‘Eco this and recycle that’: an ecolinguistic analysis of a popular digital simulation game

2019 ◽  
Vol 17 (3) ◽  
pp. 344-357
Author(s):  
Robert Poole ◽  
Sydney Spangler
2020 ◽  
Vol 9 (9) ◽  
pp. 155 ◽  
Author(s):  
Sven Ivens ◽  
Monika Oberle

Grounded in a design-based research approach, the aim of this article is to determine whether scientific evaluations help to (a) identify and fix problems in educational interventions and (b) eventually foster a more effective and positive evaluated intervention. Therefore, data from a longer-term evaluation of short digital simulation games about the European Parliament for civic education in schools were used. The data included three cycles of interventions with pre- and post-evaluations starting with the first prototype in 2015/2016 (n = 209), the second cycle in 2017/18 (n = 97), and the last one in 2019/20 (n = 222). After each evaluation, major problems and critiques regarding the simulation game were discussed with the developers, and changes were implemented in the game design. The four most important problems, the processes by which they were improved and the reactions of the participants in the following evaluations are pointed out in the article. A comparison of the last and first evaluation cycle showed an overall improvement of the simulation game regarding its effectiveness in transferring EU knowledge and the participants’ general satisfaction with the simulation game. This study underlines the value of the design-based research approach for developing educational interventions and can be useful for further work on civic education measures and the implementation of digital simulation games.


2020 ◽  
Vol 12 (20) ◽  
pp. 8743
Author(s):  
Sven Ivens ◽  
Gerlinde Wiese ◽  
Klaus Dittert ◽  
Oliver Mußhoff ◽  
Monika Oberle

After repeated warnings by the European Commission regarding high nitrate concentrations in German waters, in 2017, Germany implemented a new fertilizer application ordinance (FO) with stricter nitrate value limits. The new regulations have severely affected agricultural regions in Germany and could lead to a high number of job losses if farmers must conform to the new regulations and do not implement new production methods. Therefore, a simulation game was developed to educate farmers and residents about the new FO and to facilitate adaptation to the new environmentally friendly legislation. The aims of the newly developed simulation game are to educate residents and farmers in affected regions about the new FO and to develop new ideas on how to comply with the new regulations. The aims of the present study are, first, to research participants’ evaluation of the simulation game and, second, to assess the effect of the simulation game on subjective knowledge, internal efficacy, and attitude towards the new FO. This pre- and post-comparison design study was based on pre-test and post-test with participants in two games (N = 90). The results were analyzed using descriptive statistics, multiple regression analyses, qualitative content analysis, and mean value comparisons. The simulation game had a positive effect on participants’ subjective knowledge (Cohen’s d 0.65) and internal efficacy (Cohen’s d 0.36), but it did not have an effect on their attitudes toward the new FO, and it was shown to slightly lower their interest in agriculture politics (Cohen’s d −0.33). The participants reported that the game made them more aware of both the difficulty and necessity of finding compromises in the field of agriculture politics. Overall, the simulation was rated very positively and was perceived as interesting and informative by the participants.


2019 ◽  
Vol 6 (2) ◽  
pp. 39-56
Author(s):  
Sobah Abbas Petersen ◽  
Manuel Oliveira ◽  
Kristin Hestetun ◽  
Gunn Iren Müller ◽  
Stein O. Wasbø ◽  
...  

Designing games for learning in the workplace is challenging in many ways. Within the process industry, the aluminium production cells are harsh environments that are difficult to instrument and pose domain related challenges, which make effective training difficult to achieve. In particular, cognitive challenges arise due to the slow nature of the physical process that disconnects the operators' actions and causality. The complex chemical process demands a high level of understanding of the parameters and their complex interdependencies. Additional challenges are related to representing an appropriate level of detail and precision of the workplace, including integration with existing tools. This paper describes the digital simulation game designed and developed for the operators in aluminium plants to master the cognitive skills required for Heat Balance in the aluminium production cells. A co-design process was adopted from the initial inception of the idea, development and evaluation. The paper will discuss and present the co-creation artefacts used, namely a paper prototype, hybrid prototype of the game along with the output from iterative development cycles. This work is conducted within the research and innovation project, Accelerated Learning for Technology Transfer, with the Norwegian company Hydro.


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