The learning effects of first, second, and third order interventions in a rule-based and open simulation game.

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Title: The learning effects of first, second, and third order interventions in a rule-based and open simulation game.
Authors: de Wijse-van Heeswijk, Marieke1 (AUTHOR) Marieke.dewijse-vanheeswijk@ru.nl, Rouwette, Etienne A. J. A.1 (AUTHOR) etienne.rouwette@ru.nl, Meijerink, Sander V.2 (AUTHOR) sander.meijerink@ru.nl
Source: Instructional Science. Aug2025, Vol. 53 Issue 4, p821-866. 46p.
Subject Terms: *Learning, *Cognitive load, *Instructional systems, *Control groups, *Teaching methods, Simulation games, Dynamic simulation
Abstract: The aim of this study is to find out what the effects of facilitated learning interventions in a simulation game (SG) are and what type of SG renders which type of learning. Therefore, we research the effects of facilitator interventions on learning in an analogue open SG (in which there are as few rules as possible) and an analogue rule based SG (in which every decision is rule based). In both SGs the learning goal was to increase participants' adaptivity to changes in their environment. Qualitative coding was used to trace which interventions rendered which learning results during two reflective moments in the two SGs. The open SG mainly results in second order learning (process) and third order learning (learning to learn and how to add value from your role). The rule based SG rendered mainly first order learning (content/procedural), and second order learning (process level). Participants perceived the rule-based serious game as demanding, as learning and applying its procedures and rules often hindered them from investing their efforts in achieving their learning goals. This extraneous cognitive load triggered both participants and facilitators into more first order responses leading to a less optimal learning environment. Open SGs are more likely to provide opportunities for third order interventions, resulting in third order learning. [ABSTRACT FROM AUTHOR]
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Database: Education Research Complete
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Abstract:The aim of this study is to find out what the effects of facilitated learning interventions in a simulation game (SG) are and what type of SG renders which type of learning. Therefore, we research the effects of facilitator interventions on learning in an analogue open SG (in which there are as few rules as possible) and an analogue rule based SG (in which every decision is rule based). In both SGs the learning goal was to increase participants' adaptivity to changes in their environment. Qualitative coding was used to trace which interventions rendered which learning results during two reflective moments in the two SGs. The open SG mainly results in second order learning (process) and third order learning (learning to learn and how to add value from your role). The rule based SG rendered mainly first order learning (content/procedural), and second order learning (process level). Participants perceived the rule-based serious game as demanding, as learning and applying its procedures and rules often hindered them from investing their efforts in achieving their learning goals. This extraneous cognitive load triggered both participants and facilitators into more first order responses leading to a less optimal learning environment. Open SGs are more likely to provide opportunities for third order interventions, resulting in third order learning. [ABSTRACT FROM AUTHOR]
ISSN:00204277
DOI:10.1007/s11251-025-09715-w