Experiential learning through games is becoming increasingly relevant as games exert an enormous influence on the imaginarium of newer generations. This paper details the use of a game-based learning process focusing on game-making in relation to ethical issues of digitalization for graduate education in digital service innovation. Within the context of a masters education, students from diverse knowledge backgrounds learned about and reflected upon ethical issues related to social media usage by playing, remixing and designing games using the Design Games Framework. This paper illustrates that game-making can enable non-designer students to work with ethical issues. There are good possibilities to explore ethics through designing tabletop ...
Aim: This research aims at exploring the possible use of Tabletop Role-playing Games (TRPG) in ESD r...
Most of our students play video games. A substantial percentage of our students is required to take ...
In Confronting the Challenges of a Participatory Culture , Jenkins and colleagues (2006) outlined t...
This paper posits that Inventing Games (IG), an aspect of the games curriculum based on principles o...
A research study was conducted on an Alternate Reality Game Evoke in spring 2010. The questions expl...
In contemporary society, video games have become a ubiquitous cultural medium, a popular pastime riv...
This session addresses the conference theme by showcasing current class based teaching practice at a...
Economic turbulence caused by poor ethics in business, means educators need to ensure students leave...
This research was conducted to gain a deeper understanding of ethical issues confronting Alternative...
“Digital humanities” is about the usage of computer-assisted tools to preserve knowledge and dissemi...
Gamification has been hailed as a meaningful solution to the perennial challenge of sustaining stude...
How can we improve business ethics education for the twenty first century? This study evaluates the ...
In this paper, we are focusing on digital serious games (edugames) and how they can be utilized in t...
This paper describes a teaching methodology whereby students can gain practical experience of ethica...
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2010.This ...
Aim: This research aims at exploring the possible use of Tabletop Role-playing Games (TRPG) in ESD r...
Most of our students play video games. A substantial percentage of our students is required to take ...
In Confronting the Challenges of a Participatory Culture , Jenkins and colleagues (2006) outlined t...
This paper posits that Inventing Games (IG), an aspect of the games curriculum based on principles o...
A research study was conducted on an Alternate Reality Game Evoke in spring 2010. The questions expl...
In contemporary society, video games have become a ubiquitous cultural medium, a popular pastime riv...
This session addresses the conference theme by showcasing current class based teaching practice at a...
Economic turbulence caused by poor ethics in business, means educators need to ensure students leave...
This research was conducted to gain a deeper understanding of ethical issues confronting Alternative...
“Digital humanities” is about the usage of computer-assisted tools to preserve knowledge and dissemi...
Gamification has been hailed as a meaningful solution to the perennial challenge of sustaining stude...
How can we improve business ethics education for the twenty first century? This study evaluates the ...
In this paper, we are focusing on digital serious games (edugames) and how they can be utilized in t...
This paper describes a teaching methodology whereby students can gain practical experience of ethica...
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2010.This ...
Aim: This research aims at exploring the possible use of Tabletop Role-playing Games (TRPG) in ESD r...
Most of our students play video games. A substantial percentage of our students is required to take ...
In Confronting the Challenges of a Participatory Culture , Jenkins and colleagues (2006) outlined t...