ABSTRACT

First published in 1982. This practical handbook for teachers, youth leaders, group organisers and lecturers explores one of the most lively recent developments in education. It shows how to use role play, gaming and simulation as a central and everyday means of active learning in all subjects and at all levels of education, youth and community work. The authors see the classroom as a workshop contributing as much to a vital understanding of interpersonal relationships as to an understanding of subjects and content. Clear suggestions are made on how to start and deepen work in role play and enaction so that confidence grows in both teacher and pupil. Games and simulations are shown to be models and patterns of more complex human networks. A special feature of the book is a set of complete games and simulations devised by the authors which are ready for immediate use. They have all been tried successfully in various situations. One chapter demonstrates the possibilities in the fields of mathematics and science. A further chapter suggests how to evaluate what happens during such activities and what can be learned from recent research in the field. The book concludes with a comprehensive up­ to-date list of resources and materials which are readily available, as well as a select bibliography. This is a manual that will give invaluable help in making learning and teaching more of a shared and enjoyable enterprise.

chapter 1|13 pages

Within the Experience

chapter 2|9 pages

Reflections

chapter 3|9 pages

The Classroom as a Workshop

chapter 4|16 pages

Beginnings

chapter 5|24 pages

The Making of Games and Simulations

chapter 6|83 pages

Some Games and Simulations in Practice

chapter 8|11 pages

Evaluation

chapter 9|19 pages

Resources