Output list
Conference proceeding
Harnessing the Power of Gaming to Influence Policies Addressing Climate Change
Published 09/10/2024
European Conference on Games Based Learning, 18, 1, 403 - 413
18th European Conference on Games Based Learning, 03/10/2024–04/10/2024, Aarhus University, Denmark
In this paper, the authors present the findings of an empirical case study examining the efficacy of the Games Realising Effective & Affective Transformation (GREAT) Case Study design process. The process is underpinned by an established Mixed Methodological Research (MMR) framework for eliciting the preferences of gamers and determining their priorities in climate change policies. Funded by the Horizon Europe programme, the GREAT Project examines the impact and affordances of games for social engagement. The project explores the innovative potential of games as new forms of dialogue between citizens and policy stakeholders. The games are used as tools for players to express their preferences and actively shape policy issues. We present the first case study on this approach, which is one of ten to be undertaken with various partners over the next two years to test and validate the methodology, investigate its potential, and present findings. In partnership with the popular PC & Console game Smite, by the Hi Rez, game development studio. The study involved stakeholders’ participation in the co-creation of research questions, designed to influence the prioritisation of future climate policies. The activity was embedded the Smite game playing community via the Playmob platform in January 2024 and engaged over four thousand active players with a completed response rate of 58 %. Quantitative analysis of the data collected during this period will be presented by the authors. In summary, the engagement in and completion rates of the activity were high, validating the initial GREAT project approach. The methodological approach and the substantive data sets produced are of interest to any organisation considering engaging diverse groups active in gaming communities in the political process, including NGOs and policymakers. The project and methodology applied is at the core of this paper.
Dataset
Data Set from GREAT Case Study 1
Published 08/07/2024
This open data set contains the raw CSV files that were generated in the first GREAT case study, carried out in collaboration with UNDP and using the infrastructure developed by PlanetPlay. A merged file is also provided that may be more convenient for some users who wish to carry out their own analysis.
Preprint
Co-designing pilot games with citizens and policy stakeholders to increase climate action
Date presented 06/2024
IEEE CTSoc Gaming, Entertainment and Media conference. IEEE GEM 2024, June
IEEE CTSoc Gaming, Entertainment and Media conference. IEEE GEM 2024, 05/06/2024–07/06/2024, Turin (Torino) Italy
This paper presents an initial report on the codesign processes between researchers and policy stakeholders in the GREAT (Games Realising Effective and Affective Transformation) project applied in the context of the climate emergency. The objective of piloting these co-design processes is to develop a methodology to support policy stakeholders in identifying and determining an urgent climate issue. We engage stakeholders in co-design of games-based activities, which can be instantiated for citizens and simultaneously be used to collect their attitudes towards climate policies. By piloting these codesign processes, we aim to support policy stakeholders in identifying an urgent climate issue they want to address. Based on this climate issue, we co-design games-based interventions which provide the opportunity for citizens to engage with policy issues, and to represent their attitudes and preferences relating to climate policies. We develop two types of game-based methods - a short quiz format embedded in a mobile game, and longer, collaborative serious games - for collecting, analyzing, and presenting data on citizens? attitudes to policymakers for improving climate policies. In this paper, we describe the pilot studies undertaken and discuss the lessons learnt.
Report
Availability date 31/01/2024
The GREAT project explores ways of using games-based activities to help citizens express their opinions and attitudes to emerging policies, and making the results available to policy makers. To this end, the task of WP2 is to work with stakeholders on dilemmas related to climate change, carrying out activities to develop design challenges, design briefs and wireframes for games-based activities. This report summarises twelve pilots carried out to inform the design of these activities. The report consists of a summary of the pilots, and a compendium containing the reports from each pilot activity.
Report
GREAT Case Study Plan. Deliverable 4.2
Availability date 29/01/2024
This deliverable provides details of the Case Study Design to be applied in the GREAT project. The design is framed in the Methodology Interdisciplinary Research (MIR) Framework (Tobi and Kampen 2018) and this document provides detail of the implementation methods. This consists of an eight-step process of tasks incorporating planning, evaluation and reporting instantiated in a timeline for the GREAT case study programme.
Book chapter
The application of games to engage citizens in climate change policy development
Published 29/09/2023
Proceedings of the 17th European Conference on Games Based Learning, ECGBL 2023, 17, 1, 887 - 895
This paper introduces the Games Realising Effective and Affective Transformation (GREAT) research and Innovation project. The project will examine the emerging ways Applied Games could be used to facilitate the social engagement of European citizens in determining future policy priorities and policy interventions to the existential challenge of climate change. This full paper is a provides detail of the work in progress but moreover provides a a conceptual analysis of the methodologies applied to this emerging domain of study. The project is funded by the EU Horizon programme with UK Associate partners funded through UKRI and coordinated by the DIPF, Leibniz Institute for Research and Information in Education, Frankfurt and involves seven partners located across Europe, Serious Games Interactive (SGI) Denmark, Centre for Social Innovation (ZSI) Austria, International University of Rioja (UNIR) Spain, Frederick University, Cyprus, Playmob and The University of Bolton (UoB) as UK associate partners. The project incorporates collaborative design and citizen science methods and brings together researchers with expertise in the areas of games, data analytics, and policy development. This integrated investigation will be articulated by case studies of the use of games in facilitating dialogue between citizens and policy stakeholders including policy makers, policy implementers, political parties, campaigning organisations and affected citizens. This will be achieved by leveraging the central role of games in contemporary culture by combining academic studies with practical experimentation of novel applications of games. The context for the research is the global challenge of climate emergency, and each case study incorporates a research cycle addressing a policy issue and research questions, using multiple pilots to generate both quantitative and qualitative and data to further inform research activity.
Conference paper
Availability date 31/03/2023
Sustainable Innovation 2023. Accelerating Sustainability in the Creative Economy and Creative Industries 24th International Conference, 20/03/2023–26/03/2023, University for the Creative Arts
In this paper the authors introduce the Games Realising Effective and Affective Transformation (GREAT) research project. This EU funded intervention posits the application of digital games, game making and games technologies, as a realisable sustainable solution to actively engage citizens in meaningful dialogue with governments to address the global challenge of climate change.
The primary objective of the intervention is to facilitate citizens by using emergent technologies, to provide input into developing national and international policy priorities to address the challenges presented by global climate change, technologies that are both available and accessible.
The GREAT project commenced on 01 February 2023 and brings together leading scientists in academia and the games industry in a single programme of research and innovation. The Project aims to establish new forms of social engagement and encourage meaningful dialogue between citizens and senior policy stakeholders (policy makers, policy implementers, political parties, and affected citizens).
Book chapter
The ethical issues of learning analytics in their historical context
Published 15/05/2020
Radical Solutions and Open Science, An Open Approach to Boost Higher Education, 39 - 55
The ethical context of Learning Analytics is framed by two related processes. Firstly, the amount of personal data available to organisations has been transformed by the computerisation and the subsequent development of the Internet. Secondly, the methods and ethical assumptions of Operations Research have been extended into new areas. Learning Analytics can be conceptualised as the extension of Operations Research methods to educational institutions, in a process facilitated by technological and social changes in the early twenty-first century. It is argued that the ethical discourse has viewed Learning Analytics as a discrete field, and focused on its internal processes, at the expense of its connections with the wider social context. As a result, contradictions arise in the practice of research ethics, and a number of urgent issues are not given due consideration. These include the partial erosion of the consensus around the Nuremberg code; the use of ethical waivers for quality improvement; the coercive extraction of data; the use of analytics as an enabling technology for management; and the educational implications of the relationship between surveillance and trust.
Journal article
Video for (micro) teaching, an opportunity or a challenge? (A mixed methods case study)
Published 01/05/2020
Educationalfutures, 10, 2, 66 - 85
This paper reports on a small-scale practitioner-led initiative that responds to some of the problems that have been linked to the task of microteaching and the use of video in university-led Initial Teacher Education (ITE) programmes at a university in the north west of England.
Though there have been many studies about the use of video for teacher development, few have been conducted in the context of ITE for vocational, further education sector (14+) in the UK. This study addresses this gap.
The focus of the study is on the viewing of a specifically designed in-house developed video of microteaching, as a resource to support trainee teachers for their micro-teach task in the initial stages of the course. It investigates how and to what extent the video supports trainees in their understanding of the task as a whole. It also examines reasons for trainees' reluctance to have their micro-teach filmed and to use the footage to analyse and reflect on it. It also explores trainees’ attitudes and beliefs about the use of video analysis of their teaching in practice.
A mixed methods research design is adopted, consisting of an online questionnaire for trainee teachers (n=82); an online questionnaire for teacher educators (n=8); and three focus groups of trainees.
The data indicates that viewing a specifically edited video resource enhanced trainees’ levels of confidence in their preparedness for microteaching and many trainees would appreciate the incorporation of video analysis into their course. Some trainees, however, expressed strong reservations against being videoed.
Journal article
Moving forward with learning analytics: expert views
Published 13/12/2019
Journal of Learning Analytics, 6, 3, 43 - 59
Learning analytics involve the measurement, collection, analysis, and reporting of data about learners and their contexts, in order to understand and optimise learning and the environments in which it occurs. Since emerging as a distinct field in 2011, learning analytics has grown rapidly, and early adopters around the world are already developing and deploying these new tools. This paper reports on a study that investigated how the field is likely to develop by 2025, in order to make recommendations for action to those concerned with the implementation of learning analytics. The study used a Policy Delphi approach, presenting a range of future scenarios to international experts in the field and asking for responses related to the desirability and feasibility of these scenarios, as well as actions that would be required. Responses were received from 103 people from 21 countries. Responses were coded thematically, inter-rater reliability was checked using Cohen’s kappa coefficient, and data were recoded if kappa was below 0.6. The seven major themes that were identified within the data were power, pedagogy, validity, regulation, complexity, ethics, and affect. The paper considers in detail each of these themes and its implications for the implementation of learning analytics.