Role-event gaming simulation in management education: a conceptual framework and review
Simulation and Gaming
Three levels of learning in simulations: participating, debriefing, and journal writing
Simulation and Gaming - Special issue: debriefing
Simulation and Gaming - Special issue: silver anniversary issue, part 1
Written debriefing: the next vital step in learning with simulations
Simulation and Gaming - 30th anniversary issue, part 3
A Review of Scholarship on Assessing Experiential Learning Effectiveness
Simulation and Gaming
Why Simulation Games Work-In Search of the Active Substance: A Synthesis
Simulation and Gaming
Serious Games, Debriefing, and Simulation/Gaming as a Discipline
Simulation and Gaming
Assessment in and of serious games: an overview
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
Evaluating the educational effectiveness of simulation games: A value generation model
Information Sciences: an International Journal
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This article examines the state of assessment in simulation and gaming over the past 40 years. While assessment has come slowly to many disciplines, members of the simulation and gaming community have been assessing the educational effectiveness of their experiential activities for years, in part because of skepticism from more traditional quarters that gaming and simulation are appropriate techniques to use in the classroom. These past efforts to demonstrate educational value usually went by names other than â聙聹assessment.â聙聺 This article reviews research published in this journal using the keyword â聙聹assessmentâ聙聺 plus a sample of pre-1990 meta-studies on evidence of educational effectiveness. The authors conclude with a discussion of two games, one familiar (SIMSOC) and one new (GLOBAL JUSTICE GAME) that may assist the reader in thinking about assessment strategies and related issues that need to be considered, in particular the role of agency versus structure.