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Page 1: Syria Simulation Workshop - 2013 WHAT Conference

Playing  Games  to  Teach  Complex  Conflicts  

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•  Jason  Rosenblum:  ITEC,  UNPG  &  SMBX  

•  Mity  Myhr:  BSSX  

•  Christie  Wilson:  BSSX  

•  Selin  Guner:  BSSX  •  Christopher  Micklethwait:  UNPG  

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•  Knowledge  Building  

•  Social  Responsibility  •  Intercultural  Competencies  

•  Experiential  Engagement  

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•  Analysis  of  the  Roles/Goals  of  Internal  and  External  Actors  

•  Analysis  of  Factors  that  Promote  Conflict  or  Peacemaking  

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•  Understand Influence of Resources and Shifting Alliances

•  Understand Complexity of Choices and Appreciate Consequences

•  Appreciate Value of Corroboration/Cooperation in Achieving Goals

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Game-­‐like  simulation  +  Role-­‐play  +  Conflict  

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•  equates  live  simulation  games  with  a  constructivist,  experiential  learning  approach  (Kolb,  1984)    

•  Supply  Chain  Example  -­‐  beer  game:  http://www.beergame.org/  

•  teamwork,  concrete  experiences  &  reflexive  activities  

Kolb,  David.  (1984).  Experiential  learning:  experience  as  the  source  of  learning  and  development:  Prentice-­‐Hall.  

Malave,  C.;  Figueiredo,  R.  (2002).    Practicing  active  and  cooperative  learning  using  live  simulation  games  in  the  classroom.  Proceedings  of  the  International  Conference  on  Engineering  Education.  Aug  18-­‐21.    Manchester,  U.K.  

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• affective,  cognitive,  behavioral  dimensions  of  attitude  

•  studied  in  the  simulation:  Culture  and  Creed  

•  MIT-­‐based  game/simulation  can  affect  attitudes  towards  international  conflict.  

•  Affects  perspectives  in  moving  from  competition  to  cooperation.  

Williams,  A.;  Williams,  R.  (2011).    Multiple  Identification  Theory:  Attitude  and  Behavior  Change  in  a  Simulated  International  Conflict.    Simulation  &  Gaming  42(6).  733-­‐747.  

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Role  play  in  education  resources  http://www.rpg-­‐mmorpg.com/vl/role-­‐play_education.php  

Model  UN  –  getting  started:  http://www.unausa.org/global-­‐classrooms-­‐model-­‐un/how-­‐to-­‐participate  

Crossley-­‐Frolick,  Katy.  (2010).    Beyond  Model  UN:  Simulating  Multi-­‐Level,  Multi-­‐Actor  Diplomacy  Using  the  Millennium  Development  Goals.    International  Studies  Perspectives.  11,  184–201    

Rich  tradition  of  role-­‐play  to  support  learning.    Simkins,  David.    (2011).    Negotiation,  simulation,  and  shared  fantasy:  Learning  through  live  action  

role  play.  ProQuest  Dissertation.    See  Chapter  4  –  History  of  role-­‐play  as  a  tool  for  learning.    pp  68  –  77.  

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•  Peacemaker  used  in  dispute  resolution  classes  •  Individual  and  group-­‐based  work  •  Key  findings:  

•  Role  reversal  leads  to  empathy  •  Ladder  of  inference  from  reactions  based  on  data  as  

a  result  of  decisions  made.    •  Two-­‐level  diplomacy  to  gain  approval  from  national  

interests  and  domestic  groups.  

Goodrich,  K.;  Schneider,  A.  (2010).    The  Classroom  Can  Be  All  Fun  and  Games.    Ohio  State  Journal  on  Dispute  Resolution.    25(1).    87-­‐103  

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•  Syria  Simulation  based  on  Peacemaker,  except:  Syria  as  setting;  live  role-­‐play  of  Actors  &  Non-­‐Actors  

•  Supported  by  SEU's  own  Peacemaker  pilot  &  Goodrich  &  Schneider  (2010)  

•  Want  students  to  build  empathy  through  non-­‐Western  POV's  &  (for  some)  morally  oppositional  stances.  

•  Make  decisions  based  on  outcomes  following  each  round:  re:  casualty  counts,  #  refugees  fleeing,  etc.  

•  Balance  approval  ratings  from  multiple  non-­‐actors  

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•  giving  them  a  “win”  scenario  in  which  no  one  player  can  actually  win,  except  through  cooperation.  

•  BUT  they  need  to  garner  approval  from  multiple  non-­‐actors,  including  the  UN  general  assembly  

•  we  predict  most  actions  will  result  in  a  split  along  ideological  lines  in  character  profiles.  

•  In  theory  there  is  a  way  to  win  through  cooperation,  but  in  practice  this  is  unlikely,  thus  mirroring  the  setup  of  the  real  life  conflict.  

Bogost,  Ian.  (2007).  Persuasive  Games  -­‐  The  Expressive  Power  of  Videogames:  The  MIT  Press.  

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Phase  I  :  Research  •  Read  profiles  &  materials  •  Consider  event  Phase  II  :  Action  •  Review  options,  discuss  &  choose  action  •  Group  presents  &  discusses  their  choice.    Phase  III  :  Voting  by  Non-­‐Actors  

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fin.  

[email protected]  

@jarosenblum