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Megagames as a Methodology to Foster Learning in Higher Education

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Abstract

Megagames are large-scale collaborative games with elements of role-playing and board games. Players need to solve wicked problems together and explore multiple solutions. When applied to higher education, megagames create opportunities for learners to work in multidisciplinary teams solving ill-structured problems, and in this way prepare learners to deal with complex social processes and different actor's interests. Despite the promising potential of megagames, there is limited research on the use of megagames in education. The project ‘Megagames as a Methodology to Enhance Global Awareness’ (MEGA) involved a multidisciplinary team of teachers, researchers and game designers and its aim was to investigate the potential of megagames as methodology for higher education to address global problems, which cannot be simply solved from a fragmented disciplinary approach. In this paper we present and discuss insights gathered during the MEGA project. The guiding research question was: How can megagames be used in higher education to create immersive learning experiences that foster learning about global issues? We addressed the research question through phenomenological research because we wanted to capture the players' experience. Phenomenological research emphasizes the importance of direct experience for understanding the essence of a phenomenon. Within this methodology we developed and piloted a megagame centered on AI and Ethics, a relevant global issue for our university’s students and faculty and investigated players' experience. The game event took about 4 hours, and it was open to students, faculty staff and other professionals. Thirty people participated in the game. We investigated participants’ learning and personal experience and how they envisioned the implementation of megagames in education through open questionnaires and semi-structured interviews. In this paper we focus on the results from the twenty-eight participants who answered the questionnaire. The data was analyzed qualitatively. Results reveal dimensions in the participants’ megagame experience that are valuable for preparing students to deal with complex situations and global problems. In particular, experiences that were connected with moral values and social skills, which are increasingly needed to prepare students for a democratic society. The megagame approach can help meet this need by offering immersive learning experiences.
Original languageEnglish
Title of host publicationProceedings of the 19th European Conference on Games Based Learning
Subtitle of host publicationNord University, Levanger, Norway 1-3 October 2025
EditorsHelga Dis Isfold Sigurdardottir, Robin Isfold Munkvold
Place of PublicationReading
PublisherAcademic Conferences International Limited
Pages674-681
Volume2
ISBN (Electronic)9781917204569
ISBN (Print)9781917204576
DOIs
Publication statusPublished - 2025
Event19th European Conference on Games Based Learning - Levanger, Norway
Duration: 1 Oct 20253 Oct 2025

Conference

Conference19th European Conference on Games Based Learning
Country/TerritoryNorway
CityLevanger
Period1/10/253/10/25

Funding

Erasmus+, Project nr 2024-1-NL01-KA220-SCH-000254064. MathifyMe: Making maths more accessible using Game-based learning to create a more inclusive and less stressful environment in the learning of maths

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