TY - GEN
T1 - Computerized simulations of the Israeli-Palestinian conflict, knowledge acquisition and attitude change
AU - Kampf, Ronit
PY - 2015
Y1 - 2015
N2 - This paper presents two cross-cultural experimental studies comparing the effects of PeaceMaker (PM) and Global Conflicts (GC) on knowledge acquisition and attitude change regarding the Israeli-Palestinian conflict. PM and GC are roleplaying computerized simulations of this conflict, but there are a few key differences between them which may impact their learning outcomes. First, GC provides a more personal and human perspective on the conflict than PM. Second, GC is a more immersive game environment than PM. Finally, PM is an interactive and multimodal game environment compared to GC. 248 undergraduate students from Turkey, Israel, Palestine and the US participated in the two studies. They were required to fill in questionnaires measuring knowledge on the Israeli-Palestinian situation and attitudes regarding the conflict before and after playing the game. Results suggested that participants playing PM acquired more knowledge about the conflict than those playing GC. Second, participants playing GC became more impartial toward the Gaza operation in 2012, unlike those playing PM. Finally, participants playing GC became more impartial regarding long lasting historical issues in the conflict (i.e., Jerusalem, settlements, refugees, water, borders and security), unlike those playing PM. The results show that computerized simulations are useful as part of peace education training, but the game characteristics may be crucial in determining whether the players gain the perspective of both sides or not.
AB - This paper presents two cross-cultural experimental studies comparing the effects of PeaceMaker (PM) and Global Conflicts (GC) on knowledge acquisition and attitude change regarding the Israeli-Palestinian conflict. PM and GC are roleplaying computerized simulations of this conflict, but there are a few key differences between them which may impact their learning outcomes. First, GC provides a more personal and human perspective on the conflict than PM. Second, GC is a more immersive game environment than PM. Finally, PM is an interactive and multimodal game environment compared to GC. 248 undergraduate students from Turkey, Israel, Palestine and the US participated in the two studies. They were required to fill in questionnaires measuring knowledge on the Israeli-Palestinian situation and attitudes regarding the conflict before and after playing the game. Results suggested that participants playing PM acquired more knowledge about the conflict than those playing GC. Second, participants playing GC became more impartial toward the Gaza operation in 2012, unlike those playing PM. Finally, participants playing GC became more impartial regarding long lasting historical issues in the conflict (i.e., Jerusalem, settlements, refugees, water, borders and security), unlike those playing PM. The results show that computerized simulations are useful as part of peace education training, but the game characteristics may be crucial in determining whether the players gain the perspective of both sides or not.
KW - Computerized simulations
KW - Global conflicts
KW - Israeli-Palestinian conflict
KW - Peace education
KW - PeaceMaker
KW - Serious games
UR - https://www.scopus.com/pages/publications/84955081449
M3 - ???researchoutput.researchoutputtypes.contributiontobookanthology.conference???
AN - SCOPUS:84955081449
T3 - Proceedings of the European Conference on Games-based Learning
SP - 269
EP - 275
BT - Proceedings of the 9th European Conference on Games Based Learning, ECGBL 2015
A2 - Kolas, Line
A2 - Munkvold, Robin
PB - Dechema e.V.
ER -