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Record W4321506239 · doi:10.5751/es-13862-280130

Games for experiential learning: triggering collective changes in commons management

2023· article· en· W4321506239 on OpenAlexvenueno aff
Thomas Falk, Wei Zhang, Ruth Meinzen‐Dick, Lara Bartels, Richu Sanil, Pratiti Priyadarshini, Ilkhom Soliev

Bibliographic record

VenueEcology and Society · 2023
Typearticle
Languageen
FieldSocial Sciences
TopicExperimental Behavioral Economics Studies
Canadian institutionsnot available
FundersConsortium of International Agricultural Research CentersFP7 International CooperationDeutsche Gesellschaft für Internationale ZusammenarbeitBundesministerium für Wirtschaftliche Zusammenarbeit und EntwicklungBundesministerium für Bildung und Forschung
KeywordsExperiential learningCommonsCollective actionKnowledge managementSocial dilemmaSustainabilityContext (archaeology)Computer scienceSociologyPsychologyPolitical scienceSocial psychologyEcology

Abstract

fetched live from OpenAlex

As resource users interact and impose externalities onto each other, institutions are needed to coordinate resource use, create trust, and provide incentives for sustainable management. Coordinated collective action can play a key role in enabling communities to manage natural resource commons more sustainably. But when such collective action is not present, what can be done to foster it? We contribute to the understanding of how experiential learning through games can affect behavioral change, potentially leading to more sustainable commons management. We present a conceptual framework describing the most important processes involved in experiential learning games. The framework highlights the importance of the game context for achieving game outcomes. We list game features that have been argued to influence learning and behavioral determinants, focusing on the game narrative and experience, game rules, and attributes of players. We briefly describe how each game feature influences the processes in the framework. Next, we apply the conceptual framework to examine design features that were particularly important for influencing behavioral drivers in commons management in three intervention cases from India relating to groundwater, surface water, and forests. Our conceptual reflections underpin the need to debate about underlying assumptions in using games as intervention tools. Making assumptions transparent can help to understand why or under what conditions experiential learning works or fails. There is a critical need for more systematic choices of the right tools for the right purpose. This includes participants of the experiential learning who must be able to relate the game to their real life. A social dilemma in the game should at least, in its basic structure, represent a real-life dilemma. We close by highlighting future research needs both from the conceptual behavioral change as well as the game design perspective.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: Qualitative
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.056
Threshold uncertainty score0.624

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0010.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.040
GPT teacher head0.340
Teacher spread0.300 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designQualitative
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations16
Published2023
Admission routes1
Has abstractyes

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