students reported
debate as something similar to group presentations which
that the class was dull, boring, or they requested more
I tend to zone out during and lose engagement. . .
ways for them to be engaged.
Additionally, students commented on their learning in this
Similarly, Taylor stated: I wasnt sure how well it would class, as compared to more traditional, lecture-focused set-
go, and also unsure if everyone would really commit to the tings:
game and get involved.
Lauren shared this skepticism: At first I didnt think that
the different roles allowed us to think about things in a new
I would like this type of learning. It seemed like a lot of work, way that we probably would not have if we were just lectured
stress and public speaking. on the material. . .I learned more because I was actively tak-
However, after playing the games, the overall feedback ing part in discussions and had to learn about each opinion
was positive and class engagement was very high. For in- in order to fully promote my beliefs. Jennifer
stance, Madeline, Taylor, and Lauren all changed their views:
The downside to the lecture-type class is that students would
By being encouraged to take on our assigned roles, my class- not have been exposed to viewpoints other than their own.
mates and I seemed to become instantly passionate about our For example, if I were lectured to about moral education I
arguments. I found myself personally putting in extra time would have been biased towards its benefits. Being forced to
after class in order to find more information that could prove defend the opposite viewpoint made me research and learn
why my voice needed to be heard. Madeleine the topic in a well-rounded way. Kevin

Debating with my peers forced me to do my research and to The games greatest attribute. . .is the depth that it brings to
do it thoroughly. I made sure to double check my sources so a topic. In searching for information and arguing pros and
that I could stand confidently in front of the class, knowing cons, we effectively cover almost every imaginable issue
my information is correct. The game setting made us think raised by moral education. Rob
about various sides of this argument, and try to cover all
of our bases. I got caught up in the game, I found myself
thinking about it after class time and getting excited about
Finally, student feedback was gathered by the University
new points to bring up. Taylor Center for the Advancement of Teaching and Learning and
end-of-course evaluations. A representative from the Center
Yes, it is time demanding, but it has high expectations and came into class each semester and conducted focus-group
lots of structure, which keeps me in check. Because I have type evaluations. Students were asked, What aspects of
to attend every class/meeting, and have a group counting on this course are most helping you learn? The most common
me, this is the class that I put the most effort into. I enjoy answers included: (1) the debates and discussions during
going to every class in that it is never tedious or dull, and I the games (reported by 96% of students); (2) the personal
SIMULATION GAMES AND ENGAGEMENT 159

accountability created by the game setting (e.g., having to There are, of course, some costs associated with making
find research and defend a position; reported by 74% of the switch to this type of pedagogy, particularly in terms of
students); and (3) the interactive classroom environment (re- resources such as time (Moizer et al. 2009). One such cost
ported by 53% of students). End-of-course evaluations also is the grading workload. During the games, the work that
demonstrated the positive changes. Student evaluations re- needs to be graded comes in quickly and students need fast
mained equivalent or increased when compared to previous turn-around so that feedback can help them with the game.
semesters. These evaluations use a Likert-type rating scale However, I have found that creating rubrics has helped make
ranging from 1 (Strongly Disagree) to 5 (Strongly Agree). the grading less difficult.
The average score increase over all 10 questions was .75, with Another cost is the amount of coaching that students
the greatest increases observed on questions such as The in- need, particularly for the first game. Because students are
structor stimulates my thinking about the subject (.88), The unfamiliar with this pedagogy, the first game requires in-
instructor expresses concern about student progress in the struction about how to prepare. Additionally, once the game
course (.93), The instructor provides useful feedback on begins, the instructor must monitor what is being said for ac-
exams and assignments (1.37), and The instructor clearly curacy (and correct any false information being presented), as
indicates how my work will be evaluated (1.28). well as make sure that students are adhering to their roles
This feedback indicates the many benefits gained from and advocating their assigned perspective. However, these
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this type of learning. Due to the class structure, students had are front-end issues. Once the game begins these issues fade
to be prepared for class or it would be clearly evident. Stu- quickly.
dents were engaged with the class and the class material, I have found a few strategies to make the coaching issues
developed team-work and interpersonal skills, and rose to more manageable. One such strategy is to make the connec-
the challenge of stating and defending their positions in front tions between the lecture/textbook material and the games
of their classmates, thus developing stronger abilities to un- obvious. Before each game, I present the related material in
derstand others and public speaking skills (Barkley 2005). a traditional lecture format. At first, I made little reference
Thus, although students in both classes learned EP material, to the upcoming game. I thought that the students would see
there were clear benefits to being in an active, collaborative the obvious connections between the lecture/textbook mate-
learning environment. rial and their game role, and subsequently use this material
appropriately. However, this was not the case. Students often
failed to use the class material at all, choosing to use only
the information from their literature searches. Additionally,
Instructor Reactions and Feedback
in their reflections on the class, students said that they didnt
One of the main benefits of this pedagogical adjustment was see the point in the lectures since they werent used in the
how dramatically it changed my engagement in the class. games.
First, I became much more interested simply because I had To help make the connections between the lec-
to think creatively about the material in order to develop the ture/textbook material and the games obvious, I suggest mak-
game simulations. As classes have played the games over ing the student roles as specific as possible. At first, I made
several semesters, I continue to see how other EP concepts the student roles very general and asked them to use the
could be integrated into them and the multiple different links psychological literature and theories to back up their points.
between concepts. In other words, I keep learning! Using this This worked, but there was redundancy in their arguments,
approach has allowed me to be both a teacher and a learner and we didnt cover the amount of material or make all the
in the classroom. I teach the students about the concepts, but connections I thought we would. Now, each role has a spe-
they continue to teach me new and creative ways to apply cific EP element that students are required to integrate into
the concepts to the debate at hand. I have learned something their papers and oral arguments. This has helped stimulate
new every semester, and this has made me a better teacher their thinking and the complexity of the discussion in relation
of the material overall, because my understanding is much to EP research.
more complex. Second, during my lectures, I make specific references
Another benefit for the instructor is sharing some class- to the upcoming debate and why particular theories/ideas
room control. Although many instructors perceive this as are relevant to it. At first, I felt this was spoon-feeding stu-
a risk associated with active, student-focused pedagogies dents, but they needed this focus. Making these connections
(Moizer et al. 2009) I would argue that this is a pos- helps student see the link between the class material and
itive. Giving the students a large amount of control on the roles they have been assigned, giving them a starting
game days can be highly motivational to them and help point for applying the theoretical ideas to a real-life situa-
their class engagement. Students know that what happens tion. The extent to which they do this effectively is then up
in class depends on them, and they do not want to let to them.
their peer group down or be embarrassed in front of the Finally, at the end of each lecture I ask the students
class. to pick one topic that was covered that day and write
160 AUMAN

a brief statement on why that topic is relevant to their REFERENCES


assigned role. This only has to be a few sentences, but
it gets the students thinking about making the connec- Abbeduto, L., & F. Symons. 2009. Taking sides: Clashing views on contro-
tions to the game while the material is still fresh in their versial issues in educational psychology. New York: McGraw-Hill.
minds. Barkley, E. F., K. P. Cross, & C. H. Major. 2005. Collaborative learning
techniques: A handbook for college faculty. San Francisco: Jossey-Bass.
Brown, K. M. 1994. Using role plays to integrate ethics into the business
curriculum: A financial management example. Journal of Business Ethics
13: 10510.
CONCLUSIONS Bruffee, K. 1999. Collaborative learning: Higher education, interdepen-
dence, and the authority of knowledge. Baltimore, MD: The Johns Hop-
As teachers, we know that active engagement in the class- kins University Press.
room benefits student learning and makes the classroom ex- Edgerton, R. 1997. Higher education white paper. Pew Charitable Trusts.
Finkel, D. L. 2000. Teaching with your mouth shut. Portsmouth, NH: Boy-
perience more enjoyable. In this article, I have presented my
ton/Cook Publishers.
experience in developing a simulation-based, CL pedagogy Hertel, J. P., & B. J. Millis. 2002. Using simulations to promote learning in
for my EP class. I believe that this pedagogy could effec- higher education: An introduction. Sterling, VA: Stylus Publishing.
tively be implemented in many different classrooms with Krain, M., & J. S. Lantis. 2006. Building knowledge? Evaluating the effec-
great effect. tiveness of the global problems summit simulation. International Studies
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Perspectives 7: 395407.
The benefits of such a pedagogical switch far outweigh
Langer, E. J. 1997. The power of mindful learning. Cambridge, MA: Da
the costs. Although such a switch can be daunting, I have pro- Capo.
vided the basic structure for how this can be accomplished Lean, J., J. Moizer, M. Towler. & C. Abbey. 2006. Simulations and games:
in an effort to make the process more manageable. Addition- Use and barriers in higher education. Active Learning in Higher Education
ally, I have supplied evidence that this pedagogy does not 7: 22742.
Loui, M. C., 2009. What can students learn in an extended role-play sim-
diminish student learning of the material, compared to more
ulation on technology and society? Bulletin of Science, Technology, and
traditional classes, and offers great benefit to class engage- Society 29: 3747.
ment. Allowing students a more active role in the classroom, McKeachie, W. J. 2002. Teaching tips: Strategies, research, and theory for
and giving them more responsibility for the material covered college and university teachers. Boston, MA: Houghton Mifflin.
and learned, increases their motivation to pay attention in Moizer, J., J. Lean, M. Towler, & C. Abbey. 2009. Simulations and games:
Overcoming the barriers to their use in higher education. Active Learning
class, as well as think about the material outside of class.
in Higher Education 10: 20724.
This increased engagement and motivation may also lead to Palmer, P. J. 1998. The courage to teach: Exploring the inner landscape of
deeper learning and greater long-term retention of the class a teachers life. San Francisco, CA: Jossey-Bass.
material. Pascarella, E. T. & P. T. Terenzini. 1991. How college affects students:
The increase in student engagement is beneficial not only Findings and insights from twenty years of research. San Francisco: Jossy-
Bass.
for the students but for the instructor, as well. When your
Shulman, L. S. 2002. Making differences: A table of learning. Change 34:
students are engaged, it is infectious. I went to class excited 3644.
to hear what students had to say and see what they would
teach me about the topics. This new approach to the class has
APPENDIX
reinvigorated my interest in the material and in my teaching
approach overall. I am constantly looking for ways to get
MORAL EDUCATION VS. NEW DISCIPLINE POLICIES
my students more actively involved in the learning process,
GAME EXAMPLE3
because of the benefits I have seen it bring to the entire class
The scene:
experience.
Due to a recent rash of fights and drug-related activity at
the schools, a group of parents, teachers, and administrators
has been placing pressure on the school board to implement
NOTES moral education and/or new discipline policies in the schools.
This is a new situation, given that the school system does not
1. This research was approved by the Universitys Insti- have a history of excessive violent activity. The school board
tutional Review Board. All student names have been wants to be proactive, but has reservations due in part to
changed to protect privacy. the legal issues surrounding the change, as well as pressures
2. Copies of assignments and grading rubrics can be ob- from other parents, teachers and administrators who do not
tained by contacting the author. see school as the place for moral education and who dislike
3. This example is for classroom purposes only. Further broad discipline policies.
information on these topics can be found in: Abbeduto, Where set:
L. and F. Symons. 2009. Taking sides: Clashing views Springfield County School District is located in Texas.
on controversial issues in educational psychology. New It is a medium sized county, with one main city. The school
York: McGraw-Hill. district encompasses the entire county, so it is a mix between
SIMULATION GAMES AND ENGAGEMENT 161

the city and the rural surrounding areas. It has 7 high schools, 3. Teachers who are for the change
7 middle-schools, and 20 elementary schools. It currently 4. Teachers who are against the change
enrolls approximately 22,500 students. The game will be 5. Parents who are for the change
played at the school board meeting. 6. Parents who are against the change
Violence stats: In the last school year, there were 6.5 vi- 7. Educational psychologists for the change
olent acts per 1000 students. Reported acts included: assault 8. Educational psychologists against the change
involving use of a weapon, assault on school personnel, etc.
(Note: A full list of the violent acts was given to the students) The Board can vote 1 of 4 ways:
Your role in the meeting:
You are a resident of Texas. You are an adult, and you 1. To implement BOTH new discipline policies and moral
are accorded all of the rights of a US citizen and a citizen education programs
of Texas. In the meeting you are free to speak on whatever 2. To implement a moral education program without a
issues you wish, after being recognized by the chair. new discipline policy
The main factions: 3. To implement a new discipline policy without a moral
education program
1. Administrators for the change 4. To refrain from implementing any changes (No moral
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2. Administrators against the change education or new discipline programs)

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