Login or register for free to remove ads.
You are here:

HipBone Games in Higher Education: Supporting Critical and Creative Thinking PROCEEDINGS

, Bishop's University, Canada

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Honolulu, Hawaii, USA ISBN 978-1-880094-60-0 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

This paper describes the use of HipBone Games (Cameron, C.) in university-level classes. These games hold promise to structure online activities in a way that encourages critical and creative thinking. Examples are provided to allow other educators to use these types of online activities, whether they are teaching at a distance or face-to-face. The games were originally designed by Charles Cameron to be used in a variety of contexts, especially conflict mediation situations where viewing multiple perspectives can allow room for understanding. HipBone Games may address some of the challenges of supporting high-quality dialogue in university-level courses. They are games of ideas, meant to encourage the linking of ideas to other ideas on a predetermined game board. Students in groups of three or four play in turn on a game board that has pre-determined positions for the moves and pre-determined links between the moves. Each move is an e-mail message posted in a shared conference space.

Citation

Bures, E. (2006). HipBone Games in Higher Education: Supporting Critical and Creative Thinking. In T. Reeves & S. Yamashita (Eds.), Proceedings of E-Learn 2006--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 410-418). Honolulu, Hawaii, USA: Association for the Advancement of Computing in Education (AACE). Retrieved October 22, 2017 from .

Keywords