Seeks to explores the idea of career‐focused, vocational higher education and give an overview of the current offerings of degrees, programs and majors that focus on games…
Abstract
Purpose
Seeks to explores the idea of career‐focused, vocational higher education and give an overview of the current offerings of degrees, programs and majors that focus on games, simulations and interactive media.
Design/methodology/approach
Provides an overview of educational courses supplied by various institutions which are capitalising on student and industry demand by offering officially accredited degrees in the study of games.
Findings
Students benefit most from the developing educational trend, and it makes economic sense for institutions to update their offerings to allow pedagogy to improve as the concept of what is involved in higher education expands.
Originality/value
Explores specifically how institutions are capitalizing on student and industry demand by offering officially accredited degrees in the study of games.
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The purpose of this paper is to review David Shaffer's book How Computer Games Help Children Learn.
Abstract
Purpose
The purpose of this paper is to review David Shaffer's book How Computer Games Help Children Learn.
Design/methodology/approach
This article discusses Shaffer's work and compares this with the ideas of other authors.
Findings
The use of games and simulations in education is increasing, becoming more sophisticated and undergoing serious study in The Academy. The number of articles is increasing and there is increasing pressure to establish credibility through publishing both in academic journals and books.
Originality/value
The new medium of digital learning basically relies on traditional theories of learning. Sometimes a book tells more about an area by its presence rather than by what it provides to advance thinking. As with on‐line learning, Shaffer's book shows that the path to change starts with mapping bricks into clicks and, as such, offers little to challenge the growing commercial arena of serious games being developed, almost as an aside.
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A growing number of educators are turning to games for a model of next‐generation learning environments. To date, there has been a lack of critical inquiry into what kind of…
Abstract
Purpose
A growing number of educators are turning to games for a model of next‐generation learning environments. To date, there has been a lack of critical inquiry into what kind of learning occurs through game play, and how games get learned by their players. Aims to plug this gap
Design/methodology/approach
This paper is a critical study of Viewtiful Joe, a cult‐classic sidescrolling 2D fighting game for the Nintendo Gamecube. Noted for its difficulty, Viewtiful Joe is an interesting case because, as a fighting game, it embodies many of the principles fundamental to the medium, most of which are missed by educators illiterate regarding the medium. It shows the cognitive complexity that goes into a fighting game, as well as a cutting‐edge example of how to manage that complexity. Far from button‐mashing, success in Viewtiful Joe requires the player to learn to read the game symbol systems, understand Viewtiful Joe's capacities, and see potential interchanges between them.
Findings
The paper analyzes how Viewtiful Joe is structured to balance flow and novelty, encourage players both to develop new skills and to master those they have. Finally, the paper examines how learning occurs through game play as an activity system, using player‐generated FAQs to analyze how gamers represent their practice and suggest theories of expert game practice.
Originality/value
Central to this paper is the argument that playing Viewtiful Joe is a performative act, where declarative knowledge, while clearly present for players, is secondary to players' ability to see and do in real‐time.
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– This biographical sketch aims to describe the life and career of William R. Davidson.
Abstract
Purpose
This biographical sketch aims to describe the life and career of William R. Davidson.
Design/methodology/approach
The biographical research used in this study draws upon extensive personal interviews with the subject, on some archival research, and on extensive analysis of the subject's published scholarship.
Findings
Davidson fashioned a distinguished career as a scholar, teacher, and consultant in retailing management. The founding mission statement for his consulting firm, Management Horizons, included the ambition to “advance the frontier of knowledge in the distribution industries”. His tremendous success in that endeavour over a period of half a century earned William R. Davidson the recognition as a pioneer in marketing.
Originality/value
This article is adapted with permission from a chapter titled “William R. Davidson (1919-): Mr Retailing”, in Pioneers in Marketing, published in 2012 by Routledge.
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Aims to determine how multiple play styles and use of “outside” materials can be successfully taken into account when designing user experiences in educational digital games.
Abstract
Purpose
Aims to determine how multiple play styles and use of “outside” materials can be successfully taken into account when designing user experiences in educational digital games.
Design/methodology/approach
This research draws on over two dozen qualitative interviews and an open‐ended survey of an additional 50 game players with a wide range of gameplay experience.
Findings
Findings suggest that players have different skill sets, and different beliefs about what constitutes acceptable and unacceptable help in a variety of games. These findings are analyzed to argue for different ways to enhance the educational gaming experience for players.
Research limitations/implications
As with all qualitative research, the relatively small sample size makes it difficult to draw broad generalizations from the data. However, the research does suggest that there are many ways to play games, that players use many items and information “outside” the game to help them play or enhance their experience, and such things can be fruitfully used to improve educational games.
Practical implications
Designers of educational games should take into account the materials surrounding games, such as walkthroughs and codes, as ways to enhance the game and educational experience, rather than detract from them.
Originality/value
Very little research has been done examining how players perceive items and information related to game play, as well as how they use such things. This research investigates that area and relates the knowledge to ways to improve educational games, and education.
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This special issue of On the Horizon focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this issue is the…
Abstract
This special issue of On the Horizon focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this issue is the interactive and collaborative method in which it was created. Instead of separated individual articles, the authors and editors have orchestrated the articles together, reading and writing as a whole so that the concepts across the articles resonate with each other. It is the intention that this special issue will serve as the basis of many more discussions across conference panels, online forums and interactive media that in turn will engender more special collaborative issues.
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This essay aims to present role of education and its response to institutional change.
Abstract
Purpose
This essay aims to present role of education and its response to institutional change.
Design/methodology/approach
Explores both a shift in its purpose and its role in a wired/global environment. The principal focus is on the traditional post‐secondary education but considers changes that are occurring as society moves to lifelong learning. It challenges the current model of change of the institutions as being cosmetic and only delaying a profound shift in the form, direction and purpose of education, as an institution.
Findings
While changes are occurring within The Academy, most academics who are working in the arena of e‐learning are worrying about changes at the micro level. Most of the power of institutional change has been given up by the faculty in exchange for their sinecure. While administrators are concerned about fiscal solvency, the faculty has expectations that in the end, after the storm has passed, the landscape will not be the same.
Originality/value
Provides an overview of the role of education and its response to institutional change.
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This research examines the use simulation, StarPower, as an instrument to teach students about ethics in management and leadership. The paper begins with an overview of sources of…
Abstract
This research examines the use simulation, StarPower, as an instrument to teach students about ethics in management and leadership. The paper begins with an overview of sources of learning in leadership and management development and later focuses specifically on the use of simulations. This is followed by a brief explanation of the StarPower simulation and the results of an exploratory study conducted. It was determined that 100% of participants found the activity educational and would recommend using it again in the future. In addition, 96% of the participants responded that StarPower is an effective activity for teaching students about ethical behavior.
Game centers are increasingly being started at various universities around the world. The paper explores and expounds on the incorporation of an official university center that…
Abstract
Game centers are increasingly being started at various universities around the world. The paper explores and expounds on the incorporation of an official university center that has a mission on the study and making of games and simulations. To focus this discussion, the paper looks at the ideas and initiatives that led up to the successful creation of the Applied Media and Simulation Games Center at Indiana University of Pennsylvania.