Debriefing: toward a systematic assessment of theory and practice
Simulation and Gaming - Special issue: debriefing
The effectiveness of games for educational purposes: a review of recent research
Simulation and Gaming
THE CYPRUS CRISIS: a multilateral bargaining simulation
Simulation and Gaming - Symposium: International relations and simulation/gaming
A Review of Scholarship on Assessing Experiential Learning Effectiveness
Simulation and Gaming
Acting, Knowing, Learning, Simulating, Gaming
Simulation and Gaming
Simulation, Rhetoric, and Policy Making
Simulation and Gaming
The Gaming of Policy and the Politics of Gaming: A Review
Simulation and Gaming
A First Life With Computerized Business Simulations
Simulation and Gaming
Gaming Research in Policy and Organization: An Assessment From the Netherlands
Simulation and Gaming
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One important objective of introductory courses in public administration is to sensitize students to the difference between two concepts: substantive rationality and political rationality. Both types of rationality play an important role in policy processes. Yet, although the difference is straightforward in theory, and is addressed and well-illustrated in most standard textbooks on public administration, students seem to have difficulty internalizing it. This article reports on our findings from a role-playing game designed to make students experience the difference between policy making as a process of rational design and policy making as a process of political negotiation. We conducted an experiment involving a large group of students enrolled in a first year, one-semester course, and a control group of students who enrolled in the same course 1 year later. The former were tested four times (start of the course, immediately before and after playing the game, and 3 months later) and the latter two times (at the start of the course and at the exam) for their understanding of how policy making芒聙聰as-rational-design and policy making芒聙聰as-political-negotiation differ on seven characteristics. Comparison of test results obtained before and after the role-play indicates a positive learning effect for some characteristics, and a negative learning effect for others.