Digital Game Design as a Complex Learning Activity for Developing the 4Cs Skills: Communication, Collaboration, Creativity and Critical Thinking

In this study, digital game design is analyzed as a team-based knowledge modelling process. In the context of a graduate seminar, the students were organized in teams and were asked to design a serious game. In the early stages of the process, each team had the possibility to engage in a topic suggested by the professor or decide their topic of interest. Half of the teams choose a suggested topic herd immunity, intergenerational communication, active ageing; the other half proposed a topic of their choice inuits and micmacs, banker-customer relationship, French as a Foreign Language. In both cases, the students should engage in a participative design process which requires a learner-centered analysis. We analyze both the digital game design process and outcomes of the game design from the perspective of social participation and the 4C competencies deployed in the game design process: communication, collaboration, creativity and critical thinking.

[1]  D. P. Madalli,et al.  Trends in knowledge modelling and knowledge management: an editorial , 2015, J. Knowl. Manag..

[2]  Mary Flanagan,et al.  Critical Play: Radical Game Design , 2009 .

[3]  Kurt Squire,et al.  Cultural Framing of Computer/Video Games , 2002, Game Stud..

[4]  Yasmin B. Kafai,et al.  Responsive Make and Play: Youth Making Physically and Digitally Interactive and Wearable Game Controllers , 2015 .

[5]  M. Prensky The motivation of gameplay , 2002 .

[6]  Asimina Vasalou,et al.  Participatory design for serious game design: truth and lies , 2014, CHI PLAY.

[7]  Alessandro De Gloria,et al.  Mapping learning and game mechanics for serious games analysis , 2015, Br. J. Educ. Technol..

[8]  Fengfeng Ke,et al.  A case study on collective cognition and operation in team-based computer game design by middle-school children , 2014 .

[9]  Jannicke Baalsrud Hauge,et al.  Narrative Serious Game Mechanics (NSGM) - Insights into the Narrative-Pedagogical Mechanism , 2014, GameDays.

[10]  Erkki Sutinen,et al.  On the Participatory Design of Jeliot Mobile: Towards a Socio-Constructivist Mlearning Tool , 2015, 2015 International Conference on Learning and Teaching in Computing and Engineering.

[11]  M. Csíkszentmihályi,et al.  Optimal experience: Psychological studies of flow in consciousness. , 1988 .

[12]  K. Kiili Digital game-based learning: Towards an experiential gaming model , 2005, Internet High. Educ..

[13]  Jonathan Lester,et al.  Morphing Smartphones into Automotive Application Platforms , 2011, Computer.

[14]  Dong-Han Ham,et al.  Modelling work domain knowledge with the combined use of abstraction hierarchy and living systems theory , 2015, Cognition, Technology & Work.

[15]  M. Ott,et al.  Can Serious Games Contribute to Developing and Sustaining 21st Century Skills? , 2015, Games Cult..

[16]  Scott D. Johnson,et al.  Team development and group processes of virtual learning teams , 2002, Comput. Educ..

[17]  Ruth Cobos Pérez,et al.  Incidence of group awareness information on students' collaborative learning processes , 2014, J. Comput. Assist. Learn..

[18]  D. Brown,et al.  Facilitating a games design project with children: a comparison of approaches , 2010 .

[19]  M. Romero,et al.  Group Awareness, Learning, and Participation in Computer Supported Collaborative Learning (CSCL) , 2012 .

[20]  Charles Woods The Rise of Interactive Game Development and Multimedia Project Creation Among School-Aged Children. , 2015 .

[21]  Emiko Charbonneau,et al.  Inspiring creative constructivist play , 2012, CHI Extended Abstracts.

[22]  Helmut Hlavacs,et al.  Participatory Game Design for the INTERACCT Serious Game for Health , 2015, JCSG.

[23]  Susan M. Land,et al.  Theoretical Foundations of Learning Environments. , 1999 .