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Articles 1 - 5 of 5
Full-Text Articles in Education
You’Re An Austen Heroine! Engaging Students With Past And Present, Caroline Breashears
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 …
Design Research Using Game Design As An Instructional Strategy, Jason Paul Siko, Michael Barbour
Design Research Using Game Design As An Instructional Strategy, Jason Paul Siko, Michael Barbour
Education Faculty Publications
Game design as an instructional tool can be expensive and time-consuming, as new software requires not only capital outlay but also training for teachers and students. Therefore, researchers have looked at low-tech design platforms to accomplish the same educational goals. One such way is to use Microsoft PowerPoint as a game design tool. In the second iteration of a design study, we have changed the way a homemade PowerPoint game project is implemented in an environmental chemistry classroom by providing more structure and more opportunities for instruction and feedback on the elements of the game design. We compared the performance …
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 …
Digital Interactive Games For Assessment: A Study Of The Effectiveness Of A Digital Game As A Measure Of Students' Understanding Of Boolean Logic, Mohammad Ali Haji
Digital Interactive Games For Assessment: A Study Of The Effectiveness Of A Digital Game As A Measure Of Students' Understanding Of Boolean Logic, Mohammad Ali Haji
Electronic Theses and Dissertations
Digital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge assessment be sufficient for this new generation who are starving for new technology? This study investigates the effectiveness of using a digital interactive game as an assessments method - …
Analyzing Commercial Video Game Instruction Through The Lens Of Instructional Design, Susan E. Copp, Rebecca L. Fischer, Tian Luo, David R. Moore, Seann Dikkers
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 …