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Pitfalls for Debriefing Games and Simulations: Theory and Practice

机译:汇报游戏和模拟的陷阱:理论与实践

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Debriefing is considered, by many scholars, to be a fundamental part of learning through games and simulations. Despite its significance, there is a lack of research in the area of debriefing, which results in unaddressed factors that inhibit debriefing. Research in the field is complicated by many influencing factors varying from context to game, the purpose of the game, conditions and player specifics, facilitators etc. Insight in the role of these influencing factors can aid in understanding how debriefing can be optimized. In doing this research so far two viewpoints are relevant, the first is the design of debriefing and the second one is the actual execution of the debriefing. The aim of this study is to identify, on the basis of literature, the influence of factors and their interrelation, and subsequently, to categorize them based on expert opinions, so as to determine which pitfalls have the highest influence on inefficiency and ineffectiveness of debriefing. Based on 12 pitfalls identified in literature, and through the use of an online questionnaire, facilitation experts evaluated the extent to which these pitfalls occur due to the design or the execution of the debriefing, and the extent to which they are influenced by the rules of games and simulations. All 12 pitfalls seem to occur in practice, to some extent, due to both the design and the execution of the debriefing. Nevertheless, some pitfalls appear to be more influenced either by design or by execution. Moreover, the results on the extent to which the pitfalls are influenced by the rules of games and simulations are inconclusive, due to the contradiction between the answers on the pre-defined questions and the comments of the experts. A method for further extending the list of pitfalls and verifying the results, hence minimizing the threat to the internal validity of the study, is proposed, which includes a more extensive literature review, interviews, and case studies.
机译:汇报被许多学者认为是通过游戏和模拟学习的基础部分。尽管具有重要意义,但在汇报方面缺乏研究,这导致了无法解决的阻碍汇报的因素。该领域的研究由于环境影响因素,游戏目的,条件和玩家的具体情况,促进者等多种因素的影响而变得复杂。洞悉这些影响因素的作用有助于理解如何优化汇报。到目前为止,在进行这项研究时,有两个观点是相关的,第一个是任务汇报的设计,第二个是任务汇报的实际执行。这项研究的目的是在文献的基础上确定因素的影响及其相互关系,然后根据专家意见对因素进行分类,以确定哪些陷阱对效率低下和效率低下的情况影响最大。简化专家根据文献中确定的12个陷阱,并通过使用在线调查表,评估了这些陷阱由于设计或执行情况汇报而发生的程度,以及这些陷阱受规则影响的程度。游戏和模拟。由于设计和执行任务汇报,所有12个陷阱似乎都在实践中出现。但是,某些陷阱似乎受设计或执行的影响更大。此外,由于预先定义的问题的答案与专家的意见之间存在矛盾,因此关于陷阱的程度受游戏和模拟规则影响的结果尚无定论。提出了一种进一步扩展陷阱清单并验证结果,从而最小化对研究内部有效性的威胁的方法,其中包括更广泛的文献综述,访谈和案例研究。

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