Skip to main content
Top
Published in:

03-11-2023 | Original Paper

Game-Based Learning and Systems Thinking: an Innovative Instructional Approach for the 21st Century

Author: Benjamin Emihovich

Published in: TechTrends | Issue 1/2024

Login to get access

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

Serious games, board games, and well-designed commercial video games represent emerging technologies that have been utilized by instructors to help students develop systems thinking skills. In this paper, the author proposes an innovative pedagogical framework that can support educators using digital game-based learning in higher education. By following a series of steps and activities, university instructors can successfully integrate digital gameplay in their classrooms and align course content with gameplay objectives. Game-based environments for learning offer a glass box approach that can explain how and why these technologies can be suitable for teaching complex competencies like systems thinking skills in a variety of academic contexts. The glass box instructional approach can provide researchers with student data that can be used during gameplay to help students develop competencies and adapt instructional strategies that can tailor the game environment to improve student performance. Successfully implementing digital game-based learning in university classrooms requires a methodical instructional approach that can support both novice and expert technology using educators.
Literature
go back to reference Activision Blizzard. (2023). World of Warcraft. [Digital video game]. Blizzard Entertainment, Inc. Activision Blizzard. (2023). World of Warcraft. [Digital video game]. Blizzard Entertainment, Inc.
go back to reference Almond, R. G., Mislevy, R. J., Steinberg, L. S., Yan, D., & Williamson, D. M. (2015). Bayesian networks in educational assessment. Springer-Verlag.CrossRef Almond, R. G., Mislevy, R. J., Steinberg, L. S., Yan, D., & Williamson, D. M. (2015). Bayesian networks in educational assessment. Springer-Verlag.CrossRef
go back to reference Barbara, J. (2017). Measuring user experience in multiplayer board games. Games and Culture, 12(7–8), 623–649.CrossRef Barbara, J. (2017). Measuring user experience in multiplayer board games. Games and Culture, 12(7–8), 623–649.CrossRef
go back to reference Clark, K., & Sheridan, K. (2010). Game design through mentoring and collaboration. Journal of Educational Multimedia and Hypermedia, 19(2), 125–145. Clark, K., & Sheridan, K. (2010). Game design through mentoring and collaboration. Journal of Educational Multimedia and Hypermedia, 19(2), 125–145.
go back to reference Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper and Row. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper and Row.
go back to reference Emihovich, B. W. (2017). Improving undergraduates’ problem-solving skills through video gameplay. [Doctoral dissertation, Florida State University]. ProQuest Dissertations Publishing. Emihovich, B. W. (2017). Improving undergraduates’ problem-solving skills through video gameplay. [Doctoral dissertation, Florida State University]. ProQuest Dissertations Publishing.
go back to reference Eseryel, D., Law, V., Ifenthaler, D., Ge, X., & Miller, R. (2014). An investigation of the interrelationships between motivation, engagement, and complex problem solving in game-based learning. Educational Technology & Society, 17(1), 42–53. Eseryel, D., Law, V., Ifenthaler, D., Ge, X., & Miller, R. (2014). An investigation of the interrelationships between motivation, engagement, and complex problem solving in game-based learning. Educational Technology & Society, 17(1), 42–53.
go back to reference Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.CrossRef Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.CrossRef
go back to reference Gee, J. P. (2008). Learning and games. In K. Salen (Ed.), The ecology of games: Connecting. youth, games, and learning (pp. 21–40). MIT Press. Gee, J. P. (2008). Learning and games. In K. Salen (Ed.), The ecology of games: Connecting. youth, games, and learning (pp. 21–40). MIT Press.
go back to reference Kiili, K. (2007). Foundation for problem-based gaming. British Journal of Educational Technology, 38(3), 394–404.CrossRef Kiili, K. (2007). Foundation for problem-based gaming. British Journal of Educational Technology, 38(3), 394–404.CrossRef
go back to reference Klopfer, E., & Thompson, M. (2020). Game-based learning in science, technology, engineering, and mathematics. In J. L. Plass, R. E. Mayer, & B. D. Homer (Eds.), Handbook of game-based learning (pp. 387–408). MIT Press. Klopfer, E., & Thompson, M. (2020). Game-based learning in science, technology, engineering, and mathematics. In J. L. Plass, R. E. Mayer, & B. D. Homer (Eds.), Handbook of game-based learning (pp. 387–408). MIT Press.
go back to reference Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge University Press.CrossRef Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge University Press.CrossRef
go back to reference Martinez-Garza, M. M., & Clark, D. B. (2017). Two systems, two stances: A novel theoretical framework for model-based learning in digital games. In P. Wouters, & van H. Oostendorp (Eds.), Instructional Techniques to facilitate Learning and Motivation of Serious games. Springer. Advances in Game-Based Learning. https://doi.org/10.1007/978-3-319-39298-1_3 Martinez-Garza, M. M., & Clark, D. B. (2017). Two systems, two stances: A novel theoretical framework for model-based learning in digital games. In P. Wouters, & van H. Oostendorp (Eds.), Instructional Techniques to facilitate Learning and Motivation of Serious games. Springer. Advances in Game-Based Learning. https://​doi.​org/​10.​1007/​978-3-319-39298-1_​3
go back to reference National Research Council. (2012). A framework for k-12 science education: Practices, crosscutting concepts, and core ideas. National Academies Press. National Research Council. (2012). A framework for k-12 science education: Practices, crosscutting concepts, and core ideas. National Academies Press.
go back to reference Nordby, A., Øygardslia, K., Sverdrup, U., & Sverdrup, H. (2016). The art of gamification; teaching sustainability and system thinking by pervasive game development. Electronic Journal of e-Learning, 14(3), 152–168. Nordby, A., Øygardslia, K., Sverdrup, U., & Sverdrup, H. (2016). The art of gamification; teaching sustainability and system thinking by pervasive game development. Electronic Journal of e-Learning, 14(3), 152–168.
go back to reference Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT Press. Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT Press.
go back to reference Shute, V. J., & Wang, L. (2016). Assessing and supporting hard-to-measure constructs in video games. In A. A. Rupp, & J. P. Leighton (Eds.), The handbook of cognition and assessment (pp. 535–562). Wiley Inc. Shute, V. J., & Wang, L. (2016). Assessing and supporting hard-to-measure constructs in video games. In A. A. Rupp, & J. P. Leighton (Eds.), The handbook of cognition and assessment (pp. 535–562). Wiley Inc.
go back to reference Shute, V. J., Rahimi, S., & Emihovich, B. (2018). Assessment for learning in immersive environments. In D. Lui, C. Dede, R. Huang, & J. Richards (Eds.), Virtual, augmented, and mixed realities in education (pp. 71–89). Springer. Shute, V. J., Rahimi, S., & Emihovich, B. (2018). Assessment for learning in immersive environments. In D. Lui, C. Dede, R. Huang, & J. Richards (Eds.), Virtual, augmented, and mixed realities in education (pp. 71–89). Springer.
go back to reference Shute, V. J., Rahimi, S., Smith, G., Ke, F., Almond, R. G., Dai, C., Kuba, R., Liu, Z., Yang, X., & Sun, C. (2020). Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity and learning supports in educational games. Journal of Computer Assisted Learning, 37(1), 127–141. https://doi.org/10.1111/jcal.12473CrossRef Shute, V. J., Rahimi, S., Smith, G., Ke, F., Almond, R. G., Dai, C., Kuba, R., Liu, Z., Yang, X., & Sun, C. (2020). Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity and learning supports in educational games. Journal of Computer Assisted Learning, 37(1), 127–141. https://​doi.​org/​10.​1111/​jcal.​12473CrossRef
go back to reference Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press. Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press.
go back to reference Takeuchi, L. M., & Vaala, S. (2014). Level up learning: A national survey on teaching with digital games. The Joan Ganz Cooney Center at Sesame Workshop. Takeuchi, L. M., & Vaala, S. (2014). Level up learning: A national survey on teaching with digital games. The Joan Ganz Cooney Center at Sesame Workshop.
go back to reference Veletsianos, G. (2010). Emerging technologies in distance education. Athabasca University Press.CrossRef Veletsianos, G. (2010). Emerging technologies in distance education. Athabasca University Press.CrossRef
go back to reference Yoon, S. A., Anderson, E. L., Klopfer, E., Koehler-Yom, J., Sheldon, J., Schoenfeld, I., Wendel, D., Scheintaub, H., Oztok, M., Evans, C., & Goh, S. (2016). Designing computer-supported complex systems curricula for the next generation science standards in high school science classrooms. Systems, 4(4), 38. https://doi.org/10.3390/systems4040038CrossRef Yoon, S. A., Anderson, E. L., Klopfer, E., Koehler-Yom, J., Sheldon, J., Schoenfeld, I., Wendel, D., Scheintaub, H., Oztok, M., Evans, C., & Goh, S. (2016). Designing computer-supported complex systems curricula for the next generation science standards in high school science classrooms. Systems, 4(4), 38. https://​doi.​org/​10.​3390/​systems4040038CrossRef
go back to reference Zimmerman, E. (2007). Gaming literacy: Game design as a model for literacy in the 21st century. Harvard Interactive Media Review, 1(1), 30–35. Zimmerman, E. (2007). Gaming literacy: Game design as a model for literacy in the 21st century. Harvard Interactive Media Review, 1(1), 30–35.
Metadata
Title
Game-Based Learning and Systems Thinking: an Innovative Instructional Approach for the 21st Century
Author
Benjamin Emihovich
Publication date
03-11-2023
Publisher
Springer US
Published in
TechTrends / Issue 1/2024
Print ISSN: 8756-3894
Electronic ISSN: 1559-7075
DOI
https://doi.org/10.1007/s11528-023-00915-0

Other articles of this Issue 1/2024

TechTrends 1/2024 Go to the issue

Premium Partner