Wow a lot of responses thank you,
Something I'm still very curious about is what happens "outside" of the game.
Most serious games rely on reinforcement learning where the student can preform an array of actions and sort of check the waters and after the results of the actions are in it is time for reflection. Some of my colleagues have been calling it "Plan, Play, Ponder" as a way to describe the teaching setup of serious gaming.
My questions:
- What does your classroom/setup look like?
- Is there a designated time for planning, playing and reflecting?
- (Slightly unrelated) do you use games on higher levels to train comprehensive approach and decision making?
Again the info thus far has given me quite some insight on the application of some of the war games out there.