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Article
Publication date: 29 April 2014

Anne E. Witte and Peter Daly

This paper aims to describe a proverb game where the themes of work and money introduce participants to world perspectives on handling social transactions and establishing “fair…

349

Abstract

Purpose

This paper aims to describe a proverb game where the themes of work and money introduce participants to world perspectives on handling social transactions and establishing “fair play” between people.

Design/methodology/approach

Students are involved in a “serious game” where they work in international groups to piece together parts of a linguistic puzzle drawing on the language competencies of the group. They exchange viewpoints about “fair play”. This experiential learning opportunity introduces an ethics and cross-cultural framework into the curriculum.

Findings

The game has been used to “break the ice” at the start of international business programs and allow exchange students greater opportunity to become involved in problem solving activities.

Practical implications

In three versions, the authors have tested over three academic years, the proverb game has allowed the participants to reach the objectives: become involved with international classmates, co-produce cultural knowledge with peers (an alternative to a teacher-driven seminar on culture), develop awareness of cultural self, study world values through proverbs, and examine the importance of rule-based behavior and fair play.

Originality/value

To the authors' knowledge, there are no “language” games suitable for the international business classroom whose purpose is actually ethical.

Book part
Publication date: 5 December 2014

Catherine Chiappetta Swanson, Arshad Ahmad and Irena Radisevic

This chapter highlights inquiry-based learning in action in a first-year Social Sciences inquiry course. Focusing on the continued development of this course over eight years, we…

Abstract

This chapter highlights inquiry-based learning in action in a first-year Social Sciences inquiry course. Focusing on the continued development of this course over eight years, we present a practical example of fostering an inquiry-based teaching and learning environment grounded in metacognitive practice. Woven throughout the course is a thoughtful and deliberate incorporation of skill-building based on two types of metacognitive expertise; self-understanding and self-regulation with a goal to encourage and support students in developing effective learning strategies necessary for university study. We have found that scaffolding the inquiry learning process with metacognition further enhances the first-year learning experience and promotes a deeper level of learning, where students become aware of their own thinking practice and process. These skills include critical thinking, self-directed learning, clear communication and openness to learning. The chapter presents a series of strategies for introducing and linking metacognitive practice and the inquiry-based approach to learning. Presenting the five stages of inquiry learning: exploration, question and problem identification, methods of investigation, collection and analysis of data, development of conclusions and creative communication of results we describe how we work to develop a more distinct, personalized, engaging and sustainable undergraduate learning experience.

Details

Inquiry-Based Learning for the Arts, Humanities, and Social Sciences: A Conceptual and Practical Resource for Educators
Type: Book
ISBN: 978-1-78441-236-4

Content available
Book part
Publication date: 30 July 2018

Abstract

Details

Marketing Management in Turkey
Type: Book
ISBN: 978-1-78714-558-0

Article
Publication date: 8 February 2013

Soma Pillay and Reynold James

Higher education is influenced, to an increasing extent, by changing student demographics. This requires educators to design and deliver learning systems which will enhance…

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Abstract

Purpose

Higher education is influenced, to an increasing extent, by changing student demographics. This requires educators to design and deliver learning systems which will enhance students’ learning experience with innovative, real world and engaging resources. The authors predict that transformations in the learning systems will increase as higher learning institutions seek to add educational value. The authors maintain that current pedagogies in cross‐cultural education are insufficiently adapted to student learning‐style needs. This problem is particularly noticeable in one cross‐cultural setting. This study aims to explore games, as an alternate pedagogy, to enhance learning systems.

Design/methodology/approach

Students’ feedback formed the primary qualitative data for this study. The paper develops a conceptual model which provides an organised framework to manage intercultural differences, using games. The Mapping, Bridging, Integrating (MBI) model creates an opportunity for students to appreciate differences and understand the model's implications for their careers in international management.

Findings

Participants’ responses to the games were overwhelmingly positive. Participants’ responses indicated games as a preferred method for developing the intercultural competence, team work, decision making and self awareness skills essential for business and entrepreneurship.

Practical implications

There is a growing need to consider and align the relationship between education, the increasing cultural diversity in student populations, and the learning and teaching styles of a changing student population in order to enhance the extent of expected knowledge transfer.

Originality/value

In this study, the authors adopted a qualitative approach to trialling the use of games in a cross‐cultural context with the view to reducing international cross‐cultural barriers and developing skills in intercultural competence, self awareness, collaborative working and decision making. This study shows the need for alternative, more integrative models of education comprising elements of complexity that fit with an increasingly complex world.

Details

Education + Training, vol. 55 no. 1
Type: Research Article
ISSN: 0040-0912

Keywords

Article
Publication date: 27 April 2010

Virginia Clerveaux, Balfour Spence and Toshitaka Katada

The Disaster Awareness Game (DAG) was designed to evaluate and promote disaster awareness among children in multicultural societies. This study seeks to discuss this.

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Abstract

Purpose

The Disaster Awareness Game (DAG) was designed to evaluate and promote disaster awareness among children in multicultural societies. This study seeks to discuss this.

Design/methodology/approach

The validation methodology was undertaken in four stages: Pre‐Test Stage – this stage is intended to evaluate the existing levels of disaster awareness among the target population using a questionnaire survey. DAG Exposure 1 – This represents the second stage of the pre‐test through exposure of the target population to the DAG. Provision of disaster information – In this stage, participants are provided with disaster management information on hazards that are pertinent to their environment. Post‐test stage – this stage was intended to evaluate the impact of the DAG and the provision of disaster information on the level of awareness among participants.

Findings

Preliminary results suggest that the tool is effective in educating children about hazards, and measuring levels of disaster awareness and is interesting enough to hold children's attention.

Research limitations/implications

The present study provides a starting‐point for further research in the design and development of tools for measuring levels of disaster awareness and in educating children about disaster preparedness.

Originality/value

The DAG can be used as a benchmarking tool for gauging levels of diaster awareness within various groups in society (children, adults, gender, language groups etc.) or across regions in a country (rural versus urban) and in different countries in the Caribbean region (e.g. High income versus Low income) in order to determine and prioritize interventions for disaster education.

Details

Disaster Prevention and Management: An International Journal, vol. 19 no. 2
Type: Research Article
ISSN: 0965-3562

Keywords

Article
Publication date: 8 February 2016

Cindy L Anderton and 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…

879

Abstract

Purpose

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 through gameplay in the role-playing game, Oblivion.

Design/methodology/approach

Methodology for this case study (Stake, 1995) was informed by narrative (Reissman, 2001) methods that focused on collecting descriptions of the unique experiences of participants while being engaged in gameplay and their personal reflections synthesizing game-based engagement and course content. “Narrative research offers the possibility of exploring nuances and interrelationships among aspects of experience that the reader might better understand other related situations” (Josselson, p. 239). Our study focused on using narrative research methods to examine embodiment within the fictional world of the game as an experiential participatory-learning experience.

Findings

All participants indicated that the most salient learning experiences of the course was playing the game. The process participants underwent the experience of an event in the game and linked this gaming experience to their personal real-life reaction combined with emotions and thoughts. They then self-reflected on those reactions, which cumulatively contributed to self-reported increased self-awareness in the areas of personal bias, stereotypes, attitudes, values, beliefs and privilege. Three themes were identified from the data, namely, increase or variance in levels of self-awareness, navigating unfamiliar cultural systems and increased understanding and cognitive empathy for others. In addition, a fourth additional theme of embodiment and the value of embodiment were identified.

Research limitations/implications

Lacking in the findings were reports by participants regarding application of skills to different cultural populations. Future research will focus on how integration of application of skills can be facilitated using similar pedagogical practices. Because this study included a small number of participants who were counseling students in a master’s program, the applicability of the findings to other student populations is limited. Further research would need to determine whether or not the findings could be replicated with other types of students.

Practical implications

Embedding the intervention within the structure of a course appeared to provide a supportive and safe space for experiencing embodied selves, it also provided a mode for performing their future selves for and with colleagues experiencing similar situations. In this way, they were able to venture with and among their colleagues toward a fuller understanding of self, and particularly in conjunction to diverse populations. These features of the intervention appeared to work in concert together holistically affording a space where they could be vulnerable enough, open enough, to begin questioning their central thoughts and beliefs and increase their empathy for others who are different.

Social implications

Using the game of Oblivion allowed our students to have an embodied experience in a virtual space where they got to experience being in a completely different culture and experience culture shock. They had to make decisions that forced them to review their belief systems, go against their belief systems, or explore options that were against their belief systems in a safe way with no real-life repercussions. This embodied experience allowed our participants to engage in behaviors that none would dare to do in their real world and provided a comfort zone to explore taboo subjects.

Originality/value

Embedding the game within the curriculum encouraged participants to experience feelings of embodied empathy (Gee, 2010). Oblivion assisted in this process by providing participants the opportunity to gain entry into a unique designed world, a realistic but pseudo-cultural world replete with social and institutional structures both familiar and foreign to their real life. This appeared to provide a realistic manifestation of self, positioning participants toward experiencing embodied empathy for the designed scenarios in the game.

Details

On the Horizon, vol. 24 no. 1
Type: Research Article
ISSN: 1074-8121

Keywords

Article
Publication date: 31 May 2005

Elaine M. Raybourn

This paper presents a report on a new multiplayer simulation game for government and/or non‐government interpersonal and intercultural communication training that launched in…

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Abstract

This paper presents a report on a new multiplayer simulation game for government and/or non‐government interpersonal and intercultural communication training that launched in December 2004 and was designed expressly to serve as a non‐violent virtual sandbox in which multiple players practice communication skills, mental agility, and hone cultural awareness acumen. The game is currently being used in leadership training programs.

Details

Interactive Technology and Smart Education, vol. 2 no. 2
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 7 August 2019

Haytham Siala, Elmar Kutsch and Suzy Jagger

The purpose of this paper is to investigate whether learners from different cultures adopt a serious 3D game to facilitate the learning of transferable managerial skills (ethics…

Abstract

Purpose

The purpose of this paper is to investigate whether learners from different cultures adopt a serious 3D game to facilitate the learning of transferable managerial skills (ethics) and knowledge.

Design/methodology/approach

A cross-sectional, cross-country survey study (n=319) was conducted recruiting participants from one North American and two British universities. The survey data and the conceptual model have been analysed and tested using confirmatory factor analysis and structural equation modelling.

Findings

Participants displayed positive attitudes towards the 3D game and responded positively to theory presented as “real-life” scenarios; gamification techniques such as interactions and dialogue, and rewards and progression levels, which are part of the game, albeit the participants’ adoption was driven more by extrinsic motivations (rewards) than intrinsic ones (ease of use and entertainment). In addition, the empirical results suggest that when gender is taken into account, the perceptions and needs of cross-cultural learners in serious gaming environments vary and display characteristics that are similar to Rogers’ five adopter categories; thus, culture could significantly shape learners’ decisions to adopt a serious game as a managerial learning tool.

Research limitations/implications

For future researchers, this paper highlights various levels of training, support and promotional awareness that need to be considered to facilitate the adoption of serious games for managerial learning.

Practical implications

For academics and practitioners in work-based learning and managerial training environments, this paper highlights the salient factors that need to be inherent in a serious 3D game, and best practices for scaffolding existing instructional approaches or training interventions.

Originality/value

In light of Rogers’ five adopter categories, this cross-country study involving culturally diverse learners provides key insight into the potential application of serious games as a practice-based learning instrument in academia and industry.

Details

Information Technology & People, vol. 33 no. 2
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 31 May 2024

Parthasarathy P.K., Amit Mittal, Arun Aggarwal, Narinder Pal Singh and Archana Mantri

The relationship between medicine and video games is growing tremendously. In the field of medicine, realistic simulation and games have risen in popularity, and in turn…

31

Abstract

Purpose

The relationship between medicine and video games is growing tremendously. In the field of medicine, realistic simulation and games have risen in popularity, and in turn, gamification has transformed the game elements into a non-gaming world for human engagement like motivation and performance. It is not surprising that game-based learning has branched out in the realm of the medical world. The person’s psychological state determines the effectiveness of education during training. This study aims to examine how the usage of immersive technology impacts users’ tendency to access immersive resources for learning during an emergency like the COVID-19 pandemic. Augmented reality (AR) apps have grown to be a popular tool in education nowadays. The purpose of using AR applications is to impart knowledge during the COVID-19 pandemic. An investigation was conducted to test the effectiveness of immersive technology in learning by developing a game-based experimental model and testing it on 100 non-randomly selected users of various ages. This study shows that users are open to new teaching approaches, including AR applications, in response to the challenges presented by the pandemic. AR applications provide a potential solution to the difficulties associated with education by providing an immersive and interesting experience that enhances learning-based results. This demonstrates that while using AR apps, an individual’s viewpoints and sense of control over their learning are more essential in influencing their conduct. By integrating AR apps into learning systems, immersive education may enhance users’ engagement, motivation and overall learning experiences.

Design/methodology/approach

Convenience sampling was chosen as the method for data analysis. One hundred users from a leading private university in the northwest part of India participated in this study. This gave a minimum sample size of 79 participants. To analyse the user experience (UX), a UX questionnaire was adopted. In this research paper, the researcher explores the importance of immersive games that emphasise awareness and experience through a series of questionnaires to assess the effective awareness of COVID through immersive technology, because the immersive element plays a major role in the quality and success of awareness through COVID-19 fighter video games as an interactive learning platform.

Findings

Results showed that most people do not know how to deal with an infected person in a critical situation; either they feel scared or deal without taking precautions. COVID-19 fighters are empowered with a virtual patient, which players can interact with. Once the user finishes the FPS game, he must find out the source of viruses that will be an AR-based virtual patient. The first step of the instruction will ask the user to give the mask to the infected person; in the second step, it will ask the user to sanitise his body. In the third step, it will ask to hospitalise.

Originality/value

The research offers empirical evidence on the effectiveness of augmented reality-based game approaches to increase reality in basic education to boost the awareness of individuals. The report also gives an example of good cross-cutting education materials that provide the player with a very valuable tool for understanding knowledge of covid awareness by playing the COVID-19 fighter game.

Details

Information Discovery and Delivery, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2398-6247

Keywords

Article
Publication date: 30 May 2019

Meng Wang and Miguel Baptista Nunes

This study aims to present a meta-analysis of the use of serious educational games in museums. The analysis is based on a critical literature review that maps educational roles of…

Abstract

Purpose

This study aims to present a meta-analysis of the use of serious educational games in museums. The analysis is based on a critical literature review that maps educational roles of museums against serious educational games used in support of those roles. The meta-analysis focuses on the specific context of informal learning in museums.

Design/methodology/approach

The research design presented in this study is based on a meta-analysis research design that consists of a critical literature review, a multi-matrix representation of findings of the literature review and a conceptual visualization of the multidisciplinary area of the usage of serious games in support of educational roles in museums.

Findings

Clear and detailed categorizations of educational roles and serious games types for informal learning are presented. These are followed by matching these educational roles with published reports of the use of serious games within museums. The study concludes with observations and a conceptual map of the design of serious games for museums.

Originality/value

This study presents the first meta-analysis of research in this emergent multidisciplinary field. It will help serious game designers, museum educators and educational practitioners to make decisions regarding the choice of game type, customization and content design to support informal learning in the specific context of museum educational activities.

Details

Interactive Technology and Smart Education, vol. 16 no. 4
Type: Research Article
ISSN: 1741-5659

Keywords

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