Simulating EU foreign policy

Goddess of Fortune, before you ask

Despite what we here at ALPS like to make you think, other groups do work on simulations and active learning in political science and international relations. And because everyone’s a lovely person around here, we all get on famously with each other.

One of those groups is the Europe-wide group that used to run under the ANTERO label, and which has now become NORTIA. Funded by the EU, it’s a network of academics working on EU foreign policy, covering both research and teaching. As ANTERO, they managed to build up a really good rep as the people to go to for such things.

One of their more recent outputs is a handbook on simulations.

As well as useful info on designing such things, with links to video, they also provide full documentation for a simulation of handling a crisis in Ukraine.

I’ll recommend it to you despite my (small) involvement, not least because it draws out some more of the issues surrounding application to a specific subject area, which will be use to you, whether or not you’re working in it or not.

In so doing, it invites us to think once again about the difficulties of translating from generic to specific, which is often a barrier to implementing active learning techniques. However, the effort is well worth it, as these materials show really well.

I’ll also remind you that it’s very nearly the deadline for the ECPR Joint Sessions: sun, sand and simulations. But without the sand.

Amoeba Game

I’ve been telling students in my first-year seminar that the design of a good game often simultaneously combines chance, strategy, competition, and cooperation. About a month ago I invented a simple game to demonstrate how this could be accomplished.

I took the class outside, defined starting and finishing lines — about twenty-five meters apart — and divided the class into teams. The game had only one rule: every person on a team had to keep his or her left hand on the right foot of another teammate. First team to reach the finish line “won” the game.  Continue reading

Extending Simulations without Becoming Overextended

Today we have another guest post by Joel D. Moore of Monash University Malaysia. He can be reached at joel [dot] moore [at] monash.edu.

Simulations are hard work. Extended simulations that occur over multiple class periods are doubly so. Instructors must invest substantial effort to set them up and even more to monitor them once they are running. The decentralized learning that makes them so effective also makes it hard to fairly and transparently assess participants. Thus, instructors may be dissuaded from employing them despite their pedagogical benefits.

Social networking software (SNS) can reduce these burdens. With some slight customization, an SNS can be used to efficiently capture most forms of student interaction in a way that is easily accessed by the instructor. SNSs are equipped with user-centered messaging, chat, blog, group, event notification, and file sharing capabilities. SNSs also feature optional plug-ins that can be used to further enrich the experience. They can easily serve as a mechanism for simulation participants to communicate with each other, while allowing instructors to monitor events in real time with no additional work on the part of the students. Another benefit of using an SNS is that once one creates the architecture of a simulation, it can be redeployed instantly for a future class, or quickly modified for another simulation that has a similar array of roles. Continue reading

Where Do Flash Games Go to Die?

Related to my recent post on replacing traditional textbooks with digital content:

For the last two years, I have used the Stop Disasters! game in my course on humanitarian emergencies, which is online. A significant number of the students are outside the USA when they take it. Stop Disasters! runs on Flash. Flash is an application that has been incompatible with Apple devices for years and its owner, Adobe, will cease supporting it entirely in 2020. Web browsers now require installation of special plugins and whatnot to run it. This means that my students may not be able to play this game without jumping through a bunch of technological hoops, a burden that I can’t justify imposing on them.

Unfortunately a lot of online pedagogical games and simulations are Flash-based; a few that have been discussed on this blog include Ayiti: The Game of Life3rd World Farmer, and Inside Disaster. Clicking on the link for the simulation at the Inside Disaster website produces a black screen, so it is no longer accessible whether one has Flash running or not.

These online tools have an irritating tendency to have short lifespans, which to me greatly lessons their convenience. Board games don’t end up in the technological dustbin of history at anywhere near the same speed. Maybe it’s time to switch back to exercises based on tangible objects rather than software applications. But how does one do that in the online environment?

 

Fixing Health Care? A Simulation in American Government

Today we have a guest post from Josiah Marineau, an assistant professor of political science at Campbellsville University. He can be contacted at josiah [dot] marineau [at] gmail [dot] com.

For my Introduction to American Government course, I designed a simulation of the legislative process in which students are tasked with debating different policy options for the U.S. healthcare system. The simulation is intended to  familiarize students to a key policy debate in contemporary U.S. politics.

The simulation will last two weeks. The first week will be preparation:  explaining the politics of the U.S. health care system, the main options for policymakers, and how the simulation  will work. Students will be introduced to the rules used in Model United Nations to govern debate and voting on bills. Students will use materials I provide to write policy position papers that advocate for a given policy solution to the challenges facing the U.S. health care system.

The simulation itself will run in the second week, over two class periods. Students will use their policy papers as the basis for debate and will give speeches in class in favor of or in opposition to proposed legislation. I expect them to form coalitions with other, like-minded students, and draft a bill that is amenable to a majority of the class.

As part of the debriefing, students will write a two-page memo reflecting on what they learned, what surprised them, what worked and what did not, and why. This memo will be due in the week after the simulation concludes.

I will grade the simulation as follows:

  • Quality of the policy position papers — 40%
  • Level of engagement in the simulation — 30%
  • Two-page reflection memo — 30%.

I will share the results of the simulation in a future post.

Making Games As Teaching Tools

Today we have a guest post by Dr. Andrew Biro, Head of the Department of Politics, Acadia University, Nova Scotia, Canada. He can be reached at andrew [dot] biro [at] acadiau [dot] ca.

Chad Raymond recently wrote a couple of posts (herehere, and here) about having students create board games based on course content. I did something similar in my Politics of Water class last fall, as a capstone exercise in the last couple of weeks of the course. It was a fun way to end the course, and by inviting high school students to play the games, it gave my students the sense that they really could use games to engage in a teaching exercise.

Students worked in groups of 4-6 to design a board game that incorporated some “lesson” from the course. The course is rather eclectic. Topics include geopolitical conflicts over water, municipal water privatization, engineering mega-projects (big dams), and gendered access to water in the household. This gave students lots of choices, and they produced eight fairly diverse games. Continue reading

Making Students Make: Classroom Game Design Part 3

As promised, here is information about the final exam I have created for my first-year seminar. As I mentioned in my previous two posts in this series, my goal is to make students more aware of what is now often referred to as “design thinking”: in this course, they are not just learning how to build games, but to solve problems.

Instructions for the exam:

Write an essay that compares one of the games that you helped design and one of the games that you played in this course. Identify which game was better by analyzing how well the games:

  • Incorporated the principles of the “golden rule” and “magic circle” in relation to events in the real world.
  • Utilized elements of conflict and cooperation.
  • Had clear written and unwritten rules.
  • Facilitated meaningful decision making.

Use information from assigned course readings to support your argument. Be sure to include references to your sources in your essay to avoid plagiarism – this applies whether you are using direct quotations or just the ideas of another author. Use parenthetical in-text citations as with reading responses to save space. An essay with few or no relevant references to the course readings will suffer a reduction in grade.

  • The essay should be double-spaced, in 11 or 12 point font, and the equivalent of 3-4 pages long.
  • There is no need for a separate bibliography or title page; please do not include them.
  • Work independently; do not discuss your essay with other students.

A screenshot of the rubric I’ll be using to grade the exams is below. As I mentioned about the game design beta test rubric, I am not really concerned with the exam scores generated by the rubric — my primary goal is getting students to become more aware of how their experiences translate into learning.