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Games in ICT Policy Education

Engaging Students and Promoting Critical Thinking

Bibliographic Data

ID22416286
AuthorsMeghan L Dowell (University of Kentucky, corresponding author)
Year2026
Publication date2026-06-29
Open AccessNo
TypeARTICLE
VenueJournal of Education for Library and Information Science (JOURNAL)
Journal identifiersISSN: 0748-5786 • E-ISSN: 2328-2967
PublisherUniversity of Toronto Press Inc. (UTPress) (PUBLISHER)
DOI10.3138/jelis-2025-0028
OpenAlexW7166588712
LanguageEN
References cited11

This article explores the use of games to enhance student engagement and understanding in a course on information and communication technology (ICT) policy. ICT policies can often seem abstract to undergraduate students. In response, games offer an integrated way to approach technical and physical complexities alongside social and political dynamics. The course incorporated two games: Moderator Mayhem, a single-player online game simulating content moderation, and CIA: Collect It All, a tabletop card game about information warfare. While acknowledging the limitations of games, such as their potential for oversimplification, I argue that they can significantly enhance student engagement, promote critical thinking, and foster a more comprehensive understanding of complex policy-related issues. Games present promising resources for teaching how and why policy rules and regulations shape actors’ behaviors and strategic interactions.

Computer-mediated communication · Critical thinking · Information and Communications Technology · Information technology · Moderation · Politics · Strategic thinking · Student engagement · Educational Games and Gamification · Innovations in Educational Methods · Innovative Teaching Methodologies in Social Sciences

  • The Gaming of Policy and the Politics of Gaming

    Open Access•Igor Mayer, Igor S Mayer•Simulation & Gaming•2009

  • Re-humanizing the platform

    Open Access•M Ruckenstein, Linda Lisa Maria Turunen•New Media & Society•2019

Highly citedNo

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