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Full-Text Articles in Education

Solving Real World Problems With Alternate Reality Gaming: Student Experiences In The Global Village Playground Capstone Course Design, Mary J. Dondlinger, Julie K. Mcleod Jan 2015

Solving Real World Problems With Alternate Reality Gaming: Student Experiences In The Global Village Playground Capstone Course Design, Mary J. Dondlinger, Julie K. Mcleod

Interdisciplinary Journal of Problem-Based Learning

The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated and authentic learning experience for students aimed at fostering complex problem solving, as well as critical and creative thinking. In the GVP, students work on simulated and real-world problems as a design team tasked with developing an alternate reality game that makes an impact on the United Nations Millennium Development Goals. Researchers employed a qualitative case study approach to evaluate what aspects of this problem-based, hybrid, course design students found most and least beneficial to their learning. Findings suggest strategies …


You’Re An Austen Heroine! Engaging Students With Past And Present, Caroline Breashears May 2014

You’Re An Austen Heroine! Engaging Students With Past And Present, Caroline Breashears

ABO: Interactive Journal for Women in the Arts, 1640-1830

In my senior seminar on Jane Austen, I seek to engage students in multiple ways. On one hand, I want them to connect with Austen’s world and to reflect on what it means to them; on the other hand, I want them to understand the very real differences of that world and how they inform her novels. One strategy for engaging students in these ways is through interactive games. Studies have shown that many modern games have features similar to those stressed by engaged learning, so game design can be adapted for pedagogical purposes. I discuss the purposes, design, and …