Game-based Learning
Game-based learning, or gamification is suggested helpful in improving students’ cognitive engagement and satisfaction, solving issues of demotivated and uninvolved in learning activities. The success of game-based learning has drawn educators’ attention to transfer this strategy into learning and classroom context.
Our Citizenship, Economics & Society teachers have been making use of game-based learning to enhance students’ learning engagement and effectiveness. Daily lesson tasks in Life and Society have transformed to board and card games. It successfully grasped students’ attention and fostered student-student interaction and self-directed learning when compared to traditional lessons.
Exemplars of our Game Designs
Factors affecting Hong Kong Economy (Students' work)
Game objective:
To understand Hong Kong's economy is externally-oriented and its performance is closely related to local, mainland, and overseas events.
Preparation:
Students have to prepare 20 event cards (front: the event; back: its occurring year) which are relevant to the ups and downs of Hong Kong's economy from 1950s to 2018.
Game rule:
Each player picks 4 event cards and the game would proceed in a clockwise direction.
The first player places one event card (with the front cover) on the table. Then, he/she has to read out the event and explains its relevance to Hong Kong's economy.
After the first round, each player takes turn to place an event card before or after the card previous players have placed according to the year sequence. If the player has the year sequence correct, he/she would read out the event and explain its relevance to Hong Kong's economy and pass the turn of the next player. Otherwise, the player has to put the incorrect card back to the card pile and then draw a different card from the card pile.
The fastest player who has played all the cards wins.
Angry Bear
Game objectives:
To learn how to handle negative emotions in a positive way
To understand the importance of cultivating positive habits
Game rules:
Each player receives a role card which contains three bears. Each bear contains either a positive or negative emotion (happy bear / angry bear).
The player who takes the turn takes a function card from the card pile.
Three kinds of function cards (incident card, protection card & solution card) are in the card pile. They would would transform the emotional status of others or the player him/herself
The function cards contain common incidents and events of adolescents that would shape their emotions in everyday basis. Other players should determine whether the functions cards are used appropriately
Winning criteria:
By the end of the game, player who has the highest number of happy bear wins
Chinese Political System
Game objectives:
To understand the compositions and functions of the governing organs of China.
Game rules:
There are government function cards, points cards and action cards in this game.
In each round, a different player is the Auction Host. The youngest player hosts the first auction. The game proceeds in a clockwise direction.
The Auction Host may play any action cards from his/her hand once each player has drawn a card.
After the Auction Host has finished playing action cards, the auction of one government function card may begin.
The Host begins the auction by flipping the first card over the pile of government function cards. Each player, including the Host, should secretly decide the amount they are going to bid on that government function card.
The player who has the highest bid wins. The winner can take the government function card and places the point card in the discard pile. Players who lose the bid can collect their point card(s) back.
Hong Kong Public Finance
Game objectives:
To understand the major revenue and spending of the Hong Kong government.
To examine the factors considered by the government when spending its revenue.
To understand the principle of keeping the expenditure within the limits of revenues of the Hong Kong government (Article 107 of the Basic Law).
Game rules:
This is a public finance simulation game. The objective of the game is to score the highest number of total points by completing different government policies on the policy cards without having a deficit budget.
There are income cards, policy cards and chance cards in the game. These represent the income and expenditure of the HKSAR government, and events affecting the HKSAR Government in spending its revenue.
A player can earn income by drawing either the above cards in the clockwise direction.
The player with the highest points without a deficit wins the game. If two or more players are tied for the highest points, the player who has completed the highest number of policies wins.
Students' comments
"I learn more about the different methods to deal with adverse events or downturns in life. I feel more comfortable in dealing with negative emotions now."
"It was fun to play games while learning how the government actually generate revenue and allocate resources to different areas of development."
"I enjoyed the game because I could consolidate my learnings about public finance, as well as to bond with my classmates."