How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making
This paper examines how digital strategy and management games that have been initially designed for entertainment can facilitate the practice of dynamic decision-making. Based on a comparative qualitative analysis of 17 games—organized into categories derived from a conceptual model of decision-maki...
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doaj-570b9ef0e3a342cd9c115261d3b3ba942020-11-25T02:37:27ZengMDPI AGEducation Sciences2227-71022020-04-0110999910.3390/educsci10040099How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-MakingAndré Czauderna0Alexandra Budke1Cologne Game Lab, TH Köln, Schanzenstr. 28, 51063 Köln, GermanyInstitute for Geography Education, University of Cologne, Gronewaldstraße 2, 50931 Köln, GermanyThis paper examines how digital strategy and management games that have been initially designed for entertainment can facilitate the practice of dynamic decision-making. Based on a comparative qualitative analysis of 17 games—organized into categories derived from a conceptual model of decision-making design—this article illustrates two ways in which these games may be useful in supporting the learning of dynamic decision-making in educational practice: (1) Players must take over the role of a decider and solve situations in which players must pursue different conflicting goals by making a continuous series of decisions on a variety of actions and measures; (2) three of the features of the games are considered to structure players’ practice of decision-making and foster processes of learning through the curation of possible decisions, the offering of lucid feedback and the modification of time. This article also highlights the games’ shortcomings, from an educational perspective, as players’ decisions are restricted by the numbers of choices they can make within the game, and certain choices are rewarded more than others. An educational application of the games must, therefore, entail a critical reflection of players’ limited choices inside a necessarily biased system.https://www.mdpi.com/2227-7102/10/4/99decision-makingpolytelic conflictsproblem-solvingdigital gamesgame-based learninggameplay loop |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
André Czauderna Alexandra Budke |
spellingShingle |
André Czauderna Alexandra Budke How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making Education Sciences decision-making polytelic conflicts problem-solving digital games game-based learning gameplay loop |
author_facet |
André Czauderna Alexandra Budke |
author_sort |
André Czauderna |
title |
How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making |
title_short |
How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making |
title_full |
How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making |
title_fullStr |
How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making |
title_full_unstemmed |
How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making |
title_sort |
how digital strategy and management games can facilitate the practice of dynamic decision-making |
publisher |
MDPI AG |
series |
Education Sciences |
issn |
2227-7102 |
publishDate |
2020-04-01 |
description |
This paper examines how digital strategy and management games that have been initially designed for entertainment can facilitate the practice of dynamic decision-making. Based on a comparative qualitative analysis of 17 games—organized into categories derived from a conceptual model of decision-making design—this article illustrates two ways in which these games may be useful in supporting the learning of dynamic decision-making in educational practice: (1) Players must take over the role of a decider and solve situations in which players must pursue different conflicting goals by making a continuous series of decisions on a variety of actions and measures; (2) three of the features of the games are considered to structure players’ practice of decision-making and foster processes of learning through the curation of possible decisions, the offering of lucid feedback and the modification of time. This article also highlights the games’ shortcomings, from an educational perspective, as players’ decisions are restricted by the numbers of choices they can make within the game, and certain choices are rewarded more than others. An educational application of the games must, therefore, entail a critical reflection of players’ limited choices inside a necessarily biased system. |
topic |
decision-making polytelic conflicts problem-solving digital games game-based learning gameplay loop |
url |
https://www.mdpi.com/2227-7102/10/4/99 |
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AT andreczauderna howdigitalstrategyandmanagementgamescanfacilitatethepracticeofdynamicdecisionmaking AT alexandrabudke howdigitalstrategyandmanagementgamescanfacilitatethepracticeofdynamicdecisionmaking |
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