An academic home for play
Games as unifying influences in higher education
Bibliographic Data
| ID | 12427945 |
|---|---|
| Authors | Danielle Herro (0000-0002-1268-816X, Clemson University, corresponding author), Rebecca Clark (0000-0002-8748-7856, Clemson University) |
| Year | 2016 |
| Volume | 24 |
| Issue | 1 |
| Pages | 17-28 |
| Publication date | 2016-02-08 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | On the Horizon The International Journal of Learning Futures (JOURNAL) |
| Journal identifiers | ISSN: 1074-8121 • E-ISSN: 2054-1708 |
| Publisher | Emerald Publishing Limited (PUBLISHER • GB) |
| DOI | 10.1108/oth-08-2015-0060 |
| OpenAlex | W2329522967 |
| Language | EN |
| Citations received | 1 |
| References cited | 5 |
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
| Citations per year | 1 |
|---|---|
| Citation span | 2025 - 2025 (1) |
| Highly cited | No |