Since its inception in 2010, Nordahl Grieg Upper Secondary School in Bergen has aimed to explore new ways of using technology in education. One of the school's long-term initiatives is the pedagogical use of digital games. In 2014, the school established a new position - the “game pedagogue” - a role designed to provide support and advice to teachers interested in incorporating games into the classroom. Over the years, the use of games has become increasingly widespread, and a significant proportion of the school's teachers have used games in their teaching one or more times. As this practice became more common, the school recognized the need to examine how games can support both teaching and student learning.
This thesis aims to document and study this usage by closely analyzing one of the school's longest-standing and most well-established teaching programs involving games. Since 2013, the religion teachers at the school have used the game The Walking Dead in the subject of Religion and Ethics in the third year of upper secondary school to teach ethical theories. The thesis is a qualitative case study that investigates how the game is used as a pedagogical tool in teaching. Data collection includes classroom observations, interviews with the teachers who taught using the game, and field notes
The research question guiding this study is: What can we learn about the pedagogical utility of digital games by studying how The Walking Dead is used to teach ethical theories?
The thesis consists of three sub-studies aiming to understand:
• The pedagogical potential of games to facilitate necessary learning conditions, especially concerning ethical reasoning.
• The teacher's role in framing the game experience and guiding students' learning and participation.
• How teachers' familiarity with games affects their approach to using the game as a pedagogical tool.
These questions contribute to a comprehensive exploration of how The Walking Dead can be used to help students apply ethical theories as a basis for their own argumentation and to solve ethical dilemmas.
The theoretical framework for this thesis is based on variation theory and sociocultural theory, which together provide a comprehensive understanding of how learning can occur in classrooms where digital games are used as pedagogical tools. Variation theory addresses how learning happens through experiencing differences in the subject matter. In this study, this means that students learn to distinguish between ethical dilemmas and various ethical theories by experiencing how different theories provide different answers to different dilemmas. The theory helps explain how the game facilitates necessary conditions for learning and how this can be influenced by the teacher's framing and facilitation. Sociocultural theory adds an important aspect by emphasizing learning as a social process between students and teachers. The theory shows how participation in shared learning activities, such as discussion and dialogue, indicates that the conditions for learning are not only a result of the game's design but also how they are created through social interaction. Together, these theories provide useful and comprehensive tools for analyzing the learning process in the classroom, especially concerning the interaction between students, teachers, and the game. They explain how learning does not occur solely at an individual level but also depends on the social and cultural frameworks of which the game is a part. Therefore, variation theory and sociocultural theory become central theoretical approaches to understanding how digital games like The Walking Dead can help teachers facilitate student learning.
In the thesis, The Walking Dead is considered both as an artifact with fixed properties and as an activity within the classroom. The game's design includes an interactive narrative with predefined ethical dilemmas, providing the class with a shared, cohesive experience that facilitates discussions. The first sub-study examines how the game's components and structure contribute to necessary learning conditions by forming a background against which the ethical theories students are to learn can be illuminated. Thus, the ethical theories are contrasted with each other, as they emphasize different aspects of the dilemmas and point toward different solutions. In this way, students experience differences between various ethical theories in a manner that aids their learning. The game's pedagogical value lies in how it helps students contrast and generalize ethical theories within and across the game's dilemmas
The study also views the game as a classroom activity, focusing on the teacher's role and student interaction during gameplay. The second sub-study investigates how teachers frame the game experience using various teaching strategies and finds that the way teachers frame the game is crucial for the game to become a useful learning resource. The third study examines how teachers' gaming competence affects their use of the game as a pedagogical tool. The findings show that teachers' familiarity with digital games significantly influences how they present the game and its ethical dilemmas, and whether students use ethical theories in their discussions.
The thesis also illustrates how whole-class play of The Walking Dead, where the entire class plays a single copy of the game on a large screen in the school's auditorium, creates a shared space for reflection and dialogue. The first sub-study shows how whole-class gameplay provides an opportunity for a common experience where students can discuss ethical dilemmas and compare different theoretical perspectives. This collective approach ensures that all students participate and demonstrates how games can be used to promote a deeper understanding of ethical concepts through classroom discussions.
By analyzing The Walking Dead both as an artifact and an activity, the thesis provides a holistic understanding of the game's pedagogical potential in ethics education. Learning can be understood as the ability to make increasingly finer distinctions between figure and background, where, by learning what a concept refers to, one can separate it from the rest of the context—that is, what it does not refer to.
The game offers students a rich narrative experience with ethical problems that lack obvious correct solutions. The ethical dilemmas are complex and nuanced enough for students to argue for different solutions based on different theories, with each theory highlighting different aspects of the dilemma. The research emphasizes the importance of game design, teacher guidance, and the classroom context in creating meaningful learning experiences. In summary, the thesis concludes that if learning is defined as the ability to distinguish between figure and background, games and gaming experiences can serve as highly useful backgrounds.