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simulating europe: choosing the right learning objectives for simulation games

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Abstract

The authors reflect on the potential of simulation games for teaching the European Union. They argue that when developing or using simulations it is imperative to decide, first of all, on the learning objective(s). The authors distinguish games geared primarily towards conveying knowledge from those aimed at training soft skills. The former can focus on teaching the processes and dynamics of European politics (politics), on teaching factual knowledge about a given policy field (policy) or on teaching the Union’s institutional aspects (polity). The second category concerns objectives such as training teamwork, communication and negotiation skills, as well as empathy, the ability to deal with complexity and making decisions under stress. The relevance of these objectives for teaching and training students is assessed on the basis of case studies describing different simulation game concepts. Although the authors acknowledge that simulation games enjoy an increasing popularity within academic teaching, they maintain that their use in European Studies is largely restricted to classical concepts and argue for a more extensive use of more experimental simulation games.

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Notes

  1. On the relationship between knowledge and competence related to teaching the EU, see also Oberle and Tatje (2014).

  2. Although simulation games aiming at training competencies are highly relevant for the students’ future careers, we will focus here mostly on games aiming at conveying knowledge about the EU.

  3. Mention should be made of the SUNY Model EU, the Mid-Atlantic EU Simulation, the Midwest Model European Union, the West Coast Model EU and the EUROSIM by the transatlantic network TACEUSS (Van Dyke et al, 2000; Zeff, 2003; Shekleton, 2009).

  4. So far, planpolitik have developed games on the CO2-directive, the EU’s asylum policy, food labelling, the reform of the Stability and Growth Pact, and on data protection policy. Structurally, these games are more or less identical. Also part of this category is the simulation game Chocolate Directive that has mostly found distribution in English-speaking areas (Jozwiak, 2013).

  5. As illustrated by this quote from a student who took part in one of our OLP simulation games at Viadrina University, Frankfurt/Oder in 2012: ‘Differentiating between formal and informal negotiations in the simulation game and realising that informal negotiations take up more space and time during the simulation game was very informative: particularly because these informal aspects are only briefly mentioned – or not at all – in many seminars and other simulation games such (MUN, POLIS, SIMEP et al), despite the fact that the crucial decisions tend to be made outside the official procedure in Parliament and the Commission’. For a more abstract description of quantitative data from evaluations with younger participants at schools, see Oberle (2015).

  6. Generally, the evaluation of a simulation game occurs in four steps: first, intuitive game analysis (What happened?), then reflection and detachment (How can one explain and evaluate the course the game took?), transfer to reality (How is the game result relevant to our view of reality?) and finally, critique (What have we learnt? How can the concept be improved? This structuring of the evaluation discussion is based on a similar structuring from Geuting (2000: 39–42); see also Raiser and Warkalla (2011: 22–23) and Raymond and Usherwood (2013). For an in-depth analysis of the significance of evaluating simulation games see Peters et al (2004).

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raiser, s., schneider, a. & warkalla, b. simulating europe: choosing the right learning objectives for simulation games. Eur Polit Sci 14, 228–240 (2015). https://doi.org/10.1057/eps.2015.20

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