Using games to ignite teens’ civic and social and emotional learning

National trends indicate a pressing need for more impactful civic and history instruction in U.S. secondary education settings. To address this need, we developed an innovative, game-based curriculum, called iThrive Sim, that uses tech-supported role-plays and evidence-based civic and social and emo...

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Main Authors: Susan E. Rivers, Michelle C. Bertoli
Format: Article
Language:English
Published: Frontiers Media S.A. 2024-04-01
Series:Frontiers in Education
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/feduc.2024.1322721/full
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author Susan E. Rivers
Michelle C. Bertoli
author_facet Susan E. Rivers
Michelle C. Bertoli
author_sort Susan E. Rivers
collection DOAJ
description National trends indicate a pressing need for more impactful civic and history instruction in U.S. secondary education settings. To address this need, we developed an innovative, game-based curriculum, called iThrive Sim, that uses tech-supported role-plays and evidence-based civic and social and emotional learning practices to support high school students in engaging with and comprehending civic and history texts and concepts while developing their social and emotional skills. In this article we describe the need, rationale, and co-design process for this game-based curriculum, its theoretical underpinnings, and its advantages for adolescent learners. We review preliminary pilot and playtesting data that demonstrate initial support for its efficacy and feasibility. Finally, we discuss barriers and additional enhancements and supports that could aid in confirming efficacy and scaling the approach.
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spelling doaj.art-e60e31e2c02447b38238784897c0488e2024-04-03T04:50:34ZengFrontiers Media S.A.Frontiers in Education2504-284X2024-04-01910.3389/feduc.2024.13227211322721Using games to ignite teens’ civic and social and emotional learningSusan E. RiversMichelle C. BertoliNational trends indicate a pressing need for more impactful civic and history instruction in U.S. secondary education settings. To address this need, we developed an innovative, game-based curriculum, called iThrive Sim, that uses tech-supported role-plays and evidence-based civic and social and emotional learning practices to support high school students in engaging with and comprehending civic and history texts and concepts while developing their social and emotional skills. In this article we describe the need, rationale, and co-design process for this game-based curriculum, its theoretical underpinnings, and its advantages for adolescent learners. We review preliminary pilot and playtesting data that demonstrate initial support for its efficacy and feasibility. Finally, we discuss barriers and additional enhancements and supports that could aid in confirming efficacy and scaling the approach.https://www.frontiersin.org/articles/10.3389/feduc.2024.1322721/fullsocial and emotional learningadolescentscivicsgame-based learningcurriculum
spellingShingle Susan E. Rivers
Michelle C. Bertoli
Using games to ignite teens’ civic and social and emotional learning
Frontiers in Education
social and emotional learning
adolescents
civics
game-based learning
curriculum
title Using games to ignite teens’ civic and social and emotional learning
title_full Using games to ignite teens’ civic and social and emotional learning
title_fullStr Using games to ignite teens’ civic and social and emotional learning
title_full_unstemmed Using games to ignite teens’ civic and social and emotional learning
title_short Using games to ignite teens’ civic and social and emotional learning
title_sort using games to ignite teens civic and social and emotional learning
topic social and emotional learning
adolescents
civics
game-based learning
curriculum
url https://www.frontiersin.org/articles/10.3389/feduc.2024.1322721/full
work_keys_str_mv AT susanerivers usinggamestoigniteteenscivicandsocialandemotionallearning
AT michellecbertoli usinggamestoigniteteenscivicandsocialandemotionallearning