Abuzaharen's Challenge: Building Sustainability Competencies through Science-Fiction Narratives and Game-based Learning

This paper presents a case study of the evolution of science-fiction themed game-based learning across two Masters units in a higher education course on sustainable development. The authors created three sustainability games to be played by classes in live workshop settings – a card matching game about urban challenges, a hackathon-style sustainability innovation challenge, and a systemic change analysis game - to build students’ capacity to think about systems, sustainability values, and strategies to advance positive change. The story of a bumbling, but well-intentioned, alien protagonist, Abuzaharen, serves as a dynamic backdrop to the games, which see students ‘transported’ to an alternative reality to complete time-bound challenges in a rigorous yet engaging manner in order to find their way ‘home’ to Earth. This paper documents how each game’s narrative, storytelling, design, and play evolved through multiple iterations over four years, drawing on critical reflection, evidence of engagement and student feedback. The paper also reflects on the affordances of generative artificial intelligence (GenAI) for game-based learning designers. One of the games has integrated GenAI to make Abuzaharen a real-time character in the delivery of the game, including judging student’s innovation pitches and generating live narrative content about game outcomes. The GenAI alien agent subsequently appears in ‘regular’ learning content as a course tutor. Qualitative feedback and educator observations suggest the games increased active class participation, built peer connections, fostered skills in problem-solving, promoted collaboration, and modelled creativity. The games also challenge existing narratives about negative impacts of GenAI on tertiary education by illustrating productive and creative uses of GenAI for students and educators. This paper argues that immersive, narrative-driven approaches, coupled with the strategic use of GenAI, can significantly enrich higher education for sustainability and other educational experiences by scaffolding selected competencies and applying complex concepts to real-world challenges in a light-hearted way. It concludes with practice-led insights and directions for future exploration of interest to sustainability educators, designers of interactive learning, and those experimenting with GenAI in narrative-based games.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2689
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Abuzaharen's Challenge: Building Sustainability Competencies through Science-Fiction Narratives and Game-based Learning

Stathi Paxinos, D.E. Robertson
European Conference on Games Based Learning
Educational Games and Gamification
article

Abuzaharen's Challenge: Building Sustainability Competencies through Science-Fiction Narratives and Game-based Learning

Stathi Paxinos, D.E. Robertson
article en

Abstract

This paper presents a case study of the evolution of science-fiction themed game-based learning across two Masters units in a higher education course on sustainable development. The authors created three sustainability games to be played by classes in live workshop settings – a card matching game about urban challenges, a hackathon-style sustainability innovation challenge, and a systemic change analysis game - to build students’ capacity to think about systems, sustainability values, and strategies to advance positive change. The story of a bumbling, but well-intentioned, alien protagonist, Abuzaharen, serves as a dynamic backdrop to the games, which see students ‘transported’ to an alternative reality to complete time-bound challenges in a rigorous yet engaging manner in order to find their way ‘home’ to Earth. This paper documents how each game’s narrative, storytelling, design, and play evolved through multiple iterations over four years, drawing on critical reflection, evidence of engagement and student feedback. The paper also reflects on the affordances of generative artificial intelligence (GenAI) for game-based learning designers. One of the games has integrated GenAI to make Abuzaharen a real-time character in the delivery of the game, including judging student’s innovation pitches and generating live narrative content about game outcomes. The GenAI alien agent subsequently appears in ‘regular’ learning content as a course tutor. Qualitative feedback and educator observations suggest the games increased active class participation, built peer connections, fostered skills in problem-solving, promoted collaboration, and modelled creativity. The games also challenge existing narratives about negative impacts of GenAI on tertiary education by illustrating productive and creative uses of GenAI for students and educators. This paper argues that immersive, narrative-driven approaches, coupled with the strategic use of GenAI, can significantly enrich higher education for sustainability and other educational experiences by scaffolding selected competencies and applying complex concepts to real-world challenges in a light-hearted way. It concludes with practice-led insights and directions for future exploration of interest to sustainability educators, designers of interactive learning, and those experimenting with GenAI in narrative-based games.

European Conference on Games Based LearningVol. 18(1)
Sustainable Development Institute (US)
Quality Education
Openalex Percentile: Top 63%
Educational Games and Gamification
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