Content area
Multiple studies have investigated how serious games can foster learning in the context of education. However, findings on the impact of developing such serious games as an instructional approach are still limited, especially in education for sustainable development. Thus, this paper presents the Serious Game Development as an Instructional Approach (SGDIA) framework based on the ADDIE concept. Subsequently, a proof-of-concept study is applied to evaluate the impact of the course concept on learning. In an experimental pre-post study design at two German universities (n = 48), the effects on socio-emotional (values, self-efficacy) and cognitive (understanding, critical reflection) learning objectives relevant to education for sustainable development have been tested. The findings show that self-efficacy and pro-environmental values increased significantly after students participated in the serious game design course over three months. Additionally, in 23 out of the 48 participants, students who sought understanding during the three months of the teaching setting were more likely to critically reflect. As low-level methods of creating game content, such as simple game engines using visual programming, are becoming more widespread, the paper demonstrates how creating serious games can be a valid instructional method. Based on the findings, the potential of developing serious games as an instructional approach in higher education is discussed.
Details
Cognitive Objectives;
Cooperative Learning;
Interpersonal Competence;
Climate;
Instructional Design;
Fundamental Concepts;
Educational Environment;
Learner Engagement;
Constructivism (Learning);
Learning Objectives;
Educational Media;
Educational Games;
Educational Strategies;
Affective Objectives;
Competence;
Influence of Technology;
Educational Methods;
Learning Processes;
Intentional Learning;
Learning Theories;
Educational Technology;
Outcomes of Education;
Information Processing;
Higher Education
Students;
Collaboration;
Teaching methods;
Higher education;
Games;
Instructional design;
Politics;
Self concept;
Learning activities;
Colleges & universities;
Learning;
Sustainability;
Education;
Effectiveness;
Environmentalism;
Designers;
Problem based learning;
Investigations;
Teaching;
Emotions;
Values;
Educational objectives;
Self-efficacy;
Interactive learning
; Schultze-Krumbholz, Anja 2 ; Kruse, Linda 3 ; Geiger, Sonja M. 4 ; Löde, Vanessa 5 ; Pole, Louisa Klara 1 ; Nebel, Steve 1 1 University of Potsdam, Department of Education, Potsdam, Germany (GRID:grid.11348.3f) (ISNI:0000 0001 0942 1117)
2 Technische Universität Berlin, Department of Educational Psychology, Berlin, Germany (GRID:grid.6734.6) (ISNI:0000 0001 2292 8254)
3 University of Applied Sciences Mainz, Department of Media Design, Mainz, Germany (GRID:grid.465974.d) (ISNI:0000 0001 0657 007X)
4 Eberswalde University for Sustainable Development, Chair of Psychology and Marketing in Sustainable Agriculture and Food Management, Eberswalde, Germany (GRID:grid.461663.0) (ISNI:0000 0001 0536 4434)
5 Freie Universität Berlin, Department of Education, Berlin, Germany (GRID:grid.14095.39) (ISNI:0000 0001 2185 5786)