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Article
Publication date: 10 August 2021

Taylor M. Kessner, Priyanka Parekh, Earl Aguliera, Luis E. Pérez Cortés, Kelly M. Tran, Sinem Siyahhan and Elisabeth R. Gee

This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library.

Abstract

Purpose

This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library.

Design/methodology/approach

This study leverages qualitative approaches to coding transcripts of participants’ talk. This study uses the design thinking framework from the Hasso-Plattner Institute of Design at Stanford University as provisional codes to identify and make sense of participants’ verbalized design activity.

Findings

This study found that the making context of designing tabletop board games elicited a high frequency of design talk in participants, evidenced by both quantitative and qualitative reports of the data. Additionally, participants in large measure obviated constraints on their design activity imposed by linear conceptions of the design thinking model this study introduces, instead of moving fluidly across design modes. Finally, participants’ prior experiences in both life and in regard to games significantly influenced their design study.

Originality/value

This study highlights the unique affordances of making-centric approaches to designing tabletop games in particular, such as participants’ quick and sustained engagement in the study of design. This study also highlights the need for conceptions of design thinking specific to designing games.

Details

Information and Learning Sciences, vol. 122 no. 9/10
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 8 February 2016

Jeffrey B. Holmes and Elisabeth R. Gee

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

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Abstract

Purpose

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

Design/methodology/approach

The framework is based on an analysis of existing literature and descriptions of GBTL in varied higher education settings, combined with case examples of the author’s personal experience as instructors of GBTL courses.

Findings

Four frames or categories of GBTL approaches were identified: the action frame, the structuring frame, the bridging frame and the design frame. Each frame represents a spectrum of related yet varied strategies and assumptions.

Originality/value

This framework is a first attempt at providing an analytic tool for making sense of the varied instantiations of GBTL in higher education. It can be useful as a heuristic tool for researchers as well as a generative model for designing future GBTL practices.

Details

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

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…

840

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: 8 February 2016

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…

735

Abstract

Purpose

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 learning in games (Echeverria et al., 2011) and gamification (Sheldon, 2012) are just a few examples of the discussion areas in videogames and education research. But as Rice (2014) finds, there are few available lesson-plans and examples of everyday classroom use of popular videogames.

Design/methodology/approach

In response to this need, this paper discusses classroom use of free popular videogames as cultural artifact examples for course content discussions in a Videogames and Literacies Junior Writing Course offered within an English department.

Findings

This paper describes the assignment and learning goals, specifically discussing the first iteration and subsequent changes made to aid students in their presentations and learning. Included in this paper are discussions of technology affordances within the classroom space, student reactions and student successes and failures with games. This assignment asks students to find a videogame example to use as demonstrations of the course material as they lead class discussion.

Originality/value

Asking students to use videogames and game play to engage course content also engages students in higher-order cognitive thinking about play and game mechanics, helps students analyze course material and develops presentation skills using videogames to discuss course material. In examining videogames as more than just entertainment, students see games as learning tools with ways of teaching culture, teaching learning and testing learning.

Details

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

Keywords

Article
Publication date: 8 February 2016

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

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Abstract

Purpose

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. Through the experience, students developed their own digital literacies and learned to enter academic discourse about games and digital literacies.

Design/methodology/approach

In the paper, the instructor and eight students describe the purpose, design and outcomes of the experience. Over the course of a month, the group coordinated logistics and roles, each person created a character, each character reached the threshold level for low-level dungeons, the whole class played several dungeons together and the class engaged in metaconversation about the experience.

Findings

The instructor reflects on the problem of practice that the WoW experience addressed and the instructional organization of the experience. The students, who came into the WoW experience with a range of prior knowledge about games and Massively Multiplayer Online Roleplaying Games, reflect on what challenges they faced while learning to play and develop their own digital literacies, how they assembled resources to overcome challenges, how their views of digital literacies and games shifted from the experience and how the experience helped them rethink teaching first-year composition.

Originality/value

As the WoW experience illustrates, finding ways to connect games to advanced graduate courses can create fun, frustration and powerful learning experiences for students as they maneuver complex content.

Details

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

Keywords

Article
Publication date: 8 February 2016

Trent Hergenrader

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

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Abstract

Purpose

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

Design/methodology/approach

The concepts included are drawn from media studies, game studies, and game-based learning.

Findings

The Digital Humanities and Social Sciences (DHSS) BS degree will begin enrolling students in the academic year 2016-2017, at which time findings will be available.

Originality/value

The DHSS BS degree is among the first of its kind, and will be a model for other programs to follow.

Details

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

Keywords

Article
Publication date: 8 February 2016

Hiller A. Spires and 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…

1236

Abstract

Purpose

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 analyze lessons learned. Using a community of inquiry approach, the authors created participatory structures for design and communication among the university team (i.e. computer science, literacy and science education, educational psychology and art design), elementary teachers and elementary students who were involved with Crystal Island.

Design/methodology/approach

As part of the design process and in the attempt to create a community of inquiry, the authors conducted ongoing sessions with the teachers and students (N = 800), or what the authors refer to as design charettes. The design charettes included forming a lead teacher cadre and conducting game-based learning teacher institutes. These sessions led to a mixed methods school pilot study.

Findings

Results of the classroom pilot study suggested that game-based learning environments not only increase student engagement but also positively impact content knowledge on science topics and problem-solving skills. A key finding was that these gains were not unique to any specific group of learners, as there were no differences by race or gender.

Originality/value

Applying a community of inquiry contributed greatly to the success of the authors’ results. Distributing knowledge and authority throughout the community (university and elementary schools combined) promoted rich social interactions that encouraged meaningful contributions from all participants. Future efforts will focus on sustaining our community of inquiry as the authors attempt to scale gameplay with CRYSTAL ISLAND.

Details

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

Keywords

Article
Publication date: 8 February 2016

Crystle Martin and 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.

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Abstract

Purpose

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

Design methodology approach

This is a worked example, using a case study and iterative design approach. Each iteration of this course and the reports are from the respective opinions of the instructors.

Findings

The authors found that once students looked past games as being pleasant distractions and were able to see them as both context-rich and well-designed learning environments, they were conducive in bringing games to libraries to spur interest-driven learning. Some students tackled analog and digital game design, while others would play historical games and tie those back to available books, and still others used board and video games to bring parents and their children together through play. While these findings do not dictate that this would work in all situations, presenting games and play as an inclusive practice that spans topics and interests was successful.

Research limitations andimplications

This research focuses on an LIS course and its development. Research and best practices in this course better inform future designs on how to take games-based design and interest-driven learning into broader areas to use games to spur interest and learning. The authors do not claim that our individual approaches to this class are the best methods in any course using games-based learning. Yet instructors in other fields can take what the authors learned, and the different approaches used to teaching games-based learning, and augment based on the authors’ experiences.

Practical implications

This worked example demonstrates that a games-based curriculum can help generate interest in informal learning spaces, such as in libraries.

Originality/value

The value of this paper is to emphasize the impact that games and games research can have on other disciplines. Games-based and interest-driven learning are broad enough that their usefulness in other fields is worth consideration. Libraries have been commonly looked at as “old” spaces to acquire knowledge. Combining “old” and “new” technologies to serve a more technologically savvy demographic not only helps the field of games-based learning, but also helps those in LIS how to better service a new generation of learners in collaborative relationships.

Details

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

Keywords

Article
Publication date: 8 February 2016

Vittorio Marone, Cary Staples and 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…

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Abstract

Purpose

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 education students develop personal strategies to overcome challenges in college and in life.

Design/methodology/approach

This paper presents a case study with analysis of and reflections on the design and development of an educational card game.

Findings

The design and development of ProblemUp! has engendered a number of insights to analyze, design and implement games that can help students become successful learners in school and life, beyond subject matter. The authors realized that it is worthwhile to offer different opportunities for players to engage with the game (e.g. alternative sets of rules, face-to-face and online versions), while at the same time keeping the game affordable, accessible and fun to play. Ultimately, ProblemUp! reflects a social and playful approach to learning that can help students become strategic learners and creative problem solvers in a complex and ever-changing world.

Research/limitations/implications

The potential contribution of ProblemUp! to students’ academic success in higher education is significant. Often students’ reluctance to face challenges is perceived as a lack of ability when it is actually a lack of knowledge and skills in metacognition and decision-making. If students have a sense of their own competence and control over challenges in academic learning, then they will be motivated to persevere with academic study. ProblemUp! offers the opportunity for students to develop knowledge and skills that are often hidden from them, their teachers and tutors.

Practical implications

In higher education, ProblemUp! has the potential for use in a variety of ways. It can be presented in post-secondary settings as a resource for students, with or without facilitation of tutors and others working to improve student retention. It can also be introduced within courses by a facilitator who can help students understand how the strategies they create can be adapted to overcome challenges within a course or, in general, for succeeding in college. Opportunities can also be created so that students can join an online game as the need arises, with or without support.

Social implications

By speaking the “language of metacognition” embedded in the Cognitive Enrichment Advantage (CEA) approach (e.g. making comparisons, getting the main idea, connecting events, etc.), students can develop a “problem-solving grammar” which can be applied in a variety of situations to articulate the discourse on problems and the strategies to overcome them.

Originality/Value

The paper presents a novel approach to metacognitive learning, strategic thinking and problem-solving by leveraging bizarre problems in a social-constructive environment. It also includes practical and usable insights for educators, teachers and game designers.

Details

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

Keywords

Article
Publication date: 8 February 2016

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…

Abstract

Purpose

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 learning forward.

Design/methodology/approach

This study uses a combination of the archival research methodology to present secondary empirical evidence and a large-scale survey methodology to present primary empirical evidence. The archival methodology reviewed a number of extensive systematic literature reviews, and the survey methodology specifically looked at single and multiplayer motivations for playing games in education. A synthesis of the secondary and primary research findings was produced.

Findings

The findings produced the following five viable research directions: more Randomised Controlled Trials (RCTs), more longitudinal studies, more studies investigating the pedagogical benefits of collaborative play, more studies investigating the pedagogical benefits of 2D and 3D games and more detailed evaluation frameworks.

Originality/value

This paper presents a synthesis of previous research and empirical evidence to produce a number of potential research directions to drive the study of digital games for learning in Higher Education (HE) forward.

Details

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

Keywords

1 – 10 of 32