Game-making as constructionist learning
I study how game making can function as a learning method rather than only an output format, especially when learners design systems, rules, and feedback as part of understanding a concept.
Western University
Designing learning systems where curriculum, games, and emerging technology become usable practice.
Sichuang Fan designs learning systems that turn curriculum goals, competencies, and educational technologies into usable standards, tools, and workflows for teachers and learners.
Current research connects game-making, systems thinking, learner agency in AI-supported creative programming, teacher learning, and evidence synthesis.
View all researchI study how game making can function as a learning method rather than only an output format, especially when learners design systems, rules, and feedback as part of understanding a concept.
I am interested in how curriculum can support systems thinking by helping learners trace relationships, feedback loops, and consequences across connected parts of a problem or environment.
I examine how educators interpret curriculum goals and translate them into learning tasks, facilitation, feedback, and assessment, including the role boundaries and accountability structures that shape their work.
I study how learners can remain designers of their own projects by decomposing goals, expressing system relationships, observing milestone evidence, and revising their work before and alongside AI code generation.
I investigate how educational intervention reviews report, specify, and use quality appraisal, and develop coding frameworks and appraisal tools to strengthen the interpretation of research evidence.
Selected projects connect curriculum design, structured knowledge bases, teacher workflows, and AI-supported learning infrastructure.
A bilingual tabletop game design course in 7 parts and 28 chapters. Starting with Snakes and Ladders, learners explore real games, change rules, test ideas, and develop a playable game of their own.
A playable game about game design. Start with Rock-Paper-Scissors, then add abilities, cards, and contested spaces to experience how changing and combining rules reshapes players’ choices.
An AI-supported creative programming studio for learners aged 6-14, foregrounding goal decomposition, system relationships, milestone evidence, preview observation, and learner-owned revision. Its Systems-Before-Code framework grounds the accepted ICCE 2026 paper.
Art Work gathers essays, videos, and other exploratory pieces where research, critique, and media practice can sit beside each other.