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.
Original language | English (US) |
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Title of host publication | Proceedings of FabLearn 2019 - 8th Annual Conference on Maker Education |
Subtitle of host publication | What Role does Maker Education Play in a World with Growing Social and |
Publisher | Association for Computing Machinery |
Pages | 73-80 |
Number of pages | 8 |
ISBN (Electronic) | 9781450362443 |
DOIs | |
State | Published - Mar 9 2019 |
Event | FabLearn 2019 - 8th Annual Conference on Maker Education, FL 2019 - New York, United States Duration: Mar 9 2019 → Mar 10 2019 |
Publication series
Name | ACM International Conference Proceeding Series |
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Conference
Conference | FabLearn 2019 - 8th Annual Conference on Maker Education, FL 2019 |
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Country | United States |
City | New York |
Period | 3/9/19 → 3/10/19 |
Fingerprint
Keywords
- Game design
- Games
- Making
- Systems thinking
ASJC Scopus subject areas
- Computer Networks and Communications
- Computer Vision and Pattern Recognition
- Human-Computer Interaction
- Software
Cite this
Water, levels, and loops - Evidence of teens’ emerging understanding of systems while designing games. / Parekh, Priyanka; Gee, Elisabeth; Tran, Kelly; Aguilera, Earl; Pérez Cortés, Luis E.; Kessner, Taylor; Siyahhan, Sinem.
Proceedings of FabLearn 2019 - 8th Annual Conference on Maker Education: What Role does Maker Education Play in a World with Growing Social and. Association for Computing Machinery, 2019. p. 73-80 (ACM International Conference Proceeding Series).Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
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TY - GEN
T1 - Water, levels, and loops - Evidence of teens’ emerging understanding of systems while designing games
AU - Parekh, Priyanka
AU - Gee, Elisabeth
AU - Tran, Kelly
AU - Aguilera, Earl
AU - Pérez Cortés, Luis E.
AU - Kessner, Taylor
AU - Siyahhan, Sinem
PY - 2019/3/9
Y1 - 2019/3/9
N2 - 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.
AB - 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.
KW - Game design
KW - Games
KW - Making
KW - Systems thinking
UR - http://www.scopus.com/inward/record.url?scp=85069182673&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85069182673&partnerID=8YFLogxK
U2 - 10.1145/3311890.3311900
DO - 10.1145/3311890.3311900
M3 - Conference contribution
AN - SCOPUS:85069182673
T3 - ACM International Conference Proceeding Series
SP - 73
EP - 80
BT - Proceedings of FabLearn 2019 - 8th Annual Conference on Maker Education
PB - Association for Computing Machinery
ER -