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Articles 1 - 7 of 7
Full-Text Articles in Education
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.
Demographics Of Undergraduates Studying Games In The United States: A Comparison Of Computer Science Students And The General Population, Monica M. Mcgill, Amber Settle, Adrienne Decker
Demographics Of Undergraduates Studying Games In The United States: A Comparison Of Computer Science Students And The General Population, Monica M. Mcgill, Amber Settle, Adrienne Decker
Amber Settle
What Does The Popularity Of The Hunger Games Say About Our Society?, John R. Kilbourne
What Does The Popularity Of The Hunger Games Say About Our Society?, John R. Kilbourne
John R. Kilbourne
Have we become part of a group that as Katniss’ friend Gale Hawthorne says in “The Hunger Games,” and Senator Gracchus from ancient Rome puts forward, “We want a good show, that’s all we want.”
Games For Understanding In Pre Service Teacher Education: A 'Game For Outcome' Approach For Enhanced Understanding Of Games, Gregory J. Forrest, Paul Webb, Phil Pearson
Games For Understanding In Pre Service Teacher Education: A 'Game For Outcome' Approach For Enhanced Understanding Of Games, Gregory J. Forrest, Paul Webb, Phil Pearson
Greg J Forrest
Teaching Games for Understanding (TGfU) is a games based pedagogical model aimed at generating greater understanding of all aspects of games, while increasing physical activity levels, motivation and enjoyment in physical education lessons. Bunker and Thorpe (1982) developed the original model as an alternative to the traditional approach predominantly used in coaching and teaching in physical education (Werner, Thorpe and Bunker 1996). Awareness of its value as a pedagogical model and as a viable alternative to traditional directive approaches has been limited within the teaching and wider coaching community in Australia over the ten years since Game Sense workshops were …
Teaching Games For Understanding (Tgfu); A Model For Pre Service Teachers, Gregory J. Forrest, Paul I. Webb, Philip J. Pearson
Teaching Games For Understanding (Tgfu); A Model For Pre Service Teachers, Gregory J. Forrest, Paul I. Webb, Philip J. Pearson
Greg J Forrest
Teaching Games for Understanding (TGfU) has been present in the Australian sporting community for the last ten years and more recently as the focus of physical education lessons in some Australian schools’ curriculum, especially in NSW. However, the effectiveness of TGfU as a teaching method is limited by the skill of its practitioners in developing the appropriate games and questions to generate understanding opportunities for their students. If practitioners do not develop these skills, there may be limited opportunities for their students to gain skills in critical analysis, deep knowledge and deep understanding, essential in any productive pedagogy.
Getting Open: Games That Teach Spatial Awareness, Connie Collier, Dana Perlman, Jennifer Fisette
Getting Open: Games That Teach Spatial Awareness, Connie Collier, Dana Perlman, Jennifer Fisette
Dana Perlman
When we think about children playing games, too often our recollection involves children in a mob-like formation around a soccer ball or basketball while the rest of the court or field is empty. Coaches and teachers primarily focus instruction around on-the-ball skills and tend to overlook the importance of how to engage players in fun game-like practices, which emphasize the tactics of supporting the ball carrier or creating space. In this paper, we offer three modified games that provide students' opportunities to explore methods for creating space, moving to open space, and advancing towards the goal. Each game includes a …
‘Connecting The World Through Games’: Creating Shared Value In The Case Of Zynga’S Corporate Social Strategy, Laura Hartman, E. Mead, D. Christman, P. Werhane
‘Connecting The World Through Games’: Creating Shared Value In The Case Of Zynga’S Corporate Social Strategy, Laura Hartman, E. Mead, D. Christman, P. Werhane
Laura Hartman
When using cases to teach corporate strategy and ethical decision-making, the aim is demonstrate to students that leadership decision-making is at its most effective when all affected stakeholders are considered, from shareholders and employees, to the local, national, and global societies in which the company operates. This paper challenges the obstructive perception of many Corporate Social Responsibility (CSR) advocates that the interests of private organizations in the alleviation of social problems should not be vested, but instead should originate from charitable purposes. We evaluate an alternative approach to the role of business in contributing to social progress - Creating Shared …