Why the best person rarely wins
Simulation and Gaming
Evaluating computerized business simulators for objective learning validity
Simulation and Gaming
Not Only the Tragedy of the Commons: Misperceptions of Bioeconomics
Management Science
Simulation in software engineering training
Proceedings of the 22nd international conference on Software engineering
The changing nature of business simulation/gaming research: a brief history
Simulation and Gaming
An exploration of game-derived learning in total enterprise simulations
Simulation and Gaming - Symposium: medical and healthcare simulation, part 2
A Review of Scholarship on Assessing Experiential Learning Effectiveness
Simulation and Gaming
Empirical evaluation of an educational game on software measurement
Empirical Software Engineering
Experimental Validation of the Learning Effect for a Pedagogical Game on Computer Fundamentals
IEEE Transactions on Education
Comparing student competences in a face-to-face and online business game
Computers in Human Behavior
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This study determines whether stakeholders learn from playing with microworlds. This is investigated through a case study of Belgian fisheries management. Policymakers, scientists and fishermen participated in a ''before-after with control group''-experiment in which they played with a microworld that aims at gaining insight into the long-term effect of policy instruments on the Belgian fisheries system. The outcome of this experiment indicates that using the microworld did not result in learning outcomes (i.e., changes in participants' subjective knowledge, attitude and behavioural intention towards policy instruments). This however, contradicts all stakeholders' reports that they had learned from the microworld and that they had confidence in the microworld and perceived the microworld to be valid. Hence, three alternative explanations for these results are discussed: (1) methodological issues blocked the detection of learning outcomes, (2) the way in which the microworld was administered did not result in learning outcomes, or (3) participants have not ''learned'' anything new from the microworld. Finally, the paper ends with discussing guidelines and further steps in evaluating learning from microworlds.