DOI: 10.4018/IJGCMS.2017010104
Copyright © 2017, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
International Journal of Gaming and Computer-Mediated Simulations
Volume 9 • Issue 1 • January-March 2017
Educational Games to Support Caring
and Compassion Among Youth:
A Design Narrative
Sinem Siyahhan, California State University, San Marcos, CA, USA
Adam A. Ingram-Goble, Arizona State University, Tempe, AZ, USA
Sasha Barab, Arizona State University, Tempe, AZ, USA
Maria Solomou, Cyprus University of Technology, Lemesos, Cyprus
ABSTRACT
In this paper, the authors argue that video games offer unique and pervasive opportunities for children
to develop social dispositions that are necessary to succeed in the 21st century. To this end, they
discuss the design of TavCats—a virtual role-playing game that aimed to engage children (ages 9 to
13) in understanding, acting upon, and coming to value being caring and compassionate. The authors’
discussion takes the form of a design narrative through which they explain the connections between
their theoretical commitments and design decisions. Specifically, they review four design elements
they utilized in their design work: identity claims, boundary objects, profession trajectories, and
cyclic gameplay. The authors briefly share their observations from a pilot study with children in an
afterschool setting to illustrate how their design work might be realized in the world. They conclude
their paper with a discussion of the implications of their work for designing educational video games
for supporting social dispositions as well as academic learning, and future directions.
KEYwoRDS
Design Narrative, Educational Games, Game-Based Learning, Game Design, Serious Games, Social Dispositions,
Social Learning, Teaching Caring and Compassion
INTRoDUCTIoN
Citizens of the 21
st
century need to work, communicate, and collaborate effectively with diverse
groups to find solutions to the social, environmental, economic, and political challenges that are
facing the world. Today’s job market demands interaction with people and collective intelligence
to solve complex problems (Jenkins, Clinton, Purushotma, Robinson, & Weigel, 2006; Thomas &
Brown, 2011). Students need to understand and develop empathy towards others to successfully
participate in this global community (Poppo, 2006). Despite the increasing importance of these
social skills and dispositions in the workplace, schools continue to focus on content knowledge and
increasing children’s scores on high-stakes tests, and struggle to actively support the development of
social values, behaviors, and dispositions among children (Elias, 2006; Hoffman, 2009; Kohn, 1991).
The field of educational video game research and development also favors academic learning over
the development of social values, behaviors, and dispositions (Connolly et al., 2012). Since the release
of Oregon Trail in 1971, the field has mainly focused on designing video games that intentionally
support children’s content learning in the subject areas (i.e. math, science, language arts, history, and
61