Article
Gaming Design Thinking: Wicked Problems, Sufficient Solutions, and the Possibility Space of Games
Technical Communication Quarterly
(2020)
Abstract
The multiple conceptualizations of design thinking make it difficult to implement and teach in TPC, especially given classroom constraints. We propose a framework (mind-set and process) that balances knowing with the thinking/doing of design thinking. This framework is effectively implemented through game design. We demonstrate that game design increases students’ ability to iterate and solve macro- and micro-level problems along with their ability to approach unfamiliar or ill-structured tasks while facing such wicked problems.
Keywords
- Classroom research,
- computer-based learning,
- curriculum design,
- digital technologies,
- pedagogical theory,
- history of technical communication,
- interaction design,
- design of communication
Disciplines
Publication Date
Fall 2020
Citation Information
Laquana Cooke, Lisa Dusenberry and Joy Robinson. "Gaming Design Thinking: Wicked Problems, Sufficient Solutions, and the Possibility Space of Games" Technical Communication Quarterly (2020) Available at: http://works.bepress.com/lisa-dusenberry/71/