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Design, Learning, and Innovation. 6th EAI International Conference, DLI 2021, Virtual Event, December 10-11, 2021, Proceedings

Research Article

Game Design as a Pedagogical Tool for Learning and Reflection: The Case of the Ethics Experience

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  • @INPROCEEDINGS{10.1007/978-3-031-06675-7_7,
        author={Lena Hylving and Andrea Resmini and Bertil Lindenfalk and Oliver Weberg},
        title={Game Design as a Pedagogical Tool for Learning and Reflection: The Case of the Ethics Experience},
        proceedings={Design, Learning, and Innovation. 6th EAI International Conference, DLI 2021, Virtual Event, December 10-11, 2021, Proceedings},
        proceedings_a={DLI},
        year={2022},
        month={5},
        keywords={Experiential learning Game design Gamification Pedagogical tool Experience design},
        doi={10.1007/978-3-031-06675-7_7}
    }
    
  • Lena Hylving
    Andrea Resmini
    Bertil Lindenfalk
    Oliver Weberg
    Year: 2022
    Game Design as a Pedagogical Tool for Learning and Reflection: The Case of the Ethics Experience
    DLI
    Springer
    DOI: 10.1007/978-3-031-06675-7_7
Lena Hylving1,*, Andrea Resmini1, Bertil Lindenfalk2, Oliver Weberg1
  • 1: Halmstad University
  • 2: Jönköping University
*Contact email: lena.hylving@hh.se

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.

Keywords
Experiential learning Game design Gamification Pedagogical tool Experience design
Published
2022-05-24
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-031-06675-7_7
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