Colloquium

Learning Through Simulation: Investigating learning effects of serious games in the context of complex land use systems

Organised by Laboratory of Geo-information Science and Remote Sensing
Date

Thu 2 October 2025 10:00 to 10:30

Venue Gaia, building number 101
Droevendaalsesteeg 3
101
6708 PB Wageningen
+31 (0) 317 - 48 17 00
Room 2

By Lotte van Roosmalen

Abstract
Land-use systems are complex socio-ecological systems shaped by the interaction between human decision-making and environmental processes. Managing these systems sustainably requires informed decision-making and awareness of their complexity. Stimulating this requires learning approaches that can facilitate deeper engagement and understanding. Simulation-based learning tools, such as serious games, are increasingly recognised for their potential to meet this need, with designs ranging from board games to complex computer simulations. However, evaluation of serious games' learning outcomes remains limited, with little comparative research across design formats. The absence of theoretical and methodological consistency limits our understanding of how different serious game designs influence learning in environmental sustainability contexts. This study explores how differences in game formats, when used as simulation-based learning tools, influence individuals' learning about complex land-use systems and the dynamics within them. Specifically, this study compares the effects of design differences between a physical board game and a virtual, agent-based game on players’ understanding and engagement. The study consisted of three methodological steps. First, a literature review was conducted to examine commonly adopted learning theories in the design and evaluation of simulation-based learning tools. The findings of this review guided the development of a typology with specific, measurable indicators to assess learning. Secondly, to examine the influence of game design, an existing multiplayer physical serious game (RESORTEScity) was translated into a digital, single-player, agent-based format. Thirdly, the developed typology was applied in a quasi-experimental study to compare learning outcomes across the two game formats. Both the physical and digital versions of RESORTEScity promoted learning about complex land-use systems and decision-making in the context of urban planning and climate adaptation. However, the learning gains differed depending on the game format. The multiplayer board game fostered stronger social learning and larger shifts in collaborative competencies, while the digital version enhanced individual reflection and more targeted attitudinal changes. The study highlights the need to improve evaluation methods and focus on examining how specific design elements influence learning trajectories, in order to enhance comparative analysis and understanding of their effectiveness. Overall, the study reveals that, rather than one format consistently being superior to the other, each design format presents unique advantages.