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A Playful Learning Exercise: Kashmir Crisis

  • 2021
  • OriginalPaper
  • Chapter
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Abstract

The chapter discusses the development and evaluation of a digital board game, 'Kashmir Crisis', designed to educate players about the 2019 border conflict between India and Pakistan. The game is based on the principle of 'games as journalism', aiming to inform, educate, criticize, and persuade. A user study compared the effectiveness of the game with traditional learning methods, such as reading articles, and found that while the game enhanced learning engagement, it did not significantly improve knowledge retention. The digital implementation of the game, using the LibGDX framework, offers advantages such as accessibility and interaction with an AI opponent. The study provides valuable insights into the potential of game-based learning in educational contexts, particularly in conflict studies and history.
B. Train—Independent Game Designer.

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Title
A Playful Learning Exercise: Kashmir Crisis
Authors
Charlie Murray
Hans-Wolfgang Loidl
Brian Train
Copyright Year
2021
DOI
https://doi.org/10.1007/978-3-030-92182-8_1
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