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Game on! Master's students in Tax Law play game to stimulate critical thinking

How do you ensure that students look beyond the letter of the law? That was the question Prof. Diana van Hout, Professor of Tax Law at Radboud University, asked herself a few years ago. The answer turned out not to lie in yet another book or extra lectures, but in an unexpected form: a game. Team Educational Design & Technology (EDT) set to work on it.

Master's students in Tax Law are good at applying rules, but it is precisely the nuances, the human considerations that judges make in practice, that are difficult to convey. Diana van Hout sought a way to let students experience that the law is not black and white. The inspiration came when she saw a narrative game in which choices determine the course of the story. What if students had to make such choices themselves and experience the consequences?

That educational question was the starting point for a long journey. Together with the Educational Design & Technology (EDT) team, they first experimented with simple versions using only text and still images in Brightspace. "However, this version did not convey a sense of realism or time pressure, so we had to do something different," says Mark Graner, a member of the EDT team. It gradually became clear that the key was not spectacular visuals, but a strong narrative that emphasised making well-considered choices.

A realistic story without right or wrong

The final game puts students in the role of director of the Tax Authority. The story is built up from a series of realistic cases based on actual case law. Students are constantly presented with dilemmas: what do you do with unlawfully obtained information? How do you deal with suspected fraud?

"There are no right or wrong answers. Every choice leads to a logical, realistic outcome. Once you choose a path, you have to follow it," explains Mark. This allows students to experience how complex decision-making is in practice and that different choices each have their own consequences.

The manufacturing procedure

Developing the game took quite some time and eventually gained momentum. Mark: "Diana further developed the script, after which our team went in search of a suitable format." Video proved to be too labour-intensive, but with the help of AI-generated illustrations, animation and audio, a dark, shady and serious game in comic noir style was created.

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Production was intensive. "We had to edit and animate the images manually, partly because AI is still limited in its ability to consistently reuse elements. In addition, it was a challenge to design the game in a way that was sufficiently diverse and representative." Later, the audio was recorded and everything was carefully coordinated. In total, several EDT employees and a talented student worked for months on a game that takes about ten minutes to play through.

The initial reactions

On 4 December, Master's students in Tax Law played the game for the first time in an educational setting. The reactions were positive. "Students indicated that they felt truly responsible for their choices, and several wanted to play the game multiple times to discover different storylines. That is exactly what we wanted to achieve." One student shared their opinion:

The game demonstrates that there is often more than one way to approach a case. In addition, it is enjoyable to think about the material in an interactive way.

The game offers valuable insights for lecturers. In the background, you can see which choices students make and which routes are popular. This provides a strong basis for follow-up discussions: why does the majority choose option A and not B?

Looking to the future

The game now has a permanent place in the curriculum, although research is still being conducted to determine the best time to use it. "We are continuing to talk to Diana and looking at how the debriefing can be better aligned with the gaming experience, so that students can more easily make the connection with legal texts," says Mark.

In addition, other universities have expressed interest, and the game is seen as an inspiring example of what games can mean in education. Not as a ready-made solution, but as proof that with a strong educational question, creativity and collaboration, you can give students an experience that is difficult to achieve with traditional means.

“As a team, we have gained a great deal of experience in this area and proven that we can achieve something like this. I am very proud of that,” says Mark.

Want to know more?

During the innovation lunch on Tuesday 3 March, Diana van Hout will talk about the game. She will explain how the game came about and what the students thought of it. Be inspired by this wonderful example of what a strong educational question, creativity and collaboration can achieve in practice!