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 ClarkThis 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 HergenraderThis 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 AllenThis 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 KingThis 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 DikkersThis 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 HoldenThis 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. LesterThe 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 PfannenstielThe 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 SmithThe 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. GreenbergIn 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 SandozThe 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 HaineyThe 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…
ISSN:
1074-8121e-ISSN:
2054-1708ISSN-L:
1074-8121Online date, start – end:
2000Copyright Holder:
Emerald Publishing LimitedOpen Access:
hybridEditor:
- John Moravec