Game-Based Learning: An Experiential Card Game in Higher Education

This paper reports on an Action Design Research project using game-based learning for first year students at a Norwegian university. Thru co-developing a card game focusing on the core of a course, namely organizational structure, communication and culture in the digital age, we add to the Mechanics, Dynamics and Aesthetics framework. Our analysis of the development and deployment of the card game show that the successful use of Ganme-Based Learning requires (1) student preparation and progressive implementation of novel game formats, (2) effective curriculum integration, (3) real-world application of the game, and (4) focus on students understanding of the curriculum.

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Publication Details

Journal
ScholarSpace (University of Hawaii at Manoa)
Published
2025-12-23
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Game-Based Learning: An Experiential Card Game in Higher Education

Lena Hylving, Marigo Raftopoulos, Dion Kumnova, Saleem Toure Issifou
ScholarSpace (University of Hawaii at Manoa)
Educational Games and Gamification
article

Game-Based Learning: An Experiential Card Game in Higher Education

Lena Hylving, Marigo Raftopoulos, Dion Kumnova, Saleem Toure Issifou
article en

Abstract

This paper reports on an Action Design Research project using game-based learning for first year students at a Norwegian university. Thru co-developing a card game focusing on the core of a course, namely organizational structure, communication and culture in the digital age, we add to the Mechanics, Dynamics and Aesthetics framework. Our analysis of the development and deployment of the card game show that the successful use of Ganme-Based Learning requires (1) student preparation and progressive implementation of novel game formats, (2) effective curriculum integration, (3) real-world application of the game, and (4) focus on students understanding of the curriculum.

ScholarSpace (University of Hawaii at Manoa)
Quality Education
Openalex Percentile: Top 27%
Educational Games and Gamification
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