ABSTRACT

Employer surveys highlight creativity and critical thinking as key skills for future jobs. This chapter shows how rubrics developed during an OECD project could guide the design of games and simulations meant to intentionally foster and automatically score creativity and critical thinking while students/players learn domain-specific knowledge about some subjects—notably knowledge that is part of formal education curricula. After defining creativity and critical thinking in the first section, I present some conceptual rubrics on creativity and critical thinking that translate theoretical approaches into education-friendly ideas. I then show how lesson plans and pedagogies based on those ideas could be delivered through games and simulations, and how creativity and critical thinking could be assessed within virtual environments in an automated way. Finally, I discuss the advantages and difficulties of such gamification.