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Full-Text Articles in Education

Playing To Grow. Roundtable Interview On Games, Education, And Character, Owen Gottlieb, Matthew Farber, Paul Darvasi Dec 2023

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 …


Play As Curriculum, Drew Chappell Apr 2023

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 Jun 2019

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 …


If You Can Dream It, You Can Do It: Building An Escape Room To Meet Learning Needs, Katherine A. Schulz, Melinda Jennings Jan 2019

If You Can Dream It, You Can Do It: Building An Escape Room To Meet Learning Needs, Katherine A. Schulz, Melinda Jennings

Nursing Posters

Use an Escape Room as an effective learning strategy to fill a gap in knowledge and practice in a fun, interactive, and competitive learning atmosphere.


Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino Jan 2019

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. …


Proceedings Of The Cuny Games Conference 4.0: The Interactive Course, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm, Anders A. Wallace, Cuny Games Network Jan 2018

Proceedings Of The Cuny Games Conference 4.0: The Interactive Course, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm, Anders A. Wallace, Cuny Games Network

Publications and Research

Proceedings of the CUNY Games Conference, held from January 22-23, 2018, at the CUNY Graduate Center and Borough of Manhattan Community College.

Critical Play with History (Panel) - Composition & Storytelling - Health & Cognitive Sciences - Gaming Anthropology: Teaching Culture and Power Through Games and Design (Panel) - Twine & Writing Games - Easy Ideas II - STEM Games - Global Games for Change Catalog (Panel) - Comics & Active Learning - Fact Checking & Research - Computer Science & Game Design - SimGlobal: Building a Serious Roleplay Course for the Social Sciences (Panel) - Role Playing Games, Narrative, …


Lessons Learned While Escaping From A Zombie: Designing A Breakout Edu Game, Wendy L. Rouse Aug 2017

Lessons Learned While Escaping From A Zombie: Designing A Breakout Edu Game, Wendy L. Rouse

Faculty Publications, Social Sciences

I discovered Breakout EDU over a year ago while researching innovative teaching methods that spark student engagement. Firmly believing in the importance of play and the value of games in history education, I found the Breakout EDU idea intriguing and wanted to try it in my own classroom.


Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young Jul 2016

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 …


Roleplaying To Develop Self Regulation, Baylen N. Wagner May 2016

Roleplaying To Develop Self Regulation, Baylen N. Wagner

Masters of Arts in Education Action Research Papers

This action research study investigated the use of child-led play in an after school club as a means to reduce peer conflict and increase cooperation. Prior literature suggests that children behave differently during imaginative play and exhibit greater natural behavior regulation when adult involvement is limited or removed. A small group of child participants, aged 9-14 years, were given materials necessary for a roleplaying game where players take on imaginary characters and cooperatively complete dangerous quests. One child acted as game leader, designing the adventure’s challenges and providing rules adjudication. The children attended six game sessions and completed questionnaires after …


Proceedings Of The 3rd Annual Cuny Games Festival, Robert O. Duncan, Joe Bisz, Julie Cassidy, Carlos Hernandez, Kathleen Offenholley, Maura A. Smale, Deborah Sturm, Cuny Games Network Jan 2016

Proceedings Of The 3rd Annual Cuny Games Festival, Robert O. Duncan, Joe Bisz, Julie Cassidy, Carlos Hernandez, Kathleen Offenholley, Maura A. Smale, Deborah Sturm, Cuny Games Network

Publications and Research

Proceedings of the CUNY Games Conference, held from January 22-23, 2016, at the CUNY Graduate Center and Borough of Manhattan Community College.

Literacy and Story - Anything Can be Attempted: In-Person Simulations and Role-Plays in Educations - Game Design - STEM - Design Research - Literature and Story - Awareness: Gender and Sex - Transformative Games Initiative: Game Design as a Classroom Laboratory for Any Discipline - Narrative and Rhetoric - Design Challenges - Information Literacy and Language - Game Design for All: What’s Your Game Plan? Turn Any Idea into a Game! - Ghosts in the Machine - Game …


Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach Oct 2015

Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach

English Theses & Dissertations

The language used to discuss play in current academic spaces tends to center around formal games (and computer games in particular in the 21st century classroom). Scholarly conversations tend to distort the actual practices that occur in classrooms and subsequently limit the scope of any investigation of the pedagogical function and outcomes of those practices. This project explores the use of play and games in the classrooms of nine composition instructors. From these stories, this project begins to map out a taxonomy in order to begin building toward a pedagogy of play for 21st century writing classrooms. Using a multiperspectival …


Using Game-Based Learning To Foster Critical Thinking In Student Discourse, Marc I. Cicchino Jan 2015

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 …


Proceedings Of The 2nd Annual Cuny Games Festival, Robert O. Duncan, Joe Bisz, Francesco Crocco, Carlos Hernandez, Kathleen Offenholley, Maura A. Smale, Deborah Sturm, Cuny Games Network Jan 2015

Proceedings Of The 2nd Annual Cuny Games Festival, Robert O. Duncan, Joe Bisz, Francesco Crocco, Carlos Hernandez, Kathleen Offenholley, Maura A. Smale, Deborah Sturm, Cuny Games Network

Publications and Research

Proceedings of the CUNY Games Conference, held from January 16-17, 2015, at the CUNY Graduate Center and Borough of Manhattan Community College.

Health Games - Language and Composition - Design: Classroom Considerations - Games in the Physical Environment - Games and Behavioral Science - Play, Politics & Economics - Gaming Curricula, Disciplines & Programs - Gaming and History - Institutional Programming with Games - Philosophy and Roleplaying - Ed. Game Design: Strategy & Tactics - Repurposing Game Genres - Narrative, Storytelling & Games - Community & Social Justice - Extemporaneity - Personal & Social Transformation - Cognition, Design & Play …


Los Juegos Del Lenguaje: Manifestaciones Y Contribuciones Al Fortalecimiento De La Comunicación Oral En El Ciclo Iv De Tres Colegios De Bogotá D.C, César Augusto García Currea, Diego Fernando Pérez Trujillo, Maira Isabel Cadena Sánchez Jan 2015

Los Juegos Del Lenguaje: Manifestaciones Y Contribuciones Al Fortalecimiento De La Comunicación Oral En El Ciclo Iv De Tres Colegios De Bogotá D.C, César Augusto García Currea, Diego Fernando Pérez Trujillo, Maira Isabel Cadena Sánchez

Maestría en Docencia

Este proyecto surge como respuesta a la falta de un desarrollo intencionado de la comunicación oral en las construcciones discursivas de docentes y estudiantes en el aula. Por lo anterior, se propone analizar las manifestaciones y contribuciones de los juegos del lenguaje al fortalecimiento de la comunicación oral desde las prácticas de seis docentes de lengua castellana de ciclo IV en instituciones educativas de Bogotá D. C. Aquí, el método implementado es cualitativo en una perspectiva interpretativa y enfoque etnográfico educativo. El modelo de análisis propuesto, permitió obtener evidencias en las voces y actividades de los docentes sobre las concepciones, …


Proceedings Of The 1st Annual Cuny Games Festival, Robert O. Duncan, Joe Bisz, Francesco Crocco, Carlos Hernandez, Kathleen Offenholley, Leah Potter, Maura A. Smale, Cuny Games Network Jan 2014

Proceedings Of The 1st Annual Cuny Games Festival, Robert O. Duncan, Joe Bisz, Francesco Crocco, Carlos Hernandez, Kathleen Offenholley, Leah Potter, Maura A. Smale, Cuny Games Network

Publications and Research

Proceedings of the CUNY Games Conference, held from January 17-18, 2014, at the CUNY Graduate Center and Borough of Manhattan Community College.

Topics in Game Design - Teaching with Virtual and Augmented Realities - Writing with Games - Breaking the Magic Circle: Games & Real Life - Interactive Game Design (What's Your Game Plan? - Designing Ethical Games - Games and Gender - Gaming English Language and Literature - Game, Narrative, Literacy - Teaching with Games - Games, Storytelling, and Narrative - Games and STEM - Learning by Design - Students as Game Designers - Experiencing Reality in Popular Games …


Adventures In The Classroom Creating Role-Playing Games Based On Traditional Stories For The High School Curriculum, Csenge Virág Zalka Aug 2012

Adventures In The Classroom Creating Role-Playing Games Based On Traditional Stories For The High School Curriculum, Csenge Virág Zalka

Electronic Theses and Dissertations

The goal of this thesis is to develop a template for turning traditional stories into role-playing games for the high school curriculum. By developing 3 sample games based on Greek mythology, Arthurian legends, and a widespread folktale type, I explored the process of creating games that fit the limits of secondary classrooms and can be used to address specific educational standards. The sample games were tested with groups of high school and college students, and the results of the testing sessions evaluated in a narrative case study format. Feedback from the testing sessions was incorporated in the template, the final …


What Does The Popularity Of The Hunger Games Say About Our Society?, John R. Kilbourne Apr 2012

What Does The Popularity Of The Hunger Games Say About Our Society?, John R. Kilbourne

John R. Kilbourne

Have we become part of a group that as Katniss’ friend Gale Hawthorne says in “The Hunger Games,” and Senator Gracchus from ancient Rome puts forward, “We want a good show, that’s all we want.”


Value Of Traditional Games, Saima Khalid Dec 2008

Value Of Traditional Games, Saima Khalid

Institute for Educational Development, Karachi

No abstract provided.


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 Jan 1974

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 Jan 1974

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 …