Document Type
Report
Publication Date
7-2025
Abstract
In recent years, there has been great interest across government, academia, and the private sector in experiential learning, and in particular the use of simulation and game-based methodologies. The purpose of this project is to use rigorous social science research to assess the educational value of simulation-based experiential learning and provide a replicable evaluation model that allows for validation and extension by other scholars and practitioners.
This report helps to fill the gaps in understanding the specific educational and training advantages offered by games, as well as the best practices for employing games to train or educate members of the homeland security enterprise (HSE).
This project utilized a homeland security-focused game developed by Valens Global/Valens Games, called Acceleration, in a stand-alone half-semester-long class at Duke University. Students in the class were divided into teams representing both governmental and non-state actors. To interact with the game world, teams submitted moves, undertook negotiations to advance their interests, and received information about the outcome of these actions in an updated information environment on a weekly basis. The project examined three iterations of Acceleration over two semesters, played by a total of 66 students.
Recommended Citation
Schanzer, D., Gartenstein-Ross, D., Sperling, J., Lee, V., Johanson, E., and Ross, E. (2025). Assessing the Benefits of Simulations and War Games for Homeland Security Enterprise Workforce Development. A research report published by the National Counterterrorism Innovation, Technology, and Education (NCITE) center. Omaha:NE.
Comments
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