STUDIES IN SIMULATION AND GAMING
Online ISSN : 2434-0472
Print ISSN : 1345-1499
Invited Paper
The Practical Use and Effects of Games in Higher Education―Gaming and Ensuring the Reflection in Management Studies―
Kayo NAKAGAWA
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JOURNAL FREE ACCESS

2006 Volume 16 Issue 1 Pages 5-11

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Abstract

The present paper seeks to consider the relation between the way of direction and the effects of game-based learning in higher education, as well as presenting the author’s own practical applications in this context.

In learning by simulation games, the fact is that this meaningful experience takes it from the realm of mere experience to that of a learning experience. By ascribing meaning to this experience―effectively conceptualizing it― learning takes place during the game itself, through ensuing reflection and then continues after the game. The practical application of games therefore takes on significance in higher education with this reflection, performed at a high level.

When games are adopted in education, they provide a path to discovering laws and conceptualization. Furthermore, methods and timing in the supply of information required for conceptualization are important points. It is also important to have an appropriate structure for autonomous learning among the participants themselves and one that is also suitable as a backup. In addition, adequate planning is important in the post-game learning schedule.

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© 2006 Japan Association of Simulation & Gaming
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