Today’s students in public affairs programs are tomorrow’s government and nonprofit leaders. By participating in experiential learning opportunities while in school, students learn the critical thinking and data analysis skills they will need to succeed as public sector professionals in the real-world and contribute to effective governance.
Beginning in the 1980s, South Korea became recognized around the world for many successful rollouts of e-government initiatives. This case study analyzes the Government for Citizens (G4C) project, an e-government program that aimed to streamline civil application procedures by providing citizens with online, integrated, one-stop services. The G4C project encompassed the functions and systems of several ministries and agencies. Unlike many of its predecessors in South Korea, however, the project’s rollout led to serious interministerial conflict and tension, which in turn fell into the lap of the Special Commission on E-Government Korea. This case study illustrates the G4C project’s processes and outcomes by focusing on the role of the Special Commission on E-Government Korea and the decision dilemmas the Commission encountered while facilitating effective coordination.
This case explores the politics surrounding the South Korean government’s attempts to promote telemedicine projects in the 2010s. It provides the conflicting perspectives of two main actors: the Korean Ministry of Health and Welfare (KMHW) and the Korean Medical Association (KMA). The KMHW sought to expand the use of telemedicine projects to reduce regional healthcare disparities and promote job creation and economic growth in relevant industries. The KMA and other interest groups opposed the KMHW’s efforts. The KMA was concerned that the expansion of telemedicine would diminish healthcare quality, spark disagreements over policies and regulations, and cause financial harm to some health care providers.
Could your students handle the next pandemic? In this time-sensitive simulation, players hone skills in crisis management, multi-party negotiation, and communication while managing the impact of a deadly disease. To succeed, they'll need to balance economic, budgetary, political, and public health outcomes, working with the other teams to devise a regional response. Each team plays as the government of one of four distinct countries, and each player takes on the responsibilities of a cabinet minister's policy portfolio. Games can be 15, 30, 60, or 90 minutes long, with several difficulty levels for replayability. End-of-game data reports provide great opportunities for discussion, review, and improvement. Requires at least 4 players; if you'd like to run an event for over 100, contact us at firstname.lastname@example.org. NASPAA has been working with DMS Academy to revamp the Pandemic Simulation with new features, content, and functionality to reflect NASPAA's objectives from its new Strategic Plan and DEIJA Action Plan. This simulation was used during the 2018 and 2021 NASPAA Student Simulation Competition.