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Water, Levels, and Loops - Evidence of Teens' Emerging Understanding of Systems while Designing Games

Published: 09 March 2019 Publication History

Abstract

In recent times, there has been a surge of interest in both learning through design and learning systems thinking. Game design is well accepted as a rich learning environment [12, 25] and intent gamers, including children and teens, might be well-positioned to design games around environments while exploring both the context and the game as systems. We present a preliminary analysis of emergent systems thinking among teens who were making a board game about water pollution in a game-making workshop. Our findings suggest that through game-making, teens were compelled to think about both games and the context of the game as systems. We discuss implications for nurturing systems thinking as well as understanding of science concepts, and point to the affordances of non-digital games as tools for learning.

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  • (2022)Playfixing Broken GamesInternational Journal of Game-Based Learning10.4018/IJGBL.30912712:1(1-21)Online publication date: 1-Jan-2022

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      cover image ACM Other conferences
      FL2019: Proceedings of FabLearn 2019
      March 2019
      206 pages
      ISBN:9781450362443
      DOI:10.1145/3311890
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 09 March 2019

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      Author Tags

      1. Games
      2. game design
      3. making
      4. systems thinking

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      FL2019: FabLearn 2019
      March 9 - 10, 2019
      NY, New York, USA

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      FL2019 Paper Acceptance Rate 36 of 73 submissions, 49%;
      Overall Acceptance Rate 36 of 73 submissions, 49%

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      • (2022)Playfixing Broken GamesInternational Journal of Game-Based Learning10.4018/IJGBL.30912712:1(1-21)Online publication date: 1-Jan-2022

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