
Experiencing the European Union
Learning how EU negotiations work through simulation games
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Experiencing the European Union
Learning how EU negotiations work through simulation games
About this book
The EU is a complex political and institutional machine, with distinct procedures, language and codes. Its functioning is based on negotiations among a variety of actors at different levels (local, regional, national, supranational, inter-institutional, intra-institutional, etc.) as well as in informal and non-legislative contexts. For this reason, the EU can be difficult to understand. Negotiation roleplaying simulations can shed light on the genuine dynamics of the system and are thus becoming an essential element in teaching and training on EU matters. This book is an introduction and a guide to the EU decision-making process and its institutional settings, an essential tool for effective negotiators in the European arena, and an instrument for teachers at any level offering a series of suggestions on how to design successful simulation games.
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Information
Student-centred approaches
| Traditional Instruction | Student-Centred Learning Environments |
| transmission, acquisition mastery, performance external reality dualism, absolutism abstract, symbolic individually interpreted mind-centred directed reductionistic individual idealist, rational encoding, retention, retrieval internal, mental receptive, reproductive symbolic reasoning psychology laboratory theoretical central processing architecture objective, modellable symbol processor disembodied conceptual, memorial atomistic, decomposable independent possessed objective, stable, fixed well-structured decontextualised compliant | interpretation, construction meaning making internal reality cultural relativism, perspectival relativism contextualised, authentic, experiential socially negotiated, co-constructed community-based, culturally mediated intentional complex, self-organising collaborative pragmatist articulation and reflection social constructive situated learning anthropology, sociology, ethnography in situ everyday distributed architecture experiential, interpretative symbol builder experiential perceptual gestalt emergent distributed subjective, contextualised, fluid ill-structured embedded in experience self-regulated |
| Messing around | Students are provided with equipment or materials and encouraged to do whatever they feel like doing. Although learning occurs in such an activity â as it does in any deliberate activity â there is likely to be no objectification of knowledge, except possibly by the teacher. |
| Hands-on learning or guided discovery | Students receive guidance on what to do, often with the aim of discovering some specific mathematical or scientific principle. |
| Learning through problem solving | Students are engaged collaboratively in some problematic problem solving task that might be anything from solving a complicated mathematical problem to conducting an environmental impact study. |
| Curiosity-driven inquiry | Driven by their own curiosity, perhaps stimulated by challenging questions from the teacher, students gather information from reading, observation, or empirical research in an effort to satisfy their curiosity and answer their questions. |
| Theory improvement | Inquiry begins with studentsâ questions and puzzlements, but the focus is on students proposing initial theories (rectius âconjecturesâ). The focus of inquiry and discussion then becomes improvement of these theories. Pursuit of information may go on as much as in the previous approach, but the information obtained is applied to theory improvement and its relevance is judged in that context. |
| 1. Student responsibility and initiative | Students are invited to understand that their training is an end and not a random accident. This awareness can be achieved only through the active involvement of the student in teaching. The student must learn to learn and not only to accumulate knowledge. But how? By letting students decide what they want to learn, by facilitating a process of reflection about themselves and their actions, by making them learn the meta-knowledge, that is, by making them reflect on what they know, what they do not know and on the timing of learning, by encouraging mutual learning (group work, discussions on texts, etc.). |
| 2. Generative learning | The student is called upon to solve problems and learn through experience. The teacher does not dispense knowledge but, rather, mediates and enables the students to achieve their objectives. How? Through a real apprenticeship, in which the students are asked to do things as they did in the old artisan shops or painting schools. |
| 3. Authentic learning contexts | The more authentic the context, the more the student is forced to do well. âAuthenticâ means as close as possible to what the student will encounter in the real world. |
| 4. Authentic assessment strategies | The evaluation should concern not only the knowledge that the student has accumulated, but also meta-knowledge developed and its critical and organisational capacity. |
| 5. Cooperative support | Student should feel responsible for their learning and for the learning of others. They know that the better the quality of their work and that of others, the better their preparation. |
Table of contents
- Experiencing the European Union
- Copyright
- Foreword
- Introduction
- PART I â Simulations and EU negotiations in context
- PART II â Practical guidance for participants and organisers
- Conclusions
- Bibliography
- Appendix
- Appendix
- Table of Contents