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Games as unifying influences in higher education

Bibliographic Data

ID12427945
AuthorsDanielle Herro (0000-0002-1268-816X, Clemson University, corresponding author), Rebecca Clark (0000-0002-8748-7856, Clemson University)
Year2016
Volume24
Issue1
Pages17-28
Publication date2016-02-08
Open AccessYes
TypeARTICLE
VenueOn the Horizon The International Journal of Learning Futures (JOURNAL)
Journal identifiersISSN: 1074-8121 • E-ISSN: 2054-1708
PublisherEmerald Publishing Limited (PUBLISHER • GB)
DOI10.1108/oth-08-2015-0060
OpenAlexW2329522967
LanguageEN
Citations received1
References cited5

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

Engineering ethics · Game design · Game mechanics · Game-Based Learning · Higher education · Mathematics education · Multimedia · Originality · Outreach · Pedagogy · Political science · Qualitative research · Social science · Sociology · Value (mathematics · Computer Science · Digital Games and Media · Educational Games and Gamification · Engineering · Online Learning and Analytics · Psychology

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Citations per year1
Citation span2025 - 2025 (1)
Highly citedNo

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