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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Main Authors: André Czauderna, Alexandra Budke
Format: Article
Language:English
Published: MDPI AG 2020-04-01
Series:Education Sciences
Subjects:
Online Access:https://www.mdpi.com/2227-7102/10/4/99
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spelling 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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