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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.

1828

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

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…

246

Abstract

Purpose

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.

Design/methodology/approach

The plan is based on the principles of game-based learning, adapting classroom practice to teach faculty about video games.

Findings

The group will meet for the first time in the academic year 2015-2016 with findings to be reported at the conclusion of the spring semester.

Research limitations/implications

The desire is that this critical gaming group will become a model for other universities to adopt.

Practical implications

As designed, the critical gaming group should be inexpensive to set up and maintain.

Social implications

The critical gaming group should foster collegiality among faculty from different disciplines and colleges.

Originality/value

A critical gaming group for faculty is a unique concept, not yet tested.

Details

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

Keywords

Article
Publication date: 8 August 2016

Caroline Williams-Pierce and Theodore F. Swartz

This purpose of this paper is to introduce innovative ways to design, develop and implement original learning experiences, by defining certain design elements with illustrative…

Abstract

Purpose

This purpose of this paper is to introduce innovative ways to design, develop and implement original learning experiences, by defining certain design elements with illustrative vignettes from the classrooms of teacher pioneers.

Design/methodology/approach

A new rubric of design elements is presented that synthesizes and illustrates theoretical and empirical research.

Findings

Teacher pioneers implement instructional design elements in a manner that supports the subordination of teaching to learning in their classrooms.

Practical implications

The rubric organizes criteria to design, implement, analyze and evaluate the extent to which instructional resources and approaches, at all levels and in all content areas, are likely to foster learners’ independence, autonomy and responsibility.

Originality/value

This paper provides a useful, concise and clearly explained rubric of design elements that, when most effectively implemented, can prepare students to meet, with enthusiasm and confidence, whatever comes their way.

Details

On the Horizon, vol. 24 no. 3
Type: Research Article
ISSN: 1074-8121

Keywords

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