Three lessons for designing serious games for educational settings

By Alice H. Aubert.

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Alice H. Aubert (biography)

What is Triadic Game Design and what lessons does it provide for designing and analysing serious games in an educational setting?

Triadic Game Design

The Triadic Game Design is a design framework for serious games that defines three essential, interrelated elements—Reality, Meaning, and Play—that need to be integrated and balanced (Harteveld 2011).

Reality ensures the game represents the real world sufficiently (ie., in a valid and reliable way that can be understood by the target players). Subject-matter experts model the Reality in the game focusing on the problem, its influencing factors, and relationships.

Meaning pertains to the game’s purpose and its transference to the real world, to create added value through playing the game.

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Designing serious games to address transdisciplinary problems

By Katharina Gugerell.

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Katharina Gugerell (biography) (photo credit: BOKU University)

What are serious games? What are their benefits? What is involved in developing serious games?

Serious games are digital, analogue or hybrid games designed in a way that goes beyond pure entertainment. They aim to educate or inform players or evoke discussions and conversations and provide an environment for futuring processes – in various fields, such as land-use, healthcare, water management, commons or natural hazards.

By integrating engaging gameplay elements with real-world scenarios or real-world contexts, serious games are expected to facilitate (different forms of) learning, interaction, world-building and scenario-building, as well as critical reflection on social, cultural, consumption and production practice. These games can incorporate real-time simulations, joint problem solving, and interactive storytelling to immerse participants into the topic. Serious games are celebrated for their motivational, emotional and entertaining aspects, that allow players to become familiar with different perspectives of complex problems or engage in futuring processes in a very intuitive and emotional way.

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Six lessons from Iran for strengthening cross-disciplinary research

By Reza Dehnavieh

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Reza Dehnavieh (biography)

How can universities in countries which have centralised and traditional discipline-based systems encourage cross-disciplinary research and education?

Here I describe lessons from the work of the Institute for Futures Studies in Health, which is an Iran-based organization specializing in foresight activities in Iran’s health system. The Institute is affiliated with Kerman University of Medical Sciences, and was launched in 2012. The Institute utilizes knowledge management in combination with the development of a more desirable future as the key concept at the core of its identity and follows four main goals:

  1. evidence-based decision-making,
  2. networking among stakeholders within and outside the health sector,
  3. developing capabilities and empowerment of stakeholders, and
  4. outlining strategic perspectives on health.

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Using the arts to flip understanding: An arts intervention for non-arts researchers

By Margot Greenlee, Martina Jerant and Veronica Dittman Stanich

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1. Margot Greenlee (biography)
2. Martina Jerant (biography)
3. Veronica Dittman Stanich (biography)

What do the arts bring to interdisciplinary research? Can arts practices lead STEMM (Science, Technology, Engineering, Mathematics and Medicine) researchers to new insights on their work?

We—a choreographer-and-professional-facilitator (Margot), a scientist-athlete-facilitator-entrepreneur (Martina), and a dancer-turned-arts-researcher (Veronica)—had a hunch that the arts have something to offer STEMM researchers: a different understanding of their own work.

We posited that thoughts are intertwined with actions, and when there is no opportunity to do things differently, it’s hard to think differently—to get a fresh perspective. By “actions”, we mean the practices researchers do every day as part of their work: for example, read, collect data, analyze data, present ideas in written form, revise that writing. Whatever the typical practices of a field or discipline are, as researchers train and eventually become experts in that field, its practices become habitual.

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Agent-based modelling for knowledge synthesis and decision support

By Jen Badham

Jen Badham (biography)

The most familiar models are predictive, such as those used to forecast the weather or plan the economy. However, models have many different uses and different modelling techniques are more or less suitable for specific purposes.

Here I present an example of how a game and a computerised agent-based model have been used for knowledge synthesis and decision support.

The game and model were developed by a team from the Centre de Coopération Internationale en Recherche Agronomique pour le Développement (CIRAD), a French agricultural research organisation with an international development focus. The issue of interest was land use conflict between crop and cattle farming in the Gnith community in Senegal (D’Aquino et al. 2003).

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Learning to tackle wicked problems through games / Aprendiendo a hacer frente a problemas perversos a través de los juegos/ Apprendre à affronter les problèmes sournois à travers les jeux

By Claude Garcia, Anne Dray and Patrick Waeber

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1. Claude Garcia (biography)
2. Anne Dray (biography)
3. Patrick Waeber (biography)

A Spanish version and a French version of this post are available

Can we help the next generation of policy makers, business leaders and citizens to become creative, critical and independent thinkers? Can we make them aware of the nature of the problems they will be confronted with? Can we strengthen their capacity to foster and lead stakeholder processes to address these problems?

Yes.

We build on our experience as field researchers on environmental issues. We develop models that link ecological, social and economic processes, based on real study cases. We transform these models into role-playing games, both cooperative and competitive. And we use them to let students – the next generation of policy makers, business leaders and citizens – explore the complexities of natural resources management. They discover the roles of trust, knowledge, communication and conflict in a friendly environment. As games unfold, players observe, experience, experiment, and devise rules to resolve the tensions between competing demands.

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Creativity in co-creation

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Annette Boaz (biography)

By Annette Boaz

Twenty years ago, at one of the first research workshops I held for stakeholders, a participant from the local community put up his hand and asked when we were going to start making something. I obviously looked confused so he picked up the workshop flyer and pointed to the word ‘workshop.’ “You make things in workshops don’t you?” he asked.

At the time, I took this as a lesson in choosing your terminology with care when working with diverse groups of stakeholders. However, on looking back I wonder if I missed something else. Was I so pre-occupied with my own standard practices of meetings that I failed to see that his comment might have been as much about my ways of working as my choice of words?

Fast forward to our first meeting of the SESYNC Co-creative Capacity pursuit in April 2016 in beautiful Annapolis, Maryland, USA. We are talking about co-creating knowledge for service improvement, but are we about to fall in to the trap of developing ‘business as usual’ approaches drawn from our own professional practices? However, the conversation takes a turn and we are talking about drama, art, dance and (in my case) building with LEGO.

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Serious gaming: Helping stakeholders address community problems

By Nagesh Kolagani

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Nagesh Kolagani (biography)

Citizens are increasingly coming together to solve problems that affect their communities. Participatory modeling is a method that helps them to share their implicit and explicit knowledge of these problems with each other and to plan and implement mutually acceptable and sustainable solutions.

While using this method, stakeholders need to understand large amounts of information relating to these problems. Various interactive visualization tools are being developed for this purpose. One such tool is ‘serious gaming’ which combines technologies from the video game industry – mystery, appealing graphics, etc., – with a purpose other than pure entertainment, a serious, problem driven, educational purpose.

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Playing Around with PARTICIPOLOGY

By Alister Scott

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Alister Scott (biography)

Have you ever wanted a new way to engage with stakeholders that is more engaging, fun and effective? PARTICIPOLOGY is a set of open-access web resources and associated guidance that sets out to achieve these aims. It uses a board game format where players encounter questions and challenges as a dice throw dictates. The board, questions and rules of the game can be designed from scratch or existing templates can be adapted to the specific goals you have in mind. The game was designed to be used in participatory forums about land use options, but the principles can be more widely applied to all kinds of participatory processes.

There are five key findings from developing and using these resources.

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