Game-Based Learning and Gamification: LSE Projects

/Game-Based Learning and Gamification: LSE Projects

In 2015-2016 LTI encouraged the development of game projects through their IGNITE! and SPARK! funding. The following are successful projects that are being developed as a result. More information will be shared once they are completed.

Areas covered:

⦿ board games

⦿ simulations

⦿ video games

Simulations in IR100

Gustav Meibauer and Andreas Aagaard Nohr, International Relations

interactivity-copy

Deliberately low tech simulations played in class time. The simulations used PowerPoint slides (in-built features such as hyperlinks, interactive pathways and audio/video integration) to create a ‘choose your own adventure’ style navigation to experience real-world foreign policy or diplomacy decisions. Students were able to learn the complexity of decision making in multiple settings and that there is no correct path or right decision, as well as realise their own mistakes along the way. As it was played as a class it generated much discussion. Each simulation was followed by a further class discussion linking the game and decisions to theoretical concepts/reading list etc. Andreas and Gustav who designed and ran the sessions have written a manual for the simulation (available soon)

Resources:

Video Case Study

Manual on Creating Powerpoint Simulations

Published Article

The Game of Research

Kay Inckle, Sociology

gameofresearch

The Game of Research is designed for social science students undertaking a final-year qualitative primary research dissertation. In stage one it is a board game similar to Snakes and Ladders but adapted with additional features to make it research-focused and dependent on skill and discernment rather than luck. Through the game students learn the six essential components for a successful qualitative research project: research question, design/proposal, ethical approval, methods/fieldwork, analysis, writing and referencing

Resources:

Video Report of Kay’s project

Blog post

 

Capture the Market

LSE 100

“Capture the Market” is a deconstructed board game (players create their own board by placing hexagonal tiles) played in class for the first time in Lent Term 2017. The game aims to highlight the complexities of how government intervention impacts markets for better or worse and some of the key concepts along the way. Designed by Jose Olivas-Osuna and LTI.

 

Resources: case study article

 

The Long Day of the Young Peng

Andrea Pia, Anthropology

videogamesBased on ethnographic research carried out in the outskirt of Beijing between 2007 and 2009, and drawing on extensive readings of the social scientific literature on migration and development, Peng is a bespoke point-and-click video game that follows the day of a fictional character from his native village to Beijing. Based on a multiple-choice mechanics, the game is conceived as an immersive teaching tool that allows students to explore key themes in the study of contemporary China through the eyes of one of its main protagonist, a young migrant worker.

Resources:

Online Game

Report