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Articles 1 - 14 of 14
Full-Text Articles in Education
Cybersecurity Educational Resources For K-12, Debra Bowen, James Jaurez, Nancy Jones, William Reid, Christopher Simpson
Cybersecurity Educational Resources For K-12, Debra Bowen, James Jaurez, Nancy Jones, William Reid, Christopher Simpson
Journal of Cybersecurity Education, Research and Practice
There are many resources to guide successful K-12 cybersecurity education. The objective of these resources is to prepare skilled and ethical cybersecurity students at the earliest level to meet the demands of higher-level programs. The goal of this article is to provide, as a starting point, a list of as many currently popular K-12 educational resources as possible. The resources provided are broken into five categories: 1) Career Information, 2) Curriculum, 3) Competitions, 4) CyberCamps, and 5) Labs and Gaming. Each resource listed has a link, the K-12 levels that are supported, whether the resource is free or has a …
New Frontiers In Gaming: Playing With Hope, C. Thumper Ormerod
New Frontiers In Gaming: Playing With Hope, C. Thumper Ormerod
Summit to Salish Sea: Inquiries and Essays
The author, a queer educator, documents how a transformative experience sharing their love of collaborative storytelling games with peers lead to them designing a new game. The author explores the potential of games like Dungeons and Dragons to make space for voices that popular media doesn’t offer a platform to. They explore opportunities to use role playing to practice new social skills, build community, and the potential for emotionally therapeutic play. Finally, outlined is an original game entitled Frontiers which aims to help players develop environmental hope.
Designing Learning With Citizen Science And Games, Karen Schrier
Designing Learning With Citizen Science And Games, Karen Schrier
The Emerging Learning Design Journal
This emerging trends article introduces concepts such as citizen science (the inclusion of non-professionals in scientific knowledge production) and knowledge games (games that enable players to solve real-world problems through crowdsourcing and collective intelligence activities within a game). The article shares the strengths and limitations of using citizen science and knowledge games in the classroom, as well as initial tips and guidelines for bringing these types of experiences to the classroom.
Connecting The Arcs Motivational Model To Game Design For Mathematics Learning, Mario J. Toussaint, Victoria Brown
Connecting The Arcs Motivational Model To Game Design For Mathematics Learning, Mario J. Toussaint, Victoria Brown
Transformations
Students’ performance in mathematics at all levels of education have not markedly improved for the past few decades. Stakeholders at tertiary institutions have been attempting to remedy this situation by implementing various types of intervention programs designed to increase students’ success in mathematics courses. Technology has been the primary method adopted by many educators to foster student engagement in mathematics. This paper describes an intervention program that uses the ARCS model to develop a serious game intended to increase students’ motivation and engagement in a mathematics course.
Going Beyond The Games With Icivics. A Response To “The Challenges Of Gaming For Democratic Education: The Case Of Icivics”, Brooke Blevins, Karon N. Lecompte Ph.D.
Going Beyond The Games With Icivics. A Response To “The Challenges Of Gaming For Democratic Education: The Case Of Icivics”, Brooke Blevins, Karon N. Lecompte Ph.D.
Democracy and Education
Stoddard, Banks, Nemacheck, and Wenska suggested that there is a tension between the goal of the iCivics games and the goals of democratic education. In this response, we suggest that iCivics can be utilized to help meet the goals of democratic education and to encourage our nation’s youth to become active civic participants if used alongside other instructional practices, such as Action Civics. We offer three important reasons for the use of iCivics as a tool for democratic education and engagement. Firstly, we describe the affordances of several other iCivics games not explored in Stoddard’s study as well as other …
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 …
Engaging The Learning Community With An Integrated E-Learning, Gaming And Social Networking Platform, Tim Thomasma
Engaging The Learning Community With An Integrated E-Learning, Gaming And Social Networking Platform, Tim Thomasma
Journal of Educational Leadership in Action
Our view is that an e-learning platform based on user-created content, gamification, and with an integrated social network, will create a content-dense environment in which all of the stakeholders can maximize their outcomes and in which the best teachers, students, lessons, and organizations will rise to the top. The elements of such an integrated e-learning platform would include: Wizards to enable instructors to quickly create engaging multi-media lessons; Capability to automatically transform lesson content into additional activities, games, and quizzes; The ability for students to take lessons in the form they prefer, including lessons presented as games; Reports and monitoring …
Building The First Gaming Master’S Program: An Industry Perspective, Toni Repetti, Soyeon Jung
Building The First Gaming Master’S Program: An Industry Perspective, Toni Repetti, Soyeon Jung
UNLV Gaming Research & Review Journal
The gaming industry has dramatically expanded not only domestically and internationally, but further to the online market. This growth has caused the industry to be more complicated than ever, and face massive challenges, competition, and opportunity. Consequently, there is a need for more qualified candidates in the gaming industry. Few gaming degrees are offered at a university level and more importantly, there is currently no master’s program in gaming management in the United States. Results of this survey of 201 industry professionals show that the majority would be interested in a master’s in gaming with most preferring an online of …
Strategic Approach To Smoking Bans: Delaware Gaming Industry, John W. O'Neill, Qu Xiao
Strategic Approach To Smoking Bans: Delaware Gaming Industry, John W. O'Neill, Qu Xiao
Hospitality Review
A study of Delaware’s statewide smoking ban suggests that it may have had a significant negative economic impact on the state’s gaming industry. However, such impact may vary in different segments of the hospitality industry, and therefore, must be examined strategically and on a case-by-case basis. The specific market environment, including both demand and competition of each state or each municipality, should be carefully analyzed by both governmental decision makers and by hospitality operators who influence these decision makers.
Casino Drink Policies: Limiting Third-Party Liability, Larry D. Strate, Thomas J. A. Jones
Casino Drink Policies: Limiting Third-Party Liability, Larry D. Strate, Thomas J. A. Jones
Hospitality Review
In their efforts to provide an atmosphere or hospitality to their casino customers, many operators will provide complimentary alcoholic beverage service. This practice is fraught with liability, particularly in venues outside of Nevada. Conscientious operators must take every precaution to mitigate the possibility of lawsuit.
Casino Gambling Is Hot: Gambling Debt Collection Is Hot, Larry D. Strate
Casino Gambling Is Hot: Gambling Debt Collection Is Hot, Larry D. Strate
Hospitality Review
Gambling on credit, considered a vice by some, is not judicially collectible based upon the Statute of Anne. This common law statute prevents the collection of gambling losses, unless expected by state statute. This article reviews and updates the findings of an unenforceability of gambling debt study conducted in 1989 just prior to the rapid expansion of gambling in the United States.
Native American Gaming: Promises And Prospects, Carl J. Pfaffenberg, Carol A. Costello
Native American Gaming: Promises And Prospects, Carl J. Pfaffenberg, Carol A. Costello
Hospitality Review
The Indian Gaming Regulatory Act of 1988 was intended to provide a statutory basis for the growth of Indian gaming. This article explains that the intentions of the act, when coupled with court decisions and a competitive economic environment, may be the basis for federal intervention in the gaming industry, specifically for Native American gaming. The author reviews the history of programs and promises, the magnitude of the total gaming industry, and the role of Native American gaming.
Casino Gaming In The U.S.: Past, Present, And Future, George G. Fenich
Casino Gaming In The U.S.: Past, Present, And Future, George G. Fenich
Hospitality Review
The casino segment of the hospitality industry is experiencing unprecedented growth. As a result, many academics and practitioners alike cannot stay abreast of developments in the field. The author addresses the situation by providing an overview of casino development in the United States from an historical perspective, a review of current developments, and some predictions about the future.
Advertising Legalized Gambling: A Late Bloomer Under The First Amendment, Larry D. Strate
Advertising Legalized Gambling: A Late Bloomer Under The First Amendment, Larry D. Strate
Hospitality Review
New federal laws and court cases have put a new perspective on the ability of the industry to advertise as it has never been able to do before. With gaming becoming more prevalent, the acceptability of the legal industry is making promotion easier. The author discusses these new influences.