Political scientist Saskia Ruth-Lovell is not an expert in international relations. Thanks to her work at the University of Zurich, she knows a great deal about game-based learning, in addition to her expertise in democratization processes. Game-based learning is an educational method in which games are used to achieve specific learning objectives. In Zurich, she used game-based learning in her classes on democracy. Ruth-Lovell: “It was such a great experience! I was curious to try this educational approach in a field in which I myself am not an expert.”
Gamification
Bertjan Verbeek taught the master’s course Just War Theory (renamed The Politics of Violence) for many years. It is a course in which students have played an active role since its inception. For example, with guidance, they choose the topics they want to explore themselves and lead discussions during the sessions. In short, students are given a great deal of freedom. Verbeek: “That is precisely why gamification fits this master’s course so well. Besides, I really enjoy games myself.”
Ruth-Lovell explains: “Gamification sometimes has a negative reputation in education. People think it is only about fun and entertainment. But it is much more than that. It is a method for deep learning. Students have to immerse themselves fully in a particular topic if they are going to be able to create a game about it at all. The central question is: how do you translate knowledge from an academic setting into game material?”
War and ethics
The ownership lies with the students. Students form groups and each group chooses one story about war and ethics. They then develop the chosen story into a game.
One of the prototypes created during the course is the game Stories of War. The game contains cards covering four different aspects of war and ethics: jus ad bellum (can a war be justified?), jus in bello (can war be conducted ethically?), jus post bellum (what constitutes a just situation after a war has ended?), and pacifism (can the use of violence be justified at all?). In total, there are sixteen cards featuring sixteen stories.
The game is similar to Black Stories. When playing the game, one person is the storyteller. The storyteller knows the entire story after reading the game card containing all the information about the case. The rest of the group must figure out what the story is about. They can ask questions that the storyteller may answer only with “yes” or “no.” Once the group has figured out the case and identified the moral dilemma, there are three discussion questions that can be used to continue the conversation. They can also scan a QR code to find out more relevant information about the case.
For example, students chose to put a face to the story of a high-ranking Chinese officer on one of the cards. This officer refused to order his soldiers to fire on their own civilians. Ruth-Lovell: “By having students choose one story and then immerse themselves completely in it, we notice that students read much more in general. They find their own case extremely interesting.”