Megagames as a Methodology to Foster Learning in Higher Education

Authors

DOI:

https://doi.org/10.34190/ecgbl.19.2.3892

Keywords:

megagames, game-based learning, Artificial Intelligence, higher education, wicked problems, serious games

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.

Author Biographies

Sonia Palha, Amsterdam University of Applied Sciences, Amsterdam, The Netherlands

Sonia Palha is an Associate Professor of Mathematics Education in the Teacher Education program at the Amsterdam University of Applied Sciences (AUAS). Her research focuses on mathematical learning and game-based pedagogy. She coordinates the MEGA project and has participated in several game-based learning projects, including GAMMA, MathifyMe, and TranSEET

Anders Bouwer, Amsterdam University of Applied Sciences, Amsterdam, The Netherlands

Anders Bouwer is a senior researcher and lecturer at the Amsterdam University of Applied Sciences (AUAS), with expertise in Artificial Intelligence, Game Development, and Education. He has led the projects Live Game Design and Didactics-Driven Development, and has participated in MEGA, GAMMA, MathifyMe, and TranSEET.

Erwin van Crasbeek, Amsterdam University of Applied Sciences, Amsterdam, The Netherlands

Erwin van Crasbeek is a researcher and game developer at the AUAS. He has a master's in applied artificial intelligence. He has expertise in generative AI and game development, and has contributed to various projects ranging from serious games to AI applications in natural language processing.

Daan van Smaalen, Amsterdam University of Applied Sciences, Amsterdam, The Netherlands

Daan van Smaalen is a lecturer in game-based pedagogy, computational thinking, and mathematics education in the Master's program of Teacher Education at the Amsterdam University of Applied Sciences (AUAS). He has participated in several game-based learning (GBL) projects, including GAMMA, MEGA, TranSEET, and MathifyMe

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Published

2025-09-26