KENNESAW STATE UNIVERSITY GRADUATE COURSE PROPOSAL OR REVISION, Cover Sheet (10/02/2002) Course Number/Program Name INCM 9613: Gaming, Conflict, and Decision-making Department College of Humanities and Social Sciences Degree Title (if applicable) Ph.D. in International Conflict Management Proposed Effective Date Fall 2012 Check one or more of the following and complete the appropriate sections: X New Course Proposal Course Title Change Course Number Change Course Credit Change Course Prerequisite Change Course Description Change Sections to be Completed II, III, IV, V, VII I, II, III I, II, III I, II, III I, II, III I, II, III Notes: If proposed changes to an existing course are substantial (credit hours, title, and description), a new course with a new number should be proposed. A new Course Proposal (Sections II, III, IV, V, VII) is required for each new course proposed as part of a new program. Current catalog information (Section I) is required for each existing course incorporated into the program. Minor changes to a course can use the simplified E-Z Course Change Form. Submitted by: Approved ED McGrady, Ph.D. Faculty Member _____ Date Not Approved Department Curriculum Committee Date Approved Approved Approved Approved Approved Approved Not Approved Department Chair Date School Curriculum Committee Date School Dean Date GPCC Chair Date Dean, Graduate College Date Not Approved Not Approved Not Approved Not Approved Not Approved Vice President for Academic Affairs Date Approved Not Approved President Date KENNESAW STATE UNIVERSITY GRADUATE COURSE/CONCENTRATION/PROGRAM CHANGE I. Current Information (Fill in for changes) Page Number in Current Catalog Course Prefix and Number Course Title Credit Hours Prerequisites Description (or Current Degree Requirements) II. Proposed Information (Fill in for changes and new courses) Course Prefix and Number INCM 9613______________________ Course Title Gaming, Conflict, and Decision-making Credit Hours 1-0-1 Prerequisites Admission in the PhD INCM Program or Director approval for Masters Students Description (or Proposed Degree Requirements) In this course students learn about decision-making games and how they can be used as tools for understanding, and managing, conflict. Reviewing the history of games used for conflict management and national security, this course examines how games shaped policy decisions about conflict and explores the theory of games and game design. Students participate in an international conflict management game and work on ideas for developing their own games. III. Justification Gaming has been used extensively over the past hundred years as a tool to examine decisions about conflict, explore national security options, and train leaders in how to manage conflict and crises. Games are currently seeing a resurgence within the security community as tools that let leaders understand complex environments where social, political, and economic factors are just as important as military ones in driving and resolving conflicts. This course will give students an understanding of how games are used in decision-making about conflict, and how to design and use games as part of the decision-making process. By designing their own games, and examining others’ designs, students will develop an understanding of the basics of good game design. As a result they will be better prepared to use and interact with games as tools for international conflict management. IV. Additional Information (for New Courses only) Instructor: ED McGrady, Ph.D. Text: Prerequisites: Admission in the PhD INCM Program or Director approval for Masters Students Objectives: Students who take this course will be able to: Identify the key elements of a good game, and recognize a bad one when they are asked to play in one. Understand the way games are used in international conflict management, and US national security decision-making. Use a basic design process to develop a game from objectives to implementation. Apply game methods to a variety of conflict management problems, from leadership decision-making to using games to develop shared understanding. Instructional Method Class discussion and exercises, group game exercises, individual game design assignments and presentations. Method of Evaluation V. Participation, presentations, and final project Resources and Funding Required (New Courses only) Resource Amount Faculty Other Personnel Equipment Supplies Travel New Books New Journals Other (Specify) TOTAL Funding Required Beyond Normal Departmental Growth $0.00 VI. COURSE MASTER FORM This form will be completed by the requesting department and will be sent to the Office of the Registrar once the course has been approved by the Office of the President. The form is required for all new courses. DISCIPLINE COURSE NUMBER COURSE TITLE FOR LABEL (Note: Limit 16 spaces) CLASS-LAB-CREDIT HOURS Approval, Effective Term Grades Allowed (Regular or S/U) If course used to satisfy CPC, what areas? Learning Support Programs courses which are required as prerequisites INCM 9613 Gaming, Conflict, and Decision-making 1-0-1 Fall 2012 Regular APPROVED: ________________________________________________ Vice President for Academic Affairs or Designee __ VII Attach Syllabus INCM 9613: Gaming, Conflict, and Decision-making Ph.D. Program in International Conflict Management Kennesaw State University I. Professor Contact Information ED McGrady, Research Analyst, CNA and INCM Program Affiliated Faculty Principal Two-Stone, LLC Phone: 703 395 5340, Email: mcgradye@gmail.com II. Course Pre-requisites, Co-requisites, and/or Other Restrictions Admission in the PhD INCM Program or Director Approval for Masters Students; Enrollment capacity of 20 students III. Course Description In this course students learn about decision-making games and how they can be used as tools for understanding, and managing, conflict. Reviewing the history of games used for conflict management and national security, this course examines how games shaped policy decisions about conflict and explores the theory of games and game design. Students participate in an international conflict management game and work on ideas for developing their own games. IV. Student Learning Objectives/Outcomes Upon completion of this course, students should: Identify the key elements of a good game, and recognize a bad one when they are asked to play in one. Understand the way games are used in international conflict management, and US national security decision-making. Use a basic design process to develop a game from objectives to implementation. Apply game methods to a variety of conflict management problems, from leadership decisionmaking to using games to develop shared understanding. V. Textbooks and Materials While there is no required textbook for the course all students are recommended to purchase Peter Perla’s book on The Art of Wargaming. (Note if the book is not available on Amazon, the reprint can be found here: http://www.lulu.com/product/hardcover/peter-perlas-the-art-of-wargaming-a-guide-forprofessionals-and-hobbyists/18863470) We will refer to this text during the course. In addition I have included a book list of other books that we will also refer to in the course. Book list: Chatfield, Tom. Fun Inc.: Why Gaming Will Dominate the Twenty-First Century. New York: Pegasus Books LLC, 2010. Fine, Gary Alan. Shared Fantasy: Role Playing Games as Social Worlds. Chicago: University of Chicago Press, 1983. McGonigal, Jane. Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin Press, 2011. Perla, Peter P. The Art of Wargaming. Annapolis: Naval Institute Press, 1990 (see note). Sabin, Philip. Simulating War: Studying Conflict Through Simulation Games. New York: Continuum International, 2012. Other class materials Game materials will be provided by the instructor during class. A course package of materials may also be posted on the class web site prior to the start of class. VI. Course Outline The class is designed as a compacted course, with all contact hours taking place over a long weekend. Participants Activity Topics Hours All Students First lecture 2 (2) All Students Practicum All Students Second lecture All Students Practicum All Students Third lecture No video: Games as tools for exploring conflict. We will discuss the idea of manual games as tools for supporting decision-making, managing conflict, and creating innovative futures. We will cover role-playing games, board games, computer-based games, scenario design, and game theory. This will give the students a broad foundation in the various types of games and their applications. Scenario design practicum. Scenario design is one game technique that can be used to explore the future and build consensus within organizations. Drawing from the Royal Dutch Shell scenario design process, students will work to design and develop their own scenarios. Students will discuss their scenarios during an in-class round table and critique. Your father’s gaming. We will review the history of decision-making games as tools for conflict management. Games. Starting with the beginnings of professional gaming in the 19th century we will examine how games have informed everything from war to medical policy. Students will get a chance to review various types of game designs and understand how game play is affected by design, mechanics, and the author’s intent. What makes a bad game: the theory of game design. We will review the key elements of game design theory with a particular focus on how these theories might be applied to international conflict management. Students will learn what makes a bad game, and what to do if they are caught up in one during the course of their professional careers. 2 (4) 2 (6) 2 (8) 2 (10) All Students Practicum All Students Practicum All Students Group discussion All Students Final lecture Game play. We will participate in a short decisionmaking game on a topic of international conflict management. Students will design games around the scenarios they discussed in the scenario design practicum. The goal will be to develop clear objectives, design mechanics and game play that addresses the objectives, and begin to sketch out how the game would be implemented Students will present their designs to the class, and we will discuss various aspects of the designs and how they might play out in an actual game implementation. Wither gaming? We will finish with a discussion of several modern takes on gaming, including virtual-reality games, games as art, and “gamification.” How can these techniques be harnessed for conflict management? How will the students apply them in their post-graduate future as researchers or policy makers? 2 (12) 2 (14) 2 (16) 1 (17) VII. Grading Policy Students will be graded according to class participation and their performance on three of the four practicums: scenario design, game design, and game development. Students will not be graded on their participation in game play. Grades will be based on the student’s understanding of the course materials, their application to the design problems they are given, and the creativity and analytic content of their designs. Grades will be calculated as follows: Participation: Scenario design Game design Presentation: 30% 20% 30% 20% Grading Scale: A = .90 or better B = .80 - .8999 C = .70 - .7999 D = .60 - .6999 F = less than .60 Assignments and deliverables: First Practicum: Deliverable: Scenario development and critique. Grading criteria: participation in scenario development, contribution to discussion of class scenarios, application of scenario design methodology and creativity in scenario design. Second Practicum: Deliverable: Class participation. Grading criteria: participation in discussion of game design Third Practicum: Deliverable: Class participation. Grading criteria: participation in play of the game Fourth Practicum: Deliverable: Draft game design. Grading criteria: successful application of game design principles, creativity in design, level of participation. Fifth Practicum: Deliverable: Presentation. Grading criteria: effective communication of game design to the student audience, response to questions. VIII. Academic Integrity Every KSU student is responsible for upholding the provisions of the Student Code of Conduct, as published in the Undergraduate and Graduate Catalogs. Section II of the Student Code of Conduct addresses the University's policy on academic honesty, including provisions regarding plagiarism and cheating, unauthorized access to University materials, misrepresentation/falsification of University records or academic work, malicious removal, retention, or destruction of library materials, malicious/intentional misuse of computer facilities and/or services, and misuse of student identification cards. Incidents of alleged academic misconduct will be handled through the established procedures of the University Judiciary Program, which includes either an "informal" resolution by a faculty member, resulting in a grade adjustment, or a formal hearing procedure, which may subject a student to the Code of Conduct's minimum one semester suspension requirement. IX. ADA Statement Any student who, because of a disabling condition, may require some special arrangements in order to meet the course requirements should contact the instructor as soon as possible to arrange the necessary accommodations. Students should present appropriate verification from KSU disAbled Student Support Services. No requirement exists that accommodations be made prior to completion of this approved University process. Accommodations are arranged on an individualized, as-needed basis after the needs and circumstances have been evaluated. The following individuals have been designated by the President of the University to provide assistance and ensure compliance with the ADA. Should you require assistance or have further questions about the ADA, please contact: Carol Pope, Asst. Dir. for disAbled Student Support Services 770-423-6443, 770-423-6667F, 770-423-6480TTY cpope@kennesaw.edu disAbled Student Support Services Website http://www.kennesaw.edu/stu_dev/dsss/dsss.html