{"title":"结构化简报:通过模拟游戏获得有意义的学习体验","authors":"Maria Freese , Heide K. Lukosch","doi":"10.1016/j.compedu.2025.105461","DOIUrl":null,"url":null,"abstract":"<div><div>Simulation gaming is an interactive method to simulate complex problems, allowing learners to experience, explore, and experiment with dynamic situations and processes. Simulation gaming sessions usually consist of three key phases – briefing, gameplay, and debriefing. Often, debriefing is seen as the most important part of such a session. Even though the briefing is supposed to have a similar significance as the debriefing, it is still an underrepresented, and underexplored phase in simulation gaming research. The briefing is in many cases the first point of contact between the facilitator(s) and the learner(s), and has an influence on the learning experience and outcomes. It is therefore important to understand how to implement a meaningful briefing to support the objectives of a simulation game. However, an agreed understanding of the briefing phase does not yet exist. To address this problem, we conducted a systematic literature review and analysed existing briefing approaches. The results show that the briefing phase within a simulation gaming session can be conceptualized along its structure and content, related both to the learner(s) and the facilitator(s). Furthermore, briefing can be differentiated into three phases: pre-, main-, and post-briefing. At all phases of the briefing, the facilitator is given a significant amount of responsibility for the success of the simulation gaming session. As conclusion, we propose a new briefing framework to be used by gaming researchers and practitioners to design and evaluate briefing activities.</div></div>","PeriodicalId":10568,"journal":{"name":"Computers & Education","volume":"240 ","pages":"Article 105461"},"PeriodicalIF":10.5000,"publicationDate":"2025-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Structured briefing: Towards meaningful learning experiences with simulation games\",\"authors\":\"Maria Freese , Heide K. Lukosch\",\"doi\":\"10.1016/j.compedu.2025.105461\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>Simulation gaming is an interactive method to simulate complex problems, allowing learners to experience, explore, and experiment with dynamic situations and processes. Simulation gaming sessions usually consist of three key phases – briefing, gameplay, and debriefing. Often, debriefing is seen as the most important part of such a session. Even though the briefing is supposed to have a similar significance as the debriefing, it is still an underrepresented, and underexplored phase in simulation gaming research. The briefing is in many cases the first point of contact between the facilitator(s) and the learner(s), and has an influence on the learning experience and outcomes. It is therefore important to understand how to implement a meaningful briefing to support the objectives of a simulation game. However, an agreed understanding of the briefing phase does not yet exist. To address this problem, we conducted a systematic literature review and analysed existing briefing approaches. The results show that the briefing phase within a simulation gaming session can be conceptualized along its structure and content, related both to the learner(s) and the facilitator(s). Furthermore, briefing can be differentiated into three phases: pre-, main-, and post-briefing. At all phases of the briefing, the facilitator is given a significant amount of responsibility for the success of the simulation gaming session. As conclusion, we propose a new briefing framework to be used by gaming researchers and practitioners to design and evaluate briefing activities.</div></div>\",\"PeriodicalId\":10568,\"journal\":{\"name\":\"Computers & Education\",\"volume\":\"240 \",\"pages\":\"Article 105461\"},\"PeriodicalIF\":10.5000,\"publicationDate\":\"2025-09-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computers & Education\",\"FirstCategoryId\":\"95\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0360131525002295\",\"RegionNum\":1,\"RegionCategory\":\"教育学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers & Education","FirstCategoryId":"95","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0360131525002295","RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
Structured briefing: Towards meaningful learning experiences with simulation games
Simulation gaming is an interactive method to simulate complex problems, allowing learners to experience, explore, and experiment with dynamic situations and processes. Simulation gaming sessions usually consist of three key phases – briefing, gameplay, and debriefing. Often, debriefing is seen as the most important part of such a session. Even though the briefing is supposed to have a similar significance as the debriefing, it is still an underrepresented, and underexplored phase in simulation gaming research. The briefing is in many cases the first point of contact between the facilitator(s) and the learner(s), and has an influence on the learning experience and outcomes. It is therefore important to understand how to implement a meaningful briefing to support the objectives of a simulation game. However, an agreed understanding of the briefing phase does not yet exist. To address this problem, we conducted a systematic literature review and analysed existing briefing approaches. The results show that the briefing phase within a simulation gaming session can be conceptualized along its structure and content, related both to the learner(s) and the facilitator(s). Furthermore, briefing can be differentiated into three phases: pre-, main-, and post-briefing. At all phases of the briefing, the facilitator is given a significant amount of responsibility for the success of the simulation gaming session. As conclusion, we propose a new briefing framework to be used by gaming researchers and practitioners to design and evaluate briefing activities.
期刊介绍:
Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.