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What do students learn from political simulation games? A mixed-method approach exploring the relation between conceptual and attitudinal changes

Published online by Cambridge University Press:  01 January 2026

Monika Oberle*
Affiliation:
Department of Political Science, University of Göttingen, Platz der Göttinger Sieben 3, 37073 Göttingen, Germany
Johanna Leunig*
Affiliation:
Department of Political Science, University of Göttingen, Platz der Göttinger Sieben 3, 37073 Göttingen, Germany
Sven Ivens*
Affiliation:
Department of Political Science, University of Göttingen, Platz der Göttinger Sieben 3, 37073 Göttingen, Germany
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Abstract

In civic education and political science classes, simulation games are increasingly recognised as a teaching tool to promote active learning, expecting them to enhance participants’ motivations and to convey transferable knowledge and skills. Furthermore, they have been described as a promising teaching approach with regard to the complex multi-level system of the European Union (EU). Empirical studies have underlined positive effects of simulation games; however, they usually either use purely qualitative or very small-N quantitative approaches. More systematic studies conducted recently didn’t focus on causes of the measured effects and have lacked depth due to a closed items design. The study presented here uses a mixed-method approach, analysing the effects of simulations of European Parliamentarian decision-making conducted with secondary school classes in Germany on students' political knowledge, motivations and attitudes. In addition to a standardised questionnaire with pre- and post-tests (N = 308), qualitative interviews were conducted (n = 12). The paper focuses on the relation between participants' conceptual changes and changes in perceived responsiveness of the EU. The results highlight relevant learning effects students experience in EU simulation games that are not yet captured appropriately by questionnaire studies and can stimulate the development of measurement tools for assessing process-oriented learning outcomes more adequately.

Information

Type
Teaching and Learning: Symposium
Creative Commons
Creative Common License - CCCreative Common License - BY
Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
Copyright
Copyright © 2020 The Author(s)
Figure 0

Table 1: Fit values of measurement models (pre-/post-test) and item examples—questionnaire study

Figure 1

Table 2: Students’ reported learning effects—subcodes and anchor examples

Figure 2

Table 3: Comparison of pre- and post-test constructs: means (M), standard deviations (SD), effect size of changes (Cohen’s d) (N = 308)

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Fig. 1 Latent class analysis: responsiveness types (pre-test data, N = 308)

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Table 4: Responsiveness Types: description/ composition (N = 308)

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Table 5: Comparison of pre- and post-test values for responsiveness types (N = 308)

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Fig. 2 Structural equation model: latent change in responsiveness, knowledge gain, perceived learning effect and background variables

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Table 6: Interviewees’ perception of EU responsiveness (based on the questionnaire data), knowledge and insights acquired during the simulation game (interview coding)