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Item type:Publication, Access status: without files , Gamification of strategic thinking: A COTS boardgame for learning scrum, strategy development and strategy implementation(2021-09); ; ; The Bundeswehr Command and Staff College (BCSC) facilitated the Gamification of Strategic Thinking seminar from 11. Nov 2020 - 24. March 2021 with students from the Hamburg University of Technology (TUHH) and Staff Officers from the Bundeswehr Office for Defence Planning. This paper describes the seminar from construction to end, the sophisticated online facilitation, and the results and evaluation. Thereby, it contributes to discussing how to implement commercial of the shelf (COTS) conflict simulations (wargames) to education, particularly for political science and management. The seminar used the COTS board game 'Scythe' as the strategy development and strategy implementation environment. Seminar goals were applying management tools like SWOT-Analysis, Kanban Board, and the OODA-Loop (Observe, Orient, Decide, Act) to strategy development and strategy implementation in a competitive environment characterised by volatility, uncertainty, complexity, and ambiguity (VUCA). Six Teams consisting of five players each competed at the end of the seminar for three days, had to use the decision-making process several times, and faced the consequences of past decisions. Furthermore, four team members had to Red-Team other competitors and learned how to implement this (business) Wargaming technique into the decision-making cycle. Finally, all participants had to develop a strategy, either their own or their adversary's strategy. The seminar was conducted in eight sprints, following the Scrum framework for agile project management in an agile education approach. Students had to practice an agile mindset, followed the scrum events Sprint Planning, Daily Scrums, Sprint Review and Sprint Retrospective, taking care of the Project Backlog, honouring the Scrum Values courage, focus, commitment, respect, and openness. The lead author planned the seminar as a distributed learning experience with an on-premises final. However, due to COVID-19, the TUHH and the BCSC cancelled the on-premises final. As a result, the lead author had to facilitate the complete seminar entirely distributed using various web 2.0 collaboration tools like Slack, Trello, Zoom and, of course, WhatsApp. The seminar was evaluated regarding the Learning Objective-Game Design framework and the Agile Education approach. This paper provides a new perspective on combining agile education, using a Scrum framework as the organisational overlay over the curriculum, and explicit gamification, using a COTS wargame. It is an update to the ECGBL 2020's paper. In comparison to serious games, explicit gamification is supposed to provide the element of fun by design.Publicationtype: Conference Paper314 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Access status: without files , Gamification of strategic thinking: A COTS boardgame for learning strategy development and strategy implementation (Covid-19 improvised online facilitation)(2020); ; The Bundeswehr Command and Staff College (BCSC) conducted a seminar 'Gamification of Strategic Thinking' from 16. - 18. March 2020 with students from the Hamburg University of Technology (TUHH) and Fernhochschule Hamburg. This paper describes the seminar from construction to end, the improvised online facilitation and reflects on the results and findings. Thereby, it contributes to the discussion of how to implement commercial of the shelf (COTS) conflict simulations (wargames) to education, in particular for political science and management. The seminar used the COTS board game 'Scythe' as the environment for strategy development and strategy implementation. Seminar goals were the application of management tools like SWOT Analysis, Kanban Board and the OODA-Loop (Observe, Orient, Decide, Act) to strategy development and strategy implementation in a competitive environment characterised by volatility, uncertainty, complexity and ambiguity (VUCA). Five teams consisting of five players each competed for two days, had to use the decision-making process several times and had to face the consequences of past decisions. Furthermore, four team members (80% of all participants) had to red-team other competitors and thereby learned how to implement a (business) wargaming technique into the decision-making cycle. 100% of the participants had to develop a strategy, either their own or their adversaries' strategy. Several surveys evaluated students' perceptions and performance. 90% of the participants would recommend the seminar and 80% would recommend Scythe as a tool for teaching strategic thinking. The insight is particularly fascinating for the community of professional wargamers regarding the question of how to introduce new personnel to the field of professional wargaming. The lead author planned the seminar as an on-premise seminar. However, due to COVID-19, the TUHH and the BCSC cancelled all on-premise seminars. The lead author had to facilitate the seminar entirely distributed out of his living room using a variety of web 2.0 collaboration tools like Slack, Trello, Adobe Connect, GoToMeeting and, of course, WhatsApp.Publicationtype: Conference Paper335