2018
DOI: 10.1007/s11423-018-9596-8
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Teaching systems thinking through game design

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Cited by 33 publications
(18 citation statements)
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References 32 publications
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“…The learning results can be summarized as the ability to narrow down anecdotic behaviour to a few factors, understanding the dynamic character of these factors, their inter-relations, and the ability to identify underlying mechanisms. These results with adults (entrepreneurs) were comparable with the cognitive learning results achieved by undergraduate students who participated in educational gaming simulations (Akcaoglu & Green, 2019; Assaraf & Orion, 2005).…”
Section: Discussionsupporting
confidence: 78%
See 1 more Smart Citation
“…The learning results can be summarized as the ability to narrow down anecdotic behaviour to a few factors, understanding the dynamic character of these factors, their inter-relations, and the ability to identify underlying mechanisms. These results with adults (entrepreneurs) were comparable with the cognitive learning results achieved by undergraduate students who participated in educational gaming simulations (Akcaoglu & Green, 2019; Assaraf & Orion, 2005).…”
Section: Discussionsupporting
confidence: 78%
“…In gaming simulations personal learning experiences and knowledge are often modelled to be the main cornerstones of design and the methodological approach deployed (Kriz, 2009). Some studies in which undergraduate students participated, show that gaming simulation sessions can be used to acquire cognitive skills like systems thinking and active participation through carefully sequenced explicit instructions (Akcaoglu & Green, 2019;Assaraf & Orion, 2005). This study uses a participatory design process and the application of a board gaming simulation to extract tacit knowledge, based on the question: Can we design and develop a gaming simulation to capture tacit knowledge?…”
Section: Introductionmentioning
confidence: 99%
“…The research reported similar products to what was observed, which include digital stories (Girmen et al, 2019;Kimbell-Lopez et al, 2016), information projects (Koh, 2013;Koh et al, 2019), graphic design (Hsu et al, 2016), 3D modelling (Yildirim, 2018), music (Kim, 2013), and blogging (Alhinty, 2014;Freeman et al, 2016). There were other products reported that were not observed in my study, such as coding and creating digital games (Akcaoglu & Green, 2018;Ejsing-Duun & Skovbjerg, 2016;Liao et al, 2016;Melander Bowden, 2019), non-digital products using 3D printers (Hansen et al, 2019), animated digital stories (Liao et al, 2016;Yildiz Durak, 2018), and digital media (videos) (Spante, 2019). The systematised review conducted in my research shows that most of the students' products studied were part of an intervention.…”
Section: Production Mediumsupporting
confidence: 72%
“…As interacting and interrelating components, mechanics, dynamics, and aesthetics work as a unified whole towards a common goal (e.g., entertaining, learning, training, etc.). Designing a game can help learners to develop systems thinking (Akcaoglu & Green, 2019) as any change to the game, as a relatively complex system, can introduce disorder, irregularities, and chaos to the system. Redesigning a game can be considered as the process of introducing a change to an initial state of a game system and modifying different aspects of it to accommodate the changes toward a unified and new state of the game system.…”
Section: Theoretical Frameworkmentioning
confidence: 99%