In this case study, we document the development and user-testing of Epidemic: Self-care for Crisis, an online educational resource that invites users (aged 14-20) to develop game-based knowledge and practices around prevention, self-care and (mis)information in the face of contagious diseases - a timely project, given the ongoing anxieties, and false (and not so false) alarms, over SARS, Avian Flu, and H1N1. The game Contagion, the forerunner to Epidemic, mobilized the conventions and mechanics of single-player adventure games to engage players 'experientially' with health- and disease-related understandings: we configured the same basic self-care information as "narrative knowledge", intended to mobilize players' attention and intelligence...
With the launch of the teaching excellence framework, teaching in higher education (HE) is under gre...
We report the results of a study we conducted using a simple multiplayer online game that simulates ...
Plague Inc. is an enduringly popular mobile video game in which players create diseases and attempt ...
In this case study, we document the development and user-testing of Epidemic: Self-care for Crisis, ...
Epidemic is an effective digital learning technology. It keeps students engaged and is a valuable re...
Media trust has been one of the greatest societal challenges given viral outbreaks within a new medi...
Researchers and educators have identified an urgent need for more rigorous teaching and learning abo...
For the thematic area of "Learning to Play: Playing to Learn" Multi-user virtual environments (MUVEs...
In this article, we put forward the proposal to use virtual epidemics as learning laboratories for p...
This paper describes the production of Outbreak, a game focused on the 1885 smallpox epidemic in Mon...
This talk offers initial insights and lessons learned from two pilot studies using interactive digit...
Learning scientists have created and used virtual worlds to support players’ historical, scientific,...
Health intervention aimed at children using serious games are starting to grow on popularity, howeve...
<div><p>We report the results of a study we conducted using a simple multiplayer online game that si...
The number of new COVID-19 cases continues to rise rapidly in many countries despite vaccination. Th...
With the launch of the teaching excellence framework, teaching in higher education (HE) is under gre...
We report the results of a study we conducted using a simple multiplayer online game that simulates ...
Plague Inc. is an enduringly popular mobile video game in which players create diseases and attempt ...
In this case study, we document the development and user-testing of Epidemic: Self-care for Crisis, ...
Epidemic is an effective digital learning technology. It keeps students engaged and is a valuable re...
Media trust has been one of the greatest societal challenges given viral outbreaks within a new medi...
Researchers and educators have identified an urgent need for more rigorous teaching and learning abo...
For the thematic area of "Learning to Play: Playing to Learn" Multi-user virtual environments (MUVEs...
In this article, we put forward the proposal to use virtual epidemics as learning laboratories for p...
This paper describes the production of Outbreak, a game focused on the 1885 smallpox epidemic in Mon...
This talk offers initial insights and lessons learned from two pilot studies using interactive digit...
Learning scientists have created and used virtual worlds to support players’ historical, scientific,...
Health intervention aimed at children using serious games are starting to grow on popularity, howeve...
<div><p>We report the results of a study we conducted using a simple multiplayer online game that si...
The number of new COVID-19 cases continues to rise rapidly in many countries despite vaccination. Th...
With the launch of the teaching excellence framework, teaching in higher education (HE) is under gre...
We report the results of a study we conducted using a simple multiplayer online game that simulates ...
Plague Inc. is an enduringly popular mobile video game in which players create diseases and attempt ...