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The use of simulations in higher education teaching is burgeoning in political science curricula, particularly in international relations and European Union studies. This article contends that most simulations suffer from complexity bias and put too much emphasis on substantive knowledge. Drawing on the author’s experience, two ideal types of simulations are developed. ‘Complex’ simulations focusing on negotiating content and ‘simple’ simulations focusing on negotiating dynamics. It is argued that the transmission of transferable skills is facilitated by multiple repetitions of similar negotiating contexts within the same module. This suggests that instructors face a trade-off between teaching transferable skills and substantive knowledge and should locate their simulations at either end of this continuum. Where students are not native speakers, not yet familiar with specialised terminology or simply unversed in negotiating dynamics, there is a particularly strong argument to make for carrying out simple simulations first, followed by complex simulations later in the curriculum. Finally, opportunities for collaborative research are highlighted. Gathering and pooling data from simple simulations bridges pedagogy and research at minimal additional cost.
The paper examines the challenges of teaching about the impact of nuclear weapons on international relations to students who were born after the Cold War and suggests a variety of pedagogical approaches for helping them understand this impact including readings, media, and simulations. We first discuss the value of a multi-methods approach to teaching about nuclear weapons and then discuss resources for these different approaches. For readings, we identify key writing framed as debates that have worked with undergraduates like Waltz and Sagan as well as key articles and literature reviews and historical literature about the actual use of nuclear weapons during World War II. We then discuss different multimedia such as movies and music. Finally, we discuss in class simulations with a focus on Nuclear Diplomacy, providing some examples of student reaction to playing these simulations.
This paper advocates a holistic approach to assessing international relations in undergraduate education, which revolves around: (a) essays and (b) active learning-related tasks, such as simulation reflective statements/reports and performance. The paper argues that, on the one hand, academic essays are far from irrelevant and it is difficult to overestimate their practical significance. On the other hand, active learning-related tasks are best utilised as a supplementary assessment, expanding the students’ range of transferable skills. The assessment structure advocated in this paper results from a holistic approach to assessment design, which includes teacher’s own experience, familiarity with pedagogical scholarship and input from students. This last element is the least common even though it makes sense to understand how students see their own assessment. To that end, the paper shares the results of a pilot project run at one of the UK universities, which engaged students as partners in rethinking their assessment.
Simulations can be extremely successful in acquainting participants with a negotiation’s logic and process, especially in those political systems in which negotiations are prominent, such as the European Union (EU). After a brief introduction on the simulations in teaching the European integration, in this article we present, step-by-step, a simulation game on the adoption of a real piece of European legislation: the regulation that implemented the European Citizens’ Initiative, one of the main innovations of the Lisbon Treaty. Special attention is devoted to the different phases of a simulation design, from the choice of the topic, the choice and allocation of roles, the preparation of all the necessary documentation, to the debriefing and assessment phases. The article originates from a 4-year long study with undergraduate students from two Italian universities.
The use of simulations in European Studies is becoming more widespread, given the possibilities of immersing students in complex issues and building substantive knowledge and affective understanding. We identify a number of barriers to the full realisation of this potential. Drawing on observations from various games, it is suggested that for a successful simulation there must be: learning objectives clear to all participants; alignment between those objectives, game play and assessment; and a meaningful feedback process.
The introduction of the symposium sets out a possible research agenda on producing systematic empirical evidence of the effect of active learning tools to the discipline of political science, inspired by and drawing from educational research. It discusses the core research questions of such an agenda. Do active learning environments enhance political science students’ learning outcomes? Does the introduction of active learning in political science curricula make a difference for cognitive, affective, and/or regulative learning outcomes? In addition, it draws attention upon which conditions make active learning tools more or less effective? What are the inhibiting and stimulating factors? Are there differential effects according to specific student attributes such as gender, prior knowledge, prior education, or prior results? In short, it discusses the dependent variables (effects on what learning outcomes exactly), the independent variables (such as student dispositions), the intervening variable (types of active learning environments), methods and data, and the teaching context (such as level of education and intra- and extra-curricular contexts). Finally, we introduce the papers of the symposium, which are illustrations of how this agenda can be implemented in the field, covering a variety of effects, learning environments, methods, data, and contexts.
How do active learning environments—by means of simulations—enhance political science students’ learning outcomes regarding different levels of knowledge? This paper examines different UN simulations in political science courses to demonstrate their pedagogical value and provide empirical evidence for their effectiveness regarding three levels of knowledge (factual, procedural and soft skills). Despite comprehensive theoretical claims about the positive effects of active learning environments on learning outcomes, substantial empirical evidence is limited. Here, we focus on simulations to systematically test previous claims and demonstrate their pedagogical value. Model United Nations (MUNs) have been a popular teaching device in political science. To gain comprehensive data about the active learning effects of MUNs, we collect data and evaluate three simulations covering the whole range of simulation characteristics: a short in-class simulation of the UN Security Council, a regional MUN with different committees being simulated, and two delegations to the National Model United Nations, for which the students prepare for 1 year. Comparative results prove that simulations need to address certain characteristics in order to produce extensive learning outcomes. Only comprehensive simulations are able to achieve all envisioned learning outcomes regarding factual and procedural knowledge about the UN and soft skills.
The article analyses how the setting of EU simulations influences negotiation outcomes, that is, the content of the simulated directives. We have played the same simulation of the chocolate directive – the same roles and the same Commission proposal – in various settings (with different kinds of participants, various group sizes, for one or two days, with instructors or participants playing the European Parliament (EP)). A quantitative analysis elucidates relations between settings and outcomes we would not see when considering only one simulation at a time. First, the simulation scales well. Simulation duration, number and kind of participants have little impact on the range of outcomes. Second, the directive is more liberal if participants play the EP, indicating that our instructors play the EP too tough. Third, Swiss participants negotiate stricter and more consensual directives. These results can inform the further evolution of the simulation based on hard data.
Current research struggles to illuminate significant learning outcomes of role-play simulations, such as Model European Union (MEU) and Model United Nations (MUN). In this study, we introduce a model for measuring simulation effects, distinguishing between cognitive, affective and regulative learning outcomes. In particular, we introduce the MISS-model (Motivation, Interest and Self-efficacy in Simulations), which enables measuring affective learning outcomes more in depth and connects these with other learning outcomes. To get more insight in how students vary with respect to affective learning outcomes, we apply the MISS-model in a cross-continental simulation context. Study participants included 133 students. Students’ differences were explored using independent t tests, one-way ANOVA and ANCOVA. Results show student variation for all affective learning outcomes and thus support for applying the MISS-model to measure affective learning outcomes of simulations more in depth. Findings are discussed with regard to simulation practice and future research on simulation effects.
This article examines the ‘lessons’ from the most recent Scholarship of Teaching and Learning research in political science that appears in three North American academic journals. The article focuses on the literature that examines the effectiveness of ‘active learning’ classroom techniques. Although the most commonly used technique to promote active learning is the in-class simulation, the evidence on the effectiveness of simulations is decidedly mixed. The article continues by exploring other available, but often ignored, active learning classroom techniques.
Model European Union (MEU) is a simulation of European politics that aims to familiarise young Europeans with the decision-making process of the European Union (EU). Participants simulate the cooperation between the Commission, the European Parliament (EP) and the Council of the EU in the ordinary legislative procedure. About 190 people annually participate at MEU Strasbourg, which takes place on the premises of the EP. This article uses quasi-experimental panel data from surveys with participants of MEU 2012 to test the impact of the simulation conference. While most empirical research on the effects of political simulations addresses the educational effectiveness of classroom simulations, this article tries to answer a research question with a new focus on political attitudes: Do EU simulations influence European identity and political support of the EU?
Extensive research applies counterfactual simulation methodology to study parties’ optimal policy positions in multiparty elections. In recent years, this methodology has been extended to the study of variation in issue salience. We employ this method to estimate the electoral effects of changes in the salience of specific positional issue dimensions on parties’ success. Applied to British Election Study survey data from 2017 and 2019, we find that plausible issue salience changes could have shifted the parties’ projected vote shares by several percentage points. Our approach implies that the governing Conservative Party had electoral incentives to downplay positional issues, to magnify the relative effects of its non‐policy advantage due to perceived competence and performance, among other factors. Labour would also have benefitted from reduced salience of Left‐Right ideology. By contrast, the Liberal Democrats had strong electoral incentives to emphasize their moderate Left‐Right position.
Simulations, understood as complex role plays, are nowadays widely used in (university) teaching to actively engage students and promote content-specific interactive learning, understanding, and communication. There is a growing debate about the functions and benefits of simulations in the university teaching context. Simulating the EU is not yet as common as simulating the UN, but the use of EU simulations gradually increases. In this paper, we discuss several aspects of EU simulations. First, we briefly review the importance of the EU in current European politics, and to its growing complexity, which represents a challenge for teaching and studying European integration. Second, we indicate that simulations address new didactical demands that arose in the context of the Bologna Process and the so-called ‘shift from teaching to learning’. And third, we move beyond the debate of EU simulations as merely an active learning tool, and discuss the (underestimated) role they may play as quasi-experiments, which may constitute a valuable resource both for didactical and European integration research. Together, these three aspects make EU simulations a promising multi-dimensional tool.
Simulations have become popular teaching tools in political science and EU studies curricula. Proponents point out that simulations match with constructivist theories of learning. They argue that students will better understand EU decision making when they combine theoretical knowledge about negotiation theory with knowledge about how the EU works and with the experience of negotiating as if they were EU actors. This article aims to validate the pedagogical claims by constructivists regarding simulations in two ways. It assesses the organisation of EuroSim, a four day comprehensive simulation of EU decision making organised by the Trans-Atlantic Consortium for European Union Studies & Simulations (TACEUSS) as an active learning environment. In addition, using data from pre- and post-simulation surveys among participants, the authors show that through participation in simulations students gained in the areas of affective learning, such as the ability for self-assessment, as suggested by the constructivist literature.
The article argues that problem-based learning, through the creative use of simulations, can raise student engagement and enhance student performance. Specifically, it discusses two simulations that were used in a recent European Union Politics course, one involving a Council Simulation of the Chocolate Directive and the other a simulation of the European Parliament. The simulations were assessed through a combination of reflective student essays, pre-post tests and other in-class student work.
The current study followed the need for more research concerning the understanding of the relationship between simulation design and self-efficacy in negotiating development within role-play simulations of political decision-making. More specifically, the purpose of this study was to investigate the relationship of social persuasion as a source for self-efficacy in negotiating with simulation design elements. The research was conducted in a three-day simulation about the EU decision-making process. By means of daily diaries and semi-structured interviews, critical incidents about the emergence of social persuasion influencing self-efficacy development were defined. Data were analysed by applying thematic content analysis. Findings show that social persuasion was largely facilitated by the simulation design that offered possibilities for informal contact.
The pedagogical benefits of active learning environments such as simulations within university teaching have been widely acknowledged. This paper starts from the premise that simulations can derive benefits when used as an effective university outreach tool to widen participation in and raise aspirations towards entering higher education. We argue that European Union (EU)-related simulations involving students in secondary education can increase their interest in studying European politics and, more generally, political science and international relations at university level. This is seemingly particularly the case with students predisposed to pursuing a degree in these fields. The paper uses data gathered via a pre- and post-simulation questionnaire completed by pupils attending six secondary schools in 2016 who all participated in one of the three simulations included in the study. Empirical investigation reveals three major effects of simulations. First, the simulations can increase participants’ interest in pursuing university degrees in fields cognate to EU politics. Second, simulations can increase participants’ self-assessed knowledge of EU politics. Third, simulations can increase the importance participants place on understanding the workings of the EU. Taken together, these findings support our claim that EU-related simulations may be used as outreach tools to increase interest in pursuing EU-related subjects at university level. Such an increase is desirable despite—or perhaps precisely because—of the ongoing Brexit process, as the understanding of and engagement with EU politics will remain relevant for current and future generations of British students.
Mixed reality simulations such as TeachLivE and Mursion have been increasingly utilised to prepare teachers for inclusive classrooms. The use of mixed reality simulations, which combine elements of both virtual and augmented reality, offers immersive and interactive experiences that can enhance teacher training in various ways. These simulations provide preservice teachers with realistic and safe spaces to practise inclusive communication, pedagogy, and classroom management. Each scenario can be tailored to provide practice in specific skills and support preservice teachers in meeting the Australian Institute for Teaching and School Leadership standards. This is especially helpful in view of today’s inclusive classes, as avatars in the simulations are neurodiverse, representing students of various abilities and personalities. The authors define mixed reality simulations, describe various ways that simulations have been used to support students in special and inclusive education, and describe a case study of simulations used for parent–teacher meetings and for inclusive classroom management in an Australian university. Lastly, they suggest directions for future research and practice.
We analyze the effects of different pay-as-you-go public pension systems on financial imbalance, rate of return, and inequality of heterogeneous generations in terms of gender and education. We include aspects that are relevant for developing countries such as labor informality and payment of an old-age and social benefit. We introduce a new mixed system that combines components of the defined benefit (DB) and the defined contribution (DC) systems. Results show the new mixed system represents a compromise between the DB and DC systems and that a scheme (inspired in the German system) exhibits the highest rates of return and horizontal equity.
A technique developed to accurately simulate the amplification of back-reflected light through a multi-petawatt laser system is presented. Using the Frantz–Nodvik equation, we developed an iterative algorithm to simulate the amplification of the main beam as it propagates through solid-state multipass amplifiers, while also accounting for back-reflections from experimental targets and the residual gain within the crystals. Our technique builds on the theoretical model by estimating the energy levels after multiple passes through all amplifiers and refining the simulated data using a brute-force optimization algorithm. We also demonstrate an application of this tool aimed at evaluating machine safety: optimizing the laser system to minimize crystal gain in the post-pulse regime and, consequently, the amplification of back-reflections, while taking advantage of the B-integral.