Numerous computer games can be related to the subjects of politics lessons or deal with them directly. This variety of materials raises the question of to what extent digital games can sustainably support political learning.
Simulation games, card games, board games – playful forms of learning have long been part of the didactic tools used by teachers in political education. In this respect, it is not surprising that the learning potential of digital games has recently been asked, which on the one hand are very popular with children and young people. On the other hand, digital games have didactically useful properties.
The coin master mobile game as a political learning medium
These days, some experts describe the use of digital or mobile games in educational contexts as digital, game-based learning. The main idea behind the concept is to mix game and learning content. Such a mixture exists when success in the game can be equated with learning success. Learning content can be embedded in known game patterns so that learning activities can be carried out in a playful context. For example, memorization in a quiz game, complex thinking in a simulation game, spatial thinking in a puzzle game, and others. That digital games can in principle constitute effective learning environments is a fairly widespread opinion in some countries.
However, there are also critical voices. For example, against the purpose of the game, some people doubt the compatibility of games and learning. Nevertheless, digital learning games can enable the sustainable acquisition of knowledge. This can be achieved as long as the games are shortlisted carefully based on the political topic.
The promotion of political literacy by means of coin master mobile games
There are numerous computer games available on subjects related to political lessons. The ability to act politically includes the sub-skills of articulating, arguing, deciding and negotiating. In principle, promoting these facets in the context of digital, game-based learning environments is conceivable, because in some virtual game worlds learners can take part in democratic processes of opinion and decision-making in a simulative manner.