FOO Maw Lin1 and MUN Lai Yoke2
1Department of Chemistry, Faculty of Science (FOS)
2Department of Economics, Faculty of Arts and Social Sciences (FASS)
1chmfml@nus.edu.sg; 2ecsmunl@nus.edu.sg
Foo, M. L., & Mun, L. Y. (2024). Game-based learning: A pathway to improving affective and cognitive outcomes in interdisciplinary education [Lightning talk]. In Higher Education Conference in Singapore (HECS) 2024, 3 December, National University of Singapore. https://blog.nus.edu.sg/hecs/hecs2024-foo-mun/
SUB-THEME
Others; Opportunities from Interdisciplinarity
KEYWORDS
Interdisciplinary courses, pedagogy, game-based learning
CATEGORY
Lightning Talk
EXTENDED ABSTRACT
HS2904 is a new interdisciplinary course (IDC) in the College of Humanities and Sciences (CHS) co-designed and co-taught by the authors. This course examines the current renaissance of Battery Electric Vehicles (BEVs) worldwide via an interdisciplinary approach, incorporating the physics and chemistry of batteries into the environmental, economic, geopolitical and policy consideration of BEVs.
One of the learning outcomes for an IDC is for students to emerge from the silos of their disciplinary majors and view real-world issues from an integrated perspective, connecting across different disciplines. This is challenging as IDCs have no disciplinary pre-requisites and thus the disciplinary background of students is highly varied. Additionally, student motivation to understand the significance of interdisciplinary integration is often a challenge (Xu, 2022).
Game-based learning is a type of gameplay with defined learning outcomes (Plass, 2015). Games can be used as a means of promoting active learning through play, often leading to improved engagement and motivation (Ritzko, 2006; Buckley, 2016). Although game-based learning is frequently associated with digital games, it is noted that card and board games have also been used for game-based learning. While educational studies on games tailored for teaching individual disciplines are relatively common (Byusa, 2022; Platz,2022), interdisciplinary games are less well-explored.
We thus piloted an interdisciplinary board game “Charge” in AY2022/23 for students to revise knowledge learnt in HS2904 and reinforce how chemistry and economics are integrated in the EV ecosystem (Figure 1). Besides the cognitive aspects of learning, significant emphasis was placed on developing the appropriate game mechanics to make it fun and interactive. This promotes the affective domain of learning which increases students’ motivation to explore interdisciplinarity through play. We have chosen to use a physical board game instead of a digital game for our game-based approach due to its relative ease of implementation and prototyping. The board game was loosely based on “Monopoly,” with the winning player earning the most revenue by dominating the supply chain of BEVs through vertical integration and economies of scale. The pros and cons of different charging protocols and minerals used in battery production are incorporated into the game design by varying the timeout while charging and prices of different mines. Conceptual knowledge such as thermal runaway, multi-homing network, regulations, and policies are built into the “Chance” cards. The game was played in groups of 3 to 4 students during tutorial sessions in week 10 of the semester after most important concepts of the course were taught. Before the one-hour game session, students in the class completed a pre-game survey. Immediately after the game, the students completed a post-game survey with both Likert scale and qualitative questions.
Preliminary survey data indicated (Table 1) that after playing the game, students perceive that the objectives of revision of key concepts and integration of chemistry and economics have been met. In addition, most of the students perceive the game as fun/enjoyable and they understand key concepts better after an educational game. Hence our “Charge” board game has addressed both affective and cognitive aspects of learning and demonstrated the potential of interdisciplinary game-based learning. Further iterations of this interdisciplinary game will build off this foundation to explore using games for teaching the BEV ecosystem.
Figure 1. The interdisciplinary board game “Charge” specially designed for HS2904 showing a chance card, player pieces, and playing board.
Table 1
Survey results of students for “Charge” board game (N=93)
*A represents “Agree” and SA represents “Strongly agree. NA represents not applicable.
ACKNOWLEDGEMENTS
The authors extend their gratitude to Lua Juen Wei Eugene for his valuable contribution to the development of “Charge” board game.
REFERENCES
Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175. http://dx.doi.org/10.1080/10494820.2014.964263
Byusa, E., Kampire, E., & Mwesigye, A. R. (2022). Game-based learning approach on students’ motivation and understanding of chemistry concepts: A systematic review of literature. Heliyon, 8(5), e09541. https://doi.org/10.1016/j.heliyon.2022.e09541
Plass, J., Homer, B., Kinzer, C. (2015) Foundations of Game-Based Learning. Educational Psychologist, 50, 258-283. http://dx.doi.org/10.1080/00461520.2015.1122533
Platz, L (2022). Learning with serious games in economics education a systematic review of the effectiveness of game-based learning in upper secondary and higher education. International Journal of Educational Research, 115, 102301. http://dx.doi.org/10.1016/j.ijer.2022.102031
Ritzko, J.M., & Robinson, S. (2006) Using Games To Increase Active Learning. The Journal of College Teaching and Learning, 3(6), 45-50. http://dx.doi.org/10.19030/tlc.v3i6.1709
Xu, C., Wu, C.-F., Xu, D.-D., Lu, W.-Q., Wang, K.-Y. (2022). Challenges to Student Interdisciplinary Learning Effectiveness: An Empirical Case Study. Journal of Intelligence, 10, 88. https://doi.org/10.3390/jintelligence10040088