Political Science Education and the Profession

Managing Design Uncertainty: Building an Asynchronous Online Simulation

Authors

Abstract

Simulation and negotiation game design typically works from matching learning objectives to specific settings for delivery. Understanding how variables like student numbers, prior knowledge and available time and space for game play will look like is vital for producing efficient active learning environments. This paper demonstrates the challenges that are posed when that definition is lacking by presenting the process of creating an exercise for a distance-teaching programme. Strategies for addressing each of these elements are discussed, grounded in a central focus on resilient design. It highlights the need to design around a structure that can cope with such uncertainty and (relative) novelty, and the potential that is contained in such an approach for more conventional settings. In so doing, it reaffirms the need to have a conscious and transparent design and implementation process in delivering simulation and negotiation games that maximise student learning.

Content

Thumbnail image of TLC Baltimore 23 Usherwood Paper.pdf

Comments

Log in or register with APSA to comment
Comments are not moderated before they are posted, but they can be removed by the site moderators if they are found to be in contravention of our Commenting and Discussion Policy [opens in a new tab] – please read this policy before you post. Comments should be used for scholarly discussion of the content in question. You can find more information about how to use the commenting feature here [opens in a new tab] .