Exploring Collaborative Argumentation Through a Local-Issue-Based Board Game

This qualitative case study explores how a locally contextualized board game can foster collaborative argumentation among high school students. We developed Z-City Myth, a role-playing argumentation game informed by dialogic argumentation and situated cognition theories, where players collaborate to interpret data, build hypotheses, and present conclusions on an investigation. Two 3-student groups (N = 6) participated in this research, including gameplay observation and post-game interviews. Thematic analysis characterized how students in both groups used data as evidence, coordinated perspectives, and applied reasoning strategies. Results suggest the game affords collaborative argumentation, demonstrating its potential in learning argumentation, such as providing authentic argumentation context and assessment. As two student groups also demonstrated issues and challenges in collaboration and argumentation, further scaffolding on both are required in the future.

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Publication Details

Journal
IIAI Letters on Informatics and Interdisciplinary Research
Published
2025-01-01
DOI
https://doi.org/10.52731/liir.v006.426
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Exploring Collaborative Argumentation Through a Local-Issue-Based Board Game

Mingfong Jan, Tieh-huai Chang, Kuo-Yang Chiu
IIAI Letters on Informatics and Interdisciplinary Research
Educational Games and Gamification
article

Exploring Collaborative Argumentation Through a Local-Issue-Based Board Game

Mingfong Jan, Tieh-huai Chang, Kuo-Yang Chiu
article en

Abstract

This qualitative case study explores how a locally contextualized board game can foster collaborative argumentation among high school students. We developed Z-City Myth, a role-playing argumentation game informed by dialogic argumentation and situated cognition theories, where players collaborate to interpret data, build hypotheses, and present conclusions on an investigation. Two 3-student groups (N = 6) participated in this research, including gameplay observation and post-game interviews. Thematic analysis characterized how students in both groups used data as evidence, coordinated perspectives, and applied reasoning strategies. Results suggest the game affords collaborative argumentation, demonstrating its potential in learning argumentation, such as providing authentic argumentation context and assessment. As two student groups also demonstrated issues and challenges in collaboration and argumentation, further scaffolding on both are required in the future.

IIAI Letters on Informatics and Interdisciplinary ResearchVol. 6
University of Science and Technology (YE), National Central University (TW), National Kaohsiung University of Science and Technology (TW)
Strong
Openalex Percentile: Top 70%
Educational Games and Gamification
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Exploring Collaborative Argumentation Through a Local-Issue-Based Board Game — Mingfong Jan, Tieh-huai Chang, et al. · IIAI Letters on Informatics and Interdisciplinary Research (2025) | TGRS Research Map | TGRS