Original Research

Serious games in service of Theology

Willem H. Oliver
Verbum et Ecclesia | Vol 45, No 1 | a2883 | DOI: https://doi.org/10.4102/ve.v45i1.2883 | © 2024 Willem H. Oliver | This work is licensed under CC Attribution 4.0
Submitted: 24 April 2023 | Published: 16 January 2024

About the author(s)

Willem H. Oliver, Department of Christian Spirituality, Church History, and Missiology, School of Humanities, College of Human Sciences, University of South Africa, Pretoria, South Africa

Abstract

Serious games (SGs) are part and parcel of the Fourth Industrial Revolution and Education 4.0 that we are living in right now. A SG is an alternative educational approach where a part of the curriculum, in this case, the practical side of Practical Theology – being one of the subjects presented to prospective theologians and pastors – is presented in the form of a game, familiarising the students with practical issues in a congregation. This article takes the educator through the main steps on how to create an SG together with an entire team of people. The underlying goal of the article is to get one educator interested in venturing on this innovative and ‘disruptive’ expedition.

Intradisciplinary and/or interdisciplinary implications: This article involves all the disciplines of Theology, especially Practical Theology, as well as Psychology and Information Technology (IT) (especially the designer and developer). The content of this article can be applied to any person in any discipline (whichever discipline it is) who wants to create an SG for their students.


Keywords

Theology; serious games; traditional education; parroting; educator-centred teaching; student-centred teaching.

Sustainable Development Goal

Goal 4: Quality education

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