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Roll the Dice: Using Game-Based Learning to Teach Sustainability in Higher Education

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Abstract

As the ecological threat to the long-term viability of human society has become more apparent, colleges and universities across the world have pledged their support for sustainability, using a mix of formal and informal approaches across curricular and non-curricular settings. Games should be prioritized among the various educational tools for sustainable development. A growing body of scholarship shows how game-based learning encourages metacognition, problem-solving, systems thinking, engagement, motivation, learning outcomes, and even emotional intelligence. This paper introduces a framework, called the Green Game Frame (GGF), that can be used to identify and select games to educate about sustainable development. The GGF visually represents how a sustainability game might create conditions that facilitate a switch from a sender-receiver model of education to a more interactive learner-centered approach. The GGF model draws on transdisciplinary research from multiple fields to identify essential variables in an effective game that will create the conditions for participants to be receptive to learn and engage in sustainability. This is demonstrated by using the GGF as an assessment tool to evaluate two sample games, Catan: Global Warming and New Shores: A Game for Democracy. This analysis will be useful to anyone who wishes to consider the use of games in educational contexts to teach about complex ecological problems and sustainability.

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Political communicators work under the assumption that information provision, such as framing, may influence audiences and elicit some desired attitudinal or behavioral shift. However, some political issues, such as climate change, have become polarized along party lines, with partisans seemingly impervious to disconfirming information. On these highly polarized issues, can framing sway partisans to moderate their positions, or are partisans so motivated in their issue stances that framing fails? Using a variety of vignettes, and Republican climate change skepticism as a case, this article reports an experiment of how partisans respond to counter-attitudinal framing on a sharply polarized issue. Results indicate that Republicans are resistant to frames that encourage support of governmental action or personal engagement against climate change. There is strong evidence of motivated skepticism, given widespread backfire (or ‘boomerang’) effects and decreased attitudinal ambivalence following exposure to framing, suggesting that issue polarization may severely constrain attempts at communication.
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Free full-text here: http://www.tandfonline.com/eprint/pC9pfGQZuAaBQf63hKu4/full Gamification is defined as the use of game design elements in a nongame context. While gamification is not a new concept, new dynamics are unfolding that may cause more businesses, educators, and librarians to consider the use of game-like elements into future endeavors. In addition to more generation Y or millennials entering higher education and the workplace, there has been a significant acceptance of routinely using smartphones and playing games. This column will explain what gamification is, provide an overview of the benefits and concerns surrounding gamification, and describe how and where it is currently being used.
Book
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
Article
Many studies have shown the positive impact of serious educational games (SEGs) on learning outcomes. However, there still exists insufficient research that delves into the impact of immersive experience in the process of gaming on SEG-based science learning. The dual purpose of this study was to further explore this impact. One purpose was to develop and validate an innovative measurement, the Game Immersion Questionnaire (GIQ), and to further verify the hierarchical structure of game immersion by construct validity approaches, including exploratory factor analysis (EFA) (n = 257) and confirmatory factor analysis (CFA) (n = 1044). The second purpose was to investigate the impact of game immersion on science learning through SEG play (n = 260). Overall, the results supported the internal structure of the GIQ with good reliability and validity, and the inter factor bivariate correlations for each construct indicated a high internal consistency. Players did learn from playing an SEG, and game immersion experience did lead to higher gaming performance. Moreover, players' gaming performance plays a role in mediating the effect of immersion on science learning outcomes through SEG play. However, as players became more emotionally and subjectively attached to the game, the science learning outcomes were not definitively reliable.
Article
A simulation/game, the Commons Game, was designed to teach students that resources which are not owned, such as whales, are overexploited and eventually destroyed. The heart of the game is a payoff matrix that gradually improves if the players choose a predominantly cooperative strategy or gradually grows worse if they choose a predominantly exploitive strategy. Student evaluations of the game across several quarters were compared to evaluations of the simulation/game, BaFa BaFa, a very successful cross-cultural exercise. Both simulations were rated highly on most of the sixteen-item survey, with ratings on three items favoring BaFa BaFa and ratings on another three favoring the Commons Game. Student comments revealed that the game provided them with an affective understanding of this social dilemma and motivated them to discuss possible solutions to it.
Article
There is a widely held belief that systems thinking is an answer to the increasing complexity of the world as well as the workplace. Despite strong interest and assertions, however, the relationship between systems thinking and complex decision making has received scant attention in the literature. Using Richmond's (1997) classification scheme as the theoretical base, this paper investigates the link between systems thinking and complex decision making using Verbal Protocol Analysis (VPA) methodology. The findings of the study indicate that while the degree of systems thinking does matter, certain types of systemic thinking would be more relevant to performance. Further, evidence shows that the subject's approach to the problem is also a highly pertinent factor in task performance, in that better performers displayed a distinctive pattern of thought that differed from that of the poor performers. Better performing subjects attempted to gain an understanding of the system structure before they proceeded to develop strategies and take action. The findings revealed a cyclical thought pattern that was consistently followed by better performing participants. This pattern, termed the CPA cycle, consists of three distinct phases of conception, planning, and action. This research contributes to the fields of systems thinking and complex decision making by integrating knowledge and methodology from several disciplines including psychology, management and IT. Specific contributions include a novel research methodology and, in particular, operationalization of the systems thinking paradigm, as well as identification of disaggregated factors affecting complex decision making. The managerial and organizational implications of the research are compelling and invite further research in this nascent field. Copyright © 2004 John Wiley & Sons, Ltd.
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This article presents a board game that was developed for use as a simulation tool in teaching the basic concepts of industrial ecology (IE). The game, with the automobile industry as its theme, includes realistic numbers and displays a variety of IE principles. The objectives of the simulation, however, transcend the automobile industry and apply to other manufacturing industries. They include: pollution prevention, design for environment (in several forms, including design for disassembly), environmental management, and life-cycle assessment. The game has already been played by engineering and business professors, graduate students in environmental engineering, government representatives, and industry executives. A statistical analysis performed on pre- and post-game questionnaires indicates that the game is an effective teaching tool.
Article
The prospectives of game-based learning to support collaborative and interactive learning among students, undergoing higher studies, are discussed. One of the significant objectives of digital game-based learning is to address new ways of ICT-based instructional design and to provide learners with an opportunity of acquiring skills and competencies that are required in their professional careers. Some specific educational fields where game-based learning can be applied effectively include interdisciplinary topics, such as critical thinking, group communication, debate, and decision making. Game-based learning has the potential to enable learners to apply factual knowledge, learn on demand, gain experiences in the virtual world, which can form their behavioral patterns and influence their memory. Game-based learning also needs to be motivating for a learner to repeat learning stages with a game context.
Article
Digital Game-Based Learning, by Marc Prensky, is a strategic and tactical guide to the newest trend in e-learning - combining content with video games and computer games to more successfully engage the under-40 "Games Generations," which now make up half of America's work force and all of its students. The book fully explores the concept of Digital Game-Based Learning, including such topics as How Learners Have Changed, Why Digital Game-Based Learning Is Effective, Simulations and Games, How Much It Costs, and How To Convince Management. With over 50 case studies and examples, it graphically illustrates how and why Digital Game-Based Learning is working for learners of all ages in all industries, functions and subjects.
Getting into the game: an explanatory case study to examine the experiences of faculty incorporating digital game based learning in higher education
  • M A Comunale
Finding flow. Basic Books
  • Csikszentmihályi
Completing the experience: debriefing in experiential educational games
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Expressive processing: digital fictions, computer games, and software studies
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Declarations for sustainability in higher education: becoming better leaders, through addressing the university system
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Hope and climate change: the importance of hope for environmental engagement among young people
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Rules of play: game design fundamentals
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Game-based learning in action: how an expert affinity group teaches with games
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