Two or three students represented each stakeholder, so their groups were relatively small. Once they established their character's outlook, they gathered into groups with others who shared their role and continued to refine their assessment. Each person, in the class of 35 students was given a stakeholder in the case. Newell describes her approach "After viewing an episode of Frontline, titled "Suicide Plan" on the topic of assisted suicide, students were assigned a role based on a case study. Within her course, Catherine assigned case studies as key resources throughout the semester to prepare students for in-class discussions, debates, and reflections. Catherine Newell, Assistant Professor, Religious Studies, revised her course Religion and Bioethics (RS360), by transforming a case study ‘Assisted Suicide and the Ethics of Suffering’ into a role-playing activity, assigning stakeholder roles and a scenario to undergraduate students to respond to.Of the 26 courses investigated and revised, the following case studies refer to course design changes involving role-playing activities, case studies, and simple simulations: ’ Over the course of the grant cycle, multiple faculty development opportunities (events, workshops, courses, and resources) were designed to introduce faculty and the wider community to these techniques, and implement them within their teaching. Two of these narrative techniques included ‘ Role Playing Activities ’ and ‘ Simple Simulations. Academic Technologies identified six narrative techniques and ‘recipes’ that were readily available to translate to hybrid and online courses, and leverage within faculty development events. Narrative Techniques Study - Academic Technologiesĭuring 2015 - 2018, Academic Technologies in partnership with the Office of the Provost was awarded a grant from the Knight Foundation, to explore and evaluate the effectiveness of using narrative techniques to “humanize” online and technology-enhanced courses. & Gerber, K (2021) A comparison of learning outcomes from two poverty simulation experiences. Sanko, J.S., Matsuda, Y., Salani, D., Tran, L., Reaves, R.To learn more about Dwell, you can visit the following links: 2019 Serious Games - Bronze award in the board game division.Runner-up award in the Best in Show, Academic Games category 2019 International Meeting for Simulation in Healthcare (IMSH)’s SimVentors Showcase, Games Arcade.The goal of Dwell is, “ for nurses and other health professionals to understand the complexities of poverty and to recognize inherent biases that may prevent them from providing the best health care to these patients.” The game is ideally led by a trained facilitator who is responsible for game setup, explaining gameplay, and can lead participants in a group discussion.ĭwell™ has gone on to receive various awards:
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The game also includes facts related to poverty that can be accessed via QR code. On “Saturdays of Reflection,” players discuss what happened to their characters during their previous in-game week. A weekly calendar mat lists out a player’s daily tasks, and throughout the game, players can track crucial goals they may have missed such as going to school, work, or completing a health check.ĭwell includes steps toward dialogue, debriefing, and reflection throughout gameplay. Each player must move through Dwelville depicted on the gameboard over a four-week span while trying to negotiate conditions such as living arrangements, healthcare, transportation, childcare, and work schedules.
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Participants can play one of five unique characters that reside in, “Dwellville,” each having specific limitations on resources, possessions, and finances. “Dwell™ was developed by an interdisciplinary team led by faculty at the University of Miami’s School of Communication and School of Nursing and Health Studies as an engaging tabletop simulation game to teach about poverty’s impact on one’s choices, health, livelihood, communities, and families.” (Excerpt from ) Investigators: Lien Tran, Jill Sanko, Deborah Salani, Yui Matsuda.“Dwell: An Interactive Tabletop Simulation Game Teaching How Poverty Impacts Health and Healthcare Access” funded by Center for Communication, Culture, and Change ( 4C), University of Miami, June 2017 – December 2018, $5,000.