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Full-Text Articles in Education

Learning Through Play, The Old School Way, Lucinda Rush Oct 2014

Learning Through Play, The Old School Way, Lucinda Rush

Libraries Faculty & Staff Presentations

Poster presentation at the Virginia Library Association Conference on October 23, 2014. This poster introduces new ideas for instructional design using game structures that students are already familiar with to teach information literacy concepts. It is well documented that millennials enjoy learning through collaboration with peers and self-exploration in a fast-paced, technology rich environment, and game-based instruction can be a great way to engage them in the classroom. While millennials are comfortable with technology and enjoy learning through video and web-based games, it is difficult for libraries with limited resources to compete with the expectations that students have based on …


Exploiting Fluencies: Educational Expropriation Of Social Networking Site Consumer Training, Lucinda Rush, Dylan E. Wittkower Jan 2014

Exploiting Fluencies: Educational Expropriation Of Social Networking Site Consumer Training, Lucinda Rush, Dylan E. Wittkower

Libraries Faculty & Staff Publications

The idea of the digital native was based on abstraction; when we look in detail at the digital activities of high-school and college students, we see deskilling and consumer training rather than information literacy or technical fluency. Yet that training is still training, and may be adaptable in such a way that it can become a literacy—in, for example, the way militaries have mobilised skill-sets produced through gaming. We too can and should mine the narrow and profit-driven consumer training that emerging adults have undergone for kinds of inquiry and critical engagement for which they may have inadvertently been given …


Analyzing Commercial Video Game Instruction Through The Lens Of Instructional Design, Susan E. Copp, Rebecca L. Fischer, Tian Luo, David R. Moore, Seann Dikkers Jan 2014

Analyzing Commercial Video Game Instruction Through The Lens Of Instructional Design, Susan E. Copp, Rebecca L. Fischer, Tian Luo, David R. Moore, Seann Dikkers

STEMPS Faculty Publications

This paper will examine how Gagne’s Nine Events of Instruction (1992) may appear, perhaps inadvertently, within commercial games that guide the user from novice to expert player. By employing a qualitative artifact analysis methodology, we examine a popular action adventure video game to determine if game designers encourage players to build game expertise by employing similar events to Gagne’s instructional design model. We demonstrate that our artifact of analysis does consistently employ Gagne’s events, though often in a manner unique to a digitally mediated space. We conclude that an experiential game setting has the potential to be a platform for …