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An academic home for play: games as unifying influences in higher education

An academic home for play: games as unifying influences in higher education Purpose – This paper aims to address opportunities and tensions when creating game-based learning practices in higher education. By detailing examples from a university in the Southeastern USA and the communities it serves, we suggest game-based research and learning be approached as a unifying influence adaptable across contexts. Design/methodology/approach – We use a working example methodology where someone with expertise “works through” a well-known issue while making the thinking overt. In this manner, we reveal processes, successes and challenges infusing game-based learning in higher education to deepen understanding between fields and encourage research and practice with games across disciplines. Findings – The working example demonstrates that games served as a unifying influence in three primary ways, which included redesigning courses and implementing programmatic changes; using existing programs to promote interdisciplinary teaching and research; and increasing outreach and partnerships. In each example, games served to strengthen or support the initiatives. Originality/value – This paper extends literature on the value of games to promote research and learning. Significantly, it provides an example for others in game-based learning fields to consider when building similar programs in higher education. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png On the Horizon Emerald Publishing

An academic home for play: games as unifying influences in higher education

On the Horizon , Volume 24 (1): 12 – Feb 8, 2016

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Publisher
Emerald Publishing
Copyright
Copyright © Emerald Group Publishing Limited
ISSN
1074-8121
DOI
10.1108/OTH-08-2015-0060
Publisher site
See Article on Publisher Site

Abstract

Purpose – This paper aims to address opportunities and tensions when creating game-based learning practices in higher education. By detailing examples from a university in the Southeastern USA and the communities it serves, we suggest game-based research and learning be approached as a unifying influence adaptable across contexts. Design/methodology/approach – We use a working example methodology where someone with expertise “works through” a well-known issue while making the thinking overt. In this manner, we reveal processes, successes and challenges infusing game-based learning in higher education to deepen understanding between fields and encourage research and practice with games across disciplines. Findings – The working example demonstrates that games served as a unifying influence in three primary ways, which included redesigning courses and implementing programmatic changes; using existing programs to promote interdisciplinary teaching and research; and increasing outreach and partnerships. In each example, games served to strengthen or support the initiatives. Originality/value – This paper extends literature on the value of games to promote research and learning. Significantly, it provides an example for others in game-based learning fields to consider when building similar programs in higher education.

Journal

On the HorizonEmerald Publishing

Published: Feb 8, 2016

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