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Simulation Gaming Can Strengthen Experiential Education in Complex Infrastructure Systems

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  • Lauren R. McBurnett
  • Margaret M. Hinrichs
  • Thomas P. Seager
  • Susan Spierre Clark

Abstract

Background Despite federal directives to strengthen the resilience of critical infrastructure systems, existing education programs have not kept pace with ambitious policy goals. As post-war infrastructure ages, it is increasingly necessary for graduates to master systems thinking to understand the complex and interdependent nature of infrastructure. Whereas in traditional physical science and engineering courses, learning would take place in laboratory exercises, the scale and criticality of infrastructure present obstacles to experimental and experiential learning activities. Aim This article describes the experience of an educational simulation game , called the LA Water Game , to teach management of ageing water infrastructure as a complex socio-technical system. Method A total of over 200 participants in 16 workshops completed an introductory lecture, experimental scenario development, experiential game play, and participated in reflective group discussion. Qualitative data was collected during game play and debriefing interviews and was used to assess participant learning outcomes. Results Participant feedback affirmed that simulation gaming can reinforce the experimental, experiential, and reflective phases of the Kolb Learning Cycle. Subjects displayed cognitive and affective engagement, intrinsic motivation, and often reported improved understanding of complex systems attributes, including interdependencies, feedback loops, nonlinearity, and stochasticity.

Suggested Citation

  • Lauren R. McBurnett & Margaret M. Hinrichs & Thomas P. Seager & Susan Spierre Clark, 2018. "Simulation Gaming Can Strengthen Experiential Education in Complex Infrastructure Systems," Simulation & Gaming, , vol. 49(6), pages 620-641, December.
  • Handle: RePEc:sae:simgam:v:49:y:2018:i:6:p:620-641
    DOI: 10.1177/1046878118767729
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    References listed on IDEAS

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    2. Sterman, John., 1994. "Learning in and about complex systems," Working papers 3660-94., Massachusetts Institute of Technology (MIT), Sloan School of Management.
    3. Richard Bellman & Charles E. Clark & Donald G. Malcolm & Clifford J. Craft & Franc M. Ricciardi, 1957. "On the Construction of a Multi-Stage, Multi-Person Business Game," Operations Research, INFORMS, vol. 5(4), pages 469-503, August.
    4. Sterman, John D., 1989. "Misperceptions of feedback in dynamic decision making," Organizational Behavior and Human Decision Processes, Elsevier, vol. 43(3), pages 301-335, June.
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    Cited by:

    1. R. Cantelmi & G. Di Gravio & R. Patriarca, 2021. "Reviewing qualitative research approaches in the context of critical infrastructure resilience," Environment Systems and Decisions, Springer, vol. 41(3), pages 341-376, September.
    2. Willy Christian Kriz, 2018. "Research of the Active Substance of Gaming Simulation," Simulation & Gaming, , vol. 49(6), pages 595-601, December.

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