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Articles 1 - 30 of 44
Full-Text Articles in Education
Kxanuw! (Miichuwaakan Waak Aweeyayusak), Kira Fucci, Camilla Bager
Kxanuw! (Miichuwaakan Waak Aweeyayusak), Kira Fucci, Camilla Bager
Games
Kxanuw! (I have it!) is modeled after bingo. This version allows players to practice plant and animal names, engaging listening comprehension, speaking, and visual recognition. The game kit includes instructions, a caller's card, and printable player cards.
Nii Neemun..., Johanna Tumux, Hannah Nosch
Nii Neemun..., Johanna Tumux, Hannah Nosch
Games
Nii Neemun... (I Spy...) is designed for use inside a classroom, where learners can practice hearing and naming the objects that surround them. This game includes a full set of instructions, a learner worksheet, and an answer key, as well as recommendations for adjusting play for beginning and more experienced participants.
Nikole Uw!, Erin Catoggio, Aj Humenik, Emily Papagiannis, Alyssa Varga
Nikole Uw!, Erin Catoggio, Aj Humenik, Emily Papagiannis, Alyssa Varga
Games
Practice speaking, hearing, and moving in Munsee (Lenape)! This game is modeled after Simon Says and includes instructions, a caller's card, and a sample color wheel, all of which can be adapted to players' interests and abilities.
The Efficiency Of Actions Of Goalkeepers From Sports Effective Teams In A Game Of Futsal In Matches Of The Final Tournament Of The World And European Championships In 2012, Mateusz Oszmaniec, Andrzej Szwarc
The Efficiency Of Actions Of Goalkeepers From Sports Effective Teams In A Game Of Futsal In Matches Of The Final Tournament Of The World And European Championships In 2012, Mateusz Oszmaniec, Andrzej Szwarc
Baltic Journal of Health and Physical Activity
Background: The purpose of the study was to develop a model mapping the efficiency of actions of futsal goalkeepers based on observation of their game in eight matches of the cup finals the World and European Championships in 2012. Material/Methods: Data about the game were recorded on originally developed observation sheets. Activity, effectiveness and reliability of particular offensive and defensive actions aiming at achieving objectives of the game were investigated. Results: It was found that in attack futsal goalkeepers mostly perform actions whose aim is to gain the playfield with the ball by passing it with a foot from the …
Disrupting White Fragility And Colorblind Racism: Using Games To Measure How Race And Ethnicity Courses Change Students’ Racial Ideologies, Alicia L. Brunson, Christopher Benedict Cartright
Disrupting White Fragility And Colorblind Racism: Using Games To Measure How Race And Ethnicity Courses Change Students’ Racial Ideologies, Alicia L. Brunson, Christopher Benedict Cartright
Race and Pedagogy Journal: Teaching and Learning for Justice
This research provides instructors teaching race and ethnicity a tool to assess the racial ideologies of their students in the form of “race talk.” In particular, Bonilla-Silva’s (2010) concepts denoting colorblindness and DiAngelo’s (2018) concept of white fragility were measured before and after completing one race and ethnicity course by having students play a live version of the game “Guess Who” (Hasbro Co.). At the end of the course, student responses during the game, and their subsequent reflections, revealed a significant decrease in white fragility. Using this game, instructors can assess students’ racial ideologies and whether or not they have …
Begin To Play: The Case For Play In Community Engagement In Higher Education, Naomi B. Roswell
Begin To Play: The Case For Play In Community Engagement In Higher Education, Naomi B. Roswell
Pedagogy and Theatre of the Oppressed Journal
Although little is written about the role of play in community engagement in higher education, professors and administrators intuitively grasp its value in building trust and democratizing spaces, but use games thinly. This paper acknowledges the challenges of developing effective community engagement partnerships and demonstrates how and why games based in Theater of the Oppressed deepen and enhance initiatives to dissolve town / gown divisions and enable collaborative knowledge generation. Through an analysis of literature reviews and interviews, this paper makes a case for deliberately incorporating games from Theater of the Oppressed (TO) - to advance community engagement initiatives by …
Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm
Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm
Publications and Research
The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. These proceedings summarize the CUNY Games Conference 6.0, where scholars shared research findings at a three-day event to promote and discuss game-based pedagogy in higher education. Presenters could share findings in oral presentations, posters, demos, or play testing sessions. The conference also included workshops on how to modify existing …
Proceedings Of The Cuny Games Conference 5.0, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Carolyn Stallard, Deborah Sturm, Anders A. Wallace
Proceedings Of The Cuny Games Conference 5.0, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Carolyn Stallard, Deborah Sturm, Anders A. Wallace
Publications and Research
The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. The CUNY Games Conference distills its best cutting-edge interactive presentations into a two-day event to promote and discuss game-based pedagogies in higher education, focusing particularly on non-digital learning activities that faculty can use in the classroom every day. The conference will include workshops lead by CUNY Games Organizers on …
Games, Movies, And Zombies: Making Ir Fun For Everyone, Shawna M. Brandle
Games, Movies, And Zombies: Making Ir Fun For Everyone, Shawna M. Brandle
Publications and Research
Throwing as much fun and pop culture into an international relations class as possible, with the goal of improving student learning (and the likelihood of the course running again). Games proved most effective, while movies were less useful in increasing student learning on international relations.
Greening The Graduate Experience: An Exploration In Sustainability Education For Higher Education Leadership Students At The University Of San Diego, David Horber
M.A. in Higher Education Leadership: Action Research Projects
The purpose of this research is to understand the impact of interactive educational interventions, namely a sustainability inventory (Green Graduate Inventory), campus tours, and sustainability game events, on sustainability engagement in graduate students studying Higher Education Leadership at the University of San Diego. Utilizing an Appreciative Inquiry lens, I aim to celebrate sustainability achievements of participants and the University of San Diego community. My research question is, how can I help develop and empower environmentally conscious leaders, amongst higher education leadership graduate students at the University of San Diego, through intentional educational interventions? Additionally, this research will examine the culture …
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
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, …
A Problem Of Play For Democratic Education? Abstraction, Realism, And Exploration In Learning Games. A Response To "The Challenges Of Gaming For Democratic Education: The Case Of Icivics", Benjamin Devane
Democracy and Education
In this review article, I argue that games are complementary, not self-supporting, learning tools for democratic education because they can: (a) offer simplified, but often not simple, outlines (later called “models”) of complex social systems that generate further inquiry; (b) provide practice spaces for exploring systems that do not have the often serious consequences of taking direct and immediate social, civic, and legal action; and (c) use rules to allow players to explore this aforementioned outline or model by making decisions and seeing an outcome. To make these arguments, I perform a close reading of three examples of participatory …
Becker, Donna (Fa 1100), Manuscripts & Folklife Archives
Becker, Donna (Fa 1100), Manuscripts & Folklife Archives
FA Finding Aids
Finding aid only for Folklife Archives Project 1100. Student paper titled “Folklore of Children’s Games” in which Donna Becker details the schoolyard games of elementary-aged students. Paper is based on information gathered by Becker from students attending Delafield Elementary School in Bowling Green.
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 …
Play Education Video Games On Their Terms, Wendi M. Kappers
Play Education Video Games On Their Terms, Wendi M. Kappers
Wendi M. Kappers, PhD
It is imperative when utilizing educational video games in K-12 classrooms that student preferences with regard to game play, purpose, and design be considered in order to maximize game play efficiency for learning. As Web 2.0 content infiltrates our educational medium, student customization is key. This manuscript intends to share customization requests gleaned during an 18-week experimental study examining educational video game effects upon 7th graders enrolled in Mathematics and Mathematics 2 courses.
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 …
March Madness Lesson: How 'And One' Can Boost Your Career, Michael Preston
March Madness Lesson: How 'And One' Can Boost Your Career, Michael Preston
UCF Forum
Welcome to March Madness! Sixty-eight college basketball teams are vying for their ultimate prize: a national championship.
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
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 …
Civic Play And Civic Gaps: Can Life Simulation Games Advance Educational Equity?, Christine Bachen, Pedro F. Hernández-Ramos, Chad Raphael, Amanda Waldron
Civic Play And Civic Gaps: Can Life Simulation Games Advance Educational Equity?, Christine Bachen, Pedro F. Hernández-Ramos, Chad Raphael, Amanda Waldron
Communication
Digital games and simulations (DG&S) could help mitigate inequities in civic education and participation, which are found in many contemporary democracies. Yet incorporating DG&S into the curriculum may reinforce or introduce inequities for students who are less engaged by game-based learning. A quasi-experimental study of 301 U.S. high school students in social studies classes examined whether prior academic performance, civic engagement, civic game play experience and gender affected how (and which) students benefit from playing a life simulation game. Dependent variables included several civic dispositions: justice-oriented citizenship norms and interest in politics, news, and global issues. The simulation game especially …
Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach
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 …
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
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 …
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
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 …
Grammar In The Early Years: A Games-Based Approach, Imogene Cochrane, Amelia Reece, Katie Ahearn, Pauline Jones
Grammar In The Early Years: A Games-Based Approach, Imogene Cochrane, Amelia Reece, Katie Ahearn, Pauline Jones
Faculty of Social Sciences - Papers (Archive)
The Language strand of the Australian Curriculum: English provides scope for students to develop their understandings of how an author's purpose drives specific language choices in texts, including the use of a range of clause structures and word groups, and patterns of cohesion across texts (ACARA, 2013). This functionally oriented grammar content, and the metalanguage associated with it, needs to be explicitly taught so that students can confidently analyse the deliberate language choices made by authors, as well as make informed personal choices when developing and expressing ideas in their own texts. This paper will model the manner in which …
Flow And Cooperative Learning In Civic Game Play, Chad Raphael, Christine Bachen, Pedro F. Hernández-Ramos
Flow And Cooperative Learning In Civic Game Play, Chad Raphael, Christine Bachen, Pedro F. Hernández-Ramos
Communication
Flow theory offers an individualistic explanation of media enjoyment, while cooperative learning theory posits a social explanation for enhanced learning in groups. This classroom-based experimental study examines whether game players can experience both conditions and the influence of each on several types of civic knowledge, skills, and dispositions. We find that high quality cooperative learning contributed to acquiring civic knowledge and skills. In contrast, flow was more influential for developing dispositions to empathy and interest in learning more about the game topics. Thus, we conclude that players can experience flow while engaged in cooperative learning, but that these two conditions …
Simulating Real Lives: Promoting Global Empathy And Interest In Learning Through Simulation Games, Christine Bachen, Pedro F. Hernández-Ramos, Chad Raphael
Simulating Real Lives: Promoting Global Empathy And Interest In Learning Through Simulation Games, Christine Bachen, Pedro F. Hernández-Ramos, Chad Raphael
Communication
In response to an increasingly interdependent world, educators are demonstrating a growing interest in educating for global citizenship. Many definitions of the “good global citizen” value empathy as an especially important disposition for understanding others across national borders and cultural divides. Yet it may be difficult for people to achieve empathy with others who are perceived as psychologically and geographically distant. Can computerized simulation games help foster global empathy and interest in global civic learning? This quasiexperimental classroom study of 301 Northern California high school students in three schools examined the effects of playing REAL LIVES, a simulation game that …
Creative Unit And Lesson Planning Through A Thematic/Integrated Approach To Teaching Games For Understanding (Tgfu), Paul I. Webb, Philip J. Pearson
Creative Unit And Lesson Planning Through A Thematic/Integrated Approach To Teaching Games For Understanding (Tgfu), Paul I. Webb, Philip J. Pearson
Faculty of Social Sciences - Papers (Archive)
The Teaching Games for Understanding (TGfU) approach developed by Bunker and Thorpe (1982) involves a different approach to the traditional/technical model of teaching of games. The focus of the model is placing the student or athlete in a game situation where tactics, decision-making and problem solving is critical. The purpose of this paper is to explore a model for unit and lesson planning used for pre-service Physical and Health Education students at an Australian University as part of the movement studies subjects. These subjects included invasion, striking/ fielding, target and net/court games. This paper extends Webb and Pearson's (2008) previous …
University Students' Subject Matter Knowledge And Misconception Of Teaching Games For Understanding And Its Implication To Teaching Practice, Julismah Jani, Phil Pearson, Greg Forrest, Paul Webb
University Students' Subject Matter Knowledge And Misconception Of Teaching Games For Understanding And Its Implication To Teaching Practice, Julismah Jani, Phil Pearson, Greg Forrest, Paul Webb
Faculty of Social Sciences - Papers (Archive)
This study is to track the subject matter knowledge of and misconception about Teaching Games for Understanding (TGfU) of fourth year undergraduate pre-service teachers' physical education majors at an Australian university. The test of reliability on misconception scale are subjected to a Rasch analysis (KR-20 = .52) which consists of 20 dichotomous questions with true/false answers. Analyses of the data reveal that students achieve a credit on subject matter knowledge and attain four misconceptions about TGfU. There is a significant (p < 0.05) difference in the scores for subject matter knowledge and concepts of TGfU through paired samples t test. These results imply that subject matter knowledge does have an effect on students' concepts of TGfU but with very low relationship (r(53 = .19, p < 0.05). The implication of content knowledge to teaching is to resist the pre-concept or misconception of the subject matter. If pre-service teachers are to improve the quality of teaching and learning in content areas, he or she needs to possess a deep understanding of games both within and across categories in TGfU. Misconceptions tend to be very resistant to instruction because learning entails replacing or radically reorganizing student knowledge. This puts teachers in the very challenging position of needing to bring about significant conceptual change in student knowledge. Therefore pre-service teachers must know the subject matter they teach and their performance will be determined by the depth of their content knowledge in relation to teaching, making this an essential component to their teaching practice. Teachers must know the subject they teach and this is important to teacher competency.
Play Education Video Games On Their Terms, Wendi M. Kappers
Play Education Video Games On Their Terms, Wendi M. Kappers
Publications
It is imperative when utilizing educational video games in K-12 classrooms that student preferences with regard to game play, purpose, and design be considered in order to maximize game play efficiency for learning. As Web 2.0 content infiltrates our educational medium, student customization is key. This manuscript intends to share customization requests gleaned during an 18-week experimental study examining educational video game effects upon 7th graders enrolled in Mathematics and Mathematics 2 courses.
Games For Civic Learning: A Conceptual Framework And Agenda For Research And Design, Chad Raphael, Christine Bachen, Kathleen-M. Lynn, Jessica Baldwin-Philippi, Kristen A. Mckee
Games For Civic Learning: A Conceptual Framework And Agenda For Research And Design, Chad Raphael, Christine Bachen, Kathleen-M. Lynn, Jessica Baldwin-Philippi, Kristen A. Mckee
Communication
Scholars, educators, and media designers are increasingly interested in whether and how digital games might contribute to civic learning. However, there are three main barriers to advancing understanding of games’ potential for civic education: the current practices of formal schooling, a dearth of evidence about what kinds of games best inspire learning about public life, and divergent paradigms of civic engagement. In response, this article develops a conceptual framework for how games might foster civic learning of many kinds. The authors hypothesize that the most effective games for civic learning will be those that best integrate game play and content, …
Ua12/2/1 Stress Busters, Wku Student Affairs
Ua12/2/1 Stress Busters, Wku Student Affairs
WKU Archives Records
Special finals week edition of the College Heights Herald.