Abstract
This paper sets out to present an ongoing pedagogical project where game design is used to let students both learn and reflect upon different perspectives of ethics relevant to the master program they are enrolled in. The paper explains the underlying logic behind the pedagogical process where students develop their own game and at the same time learn about different perspectives of ethics in relation to courses that they are currently taking. With an open and iterative method, we let the students explore, discuss and design a game that can be used by future students. By letting the students decide and lead the development we democratize the learning-process and engage them in a learning experience. More so, this approach to game design as a pedagogical tool to engage and democratize the learning experience is new and increasingly relevant for both students that play games on an everyday basis, but also students that are new to games. Also, it is a constant and dynamic process for both students and teachers.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Goldfarb, A.: ‘GTA 5’ Sells $800 Million in One Day (2013)
Richter, F.: Gaming: the most lucrative entertainment industry by far. https://www.statista.com/chart/22392/global-revenue-of-selected-entertainment-industry-sectors/
Faylor, C.: NPD: 72% of U.S. population played games in 2007; PC named ‘driving force in online gaming’. https://www.shacknews.com/article/52025/npd-72-of-us-population
Clement, J.: Number of active video gamers worldwide from 2015 to 2023. https://www.statista.com/statistics/748044/number-video-gamers-world/
Tavino, G.: The Art of Videogames. Wiley-Blackwell, Chichester (2009)
Clement, J.: Daily active users of the Fortnite app after the coronavirus outbreak in Sweden (2020). https://www.statista.com/statistics/1116089/daily-active-users-of-the-fortnite-app-after-the-coronavirus-outbreak-in-sweden/
Stuart, K.: Among Us: the ultimate party game of the paranoid Covid era. https://www.theguardian.com/games/2020/sep/29/among-us-the-ultimate-party-game-of-the-covid-era
Rodriguez, S.: How Among Us, a social deduction game, became this fall’s mega hit (2020)
Arizton: Board Games Market: Global Outlook and Forecast 2021–2026. https://www.arizton.com/market-reports/global-board-games-market-industry-analysis-2024
Oblinger, D.G.: Games and learning. Educ. Q. 29, 5–7 (2006)
Squire, K., Jenkins, H.: Harnessing the power of games in education. InSight 3, 5–33 (2003)
Boyle, S.: Teaching toolkit (2011)
Prensky, M.: Teaching digital natives: partnering for real learning (2010)
McGonigal, J.: Reality is Broken: Why Games Make Us Better and How They Can Change the World. The Penguin Press, New York (2011)
Kampmann Walther, B.: Using ludo-narrative dissonance in grand theft auto IV as pedagogical tool for ethical analysis. In: Liapis, A., Yannakakis, G.N., Gentile, M., Ninaus, M. (eds.) GALA 2019. LNCS, vol. 11899, pp. 3–12. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-34350-7_1
Kim, T.W., Werbach, K.: More than just a game: ethical issues in gamification (2016)
Sader, J., Audetat, M., Nendaz, M., Hurst, S., Clavien, C.: Design bioethics, not only as a research tool but also a pedagogical tool. Am. J. Bioeth. 21, 69–71 (2021)
Kolb, A.Y., Kolb, D.A.: The Kolb Learning Style Inventory. Hay Resources Direct, Boston (2007)
Kolb, A.Y., Kolb, D.A.: Learning styles and learning spaces: enhancing experiential learning in higher education (1999)
Kayes, A.B., Kayes, D.C., Kolb, D.A.: Experiential learning in teams. Simul. Gaming. 36, 330–354 (2005). https://doi.org/10.1177/1046878105279012
Mason, C., Arshed, N.: Teaching entrepreneurship to university students through experiential learning: a case study. Ind. High. Educ. 27, 449–463 (2013)
Gadola, M., Chindamo, D.: Experiential learning in engineering education: the role of student design competitions and a case study. Int. J. Mech. Eng. Educ. 47, 3–22 (2019)
Wood, D.F.: Problem based learning 326 (2003)
enkins, H.: Convergence Culture. New York University Press, New York (2008)
Rose, F.: The Art of Immersion. Norton, London (2012)
Hjorth, L.: Games and Gaming. Berg, New York (2011)
Hmelo-Silver, C.: Problem-based learning: what and how do students learn? Educ. Psychol. Rev. 16, 235–266 (2004)
Elmgren, M., Henriksson, A.-S.: Universitetspedagogik. Norstedts (2010)
Crawford, C.: The Art of Computer Game Design: Reflections of a Master Game Designer. McGraw Hill, New York (1984)
Abt, C.: Serious Games. The Viking Press, New York (1970)
Atkins, B.: More than a Game: The Computer Game as Fictional Form. Manchester University Press, Manchester (2003)
Baker, B.: Gaming as a Teaching Tool. https://penntoday.upenn.edu/news/gaming-teaching-tool
Fullerton, T.: Game Design Workshop. Morgan Kaufmann, Burlington (2008)
Schell, J.: The Art of Game Design. Morgan Kaufmann, Burlington (2008)
Ryan, M.-L., Foote, K., Azaryhau, M.: Narrating Architecture/Spatializing Narrative. Ohio State Press, Columbus (2016)
Tversky, B.: Mind in Motion: How Action Shapes Thought. Basic Books, New York (2019)
Hutchins, E.: Material anchors for conceptual blends. J. Pragmat. 37, 1555–1577 (2005)
Fauconnier, G., Turner, M.: The Way We Think. Basic Books, New York (2002)
Norberg-Schulz, C.: Existence, Space, and Architecture. Littlehampton Book Services (1971)
Huizinga, J.: Homo Ludens: A Study of the Play-Element in Culture. Routledge, Abingdon (1949)
Resmini, A., Lindenfalk, B.: Mapping experience ecosystems as emergent actor-created spaces. In: Hameurlain, A., Tjoa, A.M., Chbeir, R. (eds.) Transactions on Large-Scale Data- and Knowledge-Centered Systems XLVII. LNCS, vol. 12630, pp. 1–28. Springer, Heidelberg (2021). https://doi.org/10.1007/978-3-662-62919-2_1
Hopson, J.: Behavioral Game Design. Game Developer. https://www.gamedeveloper.com/design/behavioral-game-design
Sein, M.K., Henfridsson, O., Purao, S., Rossi, M., Lindgren, R.: Action design research. MIS Q. Manag. Inf. Syst. 35, 37–56 (2011). https://doi.org/10.2307/23043488
Miettinen, R.: The concept of experiential learning and John Dewey’s theory of reflective thought and action. Con. Int. J. Lifelong Educ. 19, 54–72 (2000). https://doi.org/10.1080/026013700293458
Govers, M., van Amelsvoort, P.: A socio-technical perspective on the digital era: the lowlands view. Eur. J. Work. Innov. 4, 142–159 (2019)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
About this paper
Cite this paper
Hylving, L., Resmini, A., Lindenfalk, B., Weberg, O. (2022). Game Design as a Pedagogical Tool for Learning and Reflection: The Case of the Ethics Experience. In: Brooks, E., Sjöberg, J., Møller, A.K. (eds) Design, Learning, and Innovation. DLI 2021. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 435. Springer, Cham. https://doi.org/10.1007/978-3-031-06675-7_7
Download citation
DOI: https://doi.org/10.1007/978-3-031-06675-7_7
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-06674-0
Online ISBN: 978-3-031-06675-7
eBook Packages: Computer ScienceComputer Science (R0)