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Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study

BACKGROUND: Graduate education in modern diplomacy poses several challenges, as it requires several competencies to be developed before diplomatic service is joined. Incorporation of simulation games can have a positive impact on the design of international relations and diplomacy learning process....

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Autor principal: Cercel, Mihai Ovidiu
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9086880/
https://www.ncbi.nlm.nih.gov/pubmed/35468081
http://dx.doi.org/10.2196/32996
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author Cercel, Mihai Ovidiu
author_facet Cercel, Mihai Ovidiu
author_sort Cercel, Mihai Ovidiu
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description BACKGROUND: Graduate education in modern diplomacy poses several challenges, as it requires several competencies to be developed before diplomatic service is joined. Incorporation of simulation games can have a positive impact on the design of international relations and diplomacy learning process. We have designed a novel role play game (MAEDRI) to simulate part of the activities of a typical Ministry of Foreign Affairs. OBJECTIVE: This study aims to evaluate the effectiveness of MAEDRI in transferring knowledge in international relations education programs at the National University of Political Studies and Public Administration, Bucharest, Romania, across a 4-year period. METHODS: The game enrolled master’s level graduate students. The data were collected through a voluntary and anonymous questionnaire between 2017 and 2020. At the end of each of the 4 editions we organized debriefing sessions that gave students the opportunity to provide feedback on their experience with this exercise, level of collaboration within the team, lessons learned, and to make suggestions for improvements. Using an online questionnaire, we measured the participants’ perception regarding the level of effectiveness in increasing knowledge transfer, motivation, and engagement. Questionnaire data were consolidated in percentages for each item. RESULTS: A total of 49 participants completed the study. A total of 24 skills (13 professional and 11 social skills) were assessed. We identified a strong positive correlation between stress management and conflict management (r=.86; P<.001) as well as significantly positive correlations between building relations within the team and the ability to dialog and be persuasive (r=.7; P<.001), between procedure compliance and planning and organizing the work (r=.69; P<.001), and between analysis capacity and decision based on data received (r=.68; P<.001). Among social skills, self-control, confidence, and flexibility were the most substantially improved. CONCLUSIONS: We describe several benefits of a novel game, used as an education tool to enhance a series of competencies necessary in international relations studies. Our results demonstrate a significant level of student engagement and motivation while playing MAEDRI, improvement of several essential skills, and enhanced knowledge transfer to real-life situations. While the data are encouraging, further research is needed to evaluate the full impact of role play as an effective experiential learning method.
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spelling pubmed-90868802022-05-11 Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study Cercel, Mihai Ovidiu JMIR Serious Games Original Paper BACKGROUND: Graduate education in modern diplomacy poses several challenges, as it requires several competencies to be developed before diplomatic service is joined. Incorporation of simulation games can have a positive impact on the design of international relations and diplomacy learning process. We have designed a novel role play game (MAEDRI) to simulate part of the activities of a typical Ministry of Foreign Affairs. OBJECTIVE: This study aims to evaluate the effectiveness of MAEDRI in transferring knowledge in international relations education programs at the National University of Political Studies and Public Administration, Bucharest, Romania, across a 4-year period. METHODS: The game enrolled master’s level graduate students. The data were collected through a voluntary and anonymous questionnaire between 2017 and 2020. At the end of each of the 4 editions we organized debriefing sessions that gave students the opportunity to provide feedback on their experience with this exercise, level of collaboration within the team, lessons learned, and to make suggestions for improvements. Using an online questionnaire, we measured the participants’ perception regarding the level of effectiveness in increasing knowledge transfer, motivation, and engagement. Questionnaire data were consolidated in percentages for each item. RESULTS: A total of 49 participants completed the study. A total of 24 skills (13 professional and 11 social skills) were assessed. We identified a strong positive correlation between stress management and conflict management (r=.86; P<.001) as well as significantly positive correlations between building relations within the team and the ability to dialog and be persuasive (r=.7; P<.001), between procedure compliance and planning and organizing the work (r=.69; P<.001), and between analysis capacity and decision based on data received (r=.68; P<.001). Among social skills, self-control, confidence, and flexibility were the most substantially improved. CONCLUSIONS: We describe several benefits of a novel game, used as an education tool to enhance a series of competencies necessary in international relations studies. Our results demonstrate a significant level of student engagement and motivation while playing MAEDRI, improvement of several essential skills, and enhanced knowledge transfer to real-life situations. While the data are encouraging, further research is needed to evaluate the full impact of role play as an effective experiential learning method. JMIR Publications 2022-04-25 /pmc/articles/PMC9086880/ /pubmed/35468081 http://dx.doi.org/10.2196/32996 Text en ©Mihai Ovidiu Cercel. Originally published in JMIR Serious Games (https://games.jmir.org), 25.04.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Cercel, Mihai Ovidiu
Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study
title Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study
title_full Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study
title_fullStr Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study
title_full_unstemmed Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study
title_short Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study
title_sort gamification in diplomacy studies as an effective tool for knowledge transfer: questionnaire study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9086880/
https://www.ncbi.nlm.nih.gov/pubmed/35468081
http://dx.doi.org/10.2196/32996
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