You are on page 1of 11

Journal of Cleaner Production 14 (2006) 837e847

www.elsevier.com/locate/jclepro

Games by which to learn and teach about sustainable


development: exploring the relevance of games and
experiential learning for sustainability
Hans Dieleman a,*, Don Huisingh b,1
a
Center for Sustainability and Management, Erasmus University Rotterdam, Room M7-19, 3000 Dr Rotterdam, The Netherlands
b
The Center for Clean Products and Clean Technologies, University of Tennessee, Knoxville, 311 Conference Center Building, Knoxville, TN, USA
Received 1 August 2005; accepted 1 November 2005
Available online 27 March 2006

Abstract

This paper discusses the roles of games in experiential learning for sustainability. It includes applied emphases upon four topics: (1) The
challenges of sustainable development education with the need for interdisciplinarity, knowledge, skills and attitudinal training and with a special
focus upon the urgent needs for paradigm, context and practice changes to help ensure that we make progress toward sustainable societies. We
emphasize that these characteristics challenge existing teaching and educational philosophies and methods. (2) The theory of experiential learn-
ing, as developed by David Kolb in the nineteen eighties. We underscore that experiential learning is a good model for education for sustain-
ability. (3) The usefulness of games as tools in learning processes. Various aspects of games are discussed such as the ‘functions of games’ and
‘the different categories of games,’ and ‘the role of games in learning and particular in experiential learning.’ These three aspects form the the-
oretical part of the paper. (4) Brief reviews of some illustrative games. The authors provide practical advice on how to play games in the context
of learning for SD. They underscore facets such as the contextualization of games, technical aspects of playing games and the debriefing after the
games have been played. The authors conclude the paper with conclusions that games are potentially relevant in all of the four learning phases of
experiential learning. Games are especially relevant in phase four. In this phase games can contribute to helping learners to effect shifts in their
personal paradigms, context and practice that are needed for sustainable development. The final conclusion is that many games exist and have
been proven to be helpful. Educators are invited to change their curricula to facilitate usage of games as integral components of their educational
philosophy tools and practice.
! 2006 Elsevier Ltd. All rights reserved.

Keywords: Games and simulations in education; Learning through simulations; Simulations for teaching sustainability

1. Introduction: how do we learn? doing.’ By contrast at school, in the classroom, most of us


had to sit down quietly, without moving, talking or playing.
‘How do we learn?’ As a child we learn by exploring, by When the teacher was speaking we had to have our arms
touching things, moving things and taking things apart. Along crossed in front of us and be constantly alert to the words of
this process we break things, twist and bend them and discover wisdom coming from her/him!! Learning (and teaching) was
that we sometimes can and sometimes cannot repair them. seen as a purely cognitive process. We had to think, to analyze,
This is really an ‘experiential’ way of learning: ‘learning by to COMPREHEND, to learn by heart and to store the content
of books in our memories. However, already about a hundred
years ago, this traditional view on learning began to be chal-
* Corresponding author. Tel.: þ31 10 408 2050.
E-mail addresses: dieleman@fsw.eur.nl (H. Dieleman), dhuising@utk.edu lenged by many educators. Various scholars in education and
(D. Huisingh). pedagogy such as Peter Petersen, Rudolf Steiner or Maria
1
Tel.: þ1 865 974 3379. Montessori started to question the purely cognitive and

0959-6526/$ - see front matter ! 2006 Elsevier Ltd. All rights reserved.
doi:10.1016/j.jclepro.2005.11.031
838 H. Dieleman, D. Huisingh / Journal of Cleaner Production 14 (2006) 837e847

analytical approaches to learning. They developed alternative smelling, tasting and hearing them. It relies upon intuition,
approaches and founded new schools such as the Jenaplan feeling, emotion and insight that are lateral processes of
School (Petersen), the Free School (Steiner) and the Montes- thought, typically processed through the left side of the brain.
sori School (Montessori). The school reformers looked at the For Kolb, there is more to learning than the distinction be-
characteristics, learning capacities and needs of young chil- tween comprehension and apprehension. Learning is the result
dren and developed fundamentally new approaches to facilitat- of grasping or prehension (comprehension and apprehension)
ing their learning. Currently, most of our children (fortunately as well as transforming. In terms of transforming, he distin-
also those outside Jenaplan, Steiner or Montessori schools) guishes between intention and extension. The learning process
have more freedom at school to discover and learn by doing. of transforming through intention relies on internal reflection.
For a long time, such ‘alternative’ approaches were only It touches upon our emotions and recreates and transforms the
used in the context of primary education and were focused image we have of ourselves, vis-à-vis the phenomena being
upon the learning characteristics of children. Only much later, studied. Transformation that relies on extension is based on
some educators started to see that the traditional learning ap- active manipulation of the external world. It recreates and
proach is also limited and restrictive for adult learners. One transforms phenomena or an object and therefore, the external
of the approaches that is highly critical towards traditional world around us.
learning and teaching methods, especially for adults, is the According to Kolb, different forms of learning result in
experiential learning theory developed by David Kolb. His different types of knowledge. He makes a distinction between
theory provides a comprehensive view on different forms of assimilative, accommodative, divergent and convergent
learning and places them in an integrative framework. It is knowledge. Assimilative knowledge helps the learner to un-
this theory on experiential learning that we utilize as our start- derstand and adapt to existing contexts and situations. Accom-
ing point for the discussion of the usage of games in learning modative knowledge helps the learner to understand and adapt
for sustainability [1]. to new contexts and situations Divergent knowledge helps the
learner to accomplish changes within given situations and con-
texts. Finally, convergent knowledge helps the learner to
2. Kolb’s experiential learning theory change situations and contexts. The distinction has a similarity
with the two types of learning that have been identified by
According to Kolb, learning is a process of a combination Argyris: single loop learning and double loop learning. Single
of grasping experience and transforming it. The essence of ex- loop learning aims at learning to perform known activities
periential learning is that it involves not only understanding better, within a given context. Double loop learning aims at
phenomena, and not only observing the phenomena being changing the context in which activities take place; a type of
studied (grasping or prehension), but it also focuses upon do- learning how to learn how to make increasingly effective
ing something with them, such as testing them or applying changes.
them with the intention of achieving a desired result (transfor- Different learning processes lead to different types of
mation). Along the line of ‘grasping’ and ‘transforming,’ Kolb knowledge and contribute to different change processes
makes a number of distinctions (Fig. 1). (Table 1). According to Kolb, experience grasped through
In terms of grasping, he distinguishes between apprehen- apprehension and transformed through intention results in
sion and comprehension. Experience grasped through compre- assimilative knowledge. Experience grasped through compre-
hension relies on conceptual interpretation and symbolic hension and transformed through intention results in accom-
representation. That is the kind of teaching that we usually re- modative knowledge. When experience is grasped through
ceive in schools and almost always in universities. It is ratio- comprehension and transformed through extension, the result
nal, usually analytical and uses the right side of the brain. In is convergent knowledge. When experience is grasped by
contrast experience grasped through apprehension relies on apprehension and transformed by extension, divergent knowl-
the tangible and felt qualities of the immediate experiences. edge is the result.
That refers to the kind of learning processes one goes through
while exploring things, looking at them and touching, feeling, 2.1. The four-stage cycle of learning

(understanding) (experiencing)
The process of experiential learning can be described as
comprehension apprehension a four-stage cycle, involving four different learning modes.
prehension
Table 1
Relationships among learning processes, types of knowledge and change
LEARNING
processes
transformation Learning process Type of knowledge Change process
Apprehension/intention Assimilative Adapt to existing contexts
intention extension
(internalization) (externalization) Comprehension/intention Accommodative Adapt to different contexts
Comprehension/extension Convergent Change within contexts
Apprehension/extension Divergent Changes contexts
Fig. 1. Different forms of learning, according to Kolb [1].
H. Dieleman, D. Huisingh / Journal of Cleaner Production 14 (2006) 837e847 839

Kolb describes learning as a system, or as a complete package present and beyond applied solutions and problem definitions;
with exercises and theory, allowing students to go through all however, it is still within given contexts.
phases of the experiential learning process. In this process or
system, he distinguishes among four phases. Firstly, the phase
2.1.4. Active experimentation
of concrete experiences, secondly, the phase of reflective ob-
The active experimentation phase aims at putting the
servation, thirdly, the phase of abstract conceptualization and
knowledge that has been acquired, into practice. This phase
fourthly, the phase of active experimentation.
is the ultimate phase of transformation, as it aims at manipu-
lating the outside world through the implementation of
2.1.1. Concrete experiences change. In a learning cycle, this phase typically merges into
The learning phase of concrete experiences focuses on the the next cycle, when active experimentation has the character-
grasping of experience through apprehension. According to istics of new experiences. A student changes, in this period,
Kolb, this is the most common starting point in learning in from being ‘‘a student,’’ a relative outsider that still has to
human development. Children first start to apprehend be fully socialized, into being ‘‘a participant,’’ a member of
experiences and learn to know reality ‘‘as it is.’’ In higher a specific actor group.
education this phase refers to the importance of understanding; The different stages of the experimental learning cycle as
‘‘experiencing’’ the richness and complexity of reality, a com- well as the relationships that Kolb sees between ways of learn-
plexity that is beyond our capacity to grasp it in terms of ing and types of knowledge are very relevant for education in
models and theories. (Fig. 2) sustainable development. In Section 3, we explore that
relevance.
2.1.2. Reflective observation
The next phase focuses on accommodative knowledge. The 3. Experiential learning and sustainable development
key to reflective observation is that it stimulates the learning education
process of how we have to act with respect to specific ques-
tions, what the working of specific solutions is, what opera- Kolb’s theory is very relevant for sustainable development
tional knowledge is needed to perform tasks in different (SD) and for SD education in several ways.
roles. This phase can be compared with single loop learning, First of all his focus upon ‘apprehension and comprehen-
learning knowledge and skills that enables one to become bet- sion’ is very relevant. One of the fundamental challenges of
ter in performing known tasks within more or less given con- SD education is its goal to integrate science, social sciences
texts. It deals with practices, tools and techniques currently and managerial science into one, overarchingdsystems
used. thinkingdframework. This is basically a cognitive challenge
that is fundamental. We all are children of the ‘Enlightenment,’
2.1.3. Abstract conceptualization with an intellectual heritage of analysis. That means we have
The third learning phase focuses on comprehension through learned to take things apart, to deconstruct them and to ana-
conceptual interpretation, analyses and symbolic representa- lyze them. As a result of a few hundred years of the scientific
tions. In many training programs, this type of education has heritage, we are poorly equipped to reconstruct the whole after
been the primary focus over the past several centuries. It em- the analysis and deconstruction. We focus more on the parts
phasizes the importance of gaining understanding from infor- than on the whole. What SD requires of us is to understand
mation, it disregards specific contexts, because it seeks to the effects of one dimension on the other dimensions and on
unravel and understand universal principles and universally the whole (and back and forth). However, since we are so
applicable knowledge, such as theories and philosophies. poorly equipped to think in systems terms and to comprehend
This phase enables development of skills for converting infor- systems behavior, we are tempted to deconstruct systems and
mation into knowledge, since it focuses upon going beyond the to analyze the parts.
We lack the cognitive tools to comprehend systems and
therefore, we keep ‘flipping-back to an analytical mode,’
Concrete
experiences even though we know we should not do so. One of the key
Divergent
Assimilative
challenges of SD education is to develop a ‘systems thinking
Changes contexts
Grasping via Adapt to existing contexts language.’ But as long as we are not there, we can make
apprehension use of other -non-cognitive- approaches to ‘‘record’’ reality
Transformation
Active Transformation Reflective and to begin to ‘understand’ sustainability. On an emotional
experimentation Via extension Via extension observation
and intuitive level, we are capable of apprehending and ‘expe-
Grasping via riencing’ complex systems. We can experience the interaction
Convergent / comprehension Accommodative
Change within a context Adapt to new contexts
of a warm wind, a raising sun, the sound of the sea and the
waves, the arm of a beloved one and the taste of a cool beer
Abstract
conceptualization
and experience them as great experiences. We can describe
them as ‘heaven on earth’ or as ‘one of the best moments of
Fig. 2. The experiential learning cycle of Kolb [1]. my life.’
840 H. Dieleman, D. Huisingh / Journal of Cleaner Production 14 (2006) 837e847

We immediately know that the surplus or added value of the combination of those two processes leads towards divert-
such moments is not in one of the different elements (the ing knowledge that facilitates understanding and motivates
wind, the sun, the sea, the arm, the beer) but in the combina- people to contribute to changing the systems from unsustain-
tion and especially the ‘interactions’ among all of these facets. able to sustainable. But since education for SD requires, at
In the same way, SD cannot and should not be reduced to three the same time that the student develops a certain emotional re-
dimensions but is to be realized in the interaction of all of lationship with the subject of study, education should also rely
those dimensions as well as the crucial integration of the on apprehension and intention. Finally, the two remaining
fourth dimension, TIME!! The time dimension is crucial in stages of the cycle are equally important. The usage of the ap-
any kind of SD context, but it is so often overlooked! propriate tools and a sound multidisciplinary understanding of
Therefore, we need other tools to ‘understand and to work the subject of study are equally indispensable to help the stu-
with’ reality. In the next section, we present the point that dent develop an emotional attachment and the capacity to tran-
games, and especially games that deal with ‘systems behavior,’ scend existing contexts and paradigms. This means that
are tools that we can use to apprehend and experience systems education for SD should be based on a well balanced mix of
behavior that will provide us experiential insights into the dy- the four types of learning. Therefore, we need to develop ed-
namic factors of what we need to do to transform unsustain- ucation that is based on apprehension as well as comprehen-
able into sustainable societies. sion, and that is based on intention as well as on extension.
Additionally, there must be the element of emotional When one looks at the standard format of education for SD,
attachment to the subject of study. The challenge of SD (and one sees that several of the required parts are present but that
education for SD) goes much further than merely a quest for teaching in apprehension and especially in apprehension and
multidisciplinarity. It IS multidisciplinary but, at the same extension are rare or are totally absent. That is understandable
time it is oriented towards effecting change, based on certain because these kinds of teaching rely less on formal education
values and visions of a desired future state based upon those and rely much more on emotional processes and on ‘learning
values. The word ‘empathy’ is a word that comes to mind by doing.’ Even though it may be understandable, it does not
when envisioning the consequences of this challenge. When mean that it is desirable and in fact it is not as effective as it
we not only seek to analyze but also wish to change, and would be if all four approaches were always utilized.
when this change is based on certain values, the consequences A standard format of education for SD, very often starts
are that certain levels of emotion and emotional attachment are with a presentation of a case study. We find that the usage
essential. This means that we need to develop a certain emo- of case studies is the most common approach to observing re-
tional relationship with the subject we learn and teach; ality. This makes sense since case studies help us to grasp the
in this we are seeking to integrate apprehension with richness of reality and to go beyond the merely analytical ap-
comprehension. proach. It is also an attempt to understand processes within
SD education requires multidisciplinary collaboration. It re- certain contexts. Case studies ‘‘par excellence’’ provide the
quires teachers and students to become co-learners who are context to understand the particular behavior of people within
able to make the connections between the diverse domains these contexts and to understand (comprehend) the linkages
of knowledge generation and knowledge application, in real between certain problems, the behavior and technologies
life situations. This means they have to be able to bridge dif- within these contexts and the problems that result. It leads to
ferent professional cultures, traditions, gender differences and contextual thinking’ and provides solutions that are context-
ages. specific. It helps us to ‘apprehend’ reality and prepares for
The experiences within environmental sciences during the the development of changes within certain contexts. Case stud-
past 20 to 30 years show that such connections and bridges ies can be helpful but we must be aware of the fact that they do
can be made, but it is a very difficult challenge for persons in- not necessarily lead to changing paradigms, contexts or behav-
volved in transdisciplinary projects to mutually understand ior. They may even be counterproductive in this respect since
each other. In such efforts, we discover that we all have im- students may become tempted to look for solutions within the
plicit images of reality and ‘taken-for-granted,’ working boundaries of the prescribed case studies. That is why addi-
methods in our minds. Since these images and methods are tional teaching techniques and learning modes are needed.
not the same for people coming from various backgrounds Such additional modes do exist. In many curricula, field-
and ages, they must not be ‘implicit’ but must be made explicit work or internships are included. Potentially, these should
and must be openly discussed and acted upon. cover the aspects of apprehension and extension. Very often
Finally, there is the action element that is essential for ef- however, they do not facilitate the development of contextual
fecting changes. Kolb points at the relationship between changes. Students leave the school or university and become
ways of learning, knowledge and change. Certain types of ed- internalized into a company or organization where they do
ucation result in certain types of knowledge and contribute to their fieldwork or internship. This means that students auto-
certain types of change and action. We should be very much matically accept the contexts of the organization where they
aware of the fact that education for SD must focus upon and perform their fieldwork. There are several psychological ex-
contribute to dramatic changes in paradigms, context and be- planations for this. Students feel that they lack the knowledge
havior. As a consequence education for SD should focus on and experience of the personnel that work in the organization
education that relies on apprehension and extension since and that they should learn from them instead of giving
H. Dieleman, D. Huisingh / Journal of Cleaner Production 14 (2006) 837e847 841

critique. Since internships often are an avenue for obtaining realities, with certain mutually accepted rules, roles, condi-
a job in that organization, students are reluctant to criticize tions and assumptions. When one plays games, one can easily
and tend to accept the organization as it is. The psychological ‘take the role of others’ and develop an emotional understand-
processes are perfectly understandable and in a way this is be ing (apprehension) of why others act as they do. The beauty of
favored, after all, it is better to understand and apprehend first, playing games is that one ‘learns by doing’ and ‘learns by fail-
before one starts to criticize. The real danger is that this leads ing’ without negative consequences for the real world. One
to accepting existing contexts. The key is the fine line between can simulate certain realities, play, manipulate and experiment
an attempt to change existing contexts and the practice of cri- and experience what the consequences are or what they might
tique. Often an attempt to change contexts is perceived as cri- be. In case the consequences are negative, one learns what
tique. Students should be educated in this and should be NOT to do and one can design alternative approaches or alter-
provided with more tools to master these kinds of challenges. native goals. The added value of games compared to experi-
Playing games can help and can provide students with an un- ments is the fact that within games, one can combine
derstanding of the subtle differences between critique and at- aspects of comprehension and apprehension, as well as pro-
tempts to change contexts. For more details on these facets, cesses of intention and extension. Playing games has the fol-
see Table 2. lowing functions:
Since the fieldwork or internship is very crucial in learning
to change contexts and not many pedagogical tools exist to fa- " They provide learning experiences. One can ‘learn by do-
cilitate this phase, we feel that the games we present in this ing’ without creating real consequences for the outside
paper are potentially very useful, especially in this teaching/ world.
learning phase. We feel, in fact, that this phase of the learning " They provide the possibility to create shared experiences.
cycle misses explicit educational program elements and we This is extremely important since this can provide the
believe that games can be perfect program elements for en- foundation of shared problem definitions and shared views
riching and enhancing this phase. of solutions that can help the learners make further prog-
Games can serve very important roles in all the program ress toward SD, which is a key element for success. Be-
elements however (See Fig. 3). In the phase of learning through cause, first of all SD is a complex phenomenon that, by
concrete experiences and within the context of presenting case its very nature, involves diverse stakeholders. Secondly
studies, games like role-plays can serve a very significant role. it involves actors of different cultural, academic and expe-
In the phase of reflective observation and the exploration of riential backgrounds societal positions; as such they have
tools and techniques, games, especially games for self analysis, very different attitudes, values and needs. In this context,
collabortion and communication, should be an essential part of one of the key challenges is develop a shared view for peo-
all curricula. Also, in the phase of abstract conceptualization, ple with such heterogeneous contexts. Playing games can
games should be a part of education for SD. In this phase, help.
students must learn to collaborate with colleagues from various " Playing games with people with dramatically different
disciplines and once again, games can play a powerful role in backgrounds, help to create, at least, one shared experi-
helping them to learn these kinds of skills. ence. This shared experience can be used as the point of
reference to facilitate mutual understanding and will
4. Games in the context of experiential learning help the workshop facilitator(s) to engage and empower
and sustainable development her/his/their audience during the use of other games.
" Playing games contributes to team-building. Since playing
Playing games is an appropriate activity in the context of games creates shared experiences, it can help in the pro-
learning for SD and especially in the context of experiential cess of team-building. Since not every shared experience
learning. When one plays games, one simulates and creates leads to better team-building; by careful selection, the

Table 2
Games in the context of learning processes and types of knowledge that is likely to be developed with their usage
Phase Teaching program element Learning process Type of knowledge
Apprehension:
Concrete experiences Case study approach games: role plays Apprehension intention Assimilative
Active experimentation Games: system games, games for self analysis Apprehension extension Divergent
and collabortion and communication
Comprehension:
Reflective observation Games for self analysis and collabortion and Comprehension extension Accommodative
communication to practice skills
Abstract conceptualization Analysis experiments Games for self analysis Comprehension extension Convergent
and collabortion and communication to
practice multidisciplinary collaboration
842 H. Dieleman, D. Huisingh / Journal of Cleaner Production 14 (2006) 837e847

essential to have these kinds of shared experiences and


Menu of games to benefit from the consequent insights because the system
characteristics of SD make it difficult to predict the out-
Games for self-analysis come of interventions, in the real world, but the simula-
tions may help the participants to be more open to
Everything but sleep
or explore ways of moving forward.
Nine dot game " Playing games is fun and entertainment. Such ways of
or ‘learning,’ are very important because they generate posi-
Rest in my arms tive mental energies and enthusiasm for participants to en-
gage in the complex challenge of SD. Games, properly
Games for communication selected and used, may also contribute to changes in the
and collaboration visions of what is essential for effecting SD. Many people
associate the issue with words such as ‘heavy,’ ‘serious,’
Paper tear
negative’ or ‘depressing.’ But in fact, even though there
or
Thumb wrestling
is some truth that some of those qualifications, SD also
or provides the opportunity for creativity, innovation and ad-
Harvest game venture. Playing games may help to make people see this
part of SD.
System games
Of course not all games have the same function. Some
Triangles games help one to discover parts of one’s self; others help
or one to understand processes of and mechanisms in communi-
Avalange
cation with others. Yet other games help one to experience the
or
Living loops working of complex systems and help to position oneself
within such systems. In the next section we distinguish among
the three types of types of games. Roughly speaking, three cat-
Fig. 3. Brief menu of some games useful for teaching sustainability-related
egories of games can be distinguished: games for ‘self-analy-
concepts. sis,’ games for communication and collaboration, and ‘system
games.’
games that are used can help to contribute to team-build-
ing. Playing games that facilitate communication and col- 4.1. Games for ‘self analysis’
laboration usually do result in better team performance
and provide a sense of belonging to a team. The advantage Games for ‘self-analysis’ help participants become more
of games is that they are ‘safe’ and ‘experimental’ as well conscious of their thought processes, sensorial perceptions
as the fact that they are ‘not for real.’ This can help to en- and values. Games of this type help one to clarify one’s im-
gage people who normally prefer to not become team- plicit assumptions and the ways one approaches other people,
players. their organizations or their problems. An example of this type
" Playing games contributes to knowledge of oneself. By of game is, ‘everything but sleep’ (see Section 5 of this article)
playing games, participants gain insight into their atti- that helps the participants experience how they watch and lis-
tudes, values and thought processes. They can help the ten to a teacher providing instructions for the steps of the
gaming participants discover the implicit assumptions game. Most people that play the game are surprised by the out-
that they have in life, but that may not necessarily be come and discover something about everyday life that is abso-
shared by others. Playing systems games helps participants lutely new to them. Other games such as the ‘‘rest in my
understand and feel the limitations and possibilities to arms,’’ focus on the experiential level of ‘trust’ and ‘confi-
change the system. This is essential for helping people en- dence’ that one has one in oneself and in others. When playing
vision the changes that need to be made and to empower this game, especially in a group, one discovers, experiences
them to make the changes in ‘real life’ that are essential and ‘sees’ that the level of trust someone has in others is di-
for SD. rectly related to the level of confidence one has in themselves.
" Playing games helps to test alternative solutions. As stated In terms of the experiential learning cycle of Kolb, games
earlier, one of the fine attributes of playing games is that for ‘self analysis’ help, first of all, in the process of intention
one ‘learns by doing’ without negative consequences for that relies on internal reflection. It touches upon the image we
the real world. One can simulate diverse realities, play have of ourselves vis-à-vis the outside world. Additionally,
the games, manipulate reality and experience the resulting this type of games help the participants learn in the extension
consequences, within the safety of the simulation. At the stages to help them make transformative changes in the world.
same time while one is testing alternative solutions one The ‘nine dot’ game (see Section 5 of this article) for instance
also learns much about one’s self while creating shared ex- tells us much about ourselves in how we seek solutions for
periences for all participants. Especially for SD, it is problems. In our attempts to change the world it is equally
H. Dieleman, D. Huisingh / Journal of Cleaner Production 14 (2006) 837e847 843

important to be aware of our implicit functioning as well as the points are. The game ‘avalanche’ (see Section 5 of this article)
image we have of ourselves vis-à-vis the outside world. shows us the complex interactions between individual inten-
tions of participants of a system and the system behavior. Av-
4.2. Games for ‘communication and collaboration’ alanche is one of the ultimate games to show the complexity of
stabilizing and decreasing parameters such as economic
Games for ‘communication and collaboration’ help one to growth and consumption.
understand and experience invisible mechanisms that take In terms of the experiential learning cycle of Kolb, systems
place when one communicates and collaborates. The game can be useful in various stages, but are especially valuable in
‘paper tear’ shows, for instance that the way we look at reality stage four. The games help us to really feel and experience the
literally depends on our view of reality. When hearing this, so- behavior of large and complex systems and help us to experi-
cial scientists may be tempted to think of Karl Marx and his ence the effects of certain interventions in such systems. As
theory of materialism. According to Marx, we interpret the such they are potentially enormously useful in the transforma-
world according to the societal position we have which deter- tion stage, especially when we are dealing with systemic is-
mines our ‘consciousness’ and our vision of the world. ‘Paper sues such as SD.
tear’ (see Section 5 of this article) shows that this process is Games can play a role in all of the four stages of Kolb’s
true in an even more literal sense. What we see as our left learning cycle. In order to clarify that we look at the four
or our right depends on where we are, for instance in a class- stages again and review what educational program elements
room. This has quite a few consequences for communication. belong within each of the four stages (Fig. 3):
By playing this game these consequences are immediately
seen and ‘felt’ or experienced. Other games, such as ‘harvest’ (a) In phase one, we often work with case studies. The essen-
or thumb wrestling’ manifest some of the implicit culturally tial objective of this phase is to begin to understand the
rooted mechanisms that almost all of us bring into processes role of actors, their problem definitions and their ways
of collaboration. The game ‘harvest’ (also known as ‘fishbanks to find and implement solutions.
ltd’) is the best game to show and make participants feel the (b) In phase two, we use tools and techniques in the process of
reality of the ‘tragedy of the commons.’ seeking to understand them in a comprehensive and appre-
In terms of the experiential learning cycle of Kolb, games hensive way Games are especially helpful to apprehend
for ‘communication and collaboration’ are very useful in var- social and management aspects, tools and techniques.
ious stages. In stage 1 they can be useful in understanding the (c) In phase three, we seek to better understand the processes
concrete experiences and the realities we observe and experi- of scientific analysis and understanding theoretical in-
ence. In Kolb’s stage 2, when dealing with tools and tech- sights. System games certainly can play a role in the clar-
niques, they play a role in the selection and usage of ification of the theoretical aspects of systems behavior.
management tools and techniques. In part three, they can be When scientists work in multi-disciplinary groups, as is al-
extremely useful when one works in multi-disciplinary teams, most always required in research in SD, games for com-
One of the key challenges of working in multi-disciplinary munication and collaboration can help to enhance the
teams is to understand and respect each other, despite the communication processes among researchers from differ-
fact that you don’t always understand each other’s analyses. ent disciplinary backgrounds.
(d) In phase four, we engage in games that provide opportuni-
4.3. System games ties for active experimentation. This provides the partici-
pants the opportunity to apply their knowledge and
System games aim to show the players the functioning of understanding to specific and concrete situations and cir-
complex systems. These games are extremely interesting in cumstances. (For further clarification, see the contents of
the context of SD since it is a system-based concept. System Table 3.)
games enable participants to see, feel and ‘experience’ various
aspects of system behavior. These experiences are useful in the 5. Games that were played during the Workshop in
context of transformation of the world. While playing system Monterrey, Mexico in June 2004
games one feels that they are part of a larger whole. One is
able to influence the system, but is usually not able to steer During the workshop at the conference in Monterrey we
the system in exactly the direction one would like. This means played a selection of games derived from the different cate-
that one has to try to understand how the system functions and gories of games. This enabled the participants to experience
to find ways to make the necessary changes. System games games from each category discussed above. Most of these
can help one to understand the functioning of leverage points. games are described in the ‘Systems Thinking Playbook’
Leverage points are crucial points in the system because by that was written by Linda Booth-Sweeney and Dennis
working at these points one can change the entire system Meadows [3]. This book has been the input of a project per-
more effectively and efficiently. The game ‘triangles’ (see Sec- formed in the Netherlands in 2004 and early 2005 for the gov-
tion 5 of this article) helps participants experience what it is ernmental program, ‘‘Learning for Sustainability.’’ The object
like to be part of a system, to be able to change it, but not steer of that program was to empower trainers and teachers in sus-
it and to better understand what and where the import leverage tainability and to provide them with the tools needed. Within
844 H. Dieleman, D. Huisingh / Journal of Cleaner Production 14 (2006) 837e847

Table 3 game’ and ‘rest in my arms.’ The three games illustrate vari-
Educational program elements and types of games that may be useful in the ous aspects of the human brain. They provide sufficient input
different learning phases
to discuss the role of self-analysis in SD.
Phases Educational program Games
elements
" ‘‘Everything but sleep’’ is a nice game to show participants
Concrete Actors are involved. Games for how they and others in the workshop read a text that was
experiences Actor’s perspectives are communication,
clarified. collaboration and
provided to them. The game is based on the participant’s
Problems are involved and system games are capacity and intuitive usage of the mental process of ‘as-
the definitions of problems useful for this phase. sociation.’ The game shows how rapidly we assume that
are clarified. certain words are said or written while this is absolutely
Reflective Current practices in terms Games for not true. The game shows how easy it is to manipulate peo-
observation of solutions are clarified. communication, ple and to place words in their minds without saying or
The use and understanding collaboration and writing them. The game makes participants aware of their
of tools is highlighted. for self-analysis are
own mental processes and shows them the risks/dangers
The use and understanding useful for this phase.
of techniques is experienced. of being manipulated with words.
" The ‘‘nine dot game’’ is an excellent game to start a brain-
Abstract Understanding theoretical Games for
conceptualization insights is an essential communication,
storm session. The game confronts the participants with an
part of this phase. collaboration and assignment that cannot be solved using ‘traditional’
Understanding limitations system games are thought processes and self-evident solutions. The problem
of the practices and useful for this phase. solver needs to be creative. The problem is very easily
techniques is essential. solved once the problem solver steps out of the traditional
Learning new approaches
and new contexts is essential.
boxes and dares to experiment with unorthodox solutions.
Working in The game is very simple and very illustrative for what one
(multi-disciplinary) teams needs to realize SD; with traditional solution approaches
is valuable. the problems cannot be solved. Using unorthodox solu-
Active Applying knowledge and Games for self tions however, changes the framework and solutions are
experimentation understanding in concrete analysis, easy to find and to implement.
and specific circumstances communication " ‘‘Rest in my arms’’ shows the participant the relationship
is especially important in collaboration and
between self-confidence and trust in others. The game is
this phase. system games are
valuable for easy to play andvery illustrative. This game is one of
this phase. a whole range of games that can be played to ease and
‘let things go.’ This game is also helpful for self-analysis;
consequently it is useful in helping to catalyse communi-
the framework of that project, Hans Dieleman, together with cation and collaboration.
12 trainers and teachers from various Dutch organizations (cit-
ies, schools, and consultants) organized a number of work-
shops with Dennis Meadows in the format of Master-classes. 5.2. Games for communication and collaboration
The experiences gained during these workshops with
Meadows are encapsulated within the Dutch manual: ‘‘Playing Within the category ‘‘games for communication and collab-
towards sustainability’’ [2]. oration’’ we listed three games on the menu: ‘paper tear,’
The lessons and insights obtained were with the partici- ‘thumb wrestling’ and ‘the harvest game.’
pants at the Monterrey workshop. The workshop’s second
source of information and experience was the experience " ‘‘Paper tear’’ is a good game to illustrate multiple aspects
that Donald Huisingh gained in many workshops and formal of communication. Paper tear illustrates the importance of
courses on Simulation and Gaming he has conducted during telling people not only, WHAT to do but to tell them as
the last 20 years in more than 40 countries. Games not in- well WHY they perform that task. This game can be
cluded in the book by Sweeney and Meadows were drawn very useful for managers. At the same time Paper tear il-
from the facilitator’s own games or from those developed by lustrates, in a very good way, the importance of accurate
participants in previous workshops they have facilitated. and clear explanations in communication. Finally, it shows
The following list of ‘briefly described,’ games was used as that we really look at reality in different ways when we are
a menu from which games were selected for the workshop. in a different position vis-à-vis each other.
" ‘‘Thumb wrestling’’ is a traditional game. Two people
‘wrestle’ with their thumbs. The objective is for each
5.1. Games for ‘self analysis’ participant to score as many points as possible. The
game illustrates, in a fabulous way, how almost all of us
Within the category ‘‘games for ‘self-analysis’’’ we placed start to fight against each other and try to make each
three games on the menu: ‘everything but sleep,’ the ‘nine dot others life hard. As a result neither player makes many
H. Dieleman, D. Huisingh / Journal of Cleaner Production 14 (2006) 837e847 845

points. When, by contrast, the game is played in a collab- the impulses go from one person to the other. Dependent on
orative way, both players score heavily. The game shows the sign of the person (negative or positive) the impulse is
much about one’s implicit rules and values by which amplified or starts to go into the opposite direction. With
one approaches the reality of ‘‘scoring as many points as this basic format, various aspects of systems can be illus-
possible.’’ trated. Five to ten persons are required to play this game.
" ‘‘Harvest game’’ is a game developed by Dennis Meadows
and is very well known as ‘‘Fishbanks Ltd’’ Fishbanks is 6. The technique of playing games
a computer game and ‘harvest’ is a simplified, non-com-
puter version of it. Both illustrate, in an excellent way, Playing games are serious ways to learn. Games can help to
the ‘tragedy of the commons.’ In ‘harvest’ the participants deepen the participant’s understanding and help them to appre-
form small groups of fishermen who go out on the ocean to hend diverse facets of reality in new and more comprehensive
fish. The objective for each team is to maximize their ways. There is however, one condition to this and that con-
profit, in the long term. The game shows, in a marvelous cerns the way games are performed. Only when games are
way, how and why the ‘tragedy of the commons’ occurs well prepared, well executed and well evaluated, will the in-
and what mechanisms account for it. The game provides tended effects and impacts of the games be realized. Each
much valuable input for extensive debriefing on what game has its own rules and requirements that must to be re-
needs to be changed in our way of collaboration in order spected. In addition to game-specific rules, the following are
to achieve SD. a few generic rules that need to be applied when playing
any kind of game: (1) the contextualization and preparation
for the game, (2) the execution including explanation to the
5.3. System games participants of how to play the game and (3) the debriefing
at the end of the game. We briefly discuss these generic rules
Within the category, ‘system games,’ the menu also offers in the following paragraphs:
three games: ‘triangles,’ ‘avalanche’ and ‘living loops.’ These
games take more time to play than the games of the first 6.1. The contextualization and preparation for playing
category. the game

" ‘‘Triangles’’ is a game that can be played with a large The purpose of playing games in teaching is to be able to
group of people. In fact, a minimal of ten to fifteen partic- play, to manipulate and experience and ultimately to appre-
ipants is required. The participants form a system and are hend certain aspects of reality. This means that games should,
interdependent elements of that system. Each participant in some way or other, represent the reality (realities) of the
has two others as his or her reference (which make the tri- participants. That is why the types of game and the types of
angles) and the essence of the game is that when one per- participants are key variables that must be carefully addressed
son moves, the reference persons have to move as well. in selecting and playing the games.
But as these reference persons have their own reference
persons, those persons will start to move as well. This 6.1.1. Type of game
setup allows the participants the opportunity to clarify var- In principle there are three ways in which games can repre-
ious aspects of system behavior such as ‘leverage points’ sent the real world around us. A first group of games represent
and ‘systems change and stability.’ realities that we can find anywhere and are not specific; the
" ‘‘Avalanche’’ is a perfect metaphor for SD, or to be more universal game. Games like ‘thumb wrestling’ or ‘everything
accurate: for unSD. The game is played with a hoop or but sleep’ belong to this type. They can be played with any
a stick and requires 6 to 10 participants. The participants group because they refer to universal aspects of reality.
have the shared task of bringing down the hoop or the stick A second type of games are the situation-specific or isomor-
to the floor. Individually they have to be careful to not lose phic types of games. They represent concrete settings such as
contact with the stick or the hoop. What usually happens is a classroom, a hospital, a prison, a fight, a couple in love, etc.
illustrative for unSD. The individuals are so focused on The third type, the fantastic type, does not represent any
their private tasks that the collective task of ‘bringing specific or any universal reality. The world in this type of
down’ is not achieved. In fact, what usually happens is game is purely fictional. The game ‘triangles’ is a game that
that the hoop or the stick goes up instead of down. This belongs to this group.
is a perfect metaphor for SD. The game offers many op-
portunities to discuss why it is so difficult to bring down 6.1.2. Type of (target) group
economic parameters like consumption, and illustrates The next question concerns the group of people that are en-
that systems have their own ‘behavior.’ gaged in playing the games. Is this a group of students, neigh-
" ‘‘Living loops’’ is a game to illustrate cause and effect, as borhood citizens, politicians, elderly, mixed group in terms of
well as the functioning of open and closed systems. Partic- gender, age and race, etc. When playing games, it is important
ipants are elements in a chain, with either a negative or a pos- to ask the question what do we want to accomplish with the
itive sign. Impulses are given to one person in the chain and games and with what types of groups we will play the games?
846 H. Dieleman, D. Huisingh / Journal of Cleaner Production 14 (2006) 837e847

Dependent on the answers to these questions (purpose and tar- 6.2.2. In education: the sequence of games and explanations
get group) one can select appropriate games. Games derived In educational settings one should make a conscious choice
from the universal or fantastic type can, in principle, be played between the sequence of playing the game and explaining cer-
in any setting. Isomorphic games can be very powerful but tain elements of reality. Games can be used to make students
must be tailored to the specific target groups. explore certain aspects of reality. In this case games should be
played without too much introduction and should be followed
by an extensive debrief. Games can also be used to make stu-
6.1.3. Group dynamics dents experience or apprehend certain aspects of reality that
The group dynamics is largely dependent on the culture of are explained to them before they play the game(s), in
the participants of the group and to questions such as whether a more theoretical manner.
the group members know each other well or not at all. In case
one plays with groups that know each other well (for instance
employees of a company that collaborate on a daily basis) one 6.2.3. Technical aspects of playing the games
must realize that some fixed group dynamics exist. One will Playing games involves three different technical aspects.
always find some informal leaders, some jokers, some mem- First of all, some games must be played with certain tools
bers of the group that are prone to question and criticize, and toys. It is important to prepare these aspects thoroughly.
some stereotypes will also become evident and some tensions Some games, like avalanche, depend entirely on the right
among members may come to the surface. It is important for equipment used. When a too heavy hoop is used, the game
the game facilitators to be fully aware of this so they properly will probably not work at all and is a waste of time and energy.
anticipate and even use these aspects in the games to make the A second aspect is related to the space within which the games
learning opportunities richer and more complete. are played. If the room is not adequate in terms of size or
Depending upon the cultural setting, some games may re- equipment it is advised not to play certain games at all. It is
quire modifications or adjustments. When one plays games better not to play games instead of playing them in a poorly
in cultures where it is not appropriate for men and women executed way. The last aspect concerns effectiveness as well
to hold each others hands, for example, the facilitators can as safety of the participants. Be aware of hard objects such
provide the participants with a piece of rope or any other de- as balls and protect and warn participants that are vulnerable
vice to overcome such practical barriers for playing games because of clothing (fragile or light colored that may become
where that is an element. Alternately, in such cases, one could soiled in the process of playing the game(s) or of certain med-
have separate circles for males and females. In other words, ical devices or conditions that potential participants my have
the game coordinator should adapt and adjust the games to that may put them at risk if they participate in some games.
fit the context and to realize that all are flexible and dynamic
ways of helping the participants learn in new/old ways. 6.3. The debriefing at the end of the gaming session

6.2. The actual play, including the introduction and The debriefing session at the end of the gaming session is
instructions to the participants an extremely important aspect of playing games. One trainer
and game developer once underlined the importance of de-
The Actual Play part involves the aspects of Introduction briefing in the following way; ‘playing a game without debrief-
and Instructions. It also involves the details of the activities ing is like playing a soccer game without scoring goals.’ The
of the game. participants will always have an array of experiences but
they will need a context and some help to facilitate their clar-
ification and expression of the emotive ‘learnings’ they expe-
6.2.1. Introduction and instructions rienced. Also, of course, as they express their ‘learnings’ and
An important part of the success and impact of games can listen to the ‘learnings’ of others, they will realize that people
be explained by the proper introduction to and instructions for learn very different things from performing the same activities.
each game. It is very important to use exactly the right words Reflections on the differences in perceptions and emotions that
and to leave out some of the key words in the explanation. In are elicited via the games are extremely valuable. Such de-
games such as ‘everything but sleep’ the effect of the game briefing sessions are essential to also help the participants to
largely depends on the word ‘sleep’ and the way this is used reflect on how they may use the lessons they learned in their
in the introduction. personal and professional lives as well as how they may use
It is equally important to explain, in a ‘step-by-step’ man- these and numerous other games and simulations in their
ner, precisely what the participants are to do, what is expected teaching and training activities.
of them and what they should not do. It is also essential to ask, Some questions that can be relevant in the debriefing after
several times, if all participants have understood the purpose a game or games include but are not limited to:
and actions of the game. It is highly recommended that the fa-
cilitator(s) act out some of the movements that the participants " What did I learn about myself, my behavior, my values,
have to make, in case this is part of the game, to ensure that all my thoughts, my fears, and my eagerness to win, while
understand what is to be done. participating in this game or games?
H. Dieleman, D. Huisingh / Journal of Cleaner Production 14 (2006) 837e847 847

" What did I learn about the others, their behavior and four. They can help students understand and apprehend the dif-
attitudes? ferences between criticism and making suggestions for context
" What did I learn about different forms of communication? changes in concrete organizational settings. This is a very
" What was new to me? important skill that students should learn before they start to
" What did I know but do not do? work, as interns or as paid professionals.
" What did I learn concerning the topic of my study or work Many games are already available and new ones are being
(SD) and how can I use this in the future? developed all the time. This paper makes a reference to nine
different games in three game categories: games for self-anal-
7. Conclusions ysis, games for communication and collaboration and system
games. The nine games are samples of the thousands of others
In this paper, the authors explored the relevance of the the- that are available. We feel that it is up to educators and
ory of experiential learning and the roles of games for educa- teachers to implement the many games that exist and to
tion for SD. They emphasized that the theory of experiential change their curricula to facilitate usage of games within
learning provides numerous opportunities for teachers and them. Thereby, we anticipate that all of us will become
learners to obtain valuable insights in learning processes. increasingly effective in helping ourselves and our students
The theory is helpful in identifying the relationships between to become effective ‘Change Agents’ toward Sustainable
education and learning for paradigm and context change. The Societies.
authors conclude that this phase is very important in education
for SD but that currently many curricula do not include the ex- References
plicit program elements necessary to facilitate learning via the
usage of games. [1] Kolb D. Experiential learning, experiences as the source of learning and
Games are excellent tools, precisely to practice with con- development. Englewood Cliffs, New Jersey: Prentice Hall; 1984.
[2] Dieleman H. Playing for sustainability. Rotterdam: Erasmus University;
textual and paradigm changes. As such, games could and
2004 (Leren voor duurzaamheid, Dutch publication).
should be added to curricula in SD education. In terms of [3] Booth Sweeney L, Meadows D. Systems thinking playbook; exercises
the four phases of the experiential learning cycle, games to stretch and build learning and systems thinking capabilities. 1995.
play important roles in all four phases but especially in phase ISBN 0-9666127-7-9.

You might also like