Reference Hub3
Educational Games to Support Caring and Compassion Among Youth: A Design Narrative

Educational Games to Support Caring and Compassion Among Youth: A Design Narrative

Sinem Siyahhan (California State University, San Marcos, CA, USA), Adam A. Ingram-Goble (Arizona State University, Tempe, AZ, USA), Sasha Barab (Arizona State University, Tempe, AZ, USA), and Maria Solomou (Cyprus University of Technology, Lemesos, Cyprus)
Copyright: © 2017 |Volume: 9 |Issue: 1 |Article: 4 |Pages: 16
ISSN: 1942-3888|EISSN: 1942-3896|EISBN13: 9781522512752|DOI: 10.4018/IJGCMS.2017010104
Cite Article Cite Article

MLA

Siyahhan, Sinem, et al. "Educational Games to Support Caring and Compassion Among Youth: A Design Narrative." IJGCMS vol.9, no.1 2017: pp.61-76. http://doi.org/10.4018/IJGCMS.2017010104

APA

Siyahhan, S., Ingram-Goble, A. A., Barab, S., & Solomou, M. (2017). Educational Games to Support Caring and Compassion Among Youth: A Design Narrative. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(1), 61-76. http://doi.org/10.4018/IJGCMS.2017010104

Chicago

Siyahhan, Sinem, et al. "Educational Games to Support Caring and Compassion Among Youth: A Design Narrative," International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) 9, no.1: 61-76. http://doi.org/10.4018/IJGCMS.2017010104

Export Reference

Mendeley
Favorite Full-Issue Download

Abstract

In this paper, the authors argue that video games offer unique and pervasive opportunities for children to develop social dispositions that are necessary to succeed in the 21st century. To this end, they discuss the design of TavCats—a virtual role-playing game that aimed to engage children (ages 9 to 13) in understanding, acting upon, and coming to value being caring and compassionate. The authors' discussion takes the form of a design narrative through which they explain the connections between their theoretical commitments and design decisions. Specifically, they review four design elements they utilized in their design work: identity claims, boundary objects, profession trajectories, and cyclic gameplay. The authors briefly share their observations from a pilot study with children in an afterschool setting to illustrate how their design work might be realized in the world. They conclude their paper with a discussion of the implications of their work for designing educational video games for supporting social dispositions as well as academic learning, and future directions.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.