On the Horizon: Volume 24 Issue 1


Table of contents - Special Issue: Video games and learning in higher education: Impact from the classroom to community.

Guest Editors: Assistant Prof. Elizabeth King, Prof. Constance Steinkuehler, Dr. Elisabeth R. Gee, Assoc. Prof. Danielle Herro, Dr. Jeffrey B. Holmes and Prof. Ellyn Dickmann

A framework for understanding game-based teaching and learning

Jeffrey B. Holmes, Elisabeth R. Gee

– This paper aims to provide a framework for understanding and differentiating among different forms of game-based teaching and learning (GBTL).


An academic home for play: games as unifying influences in higher education

Danielle Herro, Rebecca Clark

This paper aims to address opportunities and tensions when creating game-based learning practices in higher education. By detailing examples from a university in the Southeastern…


The place of videogames in the digital humanities

Trent Hergenrader

– The purpose of this paper is to describe how videogames can be worked into various courses in a digital humanities curriculum.


Can the professor come out and play? Establishing critical gaming group for faculty

Trent Hergenrader

This paper aims to describe a plan to establish a campus critical gaming group for faculty members to learn about contemporary videogames and how to use them in their classrooms…


The WoW experience: grounding a graduate English seminar

Jennifer C. Stone, Jathan Day, Brianna Dym, Katie O'Regan Kahlenbeck, Zebadiah R. Kraft, September V. Reynaga, LaVon Shearer-Ihrig, Elizabeth Waetjen, Shanna Allen

This paper aims to describe the World of Warcraft (WoW) experience, where students in a graduate English seminar played WoW to ground their learning about digital literacies…


Promoting multicultural literacies through game-based embodiment: a case study of counselor education students and the role-playing game Oblivion

Cindy L Anderton, Elizabeth M King

This study aims to build on Gee’s (2003) earlier question exploring specifically the learning processes associated with broadening cultural empathy and exploring personal bias…


Questing as learning: iterative course design using game inspired elements

Seann M Dikkers

This study aims to review the development of six iterations of a master’s level course between the summers of 2013 and 2015, with a particular focus on the use of optional quests…

Mobile inquiry-as-play in mathematics teacher education

Jeremiah Isaac Holden

This study aims to describe the feasibility of designing and fostering pre-service teacher inquiry at the intersection of community and disciplinary engagement. Mapping My Math…

Games in classroom and practice in library and information science education

Crystle Martin, Ryan Martinez

– The purpose of this paper is to demonstrate the impact a games-based curriculum can have on library and information science (LIS) curriculum.


Game-based learning: creating a multidisciplinary community of inquiry

Hiller A. Spires, James C. Lester

The purpose of this paper is to describe how the authors created a community of inquiry for game design with Crystal Island, report research results from a school pilot and…


Super Busy Hospital: wicked games that triage

Dana Ruggiero

– The purpose of this paper is to address the issue of how university students address learning through playing wicked games.

Videogames in the classroom: student discussion leader presentations

Amber Nicole Pfannenstiel

The purpose of this paper is to discuss an assignment using videogames to demonstrate theories from in-class readings. Game-like learning principles (Gee, 2007), collaborative…


Using course opportunities for learning game design

D. Matthew Boyer, J. Emerson Smith

The purpose of this paper is to share the authors’ perspectives as members of a research-based course project focused on learning game design and development. The authors provide…


Learning how to learn by solving bizarre problems: a playful approach to developing creative and strategic thinking

Vittorio Marone, Cary Staples, Katherine H. Greenberg

In this paper, the authors present the insights and takeaways related to their experience with the design and development of ProblemUp!, a card game focused on helping higher…


A game design assignment: learning about social class inequality

Joli Sandoz

The purpose of this paper is to describe what students in an undergraduate course otherwise unrelated to games demonstrated about their learning during an analog game design…


Understanding digital badges in higher education through assessment

Samuel Abramovich

– The purpose of this paper is to provide an argument why digital badges in higher education should be used as an assessment tool and not only as a credentialing mechanism.


Moving digital games for learning forward

Thomas Hainey

The purpose of this study is to look at existing literature and empirical evidence to compile a number of viable research directions to move the study of digital games for…

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Emerald Publishing Limited

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  • John Moravec