Näytetään tekstit, joissa on tunniste game design. Näytä kaikki tekstit
Näytetään tekstit, joissa on tunniste game design. Näytä kaikki tekstit

tiistai 2. kesäkuuta 2026

Deepening the knowledge of sustainability and game design through experiential learning

Background

In November 2023, I held the first implementation of the Gamification for Sustainability course at University of Oulu. The aims of the course were twofold: 1) to introduce students to the opportunities and challenges of sustainable development in general and especially in the field of human-computer interaction, and 2) to develop students' understanding, knowledge and skills in sustainable interaction design (Blevis, 2007) through the user-centred design of games and gamified applications for sustainability. I developed the course following the pedagogical model of constructive alignment (Biggs, 1996; Lindblom-Ylänne & Nevgi, 2009, 138-155).

This model ensures that the learning outcomes and competence goals of the course are in line with the course content, teaching methods, students' activities, feedback, and assessment methods. Thus, the model ensures that students learn meaningful things in an optimal way. The model includes five iterative and interactive steps or features (Biggs & Tang, 2007, 92) that provide students with (1) a good learning environment, (2) a well-structured knowledge base, (3) appropriate learning activities, (4) formative feedback, and (5) reflective practice and self- monitoring of one’s own learning (see Figure 1).

A diagram of a learning process

Description automatically generated

Figure 1: Constructive alignment model to guide teaching in such a way that students achieve the targeted learning outcomes and competence goals (based on Biggs & Tang, 2007)

When applying this model to course design, I started by defining the learning objectives and then gradually built the course content in such a way that the learning objectives can be achieved, demonstrated, and assessed. In planning the course, I used questions and answers. What do I want the students to learn and know at the end of the course? How can learning and knowledge be demonstrated? What do students need to know in order to complete their assignments? How to ensure that students are engaged with the course every week? Based on these questions, I formulated and defined the tasks, content, different activities, the assessment methods, as well as the learning environment, such as the Moodle workspace, and I thought more consciously about the learning atmosphere.

The learning theory underlying the design of the course is the experiential learning theory (Kolb & Kolb 2005; Lindblom-Ylänne & Nevgi, 2009, 206-209). It is a type of humanistic learning theory (Alaniska et al. 2022; Lindblom-Ylänne & Nevgi, 2009, 204-206) and its principles are active student learning, independent thinking and decision, interaction with others, and learning by doing. Therefore, I thought that project-based group work should be a significant part of the course's learning activities and requirements.

Reflection

Reflecting on the teaching experience and feedback, I consider the course a success. Students, peer teachers and my university pedagogy mentor have appreciated the usefulness of the course in the current curriculum, the interestingness of the content, the clarity, logical progression, flow, interactivity, pace and structure of the lectures, the well-designed activities and tasks, the feedback between teacher and students during the course, the interaction with and between students, the encouraging and inspiring learning atmosphere and much more. As a first implementation, there was also room for improvement, such as the timing of various activities and staying on schedule during lectures.

The students' performance in the course was generally very good to excellent. In addition to weekly individual assignments and learning diaries, the course work consisted of project-based group work, where a concept and possibly a prototype of a gamification- or game-based application promoting sustainability was designed. The students learned about games and gamification, game design, user-centred design, sustainable development, and climate change communication. The group work method activated working life skills, such as teamwork, communication, time management. I would like to emphasize here that group work was particularly rewarding for a group where students were from different academic backgrounds, so multidisciplinary teams are recommended for complex topics such as sustainability whenever possible. The course is included in the Sustainability Studies Network, so students from different universities in Finland are welcome to participate in the course thus increasing the cross-disciplinarity of teams and projects.

Another lesson from this teaching experience is that reflective practice helps the teacher to be constantly connected and aware of what is happening in the course and ready to make changes when necessary. In addition, self-monitoring of one's own learning in the constructive alignment model can mean, on the one hand, the teacher's learning about what works well during the course, what requires development, and even an increase in the teacher's own understanding of the subject and research in the area. On the other hand, it can refer to students themselves monitoring and reflecting on their own growth and understanding of the subject and interaction during the course. To activate these reflective skills of the students, I used learning diaries and weekly assignments which were integrated with the course learning objectives and project-based group work; these proved very beneficial for both students and the teacher.

Experiential learning for game design and sustainability

Finally, I would like to conclude with a few remarks about experiential learning. I found it a useful method for teaching, learning, and even designing games. In the course, experiential learning was briefly presented during the lectures as an underlying learning theory and a targeted generic skill and in the project requirements as a recommended game design approach.

According to Kolb and Kolb (2005), experiential learning emphasizes the learning process rather than the outcome (it is a constructivist learning theory). Accordingly, learners build their own understanding of the world or problem they encounter, and this understanding is built on various interactions with the environment (people, information, experiences, nature, tools, etc.). Learning takes place by adapting between different ways of experiencing: feeling, reflection/seeing, thinking, and action/doing. Thus, it is a holistic process that integrates various experiences, cognitive processes, and interactions with the world (Kolb & Kolb, 2005). I think the experiential model by Kolb and Kolb reflects learning in everyday life as well as in working life; it is like a (re)search process where actual experience (‘feeling’) inspires an answer or explanation (‘reflection’) and once this is formulated or theorized (‘thinking’), it is applied or tested (‘action’) in new contexts; the cycle repeats to further refine knowledge, adaptation to and understanding of the world.

In sustainable game design, the experiential learning model can be applied iteratively also as a group work using techniques such as brainstorming, cooperative learning, collaborative learning. In the first learning iteration or cycle, in the first phase (‘feeling’), a problem related to sustainable development is identified. In the second phase ('reflection'), the identified problem is discussed in the group about what possible solutions could be created; what can be changed and how? In the third phase ('thinking'), the students analyse and select the different methods, concepts, theories learned in the course in relation to the design solution; which theoretical and methodological approaches could work well in designing a solution and how can they be applied? Finally, in phase four (‘action’), students cooperate and collaborate to formulate, design, and test a game concept and prototype based on the theories and methods found appropriate in the previous phase. A game concept and a game prototype require different iterations to complete; these are performed in different experiential learning cycles. For example, in a new learning cycle, the experiences identified and reflected in the initial phases of the cycle (‘feeling’ and ‘reflection’) refer to the problems or questions of the current design and how to solve them.


References

Alaniska, H., Hurskainen, J., Kähkönen, T., Maikkola, M., Pihlaja, J., & Tauriainen, T. M. (2019). Pedagogisia malleja. Oulun ammattikorkeakoulu. 2022. https://vanha.oamk.fi/emateriaalit/wp-content/uploads/pedagogisiamalleja.pdf

Biggs, J. (1996). Enhancing teaching through constructive alignment. Higher Education, 32 (3), 347–364. https://doi.org/10.1007/BF0013887

Biggs, J., & Tang, C. 2007. Teaching for Quality Learning at University: What the Student Does. 3rd edition. The Society for Research into Higher education & Open University Press.

Blevis, E. (2007). Sustainable interaction design: invention & disposal, renewal & reuse. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (503-512). https://doi.org/10.1145/1240624.1240705

Kolb, A. Y., & Kolb, D. A. (2005). Learning styles and learning spaces: Enhancing experiential  learning in higher education. Academy of Management Learning & Education, 4(2), 193-212. https://doi.org/10.5465/amle.2005.17268566

Lindblom-Ylänne, S., & Nevgi, A. (2009). Yliopisto-opettajan käsikirja. WSOYPro, Helsinki. https://doi.org/10.31885/9789515150325

 

Kirjoittaja: Dorina Rajanen