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Playing	
  Games	
  to	
  Teach	
  Complex	
  Conflicts	
  
•  Jason	
  Rosenblum:	
  ITEC,	
  UNPG	
  &	
  SMBX	
  
•  Mity	
  Myhr:	
  BSSX	
  
•  Christie	
  Wilson:	
  BSSX	
  
•  Selin	
  Guner:	
  BSSX	
  
•  Christopher	
  Micklethwait:	
  UNPG	
  
•  Knowledge	
  Building	
  
•  Social	
  Responsibility	
  
•  Intercultural	
  Competencies	
  
•  Experiential	
  Engagement	
  
•  Analysis	
  of	
  the	
  Roles/Goals	
  of	
  Internal	
  and	
  
   External	
  Actors	
  

•  Analysis	
  of	
  Factors	
  that	
  Promote	
  Conflict	
  
   or	
  Peacemaking	
  
•  Understand Influence of Resources and
  Shifting Alliances

•  Understand Complexity of Choices and
  Appreciate Consequences

•  Appreciate Value of Corroboration/
  Cooperation in Achieving Goals
 
	
  

Game-­‐like	
  simulation	
  +	
  Role-­‐play	
  +	
  Conflict	
  
•  equates	
  live	
  simulation	
  games	
  with	
  a	
  constructivist,	
  
        experiential	
  learning	
  approach	
  (Kolb,	
  1984)	
  	
  

 •  Supply	
  Chain	
  Example	
  -­‐	
  beer	
  game:	
  http://
        www.beergame.org/	
  

 •  teamwork,	
  concrete	
  experiences	
  &	
  reflexive	
  activities	
  
Kolb,	
  David.	
  (1984).	
  Experiential	
  learning:	
  experience	
  as	
  the	
  source	
  of	
  learning	
  and	
  development:	
  
   Prentice-­‐Hall.	
  


Malave,	
  C.;	
  Figueiredo,	
  R.	
  (2002).	
  	
  Practicing	
  active	
  and	
  cooperative	
  learning	
  using	
  live	
  
  simulation	
  games	
  in	
  the	
  classroom.	
  Proceedings	
  of	
  the	
  International	
  Conference	
  on	
  
  Engineering	
  Education.	
  Aug	
  18-­‐21.	
  	
  Manchester,	
  U.K.	
  
•         affective,	
  cognitive,	
  behavioral	
  dimensions	
  of	
  attitude	
  

•  studied	
  in	
  the	
  simulation:	
  Culture	
  and	
  Creed	
  
•  MIT-­‐based	
  game/simulation	
  can	
  affect	
  attitudes	
  towards	
  
         international	
  conflict.	
  

•  Affects	
  perspectives	
  in	
  moving	
  from	
  competition	
  to	
  
         cooperation.	
  

Williams,	
  A.;	
  Williams,	
  R.	
  (2011).	
  	
  Multiple	
  Identification	
  Theory:	
  Attitude	
  and	
  Behavior	
  Change	
  in	
  a	
  Simulated	
  
    International	
  Conflict.	
  	
  Simulation	
  &	
  Gaming	
  42(6).	
  733-­‐747.	
  
 	
  

Role	
  play	
  in	
  education	
  resources	
  
http://www.rpg-­‐mmorpg.com/vl/role-­‐play_education.php	
  


Model	
  UN	
  –	
  getting	
  started:
 	
  http://www.unausa.org/global-­‐classrooms-­‐model-­‐un/how-­‐to-­‐participate	
  
Crossley-­‐Frolick,	
  Katy.	
  (2010).	
  	
  Beyond	
  Model	
  UN:	
  Simulating	
  Multi-­‐Level,	
  Multi-­‐Actor	
  
   Diplomacy	
  Using	
  the	
  Millennium	
  Development	
  Goals.	
  	
  International	
  Studies	
  Perspectives.	
  11,	
  
   184–201	
  	
  

Rich	
  tradition	
  of	
  role-­‐play	
  to	
  support	
  learning.	
  	
  
Simkins,	
  David.	
  	
  (2011).	
  	
  Negotiation,	
  simulation,	
  and	
  shared	
  fantasy:	
  Learning	
  through	
  live	
  action	
  
   role	
  play.	
  ProQuest	
  Dissertation.	
  	
  See	
  Chapter	
  4	
  –	
  History	
  of	
  role-­‐play	
  as	
  a	
  tool	
  for	
  learning.	
  	
  
   pp	
  68	
  –	
  77.	
  
•  Peacemaker	
  used	
  in	
  dispute	
  resolution	
  classes	
  
•  Individual	
  and	
  group-­‐based	
  work	
  
•  Key	
  findings:	
  
   •  Role	
  reversal	
  leads	
  to	
  empathy	
  
   •  Ladder	
  of	
  inference	
  from	
  reactions	
  based	
  on	
  data	
  as	
  
      a	
  result	
  of	
  decisions	
  made.	
  	
  
   •  Two-­‐level	
  diplomacy	
  to	
  gain	
  approval	
  from	
  national	
  
                 interests	
  and	
  domestic	
  groups.	
  

Goodrich,	
  K.;	
  Schneider,	
  A.	
  (2010).	
  	
  The	
  Classroom	
  Can	
  Be	
  All	
  Fun	
  and	
  Games.	
  	
  Ohio	
  State	
  
  Journal	
  on	
  Dispute	
  Resolution.	
  	
  25(1).	
  	
  87-­‐103	
  
•  Syria	
  Simulation	
  based	
  on	
  Peacemaker,	
  except:	
  Syria	
  as	
  
   setting;	
  live	
  role-­‐play	
  of	
  Actors	
  &	
  Non-­‐Actors	
  
•  Supported	
  by	
  SEU's	
  own	
  Peacemaker	
  pilot	
  &	
  Goodrich	
  &	
  
   Schneider	
  (2010)	
  
•  Want	
  students	
  to	
  build	
  empathy	
  through	
  non-­‐Western	
  
   POV's	
  &	
  (for	
  some)	
  morally	
  oppositional	
  stances.	
  
•  Make	
  decisions	
  based	
  on	
  outcomes	
  following	
  each	
  
   round:	
  re:	
  casualty	
  counts,	
  #	
  refugees	
  fleeing,	
  etc.	
  
•  Balance	
  approval	
  ratings	
  from	
  multiple	
  non-­‐actors	
  
•  giving	
  them	
  a	
  “win”	
  scenario	
  in	
  which	
  no	
  one	
  player	
  can	
  
        actually	
  win,	
  except	
  through	
  cooperation.	
  

 •  BUT	
  they	
  need	
  to	
  garner	
  approval	
  from	
  multiple	
  non-­‐
        actors,	
  including	
  the	
  UN	
  general	
  assembly	
  

 •  we	
  predict	
  most	
  actions	
  will	
  result	
  in	
  a	
  split	
  along	
  
        ideological	
  lines	
  in	
  character	
  profiles.	
  

 •  In	
  theory	
  there	
  is	
  a	
  way	
  to	
  win	
  through	
  cooperation,	
  but	
  
        in	
  practice	
  this	
  is	
  unlikely,	
  thus	
  mirroring	
  the	
  setup	
  of	
  
        the	
  real	
  life	
  conflict.	
  

Bogost,	
  Ian.	
  (2007).	
  Persuasive	
  Games	
  -­‐	
  The	
  Expressive	
  Power	
  of	
  Videogames:	
  The	
  MIT	
  Press.	
  
Phase	
  I	
  :	
  Research	
  
• Read	
  profiles	
  &	
  materials	
  
• Consider	
  event	
  

Phase	
  II	
  :	
  Action	
  
• Review	
  options,	
  discuss	
  &	
  choose	
  action	
  
• Group	
  presents	
  &	
  discusses	
  their	
  choice.	
  	
  

Phase	
  III	
  :	
  Voting	
  by	
  Non-­‐Actors	
  
fin.	
  


jasonr@stedwards.edu	
  

    @jarosenblum	
  

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Syria Simulation Workshop - 2013 WHAT Conference

  • 1. Playing  Games  to  Teach  Complex  Conflicts  
  • 2. •  Jason  Rosenblum:  ITEC,  UNPG  &  SMBX   •  Mity  Myhr:  BSSX   •  Christie  Wilson:  BSSX   •  Selin  Guner:  BSSX   •  Christopher  Micklethwait:  UNPG  
  • 3. •  Knowledge  Building   •  Social  Responsibility   •  Intercultural  Competencies   •  Experiential  Engagement  
  • 4. •  Analysis  of  the  Roles/Goals  of  Internal  and   External  Actors   •  Analysis  of  Factors  that  Promote  Conflict   or  Peacemaking  
  • 5. •  Understand Influence of Resources and Shifting Alliances •  Understand Complexity of Choices and Appreciate Consequences •  Appreciate Value of Corroboration/ Cooperation in Achieving Goals
  • 6.     Game-­‐like  simulation  +  Role-­‐play  +  Conflict  
  • 7. •  equates  live  simulation  games  with  a  constructivist,   experiential  learning  approach  (Kolb,  1984)     •  Supply  Chain  Example  -­‐  beer  game:  http:// www.beergame.org/   •  teamwork,  concrete  experiences  &  reflexive  activities   Kolb,  David.  (1984).  Experiential  learning:  experience  as  the  source  of  learning  and  development:   Prentice-­‐Hall.   Malave,  C.;  Figueiredo,  R.  (2002).    Practicing  active  and  cooperative  learning  using  live   simulation  games  in  the  classroom.  Proceedings  of  the  International  Conference  on   Engineering  Education.  Aug  18-­‐21.    Manchester,  U.K.  
  • 8. •  affective,  cognitive,  behavioral  dimensions  of  attitude   •  studied  in  the  simulation:  Culture  and  Creed   •  MIT-­‐based  game/simulation  can  affect  attitudes  towards   international  conflict.   •  Affects  perspectives  in  moving  from  competition  to   cooperation.   Williams,  A.;  Williams,  R.  (2011).    Multiple  Identification  Theory:  Attitude  and  Behavior  Change  in  a  Simulated   International  Conflict.    Simulation  &  Gaming  42(6).  733-­‐747.  
  • 9.     Role  play  in  education  resources   http://www.rpg-­‐mmorpg.com/vl/role-­‐play_education.php   Model  UN  –  getting  started:  http://www.unausa.org/global-­‐classrooms-­‐model-­‐un/how-­‐to-­‐participate   Crossley-­‐Frolick,  Katy.  (2010).    Beyond  Model  UN:  Simulating  Multi-­‐Level,  Multi-­‐Actor   Diplomacy  Using  the  Millennium  Development  Goals.    International  Studies  Perspectives.  11,   184–201     Rich  tradition  of  role-­‐play  to  support  learning.     Simkins,  David.    (2011).    Negotiation,  simulation,  and  shared  fantasy:  Learning  through  live  action   role  play.  ProQuest  Dissertation.    See  Chapter  4  –  History  of  role-­‐play  as  a  tool  for  learning.     pp  68  –  77.  
  • 10. •  Peacemaker  used  in  dispute  resolution  classes   •  Individual  and  group-­‐based  work   •  Key  findings:   •  Role  reversal  leads  to  empathy   •  Ladder  of  inference  from  reactions  based  on  data  as   a  result  of  decisions  made.     •  Two-­‐level  diplomacy  to  gain  approval  from  national   interests  and  domestic  groups.   Goodrich,  K.;  Schneider,  A.  (2010).    The  Classroom  Can  Be  All  Fun  and  Games.    Ohio  State   Journal  on  Dispute  Resolution.    25(1).    87-­‐103  
  • 11. •  Syria  Simulation  based  on  Peacemaker,  except:  Syria  as   setting;  live  role-­‐play  of  Actors  &  Non-­‐Actors   •  Supported  by  SEU's  own  Peacemaker  pilot  &  Goodrich  &   Schneider  (2010)   •  Want  students  to  build  empathy  through  non-­‐Western   POV's  &  (for  some)  morally  oppositional  stances.   •  Make  decisions  based  on  outcomes  following  each   round:  re:  casualty  counts,  #  refugees  fleeing,  etc.   •  Balance  approval  ratings  from  multiple  non-­‐actors  
  • 12. •  giving  them  a  “win”  scenario  in  which  no  one  player  can   actually  win,  except  through  cooperation.   •  BUT  they  need  to  garner  approval  from  multiple  non-­‐ actors,  including  the  UN  general  assembly   •  we  predict  most  actions  will  result  in  a  split  along   ideological  lines  in  character  profiles.   •  In  theory  there  is  a  way  to  win  through  cooperation,  but   in  practice  this  is  unlikely,  thus  mirroring  the  setup  of   the  real  life  conflict.   Bogost,  Ian.  (2007).  Persuasive  Games  -­‐  The  Expressive  Power  of  Videogames:  The  MIT  Press.  
  • 13. Phase  I  :  Research   • Read  profiles  &  materials   • Consider  event   Phase  II  :  Action   • Review  options,  discuss  &  choose  action   • Group  presents  &  discusses  their  choice.     Phase  III  :  Voting  by  Non-­‐Actors