A Historical Text-Based Game Designed to Develop Critical Thinking Skills

A Historical Text-Based Game Designed to Develop Critical Thinking Skills

Ivo de Vero, Matthew Barr
Copyright: © 2023 |Pages: 14
DOI: 10.4018/IJGBL.323138
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Abstract

Designing an intervention that can effectively develop critical thinking skills is challenging because of the problems of transfer and domain specificity. The authors describe the design and development of a text-based game that could teach players important critical thinking skills in the domain of history. This was achieved by combining Schon's reflective practitioner model with game-based learning principles. The work contributes to the existing literature because the combination of the models employed allowed the game design to address the problem of transfer, as well as developing critical thinking skills. The instrument used to evaluate the effectiveness of the game was a questionnaire based on the reflective practitioner model. The gathered qualitative data were analysed through affinity diagramming. The results show that the game that was developed has the potential to encourage advanced levels of historical thought, as well as critical thinking skills.
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Introduction

The aim of the work described here was to develop a game harnessing game-based learning (GBL) principles to strengthen critical thinking (CT) skills and dispositions in the context of the discipline of history.

The experience shared in this report makes two contributions to the existing literature on GBL. The first crucial differentiator is the employment of the Reflective Practitioner model of behaviour (Schon, 1984) in the context of a GBL-based CT intervention. The insight Schon brings is that because practitioners learn by drawing on previous experience, then a game explicitly designed to boost CT skills and dispositions in a practitioner could form part of that experience.

Second is the key theoretical link between the idea of internal motivation as expressed by Malone (1980) as a factor which encourages people to play games and the idea of motivation as a set of consistent internal behaviours described by Facione (2000) in the context of developing CT skills. Most academic work which discusses GBL and CT together highlights the advantages games offer to skills development but somewhat neglect the equally important side of CT dispositions (see McCall, 2013 and 2016, for a review of such literature in the field of history).

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