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Leveraging Transmedia Game Play and Student Design to Target 21st Century Skills: Instructor Experiences Teaching Computer Literacy in The Broken Window Learning Game

, , University of North Texas, United States ; , University of Arkansas, United States

Journal of Interactive Learning Research Volume 30, Number 4, ISSN 1093-023X Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

There is evidence that video games can promote an inquiry-based and dynamic form of lifelong learning. For example, video games have been shown to support problem-solving processes, developing critical thinking skills, and foster the communication skills necessary for civic engagement. This study examined how scholarship is informed through problem based learning (PBL) and game play of an alternate reality game (AltRG). We examined instructor practices in an undergraduate course as a means of identifying those elements of the learning environment that inform the Scholarship of Teaching and Learning. Qualitative results are discussed in light of how large enrollment undergraduate courses can be designed to better promote cognitive engagement with academic literacy.

Citation

Warren, S., Najmi, A. & Beck, D. (2019). Leveraging Transmedia Game Play and Student Design to Target 21st Century Skills: Instructor Experiences Teaching Computer Literacy in The Broken Window Learning Game. Journal of Interactive Learning Research, 30(4), 505-537. Waynesville, NC: Association for the Advancement of Computing in Education (AACE). Retrieved September 25, 2020 from .