In 1947, a few years after the end of WWII, many leading teachers commenced to practice the experiential learning education in elementary, junior high, and high schools. Many of the practice cases of “Learning by Playing” during that time correspond with our gaming simulation. In the following decade, those who led the learning-by playing education were facing the criticism that the experiential learning education was a factor that caused students’ decline in academic achievement. As the experiential learning could not answer to the criticism with proper theory and evidence, the experiential learning practice was then discarded from the Japanese school system. In 2002, integrated learning for fostering students’ability of creative thinking, critical thinking, and communications became a compulsory subject in elementary, junior high, and high schools all over Japan. In practice, integrated learning corresponds with seminar education where college students participate in cooperative/collaborative learning pursuing research discipline with their professor. However, criticism in the decline in academic achievement is rising again, this time including university education with the advancement rate 50% or more.
In a classroom, it is necessary to show teacher’s own scholarly discipline in his/her facilitation of gaming so as not to repeat history. The educational value of gaming as a holistic cognitive process lies in the capability of teachers in handing down to their student’s scholarly discipline they themselves are practicing. This paper aims to strongly recommend the incorporation of the art of gaming facilitation in the science of learning.
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