Javascript must be enabled to continue!
Educational Wargaming in Higher Education: A Review of Empirical Studies
View through CrossRef
Educational wargaming has gained increasing attention in higher education and professional military education as a form of experiential and game-based learning. Despite this growing interest, empirical research on educational wargaming remains fragmented. This article presents a semi-systematic review of empirical studies on educational wargaming published between 2014 and 2024. In addition to mapping empirical research, the review introduces a conceptual framework for analysing how learning is articulated, operationalized, and theoretically grounded.
Across fifteen peer-reviewed studies, the review examines three interrelated questions: what contexts, game formats, and learning objectives characterize educational wargaming; how learning is conceptualized, operationalized, and empirically examined; and how learning theory is integrated with wargaming theory and practice. The analysis draws on the Presage–Process–Product (3P) model to structure comparisons across research designs, educational settings, and game formats. The findings show variation in how educational wargaming is designed and studied. While many studies report positive learning outcomes, such as increased engagement, improved decision-making skills, and conceptual understanding, approaches to assessing learning are often inconsistent and limited. The review identifies gaps in the literature, including longitudinal research, insufficient attention to facilitation and debriefing processes, and weak integration between wargaming practices and learning theory.
Scandinavian Military Studies
Title: Educational Wargaming in Higher Education: A Review of Empirical Studies
Description:
Educational wargaming has gained increasing attention in higher education and professional military education as a form of experiential and game-based learning.
Despite this growing interest, empirical research on educational wargaming remains fragmented.
This article presents a semi-systematic review of empirical studies on educational wargaming published between 2014 and 2024.
In addition to mapping empirical research, the review introduces a conceptual framework for analysing how learning is articulated, operationalized, and theoretically grounded.
Across fifteen peer-reviewed studies, the review examines three interrelated questions: what contexts, game formats, and learning objectives characterize educational wargaming; how learning is conceptualized, operationalized, and empirically examined; and how learning theory is integrated with wargaming theory and practice.
The analysis draws on the Presage–Process–Product (3P) model to structure comparisons across research designs, educational settings, and game formats.
The findings show variation in how educational wargaming is designed and studied.
While many studies report positive learning outcomes, such as increased engagement, improved decision-making skills, and conceptual understanding, approaches to assessing learning are often inconsistent and limited.
The review identifies gaps in the literature, including longitudinal research, insufficient attention to facilitation and debriefing processes, and weak integration between wargaming practices and learning theory.
Related Results
Wargaming Design for Cyber Warfare
Wargaming Design for Cyber Warfare
Wargaming design serves as a critical tool for military simulation, analysis, training, and strategic planning. Throughout history, innovations in wargaming have paralleled the int...
Implementasi Pembelajaran IPS Sebagai Penguatan Pendidikan Karakter di Sekolah Dasar
Implementasi Pembelajaran IPS Sebagai Penguatan Pendidikan Karakter di Sekolah Dasar
This study aims to analyze the implementation of social studies learning as strengthening character education in elementary schools. The research method used is a qualitative descr...
Evaluating the Science to Inform the Physical Activity Guidelines for Americans Midcourse Report
Evaluating the Science to Inform the Physical Activity Guidelines for Americans Midcourse Report
Abstract
The Physical Activity Guidelines for Americans (Guidelines) advises older adults to be as active as possible. Yet, despite the well documented benefits of physical activi...
HIGHER EDUCATION BRANDING
HIGHER EDUCATION BRANDING
Background. The increasing intensity of competition in the international market for higher education services leads to an increase in the importance of brands of higher education i...
Zones of Control
Zones of Control
Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts.
Games with military th...
Naval Wargaming as a Teaching Tool for Warship Design Engineers
Naval Wargaming as a Teaching Tool for Warship Design Engineers
There is growing interest in the use of wargaming as an educational tool. Typically this has been used to train military personnel or students of defence or international relations...
EDUCAȚIE ÎN INTELLIGENCE: METODA WARGAMING
(INTELLIGENCE EDUCATION: THE WARGAMING METHOD)
EDUCAȚIE ÎN INTELLIGENCE: METODA WARGAMING
(INTELLIGENCE EDUCATION: THE WARGAMING METHOD)
Abstract
Educația în orice domeniu poate deveni interesantă, eficientă și
distractivă prin folosirea avantajelor tehnologiei și ale jocurilor în
procesul educativ. Utilizarea jocur...
Skill gap from employers’ evaluation: a case of VNU graduates
Skill gap from employers’ evaluation: a case of VNU graduates
With globalization, the university-work transition has become increasingly challenging for graduates and employers. In the new context, the mission of university has shifted, and k...

