Skip to main content

Mission Impossible? Verisimilitude in EU Simulations

  • Chapter
  • First Online:
Simulations of Decision-Making as Active Learning Tools

Part of the book series: Professional and Practice-based Learning ((PPBL,volume 22))

Abstract

Verisimilitude is a key feature of every simulation. After describing the key features and learning objectives of our simulations through a recent case study on EU negotiations, we explain how we strive to ensure verisimilitude, and we discuss the limits of our approach. From our experience, four elements in simulations of EU negotiations that aspire to verisimilitude are essential: reliance on original documentation and on the real procedural rules, the representation of non-institutional actors in the process, the availability of IT tools to allow near-real social media activities and the opportunity to exchange views with the actual negotiators during or at the end of the exercise.

Pierpaolo Settembri writes in a personal capacity and the views he expresses in this publication may not be in any circumstances regarded as stating an official position of the European Commission.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Or “illusion of reality”, as Keys and Wolfe (1990, p. 307) call it.

  2. 2.

    https://www.coleurope.eu/course/settembri-p-hermanin-c-worth-j-negotiation-and-decision-making-eu-simulation-game-50h

  3. 3.

    The reason for assigning different roles between the first and the second phase is explained in detail in the chapter on assessment.

  4. 4.

    The Treaty of Lisbon renamed it “ordinary legislative procedure”.

  5. 5.

    This has been done in various ways, also depending on the number of participants. For a simulation to include negotiations in the Council (or relevant preparatory body) and in the EP (or relevant committee), the minimum required number of participants is above 50.

  6. 6.

    A social media in all similar to Twitter except for its closed nature (i.e. only open to and visible by the participants). Its author, Jon Worth, explained the details here: https://jonworth.eu/teaching-eu-online-communication-through-simulation-the-twitcol-case/

  7. 7.

    In the example described by Scherpereel (2014, pp. 5–7), practitioners are not only involved to debrief students and provide a reality check. They codesign and co-manage the simulation game, thus injecting and ensuring verisimilitude to the whole exercise.

References

  • Aldrich, C. (2006). Nine paradoxes of educational simulations: A new way to view a world that is not that tidy. Training and Development, 60(5), 49–56.

    Google Scholar 

  • Baudrillard, J. (1994). Simulacra and simulation. Ann Arbor: The University of Michigan Press.

    Google Scholar 

  • Belloni, R. (2008). Role-playing international intervention in conflict areas: Lessons from Bosnia for Northern Ireland education. International Studies Perspectives, 9(2), 220–234.

    Article  Google Scholar 

  • Bernstein, J. L., & Meizlish, D. S. (2003). Becoming congress: A longitudinal study of the civic engagement implications of a classroom simulation. Simulation and Gaming, 34(2), 198–219.

    Article  Google Scholar 

  • Boocock, S. (1972). Validity-testing of an intergenerational relations game. Simulation and Games, 3, 29–40.

    Article  Google Scholar 

  • Brunazzo, M., & Settembri, P. (2012). Experiencing the European Union. Learning how EU negotiations work through simulation games. Soveria Mannelli: Rubbettino.

    Google Scholar 

  • Brunazzo, M., & Settembri, P. (2015). Teaching the European Union: A simulation on Council’s negotiations. European Political Science, 14(1), 1–14.

    Article  Google Scholar 

  • Brunazzo, M., & Settembri, P. (2017). Gender balance in business leadership: A simulation game on EU negotiations. Quaderni di Scienza Politica, 24(1), 89–106.

    Google Scholar 

  • Chiesl, N. E. (1979). The dynamic aspects of interactive gaming puts the realism into gaming. Developments in Business Simulation & Experiential Exercises, 6, 271–276.

    Google Scholar 

  • Chin, J., Dukes, R., & Gamson, W. (2009). Assessment in simulation and gaming. A review of the last 40 years. Simulation and Gaming, 40(4), 553–568.

    Article  Google Scholar 

  • Cook, T. D., & Campbell, D. T. (1979). Quasi-experimentation: Design and analysis issues for field settings. Boston: Houghton Mifflin Company.

    Google Scholar 

  • Crookall, D. (2010). Serious games, debriefing, and simulation/gaming as a discipline. Simulation and Gaming, 41(6), 898–920.

    Article  Google Scholar 

  • Elias, A. (2014). Simulating the European Union: Reflections on module design. International Studies Perspectives, 15(4), 407–422.

    Article  Google Scholar 

  • Gastinger, M. (2015, September 7–9). Learning through repetition: Using “simple” simulations to teach basic principles of international negotiations. Paper prepared for presentation at the 45th annual conference UACES at Bilbao, Spain.

    Google Scholar 

  • Guasti, P., Muno, W., & Niemann, A. (2015). Introduction – EU simulations as a multi-dimensional resource: From teaching and learning tool to research instrument. European Political Science, 14, 205–217.

    Article  Google Scholar 

  • Hall, J. J. S. B. (2015). Business simulations: Reality… and beyond. Development in Business Simulation and Experiential Learning, 42, 84–90.

    Google Scholar 

  • Ishiyama, J. (2012). Frequently used active learning techniques and their impact: A critical review of existing journal literature in the United States. European Political Science, 11(1), 116–126.

    Google Scholar 

  • Jones, R., & Burses, P. (2015). The effects of active learning environments: How simulations trigger affective learning. European Political Science, 14, 254–265.

    Article  Google Scholar 

  • Keys, B., & Wolfe, J. (1990). The role of management games and simulations in education and research. Journal of Management, 16, 307–336.

    Article  Google Scholar 

  • Kibbee, J. M. (1961). Model building for management games. In A. Newgarden (Ed.), Simulation and gaming: A symposium (pp. 8–15). New York: American Management Association.

    Google Scholar 

  • Kozlowski, S. W. J., & DeShon, R. P. (2004). A psychological fidelity approach to simulation based training: Theory, research and principles. In E. Salas, L. R. Elliott, S. G. Schflett, & M. D. Coovert (Eds.), Scaled worlds: Development, validation, and applications (pp. 75–99). Hants: Ashgate.

    Google Scholar 

  • Loveluck, C. (1994). Simplicity and realism in business games. In R. Armstrong, F. Percival, & D. Saunders (Eds.), The simulation and gaming yearbook. Volume 2, Interactive learning (pp. 24–28). London: Kogan Page.

    Google Scholar 

  • Meerts, P. (2012). Simulare necesse est. Simulation & Gaming, XX(X), 1–16.

    Google Scholar 

  • Norris, D. R. (1986). External validity of business games. Developments in Business Simulation and Experiential Exercises, 13, 126–129.

    Google Scholar 

  • Obendorf, S., & Randerson, C. (2013). Evaluating the Model United Nations: Diplomatic simulation as assessed undergraduate coursework. European Political Science, 12(3), 350–364.

    Article  Google Scholar 

  • Perchot, P. (2016). Les simulations européennes: Généalogie d’une adaptation au Collège d’Europe. Politique européenne, 52, 58–82.

    Article  Google Scholar 

  • Raiser, S., Schneider, A., & Warkalla, B. (2015). Simulating Europe: Choosing the right learning objectives for simulation games. European Political Science, 14, 228–240.

    Article  Google Scholar 

  • Raymond, C. (2010). Do role-playing simulations generate measurable and meaningful outcomes? A simulation’s effect on exam scores and teaching evaluations. International Studies Perspectives, 11(1), 51–60.

    Article  Google Scholar 

  • Rünz, P. (2015). Beyond teaching: Measuring the effect of EU simulations on European identity and support of the EU. European Political Science, 14, 266–278.

    Article  Google Scholar 

  • Scherpereel, C. M. (2014). It’s only a game: Reliability theory a better way to explain decision making in business simulation games, developments in business simulation and experiential. Learning, 41, 1–22.

    Google Scholar 

  • Usherwood, S. (2009). Grounding simulations in reality: A case study from an undergraduate politics degree. On the Horizon, 17(4), 296–302.

    Article  Google Scholar 

  • Usherwood, S. (2013). Constructing effective simulations of the European Union for teaching: Realising the potential. European Political Science, 13, 1–8.

    Google Scholar 

  • Usherwood, S. (2014, March 26–29). Assessment strategies in simulation games. Paper prepared for presentation at the International Studies Association annual conference, Toronto.

    Google Scholar 

  • Wright-Maley, C. (2015). Beyond the “Babel problem”: Defining simulations for the social studies. Journal of Social Studies Research, 39(2), 63–77.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Pierpaolo Settembri .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Settembri, P., Brunazzo, M. (2018). Mission Impossible? Verisimilitude in EU Simulations. In: Bursens, P., Donche, V., Gijbels, D., Spooren, P. (eds) Simulations of Decision-Making as Active Learning Tools. Professional and Practice-based Learning, vol 22. Springer, Cham. https://doi.org/10.1007/978-3-319-74147-5_6

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-74147-5_6

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-74146-8

  • Online ISBN: 978-3-319-74147-5

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics