Abstract:The article aims at assessing the effectiveness of a role-play in addressing two concerns: clarifying the concept of sustainable development and teaching sustainable development issues. The effectiveness is gauged by surveying students to reveal how the game matches a set of "significant learning" criteria defined by Fink (2003). Firstly, our article brings a short overview of how the concept of sustainable development has emerged and spread over time. Secondly, in order to assess the learning potential of our… Show more
“…Barreteau et al (2007) found that their experience with RPGs enhanced exchanges between players beyond the game, seeming to develop social capital in reality through gaming. In contrast, Blanchard and Buchs (2015), found that their game was not overly successful in developing group cohesion and bringing people together.…”
Section: Social Capitalmentioning
confidence: 91%
“…D'Aquino et al (2003) game worked to define and identify appropriate stakeholders for participation in land-use decision-making, while Barreteau et al (2007) used games to introduce current stakeholders to new stakeholders. Other games attempted to encourage greater participation, interaction and coordination between stakeholders ( Blanchard and Buchs 2015). However, Morardet et al (2012) highlighted that even within the inclusive embrace of RPGs, power differentials and organisational problems exist, and can and do lead to the exclusion of stakeholders.…”
Section: Cross-scale Interactionsmentioning
confidence: 99%
“…The majority of the games were focused at a single actor or geographic scale, usually local communities or across two levels of scale, usually household and local community or local community and regional/ provincial scales (see Bernardo and Sanders 1993, Barreteau et al 2001, Boissau and Castella 2006, Ducrot 2008, Castella 2009, Susskind 2010, Morardet et al 2012. Blanchard and Buchs' (2015) RPG was played solely at the international scale, but across a number of different sectors, which could be considered 'issue' scales. Susskind (2010) has also designed games that cross sectors or issue scales, including public education,wildlife, wetland, farm and forest land preservation and the built environment.…”
Section: Cross-scale Interactionsmentioning
confidence: 99%
“…As RPGs are often intended as a learning tool, we contend that all of the games reviewed have some level of learning or capacity development (see Dionnet et al 2008, Bourgoin and Castella 2011, Blanchard and Buchs 2015. In keeping with the complex nature of most natural resource problems, and the need for flexibility and adaptability (Dietz et al 2003, Walker et al 2004, Folke et al 2005, the 'solutions' promoted in the RPGs prioritse: stakeholder collaboration, communication and problem-solving over specific technical guidelines or mandated ecological outcomes.…”
The management of natural resources-from forests to fisheries to freshwater-is becoming increasingly complex and requires new tools and processes for engaging with individuals, communities, and decision-makers. Policy makers and practitioners have begun using serious games (SGs) (those used for purposes other than entertainment) to overcome some of the complex challenges of governing resources in social-ecological systems. This paper uses a systematic literature review methodology to assess role-playing SGs for natural resource management. Fifty-two articles from the role-playing game (RPG) subset of SGs are identified, synthesised and analysed using a multi-criteria evaluation framework. First, we explore three theoretical and conceptual elements of games: principles of RPGs, functions of games, and (practical) game characteristics. We evaluate game elements, including game design, adherence to reality and the degree to which games integrate elements of participatory-and action research. These dimensions of RPGs are then analysed and discussed. Particular attention is paid to the value and application of RPGs to address complex problems with interacting environmental, social, cultural and economic challenges, and the extent to which they can inform adaptive governance solutions. Results show that RPGs can be a valuable tool at different levels; however, we also identify important gaps in the current state of knowledge, in particular, related to bridging community-and higher-level decision-making scales through RPGs.
“…Barreteau et al (2007) found that their experience with RPGs enhanced exchanges between players beyond the game, seeming to develop social capital in reality through gaming. In contrast, Blanchard and Buchs (2015), found that their game was not overly successful in developing group cohesion and bringing people together.…”
Section: Social Capitalmentioning
confidence: 91%
“…D'Aquino et al (2003) game worked to define and identify appropriate stakeholders for participation in land-use decision-making, while Barreteau et al (2007) used games to introduce current stakeholders to new stakeholders. Other games attempted to encourage greater participation, interaction and coordination between stakeholders ( Blanchard and Buchs 2015). However, Morardet et al (2012) highlighted that even within the inclusive embrace of RPGs, power differentials and organisational problems exist, and can and do lead to the exclusion of stakeholders.…”
Section: Cross-scale Interactionsmentioning
confidence: 99%
“…The majority of the games were focused at a single actor or geographic scale, usually local communities or across two levels of scale, usually household and local community or local community and regional/ provincial scales (see Bernardo and Sanders 1993, Barreteau et al 2001, Boissau and Castella 2006, Ducrot 2008, Castella 2009, Susskind 2010, Morardet et al 2012. Blanchard and Buchs' (2015) RPG was played solely at the international scale, but across a number of different sectors, which could be considered 'issue' scales. Susskind (2010) has also designed games that cross sectors or issue scales, including public education,wildlife, wetland, farm and forest land preservation and the built environment.…”
Section: Cross-scale Interactionsmentioning
confidence: 99%
“…As RPGs are often intended as a learning tool, we contend that all of the games reviewed have some level of learning or capacity development (see Dionnet et al 2008, Bourgoin and Castella 2011, Blanchard and Buchs 2015. In keeping with the complex nature of most natural resource problems, and the need for flexibility and adaptability (Dietz et al 2003, Walker et al 2004, Folke et al 2005, the 'solutions' promoted in the RPGs prioritse: stakeholder collaboration, communication and problem-solving over specific technical guidelines or mandated ecological outcomes.…”
The management of natural resources-from forests to fisheries to freshwater-is becoming increasingly complex and requires new tools and processes for engaging with individuals, communities, and decision-makers. Policy makers and practitioners have begun using serious games (SGs) (those used for purposes other than entertainment) to overcome some of the complex challenges of governing resources in social-ecological systems. This paper uses a systematic literature review methodology to assess role-playing SGs for natural resource management. Fifty-two articles from the role-playing game (RPG) subset of SGs are identified, synthesised and analysed using a multi-criteria evaluation framework. First, we explore three theoretical and conceptual elements of games: principles of RPGs, functions of games, and (practical) game characteristics. We evaluate game elements, including game design, adherence to reality and the degree to which games integrate elements of participatory-and action research. These dimensions of RPGs are then analysed and discussed. Particular attention is paid to the value and application of RPGs to address complex problems with interacting environmental, social, cultural and economic challenges, and the extent to which they can inform adaptive governance solutions. Results show that RPGs can be a valuable tool at different levels; however, we also identify important gaps in the current state of knowledge, in particular, related to bridging community-and higher-level decision-making scales through RPGs.
“…Då rollspel använts med barn i undervisning fann man att det bidrog till att barnen kunde hantera kontroverser mellan olika ståndpunkter, ta ett annat perspektiv än sitt eget, utveckla kritiskt tänkande samt utveckla användandet av språket (Lyle, 2002). Rollspel har också visat sig vara en effektiv metod för att utvidga sina kunskaper kring ett specifikt ämne eller begrepp (Blanchard & Buchs, 2015;Lyle, 2002) och främja meningsfullt och varaktigt lärande samt reflektion hos deltagarna. Att inta en annan persons perspektiv och interagera med andra blir som bränsle för reflektion (Chen & Martin, 2015;Lyle, 2002).…”
Role-play is a useful pedagogic tool because it involves active participation and facilitates various ways of expression. However, role-play has received less attention as a research method. We have used researcher-initiated role-play with subsequent focus group interview in a study of adolescents' conceptions about food messages. In this paper we will use our experiences from this empirical study to describe and evaluate the use of researcher-initiated role-play with subsequent focus group interview as a method for data collection. In our empirical study the participants chose and played role characters representing agents they think convey food messages to them in their everyday life. They planned, bought, cooked and ate the food, and after that they participated in a focus group interview. Our experience is that this method enables participants to be active throughout the research process. They influence how the role-play proceeds, which diverts the control from the researcher to the participants and reduces the power hierarchy. Furthermore, this method promotes reflection among the participants. Both because they are acting in roles and because they are confronted with interaction with authentic food. In our study this contributed to a rich data material. Therefore, we consider this method to be a promising research method for studies concerning everyday practices.
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