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1.
The value of simulations in the classroom is well established, and there are numerous publications that feature specific role-play exercises that can readily be introduced into the classroom. Frequently, however, instructors would like to design their own simulations to fit their specific learning objectives for a class, but don’t know where to start. This article lays out a series of structural and design questions for instructors to consider in order to craft their own simulations. We recognize that there is no singularly “best” way to design simulations, so this article focuses on the key components of simulations and explores different possibilities for each of these components depending on the desired goals of the instructor. We begin with the basics of class size, topic selection, learning objectives, length, and timing. Next, we discuss the design parameters—including the nature of student interaction, desired output, background information, role-specific instructions, and a timeline for the phases of the simulation. We move on to considerations about the actual running of the simulation, and wrap up with reflections on debriefing, grading, and assessment. By stepping through the design questions that are summarized in the Appendix, any instructor, experienced or new to role-playing, can develop a custom simulation to help meet the learning objectives for their courses.  相似文献   

2.
A common substantive topic in intelligence studies is the analysis process. The addition of active-learning techniques to reinforce key concepts like competitive analysis, ‘wheat’ versus ‘chaff’, and the different ‘ints’ of intelligence can be an important supplement to existing teaching methods. Moreover, a deeper appreciation of the intelligence analysis process is likely to be best achieved through simulation learning. Drawing on the growing literature that recognizes active learning and simulations as important pedagogical tools, this teaching note presents an original active-learning simulation for the college-level intelligence studies classroom in which students face an analysis challenge that highlights different components of the analysis process. This simulation increases appreciation for intelligence analysis and serves as a student-friendly method for enhancing intelligence studies pedagogy.  相似文献   

3.
Educational approaches that enable students to actively and directly participate in “real-world” projects are increasingly recognized as valuable pedagogical tools and, as such, being incorporated into university curriculums worldwide. Though not traditionally associated with political science courses, project-based international service learning presents a tremendous opportunity to bring classroom concepts and theories to life, provide an active approach to addressing international challenges, and assist students in the development of the hands-on, problem-solving, team-based, critical-thinking skills that are increasingly important to employers across all sectors. This article seeks to encourage political science faculty to incorporate international service learning—and/or project-based approaches—into their educational offerings. Through examination of the course Global Synthesis in Liberal Arts and Engineering Studies at California Polytechnic State University, we have identified multiple factors that can help promote successful execution of project-based international service learning as a pedagogical tool, and provide additional suggestions for faculty interested in adopting specific aspects of these educational approaches, and/or in doing so closer to home.  相似文献   

4.
ABSTRACT

This single lesson classroom game is designed to test student knowledge of Realist and Liberal concepts through an imbalanced resource bargaining mechanic. The game is designed for approximately 20 students divided into state teams of three to four students each and uses chocolate to represent the state teams’ economic capacity, military capability, and human security. Each state team had competing goals, over which they must cooperate or conflict for additional pieces. This game also uses an abstract design to maximize active learning through a short course of play while also making the game useful for testing concepts at any point in an International Relations course. In addition to offering a complete yet easily modifiable game for classroom use, this article also describes the game’s pedagogical contribution to the discipline, game design notes, and techniques for preventing students from stuffing their faces with game pieces.  相似文献   

5.
In terms of gamification within political science, some fields—particularly international relations and American politics—have received more attention than others. One of the most underserved parts of the discipline is research methods; a course that, coincidentally, is frequently cited as one that instructors hate to teach and students hate to take. Given the well-documented merits of games in promoting student engagement and the key role of methods as a building block to student understanding of political science, this article attempts to rectify this oversight by introducing three games—Zendo, Murder Mystery, and the Archeologist’s Quandary— geared at teaching key concepts and approaches in research methods.  相似文献   

6.
Undergraduate public law courses often attract students with competing expectations. Some students enroll in these courses to prepare for law school, while others enroll in the courses to gain a broader understanding of courts in the American system of government. These differing student constituencies can create a dilemma for instructors. A course designed to cater to students with a general interest in the judiciary may not afford prelaw students with an appreciation for the demands of the legal profession. Conversely, a course narrowly tailored toward prelaw students risks alienating the majority of students for whom this class may be their only look at the judiciary. As a means to promote pedagogical balance and to appeal to varied student constituencies, we profile five public law simulations in this article that engage students in active learning and promote a greater understanding of law and courts.  相似文献   

7.
Recent work in comparative politics and international relations has shown a marked shift toward leaders as the theoretical unit of analysis. In most of the new theoretical models a core assumption is that leaders act to stay in power. There exists, however, remarkably little systematic empirical knowledge about the factors that affect the tenure of leaders. To provide a baseline of empirical results we explore how a broad range of domestic and international factors affects the tenure of leaders. We focus in particular on the effect of conflict and its outcome. We find that political institutions fundamentally mediate the costs and benefits of international conflict and that war is not necessarily ex post inefficient for leaders. This suggests that the assumption that war is ex post inefficient for unitary rational actors can not be simply extended to leaders. Therefore, a focus on leaders may yield important new rationalist explanations for war .  相似文献   

8.
In an effort to promote learning in classrooms, political science instructors are increasingly turning to interactive teaching strategies — experiments, simulations, etc. — that supplement traditional lecture formats. In this article, I advocate the use of student-generated data as a powerful teaching tool that can be used in a variety of ways to support learning. The “data-driven classroom” is one in which original student data are collected via survey at the beginning of the course and the results presented throughout the term. Examples and case studies across multiple courses and classroom settings are used to illustrate how the method may be applied in practice. Feedback from student assessment surveys reveals strong support for the method, even among nonmajors. The article concludes with recommendations for instructors interested in creating more data-driven classrooms.  相似文献   

9.
Abstract

Active learning techniques are being use with increasing frequency in the classroom and more time is being dedicated to designing and implementing them. However, the literature still suffers from a lack of rigorous empirical methods to test the effects of simulations. Most of the claimed benefits of utilizing simulations, and other active learning techniques, are improved soft skills and higher order thinking like empathy, confidence, public-speaking abilities, and interpersonal skills—all of which don’t lend themselves well to scientific measurement. This gap in the literature is especially troubling considering that time spent using simulations is time not spent using other methods. This article seeks to test the differing impacts of simulations versus traditional lectures over the long-term using a simple 30-minute simulation and rigorous experimental methods. The most important results show that students learn more initially from a lecture, but that students who were exposed to the simulation were better able to retain that information over the long-term.  相似文献   

10.
The European Community: A Balancing Act   总被引:1,自引:0,他引:1  
Sbragia  Alberta M. 《Publius》1993,23(3):23-38
The European Community has traditionally been analyzed usingtheories and concepts drawn from international relations ratherthan from federalism. This article emphasizes the balance betweenthe representation of territorial and nonterritorial interestsin the Community and argues that concepts drawn from federalismcan be useful in analytically understanding the Community aslong as the American model of federalism is not viewed as thenecessary federal referent. It describes the relative importanceof the territorial dimension within the major Community institutions—theCommission, the Council of Ministers, the European Council,the European Parliament, and the European Court of Justice.The Court of Justice, it is argued, is particularly importantin giving the Community a "federal" contour. However, its methodof operation differentiates it in important ways from the Americanjudiciary. The role of territorial politics within the Communityis such that the Community's policymaking process, while unique,is certainly recognizable to students of comparative federalism.  相似文献   

11.
This article presents the Critical Reading Topics approach, a pedagogical method employed to promote deep thinking in a variety of politics courses. Derived from principles articulated in active learning, critical thinking, backward design, and flipped classroom literature, this method utilizes Bloom’s Taxonomy as the scaffolding for students to create and evaluate pointed and relevant discussion topics written by themselves and their peers. By utilizing this method, faculty can increase students’ contemplation of the course texts, enhance students’ classroom contributions and quickly gauge the extent to which students understand the readings’ main ideas. This approach also enables students to gain authorship of the material, and it gives them additional in-class time to process the complex information they encounter. Evidence collected from six different political science courses is provided to document the approach’s effectiveness. Key findings include an improvement in the quality of relevant and focused discussion topics, a high percentage of students completing reading assignments with corresponding high quiz grades, and significant participation and recognition for all students, even those who are traditionally quiet in class.  相似文献   

12.
The California Budget Challenge produced by Next10 provides a useful and intuitive tool for instructors to introduce students to public budgeting. Students will reason through a series of budgeting decisions using information provided on the fiscal and practical implications of their choices. The Challenge is updated with each budget cycle, so it provides an up-to-date simulation that incorporates the effects of current broader economic forces on state budgets. Therefore, the California Budget Challenge allows instructors to reinforce theoretical material on budgeting with an engaging “real life” application.  相似文献   

13.
Abstract

This article details a role-playing “citizenship simulation” used in a large graduate seminar offered by the Masters of International Relations (IR) faculty at Monash University in Melbourne, Australia. While recognizing the need for a more systematic analysis of the relationship between class size and active learning strategies, this article offers an anecdotal reflection on the challenges faced when employing active learning in an IR course with growing enrollment numbers. We describe and analyze a simulation used in the graduate course to evaluate the feasibility and desirability of structuring large IR classrooms to include participatory group activities such as simulations. We also hope the simulation provides instructors with an effective sample design for simulations in their own larger courses.  相似文献   

14.
This article describes the author’s experience using SCAMPER, a creativity-building technique, in a creative problem-solving session that was conducted in an environmental conflict course to generate ideas for managing postconflict stability. SCAMPER relies on cues to help students connect ideas from different domains of knowledge, explore random combinations between ideas in the same area and reduce mental blocks. Insights from classroom observation show SCAMPER’s utility in helping students formulate novel ideas and encourage divergent thinking and classroom participation. Combining SCAMPER with another session designed to evaluate the ideas’ logical connection to the problem is likely to maximize the students’ ability to deliver both original and relevant ideas. SCAMPER is a promising tool that instructors could use to develop their students’ creative problem-solving skills to tackle policy challenges across different subfields in political science.  相似文献   

15.
This article is about designing and implementing PowerPoint-based interactive simulations for use in International Relations (IR) introductory undergraduate classes based on core pedagogical literature, models of human skill acquisition, and previous research on simulations in IR teaching. We argue that simulations can be usefully employed at the early transition from “novice” to “advanced beginner” in a learning process, where the student begins to leave behind rational rules in favor of an own situational experience. However, currently available IR simulations for teaching purposes are often high-cost/high-tech and especially time-intensive: if they do not require custom-made software packages with difficult interfaces and expensive licensing fees, they are often targeted at course-long or at least day-long activities that demand extensive preparation of both teachers and students, with book-length manuals, intricate rules, integrated assessment tools, and specific secondary literature, and conventionally target more experienced students. This article explains how teachers can create an easily accessible and class-long (50 minutes) interactive experience for undergraduate IR students to encourage theoretical linkage with own in-class experience at a very low cost. We do this by employing PowerPoint, specifically in-built features such as hyperlinks, interactive pathways, or audio or video integration that can be used interactively rather than passively (as in a standard presentation).  相似文献   

16.
17.
This article describes a lesson plan that harnessed students’ abilities to generate new teaching material by constructing country timelines. This involved crowdsourcing, or the reliance upon task inputs from a large number of people to acquire information. The plan was motivated by an approach that conceives of learning as deriving from the joint activity of individuals with shared tools, and was geared toward promoting self-instruction alongside traditional lectures and exams. By relying on independent research and individual contributions to create a new teaching resource, the course facilitated strategic reading and peer learning and promoted a research-active learning environment. The experience encourages instructors to consider ways to use distributed learning in the classroom to make students both the producers and consumers of innovative content.  相似文献   

18.
Abstract

This article describes various iterations of a Supreme Court simulation that we developed for undergraduate political science classes. We address when simulations should be used to introduce a topic to students, and when simulations should be used to develop students’ understanding of a topic after introducing it. In the simulations, we played the role of attorneys delivering oral arguments before the Supreme Court, while students played the role of Supreme Court justices. Students questioned attorneys, deliberated in groups, voted on the merits of the case, and explained their decisions. We varied when the simulation was conducted, with one class doing the simulation before a lesson on judicial decision making and two classes doing the simulation following a lesson on judicial decision making. We evaluate the simulation by using results from student questionnaires that assessed the students' interest in judicial politics, their knowledge of the Supreme Court, and their understanding of judicial decision making. We find that the simulation most effectively accomplished the intended learning outcomes when the simulation was conducted after a lesson on decision making in the Supreme Court, rather than before the lesson. In addition, our results demonstrate that the simulation increased students’ interest in the Supreme Court and their desire to learn more about the institution. Our results have implications for political scientists aiming to enhance student learning through simulations.  相似文献   

19.
Azar  Gat 《Political studies》1989,37(1):97-106
This article challenges the accepted view that Clausewitz did not deal with the ethical status of war. It attempts to show that his views on this matter are well documented in his works; that they were part and parcel of a comprehensive outlook regarding the nature of both international relations and the state; and that this outlook reflected the emerging world view in the Germany of national awakening.  相似文献   

20.
Despite the known benefits of long-term, game-based simulations they remain underutilized in Political Science classrooms. Simulations used are typically designed to reinforce a concept and are short-lived, lasting one or two class sessions; rarely are entire courses designed around a single simulation. Creating real-world conditions in which students operate often requires the development of distinct cultures and shared experiences that only long-term interactions can generate. These long-term interactions create a community where the past interactions of players matter when making decisions about future action. Long-term role-playing also gives students a forum to fully immerse themselves in the material resulting in deeper content comprehension. This article presents a framework for using a long-term, game-based simulation based on the popular television show Game of Thrones. The simulation uses an active learning approach to help students understand a variety of topics related to International Relations and related fields. The article concludes with a discussion on how the simulation can be modified to fit a variety of non-Political Science courses as well as provides the framework for an experimental design to test the effectiveness of the simulation.  相似文献   

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