Some extensions for the Parliament game

Interestingly, the European Banderwot is much larger than its American cousin

Chad wrote about his use of my parliament game just yesterday, so it’s a good moment to consider how else this basic model can be used. All my materials are here.

For me, the most interesting point is that Chad’s doing something really quite different from my original objective. Indeed, the game is a great one for me to reflect on, because it has undergone one of the more problematic formulation processes of any of my activities.

At heart, it’s a game about the cross-cutting tensions in accumulating power: Chad gives his students their card and another interest, while I have focused just on getting mine to balance ideological coherence with holding a balance of power in the assembly. In both cases, you can see how that can be built on, to illustrate further elements. Continue reading

Parliament Game with the Gray-Tufted Banderwot

Gray-Tufted Banderwot

A few years ago, Simon invented a game to model coalitions in the European Parliament (also described here and here). I decided to try it in my comparative politics as a lesson in how legislatures function. After some confusion as students figured out what to do, they clustered into two coalitions; the outcome loosely resembled a two-party/median voter system. But I had forgotten to remove the high-value cards from the deck before starting the game. The class has only fourteen students, and the distribution of card values was so great that it was difficult for students to accumulate influence points.

I decided to run the game again in the next class, after removing face cards from the deck. Influence points were calculated the same as before. But I added a twist. Each student received additional instructions that varied according to the value of his or her card: Continue reading

Simulating the Syrian Civil War

Today we have a guest post from Guy Zohar, an instructor at Bar-Ilan University, Israel. He can be contacted at guyzoharbiu [at] gmail [dot] com.

The Syrian civil war is already one of the bloodiest and most devastating conflicts in the 21st century, and it is far from over. To explore various dimensions of the war, seventy-five people at the recent International Studies Association (ISA) annual convention in Baltimore, Maryland participated in “The Syrian Civil War and the Spread of Terror” simulation.

Participants assumed roles such as Bashar al-Assad, Donald Trump, Vladimir Putin, Recep Tayyip Erdoğan, and Abū Bakr al-Baghdadi and were assigned to teams that represented major actors in the conflict. Team size varied depending on the actor’s complexity and its power status. Each participant was given short and long range goals to accomplish in the face of challenges such as terror attacks. The ultimate long range goal was to agree on a framework for settling the entire conflict. Continue reading

Follow up on Model Diplomacy

A while back I put out a plea for new simulations for my Introduction to International Politics class. I asked specifically about the Council on Foreign Relations’ Model Diplomacy simulations and got some useful feedback (on that and others). In case others are interested, I figured I’d post a follow up.

I decided to structure my course around two sets of simulations. First, I planned on a series of four different one-day Model Diplomacy simulations, at key times during the term. I replaced my group debate assignment with these. Since I centered the group debate assignment around current events as a way of applying course material to a contemporary question, the Model Diplomacy simulations were a reasonable replacement since they, too, focus on a current event. Continue reading

Enjoyable Cores, Aesthetics, and Narrative

This is part 6 of a six-part series of guest posts by Tomer Perry, Research Associate at the Edmond J. Safra Center for Ethics, Harvard University. He can be contacted at tperry [at] ethics [dot] harvard [dot] edu. Tomer discussed the ideas presented in this blog series at a Stanford MediaX event.

For this final post of the series, I saved the best for last. And by ‘best’ I mean prettiest.

Kemet: a pretty game set in ancient Egypt.

Kemet is a great game but it has very little educational value. Although set in ancient Egypt and incorporating some Egyptian mythology, the game itself has nothing to do with Egypt but weirdly pits players against each other on a sandy board. Yet Kemet teaches an important lesson because it is absolutely beautiful. Like many of the most successful crowdsourced games, players of Kemet use gorgeous miniatures to move around the board. The pyramids players build while playing Kemet are actually 4-sided dice that are rotated to show each pyramid’s ‘rank’. Continue reading

Choice Points, Outcomes and Chance

This is part 5 of a six-part series of guest posts by Tomer Perry, Research Associate at the Edmond J. Safra Center for Ethics, Harvard University. He can be contacted at tperry [at] ethics [dot] harvard [dot] edu.

This post is dedicated to what could be the most important game mechanic: decision-making. One of the main challenges in teaching ethics is connecting moral theories to the kinds of decisions that students are likely to face once they graduate. The issue is not merely pedagogical but also substantial: it’s not always clear, or a matter of consensus, what a given theory would instruct us to do in a specific context. Some theorists think that ethical decision-making is not at all a matter of applying the right theory in the right way but a matter of exercising judgement or exhibiting virtue – you can’t know the right thing to do until you’re actually in the situation to make a decision.

Caverna: a family of dwarves specializing in growing wheat and sheep.

If you’re struggling with these issues, game design can help because games are all about making interesting decisions. Games are basically structures for play and what they structure is usually decision-making; the restrictions posed by well-designed games don’t stand in the way of meaningful decision-making but instead facilitate it. You may be inclined to ask your students a lot of open-ended questions, but if the goal of a class is to force students to confront a difficult trade-off in moral values, you are better off with a restricted set of options. This is exactly why so many philosophers construct bizarre and unrealistic thought-experiments to make their arguments, and it is also why students often try to substitute an easier question for the one that forces the difficult trade-off. Game designers recommend thinking about the choice points you give your students. Instead of leaving it up to students to choose whether to exercise moral judgement, create situations that force it. Continue reading