Simulations and games in economics education

Simulations and games in economics education

A simulation game is "a game that contains a mixture of skill, chance, and strategy to simulate an aspect of reality, such as a stock exchange"." Similarly, Ruohomaki (1995) states: "A simulation game combines the features of a game (competition, cooperation, rules, participants, roles) with those of a simulation (incorporation of critical features of reality). A game is a simulation game if it's rules refer to an empirical model of reality." (p.14)cite book | author= Ruohomaki, V. | title= Viewpoints on Learning and Education with Simulation Games in Simulation Games and Learning in Production Management edited by Jens O. Riis| publisher= Springer | year=1995| id=ISBN O-412-72100-7| pages = pp. 14-28|] A properly built simulation game used to teach or learn economics would closely follow the assumptions and rules of the theoretical models within this discipline. An example of an economics simulation game that models the theoretical market structures, from perfect competition to pure monopoly, is Beat The Market.__TOC__

The use of simulation games in economics education

Economics education studies recommend the adoption of more active and collaborative learning methodologies (Greenlaw, 1999).cite journal | author = Greenlaw, S.A.| year = 1999| title = Using groupware to enhance teaching and learning in undergraduate economics | journal = Journal of Economic Education | volume = 30 (Winter) | pages = pp. 33-42| ] Simkins (1999) stated “… "teaching practices, which rely heavily on the lecture format, are not doing enough to develop students’ cognitive learning skills, attract good students to economics, and motivate them to continue coursework in the discipline."” (p. 278).cite journal | author = Simkins, S.P.| year = 1999| title = Promoting active-student learning using the World Wide Web in economics courses| journal = Journal of Economic Education | volume = 30 (Summer) | pages = pp. 278-91| ] This is consistent with the results of a survey published in the American Economic Review by Allgood (2004) that shows that students “rarely take economics as a free elective – especially beyond principles.” (p. 5). cite journal | author = Allgood, S.Bosshardt, W., Van der Klaauw, W., and Watts, M. | year = 2004| title = What Students Remember and Say about College Economics Years Later| journal = American Economic Review | volume = 94 (2) | pages = pp. 259-65| ] More is needed to be done in the classroom to excite students about economics education.

Simulations supplement the standard lecture. Both computerized and non-computer based simulation and games show significant levels of growth in education (see Lean, Moizer, Towler, and Abbey, 2006;cite journal | author = Lean, J., Moizer, M., Towler, C. A.| year = 2006| title = Active Learning in Higher Education| journal = Journal of Simulation and games | volume = 7(3) | pages = pp. 227-42| ] Dobbins, Boehlje, Erickson and Taylor, 1995; cite journal | author = Dobbins, C. L., Boehlje, M., Erickson, S., and Taylor, R. | year = 1995| title = Using Games to Teach Farm and Agribusiness Management| journal = Review of Agricultural Economics| volume = 17(3) | pages = pp. 247-55| ] Gentry, 1990; cite book | author= Gentry, J. | title= Guide to Business Gaming and Experiential Learning | publisher= ABSEL and Nichols/GP Publishing | year=1990| id=ISBN O-89397-369-6] and the links: [http://gdconf.com/conference/sgs.htm Game Developers Conference 2008] and [http://seriousgames.org Serious Games Initiative] .

ee also

*Experimental economics

Notes

References

* Allgood, S., Bosshardt, W., Van der Klaauw, W., and Watts, M. (2004). What Students Remember and Say about College Economics Years Later. American Economic Review, 94(2), 259-65.
* Dobbins, C. L., Boehlje, M., Erickson, S., and Taylor, R. (1995). Using Games to Teach Farm and Agribusiness Management, Review of Agricultural Economics, 17(3), 247-255.
* Fritzche, D., and Cotter, R. (1990). Guidelines for Administering Business Games, in Guide to Business Gaming and Experiential Learning, edited by Gentry, J., ABSEL, Nichols/GP Publishing, East Brunswick, 74-89.
* Gentry, J., ed., (1990), Guide to Business Gaming and Experiential Learning, ABSEL, Nichols/GP Publishing, East Brunswick.
* Greenlaw, S.A. (1999). Using groupware to enhance teaching and learning in undergraduate economics, Journal of Economic Education, 30(winter), 33-42.
* Lean, J., Moizer, M., Towler, C. A. (2006). Active Learning in Higher Education, Journal of Simulation and games, 7(3), 227-242.
* McHaney, R., White, D., Heilman, G. E. (2002). Simulation Project Success and Failure: Survey Findings, Simulation & Gaming, 33(1), 49-66.
* Mills, B.J. and Cottell, P.G. (1998), Cooperative learning for higher education faculty, Phoenix, Ariz.: Oryx Press
* Simkins, S.P. (1999), Promoting active-student learning using the World Wide Web in economics courses, Journal of Economic Education, 30(Summer), 278-91.

External links

* [http://rfe.org/showCat.php?cat_id=95 American Economic Association (Resources for Economists) list of tutorials and exercises]


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