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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gameful civic education: A systematic literature review empirical research of</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Isabella Aura</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lobna Hassan</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juho Hamari</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Tampere University</institution>
          ,
          <addr-line>Kanslerinrinne 1, 33014, Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Gameful approaches to learning have gradually been established as the go-to rhetoric when attempting to increase engagement with learning. This has especially been the case in educational activities that have long-term missions or teach abstract concepts, such as life skills, communal tolerance, or civic education at large, where there exist several pedagogical challenges in making the context meaningful to the youth. However, currently there is no clear overall view on what kind of gameful affordances are utilized in teaching these subjects and what are their reported impacts. To investigate the state-of-the-art of this corpus, 36 empirical papers were identified and systematically reviewed. The current literature, overall, draws quite an optimistic image of the benefits of game-based approaches in civic education. Most of the reported gamification designs included characters and roleplay, social aspects such as co-op and chat functions, as well as 3D worlds and game maps for students to navigate in. Furthermore, the corpus reported positive impact of gamification on learning in the context of civic education as well as positive impact on cognitive, emotional, motivational and social experiences and motivation. However, the lack of detailed descriptions of the exact attributes that facilitated these favorable shifts indicates a need for more systematic research to identify the long-term and transferable influence game-based approaches have on formal civic education and students' civic skills.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Civic education</kwd>
        <kwd>game-based approaches</kwd>
        <kwd>systematic literature review</kwd>
        <kwd>gamification</kwd>
        <kwd>gamebased learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Youth’s understanding of and interests in
communities, civics and citizenship are necessary
for the democratic and constructive development
of societies and more immediately to individual
adult thriving as part of society. Hence, families
and school’s civic education programs often
attempt to gradually build young people’s civic
engagement throughout their lives, with the aim
of creating opportunities for children to act in their
current social realities. Societies, i.e., the social
systems, are complex and intricate
socioeconomic-cultural structures that set the context
where individuals act out their lives. Therefore,
the study of societies function and how individual
may arrange their live within them is of crucial
6th International GamiFIN Conference 2022 (GamiFIN 2022),
April 26-29 2022, Finland
EMAIL: isabella.aura@tuni.fi (A. 1); lobna.hassan@tuni.fi (A. 2);
juho.hamari@tuni.fi (A. 3)
ORCID: 0000-0001-9540-710X (A. 1); 0000-0002-6201-9159 (A.
2); 0000-0002-6573-588X (A. 3)
️© 2022 Copyright for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>
        CEUR Workshop Proceedings (CEUR-WS.org)
important for individual beyond other theoretical
and practical education schools provide.
Moreover, there are rising concerns about
growing socio-economic problems in the world
[1], a lack of trust in democratic processes [
        <xref ref-type="bibr" rid="ref107">2</xref>
        ] and
negative civic engagement (e.g., extremism [3])
amongst other concerns, which, collectively, have
required the attention of both educational
professionals’ and policymakers’ during the past
few years. These problems are amongst the
biggest threats to peace, democracy and tolerance,
and signal that perhaps we need to re-examine our
civic education activities. To address such issues,
the European Union (EU) has commissioned
nations to promote citizenship education and to
stress its importance at all levels, from primary
school to university and beyond [4]. The United
Nations (UN) has, similarly, emphasized the
importance of schools in promoting youth civic
engagement [5].
      </p>
      <p>
        Civics or citizenship education, as umbrella
terms, are often considered to include teaching of
not only civic skills, but also skills such as morals,
critical thinking, problem solving or cooperation
[6, 7]. Additionally, they can aim to educate
students about governance systems [8], politics
[9], globalization [
        <xref ref-type="bibr" rid="ref100 ref102 ref104 ref106 ref109 ref111 ref113 ref18 ref22 ref27 ref36 ref38 ref41 ref43 ref45 ref48 ref52 ref6 ref62 ref67 ref70 ref74 ref76 ref78 ref80 ref82 ref87 ref89 ref91 ref94 ref96 ref98">10</xref>
        ], digital citizenship [
        <xref ref-type="bibr" rid="ref55">11</xref>
        ], as
well as global organizations, such as the EU
and/or the UN [12] in affiliated nations. Hence,
the range of topics for teachers to cover is wide
and complicated. Generally, citizenship education
is enacted through memorizing information
related to history, geography, law, religion and
common civic activities such as voting [13, 14],
whereas civic education aims to equip students
with skills and behavior suitable for collaborative
and active member of community [
        <xref ref-type="bibr" rid="ref77">15</xref>
        ]. These
programs may, however, differ greatly by country
and local curricular requirements. The lack of
established definitions for civics is perhaps
strongly linked to the complex ecosystem of
nationality and citizenship [16], raising
philosophical as well as pragmatic questions of:
what makes a “good citizen”, how to teach it and
can it even be taught?
      </p>
      <p>
        As part of schooling, civic and citizenship
education can be approached as stand-alone
subjects, cross-curricular dimensions or a
combination of different approaches [4].
Regardless of the approach, the need for any form
of civic or citizenship education is undebatable.
Studies have shown that schools without
citizenship courses and civic programs leave
students in a disadvantaged position in their
futures as workers and citizens, compared to peers
receiving civic education [
        <xref ref-type="bibr" rid="ref100 ref102 ref104 ref106 ref109 ref111 ref113 ref18 ref22 ref27 ref36 ref38 ref41 ref43 ref45 ref48 ref52 ref6 ref62 ref67 ref70 ref74 ref76 ref78 ref80 ref82 ref87 ref89 ref91 ref94 ref96 ref98">10, 17</xref>
        ]. Additionally, it
is no longer sufficient to teach about political
systems or democracy without embedding global
empathy, social justice and sense of common
good in civic [
        <xref ref-type="bibr" rid="ref92">16, 18</xref>
        ]. Thus, citizenship or civic
education should preferably teach both the
theoretical knowledge and soft civic skills
holistically for youth to be able to act in society
for one’s own welfare and of others.
      </p>
      <p>However, civic and citizenship education
might often appear as a distant topic for children
and youth, who perhaps see it as only adults’
concern [19]. Additionally, the programs might be
highly theoretical and rely on mere memorizing
[13, 14]. To promote active, practical and relevant
civic engagement in formal education, teachers
are increasingly implementing games and
gameful approaches into their teaching, in hopes
to motivate young learners and present complex
civic matters in a more approachable way [20, 21].</p>
      <p>
        The interactive and experiential features,
which are common in games, often foster
engagement and creativity, and offer greater
levels of activity than students would experience
within traditional, teacher-centered teaching [
        <xref ref-type="bibr" rid="ref92">18,
22</xref>
        ]. Games can provide safe interactive learning
environments that reveal the consequences of
players’ decisions for multiple actors and for
society, allowing for the exploration of ethical and
societal principles in more complex and
systematic ways than other media have allowed in
the past [
        <xref ref-type="bibr" rid="ref92">18</xref>
        ]. Scholars have especially
emphasized the importance of role play games in
teaching, which allow collaborative negotiations,
networking and experiencing society and
citizenship from multiple viewpoints [
        <xref ref-type="bibr" rid="ref92">18, 23–25</xref>
        ].
However, integrating games in education may
also induce detrimental outcomes, such as loss of
performance [26], aggravate students’ mental
workload [27], or promote antisocial behavior
[28], thus, it is crucial to consider the desired aims
and contributions before implementing games in
any teaching.
      </p>
      <p>As this area of research and practice remains
relatively emerging, we need to further examine
the use of games in civic education and their
impact [16]. Hence, the aim of this study is to
provide a systematic literature review of the
existing empirical research on game-based
approaches and its effects on civic education and
answer the following questions: What affordances
(gamification designs) are used in game-based
approaches in formal civic and citizenship
education? And; What is the reported impact of
these approaches?</p>
    </sec>
    <sec id="sec-2">
      <title>2. Methodology</title>
      <p>
        To answer the outlined research questions, we
conducted a systematic literature review of
gamebased approaches in formal civic education. The
inclusion criteria tool SPIDER (Sample,
Phenomenon of Interest, Design, Evaluation,
Research type) was utilized to set up this study
[29]. The sample focus of this study is research on
minor students, from primary education to high
school level (6–17-year-olds) due to authors’
interests in empirical classroom activities and to
answer the need for further research [
        <xref ref-type="bibr" rid="ref92">16, 18</xref>
        ]. The
phenomenon of interest is empirical interventions,
programs and/or initiatives to promote and teach
civic(s) or citizenship, including e.g., civic
engagement, as long as they contain a game or
gameful feature and look into their effects. These
gameful features may consist of, but are not
limited to, features common to games [30], for
example, levels, avatars, roleplay, and/or actual
digital or traditional game. There was no inclusion
criteria relating to time period or geographical
location of the reviewed research. For design
criteria, the paper should present an empirical
study conducted in a formal educational context,
such as a school. Evaluation may have been done
using quantitative, qualitative, or mixed methods.
For research type, any peer-reviewed and English
written articles, conference proceedings and book
chapters were considered eligible.
      </p>
      <p>The literature search was carried out in Scopus
in February 2021, using the query:
(TITLE-ABSKEY ((civic* OR citiz* OR sociali*) AND edu*
AND (game* OR gami*)). The keywords game*
and gami* include all forms of games,
gamification, game-based methods and gaming.
Keyword edu* was used to include literature
about education and educating students.
Keywords civic*, citiz* and sociali* narrowed the
search on civic and citizenship education and, for
example, political or democratic socialization.
Before conducting the final query, exploratory
searches were made to ensure that the keywords
cover the relevant literature. Figure 1 illustrates
the different stages of the literature search:</p>
      <p>The literature search started with 797
identified papers. Two authors screened the titles
and abstracts independently against the SPIDER
inclusion criteria. Duplicates (n = 13),
nonEnglish (n = 2) and inaccessible papers (n = 10),
as well as irrelevant papers (n = 738) were
excluded. Irrelevant papers had no empirical
design (i.e., would not be able to infer about the
effects of gamification on learning or related
psychological constructs) or did not examine
gameful approaches to formal civic(s) or
citizenship education in schools with children or
youth, leaving 34 records. Following backwards
and forwards references search [31], two relevant
papers were identified. In total, 36 studies were
extracted by one author and two authors
determined their final eligibility together.
Extracted data included study characteristics (e.g.,
publication year, which were between the years of
2005 and 2021), participant characteristics (e.g.,
age group, which were between 6 to 17 years),
study design (20 studies utilized mixed methods,
10 were quantitative and 6 qualitative papers),
details of the intervention (e.g., affordances and
aims) and study results. All authors participated in
the process of qualitatively synthesizing the
results. Potential bias was carefully considered
throughout the coding process with experienced
co-authors and any disagreements were resolved
via discussions.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Results</title>
    </sec>
    <sec id="sec-4">
      <title>3.1. Affordances in game-based approaches for civic education</title>
      <p>This section presents the motivational affordances
described in the reviewed studies. Table 1
summarizes the findings in 17 categories.</p>
      <p>The majority of the employed game-based
approaches in formal civic and citizenship
education included avatars, characters or roles and
roleplay for the students to use digitally or
physically. Through the utilization of avatars or
roles, students were often able to communicate or
collaborate with their teacher or peers. Hence, the
second most employed affordances were different
co-op functions and other social dimensions.
Many of the interfaces also included a chat
function, where students could share ideas and
discuss strategies during gameplay. The third
most employed affordances were various 3D
worlds and game maps, where students navigated
their journey through the game. Along with a
game world there often was a story or a narrative,
altogether in nearly half of the reviewed papers.</p>
      <p>Out of 36 papers, 12 studies described
different challenges, tasks or quests in the
gameplay. Competitive elements were reported in
10 studies, and the same amount employed
various implementations of levels, sections or
turns. Seven studies mentioned timers or time
pressure. A guide or a helper, performance
feedback and voting were each included in six
papers. Only a few studies described the
employment of points, badges or virtual items and
goods, and even fewer had implementations of
AR technology or progress tracking. Finally,
solely one of the reviewed studies examined a
traditional board game, which was designed by
students for students with the aim of educating
about community and civic values.</p>
      <p>Self-esteem</p>
      <p>Empathy
Motivational</p>
      <p>Civic
motivation
Interest in
politics and
global
society
Academic
motivation</p>
      <p>In this section we detail the reported outcomes
of the employed game-based approaches reported
in the reviewed manuscripts. Table 2 summarizes
the investigated outcomes within the framework
for gamification outcomes [61, 62].</p>
      <p>
        These findings were obtained through
qualitative and quantitative methods. The
majority of the reported findings were positive.
Out of the 36 reviewed papers, 14 reported
formally assessed learning outcomes and 13
perceived learning outcomes through student
selfreports. The reported improvements in students’
learning included content learning (e.g., students
learned the curricular and academic requirements
[35, 60]) and civic learning (e.g., students adopted
civic values and/or learned to recognize their role
in society [34, 52]). Other positive cognitive
outcomes were improvements in students’
thinking skills (e.g., critical thinking [48] and
understanding multiple viewpoints [50]) and
problem-solving skills (e.g., creativity [38] and/or
persuasion skills [35]), both reported in 9
reviewed papers. However, four papers reported
no effects on actual learning [
        <xref ref-type="bibr" rid="ref11">8, 32, 41, 58</xref>
        ] and
two papers found no effect on students’ perceived
learning [9, 48]. One paper reported no effects on
critical thinking skills [6]. Finally, one paper
described negative effects on participants’
learning, describing that some of the students
developed misconceptions regarding civic
knowledge and processes after playing the game
[
        <xref ref-type="bibr" rid="ref11">32</xref>
        ].
      </p>
      <p>
        As emotional outcomes, the gameful
interventions were described as fun and enjoyable
in 16 of the reviewed papers. Attitudinal change
was found in 11 papers, describing shifts in, for
example, students’ political and academic
attitudes [
        <xref ref-type="bibr" rid="ref11">32, 41</xref>
        ] as well as improvements in
selfefficacy for civic engagement [20]. Null or mixed
emotional outcomes were reported in three
papers, reporting no effects on engagement [9] or
on self-esteem [60], and mixed results in students’
empathy skills [7].
      </p>
      <p>Motivational outcomes included mostly
improvements in participants’ civic motivation to,
for example, actively participate in society [43,
55] or civic engagement [52, 56]. Interests in
politics and global society were enhanced in 7
studies, and 5 studies reported positive outcomes
in students’ academic motivation. One paper
reported results about negative civic motivation,
finding slight growth in students’ willingness to
participate in politics through potentially illegal
methods, for example through vandalism or civic
disobedience [41]. Additionally, one study
reported that the gameful intervention had no
significant effect on students’ interests to learn
about the EU [57].</p>
      <p>
        Social outcomes included improvements in
students’ communication in nine papers, and
cooperation skills in five papers. Four studies
reported a positive shift on students’ social
cohesion orientations, including values of social
justice [
        <xref ref-type="bibr" rid="ref105">45</xref>
        ] and ethics [44]. One study stated no
changes in students’ cooperation and social skills
[60]. Finally, behavioral outcomes were reported
only in one paper, which described participants’
aggressive gameplay style, where the game
encouraged students to, for example, initiate wars
in the game [34]. This is reported as a negative
finding in terms of students acting for citizens’
welfare and happiness.
      </p>
    </sec>
    <sec id="sec-5">
      <title>4. Discussion</title>
      <p>
        Gameful methods are regularly employed in
classrooms, albeit teachers still remain unfamiliar
with how to adequately utilize these methods for
their needs [
        <xref ref-type="bibr" rid="ref92">18</xref>
        ]. Additionally, often short class
durations and subject-oriented curricula are not
convenient for long-term immersive gaming
experiences, whether in digital or physical form.
Nevertheless, game-based approaches in
education are pursued, as they serve as an
engaging platform for students to explore and
apply knowledge regardless of their background,
allowing to narrow the achievement gap between
socio-demographics, genders and races.
      </p>
      <p>However, notable here, compared to the other
contexts of gameful interventions [24, 62–64], is
that the majority of the game-based approaches
employed in the reviewed papers are established
programs and software specifically designed for
civic or citizenship education, such as Statecraft
X, Space Station Leonis and Quest Atlantis,
perhaps explaining the observed positive impacts
of these tools. Previous research indeed
emphasized the importance of utilizing gameful
tools especially tailored for the civic use context
to materialize positive outcomes [65]. However,
many of the examined games and gameful
methods are described insufficiently and
superficially for the reader, making the evaluation
of the game type and functioning mechanisms
challenging. According to this review, we can
assert that gameful interventions in civic
education can enhance civic learning, foster
positive attitudinal change towards politics and
society, as well as increase motivation and
interests in civic matters, but we lack the
understanding of the exact attributes or game
designs that facilitated these favorable shifts.
Detailed descriptions of the examined games and
variables are needed in order to extrapolate the
most efficient approaches that influence students’
cognitive, behavioral, motivational, emotional
and social outcomes.</p>
      <p>
        Unlike other gamification contexts, such as
education or civic engagement [24, 63], the most
employed affordances in the reviewed papers
were designs that promote social interaction and
collaboration, such as roleplay and teamwork,
followed by game worlds that represent various
models of digital environments, maps or 3D
worlds, with the utilization of storytelling and
narratives. With a few exceptions, these
affordances were implemented together,
facilitating a holistic experience of, for example,
immersing oneself into the role of a mayor of a
fictitious city. Roleplaying and story aspects in
games have been emphasized in research before
[66], since they often provide a variety of
experiences of collaborative negotiations,
networking and examining society and citizenship
through multiple viewpoints [
        <xref ref-type="bibr" rid="ref92">18, 23, 25</xref>
        ].
Noteworthily, the classic implementation
examples of gamification; points, badges and
leaderboards, were relatively absent in the
reviewed studies, indicating a growing emphasis
on the aim of providing a deeper understanding of
civic matters through role taking, storytelling and
social interactions. As the skills of becoming a
good citizen are rather open-ended and difficult to
formally assess, the holistic style of the
pedagogical gamification tools is perhaps more
appropriate. Moreover, the lack of classic
implementations of gamification is an especially
interesting observation as reviews of gameful
approaches in education at large [63] and civic
engagement [24] specifically report the popularity
of these mechanics and have called for increasing
the design palette in these applications through
storytelling and roleplay.
      </p>
      <p>
        As the results of this systematic literature
review show, the majority of the studies report
positive outcomes, whereas negative, null or
mixed outcomes are rarely reported. It is,
however, important to ask if these overwhelming
positive observations are due to the usefulness of
gameful approaches or due to a lack of
measurement of or reports on the negative or null
impacts of these methods. A similar observation
is reported in other literature reviews of gameful
methods in different contexts [24, 62, 63]. These
reviews have similarly raised questions on
publication biases and emphasized individual
differences in perception and experience of
gameful interventions [64]. Following these
findings, we recommend researchers to
systematically measure learning, development of
skills, behavioral and attitudinal change, as well
as social aspects with larger samples and
controlled interventions, to identify the long-term
influence game-based approaches have on
students. Such research is more likely to be heard
by educators, policy makers, as well as game
designers [
        <xref ref-type="bibr" rid="ref92">18</xref>
        ], which would potentially lead to a
greater impact on educational activities in
practice.
      </p>
      <p>
        The reported impacts in the reviewed papers
were mostly on students’ cognitive abilities, such
as learning, thinking skills and problem-solving.
Emotional, social and motivational outcomes
were reported to some extent, whereas behavioral
outcomes were barely non-existent. This indicates
that impact beyond gameplay and classroom
activities stays fairly unknown, perhaps due to
lack of sufficient measurement tools, and the need
for generalizable findings on students’
transferable civic skills still remains [
        <xref ref-type="bibr" rid="ref92">18</xref>
        ].
Nonetheless, improvements in, for example,
communication skills or civic motivation tend to
impact behavior, possibly reflecting a larger
positive influence on an individual’s life.
Additionally, solely a fun, exciting and out of the
ordinary (gameful) experience within school
hours could be the pushing force to direct a young
person to the path of curiosity, creativity and
social good, regardless of perhaps awakening or
shifting any civic attitudes or interests.
      </p>
    </sec>
    <sec id="sec-6">
      <title>5. Limitations and future research</title>
      <p>Our study is limited in scope by the limits of
the Scopus database used as a sole source for the
literature search. However, Scopus is recognized
as the largest abstract and citation database of
peer-reviewed literature in the fields of, for
example, science, technology, humanities and
social sciences, covering over 7000 high quality
publishers. After exploring other databases with
our rather narrow query, it was determined that
Scopus, with nearly 800 multidisciplinary hits,
was sufficiently broad for this study. Nonetheless,
some relevant research could not have been
identified due to this limit. Additionally, the
gameful affordances covered in this study were
identified according to the descriptions in the
reviewed literature, hence, potential mismatches
and omissions in description could have occurred
between the authors of the reviewed literature.</p>
      <p>
        This review focused on formal education due
to authors’ interests in classroom activities and to
answer the need for further research [
        <xref ref-type="bibr" rid="ref92">16, 18</xref>
        ].
However, it is important to remember the fact that
citizenship education and development of civic
skills happen, not only in formal education, but in
all areas of young people’s lives. From a gaming
perspective, for example, many interactive media
produced for entertainment purposes, including
digital games, increasingly include civic
dimensions which can have a strong relationship
to a range of civic outcomes [67]. Hence, we
encourage scholars to look beyond formal
education and research civic learning through, for
example, social media, entertainment games or
other free time activities.
      </p>
      <p>For future research, there is a need to
remember that “teens” and “youth” are not
homogeneous groups with similar attitudes and
values, which is why civic education initiatives
must be under constant evolution in terms of
design, development and execution, and should
acknowledge these personal and generational
differences. These interventions should be
relevant to youth coming from various
backgrounds, ethnicities, genders and
socioeconomic statuses. It is vital to encourage
especially unprivileged and underrepresented
youth to actively participate in society and
communities to have their voices heard, so that
equal democracy is achieved and maintained.
Noteworthily, most of the studies reviewed in this
paper reported that game-based approaches
supported all student participants, regardless of
their demographics, which might indicate that
games and gamification could be efficient in
supporting young learners’ civic engagement
equally.</p>
      <p>
        6. References
[31]
[
        <xref ref-type="bibr" rid="ref11">32</xref>
        ]
[33]
[34]
[35]
[36]
[
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]
[38]
[39]
[40]
      </p>
    </sec>
  </body>
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