Effective Game Based Citizenship Education in the Age of new Media


  • Yam San Chee
  • Swati Mehrotra
  • Qiang Liu


citizenship education, game-based learning, dialogic pedagogy, new media, learning outcomes


Educational systems worldwide are being challenged to respond effectively to the digital revolution and its implications for learning in the 21st century. In the present new media age, educational reforms are desperately needed to support more open and flexible structures of on‑demand learning that equip students with competencies required in a globalized and multicultural world. Game‑based learning represents one pathway to educational reform through its emphasis on performance. In this paper we describe the Statecraft X game‑based learning program that blends performative game‑based learning with dialogic pedagogy in the context of citizenship education. The Statecraft X curriculum was designed with the understanding that a digital game on its own does not necessarily lead to meaningful student learning. Rather, it is the students together with their peers and aided by their teacher who must work together to make meaning of their in‑game experiences and connect these experiences to real‑world events and issues through thoughtful reflection. With a view to addressing widespread shortcomings of citizenship education that reduce the curriculum to learning about citizenship, the Statecraft X game, played on Apple iPhones, provides students with a first person experience of governance by allowing them to take on the role of governors and thus to enact governance. Central to the SCX program is its dialogic pedagogy where teachers facilitate meaningful conversations among students and advance their understanding of citizenship and governance. In this paper, we report an implementation of the Statecraft X curriculum in a Social Studies class attended by 42 15‑year‑olds attending a secondary school in Singapore. Students’ understanding of governance and citizenship was assessed by means of an essay that students attempted at the end of the program. Students’ performance in the essay was compared with a comparable control group taught the same topic by traditional method. The results indicate that students of the intervention class outperformed the control class students. Our findings suggest that the Statecraft X curriculum has efficacy in achieving the desired curricular learning outcomes. These findings have implications for school leaders, teachers, and students with respect to introducing and integrating game‑based learning in regular classrooms.



1 Feb 2013