Danielle C. Herro, Lorraine Lin and Michelle Fowler
The purpose of this paper is to detail the perceived influence of early gaming habits toward media production from seven students enrolled at a university in the Southeastern US…
Abstract
Purpose
The purpose of this paper is to detail the perceived influence of early gaming habits toward media production from seven students enrolled at a university in the Southeastern US. Participants identified as heavily involved in creating media such as anime, videos, fanfiction, webcomics, games, and digital music.
Design/methodology/approach
This exploratory study used qualitative research, thus data collection and analysis included questionnaires, interviews, and artifacts identifying and categorizing six main themes: game play preferences, persistence, early connections between game play and media, support and feedback, creations inspired by games, and significance of games in current lives.
Findings
The study found that most participants believed game play in childhood influenced increasingly complex media production habits. Six of the seven believed game play influenced their career path. The paper concludes with implications for education including games as conduits to personalized learning and career paths.
Originality/value
Results from this study extend prior research on the value of games to promote media production and meet personal and professional goals. This is significant as prior research linking early game play to media production influencing career goals is sparse.
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Danielle Herro and Cassie Quigley
This paper aims to broaden the conversation regarding STEAM by investigating the new form of education. The novelty of science, technology, engineering, art and mathematics…
Abstract
Purpose
This paper aims to broaden the conversation regarding STEAM by investigating the new form of education. The novelty of science, technology, engineering, art and mathematics (STEAM) instruction in K-12 classrooms means few cases of STEAM teaching are documented in depth.
Design/methodology/approach
As part of a larger multi-year study researching STEAM teaching practices in 14 middle school classrooms in the southeastern USA, the article first summarizes prior research findings and then presents ideas for higher education and K-12 researchers to consider when incorporating STEAM teaching in pre-service education, professional development and in classrooms. Then, the authors use a second-order narrative approach to describe three cases of teachers enacting STEAM practices in classrooms.
Findings
Drawing on the notion of “remixing” education in the context of STEAM, the authors show how each teacher alters existing practices, instead of offering entirely new instruction, as they implement STEAM teaching.
Originality/value
With few cases of STEAM teaching detailed in the depth, this paper advances the understanding of STEAM teaching practices in K-12 classrooms.
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Danielle Herro, Cassie Quigley and Oluwadara Abimbade
The purpose of this study is to identify and assess collaborative problem solving (CPS) behaviors in elementary students in science, technology, engineering, arts/humanities and…
Abstract
Purpose
The purpose of this study is to identify and assess collaborative problem solving (CPS) behaviors in elementary students in science, technology, engineering, arts/humanities and mathematics (STEAM)-related making and to garner students perspectives. We offer a valid way for researchers to understand collaborative processes and for educators to create opportunities for collaboration. Additionally, the feedback from the assessment offers students a way to reflect on their CPS skills.
Design/methodology/approach
This qualitative study evaluated 52 elementary students’ CPS skills using co-measure, a validated rubric assessing students’ CPS when working in STEAM-related makerspace activities. Students worked in collaborative groups to “make” artifacts when solving a problem posed by their teacher. They were assessed using co-measure’s four dimensions: peer interactions, positive communication, inquiry rich/multiple paths and transdisciplinary approaches and scored via each dimension’s associated attributes. Student interviews provided their perspectives on CPS.
Findings
A majority of students scored in the acceptable or proficient range in the social dimensions of peer interactions and positive communication. Students scored slightly lower on the cognitive dimensions of inquiry rich/multiple paths and markedly lower on transdisciplinary approaches when collaborating. Findings suggest to increase CPS skills, teachers might develop “making” activities fostering greater inquiry and model ways to strategize and verify information, approach the problem drawing on student interest and prior knowledge and collaboratively use tools, materials and methods that mimic the real world when problem-solving.
Originality/value
Much of the current research on assessing CPS during making is in the early stages of considering appropriate assessment approaches, especially in schools. To expand this literature the study includes elementary students between the ages of 6-10, the focus is on assessing their collaboration using an observational rubric. The authors use preliminary findings from young children’s perspectives on making to position the future work.
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Ibrahim Oluwajoba Adisa, Danielle Herro, Oluwadara Abimbade and Golnaz Arastoopour Irgens
This study is part of a participatory design research project and aims to develop and study pedagogical frameworks and tools for integrating computational thinking (CT) concepts…
Abstract
Purpose
This study is part of a participatory design research project and aims to develop and study pedagogical frameworks and tools for integrating computational thinking (CT) concepts and data science practices into elementary school classrooms.
Design/methodology/approach
This paper describes a pedagogical approach that uses a data science framework the research team developed to assist teachers in providing data science instruction to elementary-aged students. Using phenomenological case study methodology, the authors use classroom observations, student focus groups, video recordings and artifacts to detail ways learners engage in data science practices and understand how they perceive their engagement during activities and learning.
Findings
Findings suggest student engagement in data science is enhanced when data problems are contextualized and connected to students’ lived experiences; data analysis and data-based decision-making is practiced in multiple ways; and students are given choices to communicate patterns, interpret graphs and tell data stories. The authors note challenges students experienced with data practices including conflict between inconsistencies in data patterns and lived experiences and focusing on data visualization appearances versus relationships between variables.
Originality/value
Data science instruction in elementary schools is an understudied, emerging and important area of data science education. Most elementary schools offer limited data science instruction; few elementary schools offer data science curriculum with embedded CT practices integrated across disciplines. This research assists elementary educators in fostering children's data science engagement and agency while developing their ability to reason, visualize and make decisions with data.
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Danielle Herro and 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…
Abstract
Purpose
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 USA and the communities it serves, we suggest game-based research and learning be approached as a unifying influence adaptable across contexts.
Design/methodology/approach
We use a working example methodology where someone with expertise “works through” a well-known issue while making the thinking overt. In this manner, we reveal processes, successes and challenges infusing game-based learning in higher education to deepen understanding between fields and encourage research and practice with games across disciplines.
Findings
The working example demonstrates that games served as a unifying influence in three primary ways, which included redesigning courses and implementing programmatic changes; using existing programs to promote interdisciplinary teaching and research; and increasing outreach and partnerships. In each example, games served to strengthen or support the initiatives.
Originality/value
This paper extends literature on the value of games to promote research and learning. Significantly, it provides an example for others in game-based learning fields to consider when building similar programs in higher education.
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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).
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.
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– The purpose of this paper is to describe how videogames can be worked into various courses in a digital humanities curriculum.
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.
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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…
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.
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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.
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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…
Abstract
Purpose
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 assignment, and to explore what two of the resultant games revealed about designers’ understandings of the structural nature of social class inequality.
Design/methodology/approach
Students’ documents associated with game production were analyzed for overt statements of learning, which were then coded and categorized. The researcher also assessed analog game prototypes to explore their usefulness to learning assessment.
Findings
Students’ perceptions of their learning in both cognitive and social domains were apparent in written reports. Faculty assessment of game artifacts found evidence of designers’ grasp of structural aspects of social class inequality beyond that apparent in written documentation.
Research limitations/implications
The case study approach limits the generalizability of the researcher’s observations.
Practical implications
This paper suggests that an analog game-making assignment can provide students with opportunity to document learning in both cognitive and social domains, through self-reports and game artifacts. Several avenues for further research are proposed.
Originality/value
This descriptive case study can assist educators developing game design assignments in courses focused on non-game topics, and educators considering the usefulness of game artifacts in learning assessment.