Games in ICT Policy Education: Engaging Students and Promoting Critical Thinking

This article explores the use of games to enhance student engagement and understanding in a course on information and communication technology (ICT) policy. ICT policies can often seem abstract to undergraduate students. In response, games offer an integrated way to approach technical and physical complexities alongside social and political dynamics. The course incorporated two games: Moderator Mayhem, a single-player online game simulating content moderation, and CIA: Collect It All, a tabletop card game about information warfare. While acknowledging the limitations of games, such as their potential for oversimplification, I argue that they can significantly enhance student engagement, promote critical thinking, and foster a more comprehensive understanding of complex policy-related issues. Games present promising resources for teaching how and why policy rules and regulations shape actors’ behaviors and strategic interactions.

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Publication Details

Journal
Journal of Education for Library and Information Science
Published
2026-06-29
DOI
https://doi.org/10.3138/jelis-2025-0028
Primary Topic
Innovative Teaching Methodologies in Social Sciences
Type
article
Field-Weighted Citation Impact
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article

Games in ICT Policy Education: Engaging Students and Promoting Critical Thinking

Meghan L. Dowell
Journal of Education for Library and Information Science
Innovative Teaching Methodologies in Social Sciences
article

Games in ICT Policy Education: Engaging Students and Promoting Critical Thinking

Meghan L. Dowell
article en

Abstract

This article explores the use of games to enhance student engagement and understanding in a course on information and communication technology (ICT) policy. ICT policies can often seem abstract to undergraduate students. In response, games offer an integrated way to approach technical and physical complexities alongside social and political dynamics. The course incorporated two games: Moderator Mayhem, a single-player online game simulating content moderation, and CIA: Collect It All, a tabletop card game about information warfare. While acknowledging the limitations of games, such as their potential for oversimplification, I argue that they can significantly enhance student engagement, promote critical thinking, and foster a more comprehensive understanding of complex policy-related issues. Games present promising resources for teaching how and why policy rules and regulations shape actors’ behaviors and strategic interactions.

Journal of Education for Library and Information Science
University of Kentucky (US)
Quality Education
Openalex Percentile: Top 3%
Innovative Teaching Methodologies in Social Sciences
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