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Written Debriefing: The Next Vital Step in Learning with Simulations

Author

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  • Charles F. Petranek

    (University of Southern Indiana)

Abstract

After 25 years of working with simulations, one of the author’s amazing discoveries has been that students learn much more after completig written debriefing than just oral debriefing. However, in the field of simulations, written debriefing is rarely used or even discussed. The theoretical foundation of simulation and gaming is experiential learning. The proposal in this article is to capture the excitement and energy of the simulation and oral debriefing and use it as a springboard for more learning in written debriefing. Allowing participants time to reflect on all the activity and their emotions helps them put everything in perspective. The major hurdle is the time needed to write and to evaluate the writing. However, the benefits far outweigh the costs. With written debriefing, participants can reflect about their behavior, facilitators can assess individual learning, and students can privately communicate with their professor. Written debriefing should become a major instrument in the field to promote better learning .

Suggested Citation

  • Charles F. Petranek, 2000. "Written Debriefing: The Next Vital Step in Learning with Simulations," Simulation & Gaming, , vol. 31(1), pages 108-118, March.
  • Handle: RePEc:sae:simgam:v:31:y:2000:i:1:p:108-118
    DOI: 10.1177/104687810003100111
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    Citations

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    Cited by:

    1. Jeffrey L. Lennon, 2010. "Debriefing a Health-Related Educational Game: A Case Study," Simulation & Gaming, , vol. 41(3), pages 390-399, June.
    2. Rebecca L. Damron, 2008. "The life of a simulation: Programmatic promises and pitfalls," Simulation & Gaming, , vol. 39(1), pages 126-136, March.
    3. Ana M. Codita, 2016. "Integrating an Immigration Law Simulation Into EAP Courses," Simulation & Gaming, , vol. 47(5), pages 684-700, October.
    4. Nancy Taber, 2008. "Emergency response: Elearning for paramedics and firefighters," Simulation & Gaming, , vol. 39(4), pages 515-527, December.
    5. Sue Inglis & Sheila Sammon & Christopher Justice & Carl Cuneo & Stefania Miller & James Rice & Dale Roy & Wayne Warry, 2004. "Cross-cultural simulation to advance student inquiry," Simulation & Gaming, , vol. 35(4), pages 476-487, December.
    6. Jonna Koponen & Eeva Pyörälä & Pekka Isotalus, 2014. "Communication Skills for Medical Students," Simulation & Gaming, , vol. 45(2), pages 235-254, April.
    7. An Ansoms & Klara Claessens & Okke Bogaerts & Sara Geenen, 2015. "Land Rush," Simulation & Gaming, , vol. 46(6), pages 742-762, December.
    8. Jonnie L. Hill & Cynthia G. Lance, 2002. "Debriefing Stress," Simulation & Gaming, , vol. 33(4), pages 490-503, December.
    9. Margaret Oertig, 2010. "Debriefing in Moodle: Written feedback on trust and knowledge sharing in a social dilemma game," Simulation & Gaming, , vol. 41(3), pages 374-389, June.
    10. Jonna Koponen & Saara Julkunen, 2015. "Theoretical Principles of Simulation-Based Sales Communication Training," Simulation & Gaming, , vol. 46(2), pages 137-147, April.
    11. Jeffrey Chin & Richard Dukes & William Gamson, 2009. "Assessment in Simulation and Gaming," Simulation & Gaming, , vol. 40(4), pages 553-568, August.
    12. Henny Leemkuil & Ton de Jong & Robert de Hoog & Noor Christoph, 2003. "KM QUEST: A collaborative Internet-based simulation game," Simulation & Gaming, , vol. 34(1), pages 89-111, March.
    13. Ki-Young Jeong & Ipek Bozkurt, 2014. "Evaluating a Project Management Simulation Training Exercise," Simulation & Gaming, , vol. 45(2), pages 183-203, April.
    14. David Kirschner & J. Patrick Williams, 2014. "Measuring Video Game Engagement Through Gameplay Reviews," Simulation & Gaming, , vol. 45(4-5), pages 593-610, August.
    15. Hui-Yin Hsu & Shiang-Kwei Wang, 2010. "Using Gaming Literacies to Cultivate New Literacies," Simulation & Gaming, , vol. 41(3), pages 400-417, June.

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