Advanced Search

Journal Navigation

Journal Home

Subscriptions

Archive

Contact Us

Table of Contents

Click here for more information

CiteULike is a free service for managing and discovering scholarly references - click here to get started.

Sign In to gain access to subscriptions and/or personal tools.
Simulation & Gaming
This Article
Right arrow Full Text (PDF)
Right arrow All Versions of this Article:
1046878107311377v1
39/4/465    most recent
Right arrow References
Right arrow Alert me when this article is cited
Right arrow Alert me if a correction is posted
Right arrow Citation Map
Services
Right arrow Email this article to a friend
Right arrow Similar articles in this journal
Right arrow Alert me to new issues of the journal
Right arrow Add to Saved Citations
Right arrow Download to citation manager
Right arrowRequest Permissions
Right arrow Request Reprints
Right arrow Add to My Marked Citations
Citing Articles
Right arrow Citing Articles via Google Scholar
Right arrow Citing Articles via Scopus
Google Scholar
Right arrow Articles by Druckman, D.
Right arrow Articles by Ebner, N.
Right arrow Search for Related Content
Social Bookmarking
 Add to CiteULike   Add to Complore   Add to Connotea   Add to Del.icio.us   Add to Digg   Add to Reddit   Add to Technorati   Add to Twitter  
What's this?

Onstage or behind the scenes? Relative learning benefits of simulation role-play and design

Daniel Druckman

University of Queensland, Australia, & George Mason University, USA

Noam Ebner

Tel-Hai College, Israel, & Sabanci University, Turkey, noam{at}tachlit.net

In this article, the authors report the results of two experiments that explored hypotheses about the relative learning advantages of role-play and scenario design. The experiments were conducted with similar student populations in Australia and Israel. Using a matched-pairs design, participants were randomly assigned to design and role-play conditions. They worked on their tasks following an hour-long lecture on three negotiation concepts: alternatives, time pressure, and negotiating power. A lecture-only control group was implemented in the Australian experiment. In both experiments, designers, working "behind the scenes," indicated better concept learning in the short run than their role-play counterparts performing "onstage," as well as in comparison with the control group. They showed better understanding of the way the concepts are related and retained the learning gains over time. Moreover, the designers were at least as motivated as role-players and controls and, for the Israel participants, showed more motivation. The results, favoring designers, spread widely across the various questions, asked immediately after the experience and 1 week later: 86% of the answers given favored designers in terms of direction; 52% of these were statistically significant. Implications are discussed for explanatory mechanisms, programmatic research, and teaching/training approaches.

Key Words: concept learning • experiments • matched-pairs • motivation • negotiation • retention • role-playing • scenario design

This version was published on December 1, 2008

Simulation & Gaming, Vol. 39, No. 4, 465-497 (2008)
DOI: 10.1177/1046878107311377


Add to CiteULike CiteULike   Add to Complore Complore   Add to Connotea Connotea   Add to Del.icio.us Del.icio.us   Add to Digg Digg   Add to Reddit Reddit   Add to Technorati Technorati   Add to Twitter Twitter    What's this?