DIGITAL LIBRARY
A NOVEL EPISTEMOLOGY OF PLAY: LUDIC CONSTRUCTIVISM AS A CYBERNETIC THEORY OF LEARNING
Drexel University (UNITED STATES)
About this paper:
Appears in: INTED2026 Proceedings
Publication year: 2026
Article: 0420
ISBN: 978-84-09-82385-7
ISSN: 2340-1079
doi: 10.21125/inted.2026.0420
Conference name: 20th International Technology, Education and Development Conference
Dates: 2-4 March, 2026
Location: Valencia, Spain
Abstract:
Game-based learning research has historically faced theoretical fragmentation, with methodologically sound studies producing contradictory findings about learning outcomes. To better understand the reasons for this phenomenon and to provide actionable pedagogical principles for educators, this paper introduces Ludic Constructivism, a cybernetic theory explaining how complex digital games externalize cognitive knowledge construction into an observable, recursive system.

The theory synthesizes three foundational frameworks. First, it adopts Ernst von Glasersfeld's Radical Constructivism as its epistemological ground, positing that knowledge construction aims at subjective viability through fitting cognitive constructs to experience. Second, it applies Espen Aarseth's concept of active media to establish that complex digital games constitute participatory systems where user interaction alters the medium's informational content. Third, it employs James Paul Gee's three-identity model to describe the psychological space of player engagement, focusing on the relationship between real-world player and virtual character.

The central innovation of this paper results from applying Heinz von Foerster's theory of second-order cybernetics to this relationship. Gameplay splits self-observation into two orders: the virtual identity functions as a first-order observer, engaging directly with the game system, while the real identity serves as second-order observer, positioned outside to observe the first-order observer's actions and consequences. This creates a projection/back-projection loop: projection provides the virtual identity with goals and hypotheses about viable actions; back-projection returns observed consequences to inform the real identity's mental models.

Learning then emerges as the eigenvalue of this recursive process, characterized as stable behavioral patterns converging from repeated operation of the projection/back-projection loop. This formulation explains the highly individualized learning outcomes in game-based research. Because eigenvalues exhibit chaotic sensitivity to initial conditions, which in this case are each player's unique projection of beliefs and experiences, identical game experiences will produce highly divergent outcomes across multiple players.

The theory results in three pedagogical principles. First, games primarily train the meta-competence of knowledge construction rather than specific content, developing capacity for hypothesis formation and revision. Second, separation of meaning contexts between game world and reality prevents automatic transfer, keeping competencies contextually bound unless explicitly bridged. Third, this separation creates a need for intensive pedagogical intervention, transforming the teacher's role from content delivery to strategic translation, connecting game-developed competencies to real-world applications while steering individualized trajectories toward common objectives.

Finally, the theory provides practitioners with a diagnostic heuristic termed the “dualization principle.” By asking what the virtual character demands of the actual player to achieve its goals, educators can identify the genuine competencies being developed beneath a game’s thematic content. This reveals that games foster precisely what they demand, filtered through what players project as desirable demands. The theory thus serves as a unified foundation for both research as well as educational practice.
Keywords:
Game-based learning, Serious Games, ludic constructivism, knowledge transfer, second-order cybernetics.