Critical Thinking Through Game Prototyping: An Innovative Practice for Education

Critical Thinking Through Game Prototyping: An Innovative Practice for Education

Sabrina Vieth, Miranda Lewis
DOI: 10.4018/978-1-6684-2468-1.ch004
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Abstract

The authors developed a game prototyping approach that allows learners to collectively conceptualize, create, and test a game prototype by completing a series of formative problem-solving tasks alongside a designated Sprint process. It is positioned at the intersection of design thinking and gamification, building on their mutual focus on constructivism and problem-based learning. With the help of focus group data, this chapter investigates how game prototyping enhances critical thinking in learners. Findings suggest that game prototyping can contribute to the development of critical thinking skills such as social skills, reflection, and entrepreneurial thinking through the application of structured teamwork, milestone planning, and bricolage. The gradual development of these skills ultimately leads to confidence building, which can trigger changes in critical thinking dispositions that turn learners into confident decision-makers and problem solvers. The authors also aim to make recommendations for the adaptation of game prototyping beyond the context of this chapter.
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Introduction

In an era of technological advancements, learners face both opportunities and challenges. Care et al. (2016) suggest that collaborative problem solving is a fundamental skill that prepares learners for them, mostly because it aggregates a large subset of social and cognitive skills that include participation, perspective-taking, social and task regulation, and knowledge building. In line with this, the World Economic Forum’s 2020 Future of Jobs Report also finds that problem solving is in high demand by employers, alongside critical thinking, analysis and self-management skills such as active learning, resilience, stress tolerance and flexibility (pp. 35-36). It also suggests that employers often report large gaps in these capabilities among employees, estimating that around 40% of employees require reskilling within the first six months of employment (p. 5). Preparing learners for the demands of the job market is thus important for educators. They must create learning environments that allow learners to solve realistic and complex problems to capture the increasing ambiguity of today’s world (Craft, 2006). This may also require educators to adapt existing learning environments to the ever-changing demands of the real world. For example, Hall et al. (2004) found that the introduction of group learning activities led to small but significant changes in accounting students’ learning outcomes, as observed in an increase in their deep learning approach and a reduction in their surface learning approach. Such environments should consist of activities and tools that allow learners not only to build essential skills but also to develop the motivation, attitudes and habits to implement them (Yang & Chou, 2008). Educators also face challenges to make learning practices useful and enjoyable, with the latter found to affect learners’ intentions to engage with their learning experiences positively (Wojciechowski & Cellary, 2013). Additionally, such practices should be accompanied by assessment strategies that challenge learners to demonstrate and evidence their achievements in an effective and technology-enabled manner (Aslan, 2021; Uribe et al., 2003) so that they can graduate with capabilities comparable to the skills professionals require in their specific field of expertise (Burkholder et al., 2021).

This chapter introduces an innovative practice called game prototyping, which contributes to research on innovative practices in education in the following ways. First, it constructs game prototyping as a teaching and learning practice at the intersection of design thinking and gamification as it builds on their mutual focus on constructivism and problem-based learning, discussing its relevance for the scholarly field of education. Second, based on qualitative focus group data collected from 29 postgraduate management students across three cohorts at a UK university, the authors investigate how a learning experience based on game prototyping can contribute to the development of critical thinking in learners. Findings suggest that learners can develop critical thinking skills such as social skills, reflection and entrepreneurial thinking through mechanisms such as structured teamwork, milestone planning, and bricolage. Additionally, findings reveal that the gradual development of these skills leads to confidence building in learners, which in turn can trigger changes of critical thinking dispositions that make learners more confident decision-makers and problem solvers. Third, the chapter concludes that game prototyping can be adapted beyond the postgraduate management classroom. Based on the reflections of the authors and the outcomes of the focus groups, the authors suggest how this approach can be modified and used by educators who wish to implement it across different subject areas and levels of student experience.

Key Terms in this Chapter

Confidence Building: A positive development of the self-belief in one’s abilities to achieve goals in the face of difficulties and obstacles.

Critical Thinking: A complex way of thinking that comprises cognitive skills and affective dispositions, and that allows individuals to solve problems amidst a full comprehension of the conditions under which it takes place.

Gamification: An approach that applies gaming features such as elements, aesthetics, or metaphors in non-game-based settings to motivate and engage its users.

Structured Teamwork: A way of problem solving that requires individuals to rotate leadership and coordinate the collaborative activities of their teams.

Bricolage: A way of problem solving that allows individuals to overcome the obstacles that stand in their way of successfully solving a problem.

Milestone Planning: A way of problem solving that breaks an overall problem solving task into simpler achievable units that function as milestones of achievement.

Problem Solving: A process of achieving desired goals by overcoming barriers.

Design Thinking: A problem solving approach that allows individuals from non-design backgrounds to think like designers as they adopt core design principles.

Game Prototyping: A learning practice for which learners collectively solve problems alongside a dedicated Sprint process, which leads to the conceptualization, building and testing of a digital game prototype.

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