Values-based Transformative Games: From the Physical to the Digital

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dc.contributor.author Tilvawala, Khushbu
dc.contributor.author Myers, Michael
dc.contributor.author Spil, Ton
dc.contributor.author Sundaram, David
dc.date.accessioned 2023-12-04T01:44:58Z
dc.date.available 2023-12-04T01:44:58Z
dc.identifier.citation (2023). Proceedings of the European Conference on Games-based Learning, 17(1), 683-692.
dc.identifier.issn 2049-0992
dc.identifier.uri https://hdl.handle.net/2292/66658
dc.description.abstract <jats:p>In the context of game-based learning, learning is often limited to basic literacies such as math and reading, even though several educational institutions acknowledge the importance of Values education. In this paper, we discuss how to bring values into a game. We discuss the design and implementation of a customisable version of the popular board game, Snakes and Ladders to teach values to the young (ages 0-8). Values refer to “a centrally held, enduring belief which guides actions and judgements across specific situations…”. This implies that there is an inherent element of choice or decision-making in demonstrating one’s values. We discuss the process of adapting the Snakes and Ladders board game to a physical artefact by applying a Values-based Transformative Games Design Model, and further digitizing the artefact to make it more accessible. A prototype of the digital artefact is presented to demonstrate the concept. The Insider Action Game Design Research methodology is applied to create a physical artefact given the researcher’s involvement in volunteer work on values-based education for the young. The findings of this research are of immediate benefit to those wishing to introduce a digitized version of a simple and popular board game to teach values to young children. The values-based questions used in the game are easy to adapt so the game has the potential to be extended to various other basic literacies, as well as different types of values such as sustainability and cultural values. The Values-based Transformative Games design model can also be adapted and improved with further research.</jats:p>
dc.publisher Academic Conferences International Ltd
dc.relation.ispartofseries European Conference on Games Based Learning
dc.rights Items in ResearchSpace are protected by copyright, with all rights reserved, unless otherwise indicated. Previously published items are made available in accordance with the copyright policy of the publisher.
dc.rights.uri https://researchspace.auckland.ac.nz/docs/uoa-docs/rights.htm
dc.rights.uri https://papers.academic-conferences.org/index.php/ecgbl/about
dc.subject 46 Information and Computing Sciences
dc.subject 4607 Graphics, Augmented Reality and Games
dc.subject 4 Quality Education
dc.title Values-based Transformative Games: From the Physical to the Digital
dc.type Conference Item
dc.identifier.doi 10.34190/ecgbl.17.1.1724
pubs.issue 1
pubs.begin-page 683
pubs.volume 17
dc.date.updated 2023-11-24T01:39:15Z
dc.rights.holder Copyright: The authors en
pubs.end-page 692
pubs.publication-status Published online
dc.rights.accessrights http://purl.org/eprint/accessRights/OpenAccess en
pubs.elements-id 989978
pubs.org-id Business and Economics
pubs.org-id Info Systems & Operations Mgmt
dc.identifier.eissn 2049-100X
pubs.record-created-at-source-date 2023-11-24
pubs.online-publication-date 2023-09-29


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