Nowadays, games are not only entertaining but can also serve as powerful tools to solve complex issues. In both the development and game phases, they encourage creativity, strengthen and develop critical thinking and decision-making skills in real-time. Games can be used to simulate complex situations, analyse consequences and learn to make strategic decisions.
Research at the Massachusetts Institute of Technology shows that designing games can improve teamwork, engagement, and even help comprehend abstract concepts. In the business context, games become a tool for experimenting with new ideas and finding solutions without the real risk threat.
In November 2024, students from Lithuania, Poland, Portugal, Cyprus, and Greece gathered at the University of Aveiro and participated in the international training course “GAME IT AWAY!” to design games that tackled current social and business issues. This training was a unique opportunity for students to develop their entrepreneurship competencies, develop creativity, and gain practical experience in designing games.
How does game design impact teaching and learning processes?
According to Dr Asta Daunorienė, the head of EDU_Lab Centre of Excellence in Learning and Teaching, developing games is a unique process, linking the elements of problem-solving and strategic thinking. “When designing games, students acquire several competencies. By understanding and evaluating the consumerist needs, they learn empathy, by creating the game’s structure and planning the elements, they master strategic thinking, and by looking for new ways to solve problems with game elements, they develop their creativity and critical thinking skills,” said Daunorienė.
“The positive link between designing games and learning is supported by research showing that integrating game designing into the learning process increases students’ motivation and engagement, and directly improves learning outcomes,” said Audronė Daubarienė, one of the training course organisers, lecturer at the Faculty of Social Sciences, Arts and Humanities, and the EDU_Lab expert.
Experiences at “GAME IT AWAY”
During the “GAME IT AWAY” training, students worked in interdisciplinary teams and designed game prototypes in the MakerSpace workshop at the University of Aveiro. International mentors and MakerSpace prototyping experts guided the creative process and helped students realise their ideas by designing game prototypes in the workshop. The practical knowledge application enabled students not only to design real prototypes but also to test and present them for local expert evaluation during the Master Game Jam session.
Student experiences: challenges and discoveries
According to Judita Švaikauskaitė, a PhD student at the Faculty of Chemical Technology and a Young-Lab Project Manager, designing games seemed to be rather difficult at first. However, students overcame the impossible with the help of mentors and experts.
After completing the training, students admitted that teamwork is crucial when working with multicultural and multidisciplinary students. Karolina Vaimužytė, a second-year postgraduate Marketing Management student, claimed that such experience is enriching and fulfilling. According to Tautvydas Bilius, a second-year postgraduate Innovation Management and Entrepreneurship student, “The training proved that we are all creative, all it takes is a little courage to bring it out.” Donatas Kazakevičius, a second-year Economics student, added that engaging product presentation can be the key to a successful outcome.
This training course at the University of Aveiro provided students with a unique opportunity to work in interdisciplinary teams and design games. This experience has unlocked the potential of designing games as a powerful tool to address today’s challenges in teaching and learning and to develop the competencies of creativity and entrepreneurship, which are essential in the current labour market.
The “GAME IT AWAY!” project was funded by the European Union programme Erasmus+ in the framework of the project “Game it Away! Entrepreneurship Education through Game Design and Maker-Centred Learning” (No. 2022-1-PT01-KA220-HED-000087026).