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Articles 1 - 30 of 34
Full-Text Articles in Education
Playing To Grow. Roundtable Interview On Games, Education, And Character, Owen Gottlieb, Matthew Farber, Paul Darvasi
Playing To Grow. Roundtable Interview On Games, Education, And Character, Owen Gottlieb, Matthew Farber, Paul Darvasi
Articles
In this roundtable interview moderated by Paul Darvasi, lecturer at the University of Toronto and co-founder of Gold Bug Interactive, Owen Gottlieb and Matthew Farber discuss research and practice at the intersection of religion, character education, and games in schools. Gottlieb is an associate professor at the Rochester Institute of Technology, founder and lead faculty at the Initiative in Religion, Culture, and Policy at the MAGIC center, and founder and director of the Interaction, Media, and Learning Lab at RIT, where he specializes in interactive media, learning, religion, and culture. Farber is an associate professor of educational technology and coordinator …
An Examination Of Early Childhood Scholars’ Social Emotional Competencies, Monica J. Graveling
An Examination Of Early Childhood Scholars’ Social Emotional Competencies, Monica J. Graveling
Culminating Experience Projects
Research has disclosed valuable evidence about early childhood social emotional learning. This project investigates the recent history of Social Emotional Learning (SEL) in America and the impact it is having on young learners in order to improve instructional techniques and foster SEL growth within early childhood children. SEL capabilities influence the overall well-being of young scholars in the present and the future. There is an abundance of early childhood students who lack the SEL skills needed to succeed in education and society. Positive, classroom relationships are beneficial in developing social emotional abilities. Additionally, interactive read aloud experiences and discussions are …
Play As Curriculum, Drew Chappell
Play As Curriculum, Drew Chappell
Theatre Faculty Books and Book Chapters
Play as an academic field comprises multiple disciplines, definitions, and objectives and acknowledges a link between play and learning. Historically and in contemporary societies, play has been used as a teaching methodology; this occurs in formal classroom pedagogy as well as outside the classroom as part of informal and improvisational curriculum. Because play generally includes a component of pleasure, as a methodology it compels entry into learning in a way other practices do not. Yet this playful learning can be problematic, depending on outcomes and structures that define the play/learning experience through narrative and power dynamics. Scholars may analyze various …
Modelos Pedagógicos Y Metodológicos Para Los Estudios De Género En Clases De Pregrado, María Claudia André
Modelos Pedagógicos Y Metodológicos Para Los Estudios De Género En Clases De Pregrado, María Claudia André
Faculty Publications
En este ensayo, se examina una aproximación pedagógica y metodológica al teatro como herramienta en cursos de pregrado a través del análisis de “El bigote” y “La casa chica”, dos obras cortas de la afamada dramaturga mexicana Sabina Berman. Ambas piezas se prestan como ejemplos para estudiar una extensa variedad de temas inherentes a la dramaturgia contemporánea y al discurso feminista latinoamericano, tales como la dinámica entre poder y género, machismo y marianismo, consumismo y clases sociales y el aspecto performático del género. Para enriquecer la comprensión de los estudiantes y profundizar en los temas relacionados con la identidad de …
Sarah’S Sleepover, Katelyn Ryan
Sarah’S Sleepover, Katelyn Ryan
Diverse Families Bookshelf Lesson Plans and Activities
No abstract provided.
Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino
Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino
Dissertations
Gamification, or the use of game-based mechanics and thinking in real world applications, is on the rise in educational environments. While various applications seek to increase engagement and motivation for tasks related to student success, research regarding best practices for the design of such systems is lacking. In fact, conflicting outcomes from various gamification studies at the secondary and tertiary education levels suggest that not all gamification designs are effective for increasing student success. Meanwhile, research from the medical field indicates gamification can be used to increase resilience; which has been linked to various student success outcomes including academic performance. …
Designing Learning With Citizen Science And Games, Karen Schrier
Designing Learning With Citizen Science And Games, Karen Schrier
The Emerging Learning Design Journal
This emerging trends article introduces concepts such as citizen science (the inclusion of non-professionals in scientific knowledge production) and knowledge games (games that enable players to solve real-world problems through crowdsourcing and collective intelligence activities within a game). The article shares the strengths and limitations of using citizen science and knowledge games in the classroom, as well as initial tips and guidelines for bringing these types of experiences to the classroom.
Teaching Reduced Forms: A Curriculum Guide For Junior High English Language Teachers Using Digital Technology Based Activities And Classroom Games, Dion Sanchez
Master's Projects and Capstones
Japanese English language students often struggle with listening comprehension when communicating with native English speakers due to the use of reduced forms. Native speakers use contractions, reductions, elisions, and linking in casual speech which sounds unfamiliar to students who have not been exposed to reduced forms in their classrooms. In order to facilitate improved listening skills and help students with speaking fluency, reduced forms ought to be taught in English classrooms.
While the use of reduced forms by native English speakers has been recognized as a problem for English students, incorporating reduced forms instruction into an English curriculum involves overcoming …
Game Design & Development Curriculum: History & Future Directions, Elizabeth L. Lawley, Roger Altizer, Tracy Fullerton, Andrew Phelps, Constance Steinkuehler
Game Design & Development Curriculum: History & Future Directions, Elizabeth L. Lawley, Roger Altizer, Tracy Fullerton, Andrew Phelps, Constance Steinkuehler
Presentations and other scholarship
It has been nearly twenty years since the first undergraduate degree program in computer game development was established in 1998. Since that time, the number and size of programs in game design and development have grown at a rapid pace. While there were early efforts to establish curricular guidelines for the field, these face a number of challenges given the diverse range of academic homes for game-related programs. This panel will address the history of curricular development in the field, both in individual programs and across institutions. It will also explore the potential risks and rewards of developing curricular and/or …
You're Getting It!: How Preschool Teachers And Students Experience Literacy Tabletop Games In The Classroom, Katherine Sydik
You're Getting It!: How Preschool Teachers And Students Experience Literacy Tabletop Games In The Classroom, Katherine Sydik
College of Education and Human Sciences: Dissertations, Theses, and Student Research
The purpose of this qualitative instrumental case study was to examine affordances of literacy tabletop games in a preschool classroom environment as well as the experiences of young children between the ages of 3 and 6 and teachers playing the games. The following themes emerged from the research: “That’s How Games Are” relating to views about games and play, “How The Teacher Does It”, relating to developmentally appropriate educational practice for playing games with preschool children, “A Way to Keep Them More Engaged”, relating to preschool children’s motivation while playing literacy games, “Things Kids Need to Know for Kindergarten”, relating …
Going Beyond The Existing Consensus: The Use Of Games In International Relations Education, Michael Lee, Zachary C. Shirkey
Going Beyond The Existing Consensus: The Use Of Games In International Relations Education, Michael Lee, Zachary C. Shirkey
Publications and Research
Despite the popularity of using games to teach international relations, few works directly assess their effectiveness. Furthermore, it is unclear if games help all students equally, or if certain students are more likely to benefit than others. Finally, how closely the game must mirror the concept being taught to be an effective pedagogical tool has received scant attention. We address these points by discussing the use of an updated version of the classic American election game, Consensus, to help illustrate the role of domestic political coalitions in an international political economy course. Assessing the performance of 39 students via …
Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young
Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young
Georgia Library Quarterly
Collectively, the world's population spends about 3 billion hours a week playing video games. To reach game-playing audiences of all ages, educators, including library instructors, are embracing game-based learning to engage and motivate students the same way that games do. In looking at the collective wisdom on what makes a good game, and providing concrete examples of library gaming projects, this paper discusses the best practices for creating virtual and virtual-reality hybrid games for bibliographic instruction. The author explores the literature on gamification and games used for teaching information literacy in higher education, and provides recommendations gleaned from existing research …
Jewish Games For Learning: Renewing Heritage Traditions In The Digital Age, Owen Gottlieb
Jewish Games For Learning: Renewing Heritage Traditions In The Digital Age, Owen Gottlieb
Articles
Rather than a discontinuity from traditional modes of learning, new explorations of digital and strategic games in Jewish learning are markedly continuous with ancient practices. An explication of the close connections between traditional modes of Jewish learning, interpretive practice, and gaming culture can help to explain how Jews of the Digital Age can adopt and are adapting modern Games for Learning practices for contemporary purposes. The chapter opens by contextualizing a notion of Jewish Games and the field of Games for Learning. Next, the chapter explains the connections between game systems and Jewish traditions. It closes with a case study …
Using Game-Based Learning To Foster Critical Thinking In Student Discourse, Marc I. Cicchino
Using Game-Based Learning To Foster Critical Thinking In Student Discourse, Marc I. Cicchino
Interdisciplinary Journal of Problem-Based Learning
Previous research indicates the importance of student discourse in the construction of knowledge and the fostering of critical thinking skills, especially in the field of problem-based learning (PBL). Further, a growing body of research on game-based learning (GBL) draws parallels between playing certain types of games and the solving of ill-structured problems, citing similar conditions for learning (student centered, small student groups, teachers as facilitators, problems as vehicles for development), and similar learning outcomes (communication, problem-solving, critical thinking, collaboration) as PBL. However, there is a gap in understanding how GBL affects critical thinking as embodied by student discourse when implemented …
How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth
How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth
Carly Finseth
This paper describes a portion of a three-part case study designed to research the instructional patterns that occur within role-playing games (RPGs). It presents a set of nine heuristics for learning in RPGs and analyzes how and where those heuristics occur within the game Diablo III. The findings from the study include an overview of a cyclical learning pattern that occurs with RPGs, as well as theoretical and practical implication for both industry and academic contexts.
Demographics Of Undergraduate Students In Game Degree Programs In The Us And Uk, Monica M. Mcgill, Amber Settle, Adrienne Decker
Demographics Of Undergraduate Students In Game Degree Programs In The Us And Uk, Monica M. Mcgill, Amber Settle, Adrienne Decker
Amber Settle
Demographics Of Undergraduates Studying Games In The United States: A Comparison Of Computer Science Students And The General Population, Monica M. Mcgill, Amber Settle, Adrienne Decker
Demographics Of Undergraduates Studying Games In The United States: A Comparison Of Computer Science Students And The General Population, Monica M. Mcgill, Amber Settle, Adrienne Decker
Amber Settle
Personalised Role Playing Simulations, Eileen O'Donnell, Mary Sharpe
Personalised Role Playing Simulations, Eileen O'Donnell, Mary Sharpe
Other resources
This research explores the use of personalised role playing simulations to encourage active student engagement in the learning process. Personalised role playing simulations could provide educators with an alternative teaching methodology, and students with course content tailored to their needs. The personalisation of student learning resources could be based on: level of achievement; prior experience; learning preferences; relevance of learning resources to individual students’ requirements; and lecturers or students choice of direction through the units of learning provided. Some of the advantages of using personalised role playing simulations include: inexpensive to produce; easy to create; re-usable; not life threatening; engaging; …
Nf97-320 Daily Activities For Family Time Together, Herbert G. Lingren
Nf97-320 Daily Activities For Family Time Together, Herbert G. Lingren
University of Nebraska-Lincoln Extension: Historical Materials
This NebFact has suggestions for family activities and outings.
Ec92-440 Learning Is Child's Play, Patricia E. Steffens, Cindy Strasheim
Ec92-440 Learning Is Child's Play, Patricia E. Steffens, Cindy Strasheim
University of Nebraska-Lincoln Extension: Historical Materials
Play is a natural activity for young children. To the preschool child, play provides many opportunities to learn and grow -- physically, mentally and socially. Play allows children to explore, create, experiment with new ideas, and try out what they have learned. A child can practice communication skills while solving problems.
Following the guildelines and games in this extension circular will provide for more meaningful, effective play interaction between adult and child.
Making Games And Equipment For Young Children, Claudia Eliason
Making Games And Equipment For Young Children, Claudia Eliason
All Archived Publications
Many opportunities for enjoyment, learning, and interaction can be provided through the child's use of homemade games and equipment. Children love games and parents usually like to provide as many as they can. However, not only does the family budget often limit the quantity and quality of pieces of equipment that can be purchased, but in addition many store toys are limited in terms of their learning potential for children and parents. It is the intent of this booklet to suggest games that can be made from easily accessible and inexpensive materials.
Games And Activities For The English As A Second Language Classroom, Mary T. Brunelle
Games And Activities For The English As A Second Language Classroom, Mary T. Brunelle
All Graduate Projects
A study has been made to select activities and games that promote language use in the second language classroom. Low classroom and personal anxiety promote language learning; games and activities are a method of focusing the language on its message rather than its structural form. Ways for teachers to help decrease classroom pressure and encourage learning are discussed. Language games for beginning, intermediate, and advanced students are presented in the project portion of this paper and will be used as a handbook of games for English as a second language teachers.
A File Of Student-Invested Activities For The Foreign Language Classroom, Sue Rogers, Marion Macdonald
A File Of Student-Invested Activities For The Foreign Language Classroom, Sue Rogers, Marion Macdonald
MA TESOL Collection
No abstract provided.
Communication Practice Exercises: Values Clarification Techniques At Work In The Esl Classroom, Frederick H. O'Connor, Edwin E. Lombard
Communication Practice Exercises: Values Clarification Techniques At Work In The Esl Classroom, Frederick H. O'Connor, Edwin E. Lombard
MA TESOL Collection
No abstract provided.
A Handbook Of Operations For Use In The Esl, Thomas Andrew Winters, Gayle Laverne Nelson
A Handbook Of Operations For Use In The Esl, Thomas Andrew Winters, Gayle Laverne Nelson
MA TESOL Collection
This handbook contains 50 operations for use in the ESL classroom. An operation describes a process or procedure for doing something, such as opening a bank accountant or using a cassette recorder. The meaning of the language is made clear by the action, and the action reinforces the language. Operations are especially useful for teaching and practicing verb tenses, although they can also be used when working with stress and intonation patterns, vocabulary building, locative phrases, cultural information, and skill development. Operations are activity-oriented, and because the students are physically responding to words, the language has concrete meaning. The handbook …
Popurri Espanol: A Resource Book For Spanish Teachers, Louis Carmine Cornelio
Popurri Espanol: A Resource Book For Spanish Teachers, Louis Carmine Cornelio
MA TESOL Collection
In an attempt to provide a useful reference, resource and idea book for teachers of Spanish, this paper addresses such diverse topics as pronunciation, composition, games, reading, and the functional-notional syllabus in Spanish. Theoretical considerations, practical guidelines, and sample activities are given along with useful examples of proverbs, slang, and other lexical references which will assist the teacher in developing activities to supplement Spanish courses at the beginning and intermediate level.
An Open Corridor Esl Workshop: A Supplemental English Program At Sit, John B. Millett Jr.
An Open Corridor Esl Workshop: A Supplemental English Program At Sit, John B. Millett Jr.
MA TESOL Collection
This report is a description of the creation and workings of an Open Corridor ESL Workshop designed as a supplement to an intensive ESL program. The workshop's form is based on the beliefs that learners learn in different ways, have different needs and interests which should be reflected in the content of activities, and can take the responsibility for their learning. An assessment of the strengths and weaknesses of this workshop and recommendations for improvement and use in different situations are presented in the final section.
Improving Skill In Applying Mathematical Ideas: A Preliminary Report On The Instructional Gaming Program At Pelham Middle School In Detroit, Layman E. Allen, Joan Ross
Improving Skill In Applying Mathematical Ideas: A Preliminary Report On The Instructional Gaming Program At Pelham Middle School In Detroit, Layman E. Allen, Joan Ross
Other Publications
Performance of 237 students in ten 8th-grade mathematics classes Was assessed to measure their ability to solve'problems which involve only computation and problems which involve both computation and recognition of the relevance of a particular mathematical idea which is indispensable to-the solution of the problem. Pretests and post-tests focused upon 21 mathematical ideas which are presented in the present.series of IMP (Instructional Math Play) Kits, 16-page pamphlet simulations of a computer programmed to play EQUATIONS like a good teacher rather than like a good player.
Results show that the combination of playing EQUATIONS over two-year period and then working intensively …
The Effect Of Instructional Gaming Upon Absenteeism: The First Step, Layman E. Allen, Dana B. Martin
The Effect Of Instructional Gaming Upon Absenteeism: The First Step, Layman E. Allen, Dana B. Martin
Other Publications
In assessing'an experimental instructional gaming program in seventh- and eighth-grade mathematics at Pelham Middle School, Detroit, MI, absenteeism was taken as the most pervasive and pragmatic measure of student attitudes toward the learning environmentof the mathematics classroom. The experimental learning environment contained three major elements in addition to regular mathematics instruction: EQUATIONS, a problem-generating type of game; a twice-a-week tournament arranged to award reinforcements frequently and equally among the participants as well as to individualize the learning experience foreach student; and the organization of classes into teams designed to elicit cooperation. Experimental and control classes were taught by the same …
On Becoming A Leader, Patricia A. Wall