Designing Our Own Board Games in the Playful Space: Improving High School Student’s Citizenship Competencies and Creativity through Game-Based Learning
Abstract
:1. Introduction
1.1. Civic Competencies
- Civic education is one of the core subjects in the 21st century, in which students not only master knowledge about the function of society and government but also foster their competencies to effectively participate in civic life, exercise the rights and obligations of citizenship, and understand how civic decisions impact local and global society [1]. Civic competence is a combination of knowledge, skills, attitudes, and values that enable a person to perform real-world tasks such as active civic engagement, including skills of communication, problem-solving, critical and creative reflection, decision-making, responsibility, respect for other values, including awareness of diversity and the attitudes and values of solidarity, human rights, equality, and democracy [21]. Civic competencies are not just about knowledge and skills but also include attitudes and values to adapt to the rapidly changing and multicultural world and face future challenges. The development of various digital tools and media broadens the ways to participate in social events and transforms practices of civic participation. Shah et al. [22] indicated that media use and interpersonal communication are cores of civic competencies, as the media have become a primary way to disseminate public affairs. Nowadays, digital tools allow youths to produce, disseminate, and express civic knowledge through social media [23]. Critical utilisation and consumption of media content and information regarding social events and discussion of public affairs and politics at home and school are showcases for civic competencies. The European Commission [21] indicated that civic competence is a key to lifelong learning. To become a responsible citizen and fully participate in social life, students must possess knowledge of society and culture, an understanding of the role of media in democratic societies, the ability to access and critique various forms of media, attitudes to respect for human rights, responsibility to promote the common good in society and environments, and willingness to participate democratic decision making [21]. Civic competencies can be regarded as a foundation for students to function well and actively participate in society.
- There is no exception in Taiwan, where “social participation”, “communication and interaction”, and “spontaneity” are three core dimensions to becoming a lifelong learner and global citizen in the new Curriculum Guidelines of 12-Year Basic Education [5]. One of the four primary curriculum goals is to inculcate students’ civic responsibility and awareness, which should be achieved by equipping every student with several core competencies, including “planning, execution, innovation, and adaptation”, “cultural and global understanding”, “moral praxis and citizenship”, and “aesthetic, information and media literacies”. All these dimensions echoed the components of civic competencies. Technology has significantly transformed public spheres and youth civic expression and action in various innovative ways in new contexts, including online, offline, and hybrid settings [23]. Although creative thinking is seldom mentioned in prior civic education research, the importance of creativity cannot be neglected, as it helps students solve complicated social problems, participate in society, express their voices through media in creative ways, and show initiative to bring innovation [5].
- Self-rated questionnaires are the primary method to evaluate students’ civic competence and the outcomes of civic education [12,24,25]. However, these questionnaires primarily focus on democracy literacy, the ability, and attitudes to respect different cultures and participate in civic activities, while neglecting other essential dimensions, such as critical consumption of media information and respect for creative expression from different cultures. Additionally, these questionnaires do not provide scenarios to contextualise questions. The civic competencies should be applied in real-life situations based on various contexts instead of asking a series of questions without considering the cultural backgrounds of the respondents. The connection between students’ knowledge, ability, attitude, and real-life merits much attention during evaluation processes and assessments. To thoroughly investigate various dimensions of civic competency and contextualise the current study, we employed the citizen competency test developed by Chen and Hung [26], which provides various scenarios and corresponding questions to investigate students’ attitudes and behaviours in different situations, and has been conducted among Taiwanese secondary school students, and proved an adequate reliability and validity.
1.2. Game-Based Learning as Scaffolding in Learning
1.3. Using Board Games in Civic Education
1.4. From Consumers to Creators: From Playing Board Games to Design Board Games
1.5. The Framework Establishment: Tri-Phase Game-Based Learning
- How to develop the Self-designed Board Games (SdBG) course that can enhance high school students’ citizenship competencies and creativity?
- What is the impact of the newly developed SdBG on the students’ creativity?
- What is the impact of the newly developed SdBG on the students’ citizenship competencies?
- What is the difference in the students’ citizenship competencies and creativity between the experimental and control groups?
2. Method
2.1. Participants
2.2. Course and Students’ Works
2.2.1. Course Design and Delivery
2.2.2. Examples of Students’ Self-Designed Board Games
2.3. Research Instruments
2.3.1. The Modern Citizen Core Competency Test (MCCCT)
2.3.2. The Chinese Version of the Torrance Test of Creative Thinking
3. Result
3.1. Results of the Modern Citizen Core Competency Test
3.1.1. Differences between the Experiment Group and the Control Group in Pretest
3.1.2. Differences between the Experiment Group and the Control Group in the Posttest
3.1.3. The Scores of the MCCCT (Cognitive)
3.1.4. The Test Scores of the MCCCT (Attitude)
3.2. Results for the Chinese TTCT
3.2.1. Verbal Test of the Chinese TTCT
3.2.2. Figural Test of the Chinese TTCT
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Phase | Week | Learning Content | Activity |
---|---|---|---|
April 2017 | 1 | Pre-test: Civic competencies and creative thinking tests | |
Training phase (Students as learners) | 2 | Students learned about concepts and issues relating to the global market and economy. Students watched short videos and discussed in groups about the problems and proposed problem-solving strategies. | Brainstorming and six thinking hats |
3 | |||
4 | Students learned about how technology and the Internet transformed economic activities and know novel issues stemming from a digital economy. | Mind mapping and brainstorming | |
5 | Students learned about how to design board games and the essential principles of enjoyable board games. | Design thinking, mind mapping, brainstorming | |
6 | Students learned about how to add aesthetic value to board games and discussed initial subjects and game instructions for their board games. | Brainstorming | |
Designing phase (Students as designers) | 7 | One of the students’ assignments in extracurricular time is to design board games. Students worked in groups to design characters, cards, and boards for their games. | |
8 | |||
Playing phase (Students as players) | 9 | Students played board games developed by other groups and then discuss in groups to think of how to improve their board games from others’ feedback. | Brainstorming |
10 | |||
11 | Students selected the most interesting and entertaining board game. Then, the teacher summed up what they learned in these weeks in a debriefing session. | ||
June 2017 | 12 | Post-test: Civic competencies and creative thinking tests |
Test | Group | (n) | (M) | (SD) | (df) | (t) | p Value | Effect Size |
---|---|---|---|---|---|---|---|---|
Pretest | Control | 40 | 117.75 | 13.74 | 75 | −1.269 | 0.208 | 0.28 |
Experiment | 40 | 121.35 | 11.34 | |||||
Post-test | Control | 40 | 116.02 | 12.49 | 78 | −6.407 | 0.000 *** | 1.43 |
Experiment | 40 | 131.42 | 8.65 |
Pretest | Post-Test | |||||||
---|---|---|---|---|---|---|---|---|
N | M | SD | M | SD | t | df | p | |
Experiment | ||||||||
Ethics | 40 | 3.87 | 1.11 | 4.42 | 0.87 | −3.846 | 39 | 0.000 *** |
Democracy | 40 | 3.75 | 1.40 | 4.70 | 0.99 | −5.208 | 39 | 0.000 *** |
Scientific | 40 | 3.30 | 1.39 | 4.42 | 1.00 | −5.816 | 39 | 0.000 *** |
Media | 40 | 2.90 | 1.12 | 4.17 | 0.78 | −6.985 | 39 | 0.000 *** |
Aesthetic | 40 | 3.62 | 1.65 | 4.75 | 1.00 | −5.719 | 39 | 0.000 *** |
Total | 40 | 17.37 | 5.18 | 22.47 | 2.94 | −8.803 | 39 | 0.000 *** |
Control | ||||||||
Ethics | 40 | 3.47 | 1.19 | 3.42 | 0.87 | 0.422 | 39 | 0.675 |
Democracy | 40 | 4.25 | 1.29 | 4.12 | 1.34 | 1.706 | 39 | 0.096 |
Scientific | 40 | 3.20 | 1.22 | 3.22 | 1.16 | −0.374 | 39 | 0.711 |
Media | 40 | 2.92 | 1.30 | 2.85 | 1.29 | 1.778 | 39 | 0.083 |
Aesthetic | 40 | 3.22 | 1.68 | 3.07 | 1.52 | 1.356 | 39 | 0.183 |
Total | 40 | 16.82 | 4.21 | 16.70 | 3.96 | 0.352 | 39 | 0.727 |
Pretest | Post-Test | |||||||
---|---|---|---|---|---|---|---|---|
N | M | SD | M | SD | t | df | p | |
Experiment | ||||||||
Ethic | 40 | 21.27 | 2.49 | 21.37 | 2.43 | −1.000 | 39 | 0.323 |
Democracy | 40 | 20.85 | 2.78 | 21.52 | 2.35 | −2.630 | 39 | 0.012 * |
Scientific | 40 | 22.25 | 2.38 | 22.90 | 1.85 | −2.816 | 39 | 0.008 ** |
Media | 40 | 21.12 | 2.78 | 22.02 | 2.05 | −3.030 | 39 | 0.004 ** |
Aesthetic | 40 | 20.67 | 2.93 | 21.12 | 2.75 | −2.516 | 39 | 0.016 * |
Total | 40 | 106.17 | 10.97 | 108.95 | 8.17 | −4.026 | 39 | 0.000 *** |
Control | ||||||||
Ethic | 40 | 20.37 | 2.52 | 19.77 | 1.83 | 2.882 | 39 | 0.006 ** |
Democracy | 40 | 19.62 | 2.87 | 19.60 | 2.79 | 0.443 | 39 | 0.660 |
Scientific | 40 | 20.92 | 2.72 | 20.67 | 2.53 | 1.955 | 39 | 0.058 |
Media | 40 | 19.97 | 2.88 | 19.67 | 3.18 | 1.637 | 39 | 0.110 |
Aesthetic | 40 | 19.80 | 3.00 | 19.60 | 2.92 | 2.243 | 39 | 0.031 * |
Total | 40 | 100.70 | 12.08 | 99.32 | 11.02 | 4.078 | 39 | 0.000 *** |
Pretest | Post-Test | |||||||
---|---|---|---|---|---|---|---|---|
N | M | SD | M | SD | t | df | p | |
Experiment | ||||||||
Fluency | 36 | 48.22 | 7.65 | 64.49 | 8.14 | −11.680 | 35 | 0.000 *** |
Flexibility | 36 | 49.07 | 9.64 | 62.63 | 8.63 | −8.946 | 35 | 0.000 *** |
Originality | 36 | 47.04 | 6.79 | 64.49 | 8.69 | −11.341 | 35 | 0.000 *** |
Total | 36 | 144.33 | 23.45 | 191.61 | 23.32 | −12.179 | 35 | 0.000 *** |
Control | ||||||||
Fluency | 40 | 44.56 | 2.76 | 44.00 | 1.86 | 1.771 | 39 | 0.084 |
Flexibility | 40 | 45.33 | 4.65 | 44.14 | 3.11 | 1.752 | 39 | 0.088 |
Originality | 40 | 45.04 | 3.63 | 44.58 | 2.75 | 1.346 | 39 | 0.186 |
Total | 40 | 134.94 | 10.24 | 132.71 | 6.63 | 1.697 | 39 | 0.098 |
Pretest | Post-Test | |||||||
---|---|---|---|---|---|---|---|---|
N | M | SD | M | SD | t | df | p | |
Experiment | ||||||||
Fluency | 36 | 49.83 | 7.12 | 63.69 | 8.67 | −9.574 | 35 | 0.000 *** |
Flexibility | 36 | 50.85 | 8.50 | 62.00 | 8.58 | −6.337 | 35 | 0.000 *** |
Originality | 36 | 49.22 | 6.60 | 63.31 | 10.12 | −11.421 | 35 | 0.000 *** |
Elaboration | 36 | 46.54 | 3.32 | 65.21 | 9.88 | −11.876 | 35 | 0.000 *** |
Total | 36 | 196.45 | 22.95 | 254.21 | 30.16 | −13.058 | 35 | 0.000 *** |
Control | ||||||||
Fluency | 40 | 45.27 | 3.78 | 42.55 | 2.67 | 4.723 | 39 | 0.000 *** |
Flexibility | 40 | 45.84 | 5.25 | 42.59 | 4.57 | 4.013 | 39 | 0.000 *** |
Originality | 40 | 45.43 | 4.18 | 43.30 | 2.66 | 4.178 | 39 | 0.000 *** |
Elaboration | 40 | 45.27 | 2.43 | 44.16 | 1.17 | 3.161 | 39 | 0.003 ** |
Total | 40 | 181.81 | 12.72 | 172.60 | 8.71 | 4.924 | 39 | 0.000 *** |
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Kuo, H.-C.; Weng, T.-L.; Chang, C.-C.; Chang, C.-Y. Designing Our Own Board Games in the Playful Space: Improving High School Student’s Citizenship Competencies and Creativity through Game-Based Learning. Sustainability 2023, 15, 2968. https://doi.org/10.3390/su15042968
Kuo H-C, Weng T-L, Chang C-C, Chang C-Y. Designing Our Own Board Games in the Playful Space: Improving High School Student’s Citizenship Competencies and Creativity through Game-Based Learning. Sustainability. 2023; 15(4):2968. https://doi.org/10.3390/su15042968
Chicago/Turabian StyleKuo, Hsu-Chan, Tzu-Lien Weng, Chih-Ching Chang, and Chu-Yang Chang. 2023. "Designing Our Own Board Games in the Playful Space: Improving High School Student’s Citizenship Competencies and Creativity through Game-Based Learning" Sustainability 15, no. 4: 2968. https://doi.org/10.3390/su15042968
APA StyleKuo, H.-C., Weng, T.-L., Chang, C.-C., & Chang, C.-Y. (2023). Designing Our Own Board Games in the Playful Space: Improving High School Student’s Citizenship Competencies and Creativity through Game-Based Learning. Sustainability, 15(4), 2968. https://doi.org/10.3390/su15042968