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Title:      “GAMING IN EDUCATION AND E-LEARNING: MOCK-TRIALS, MOCK-ELECTIONS AND CRISIS-SIMULATIONS FOR POLITICAL SCIENCES AND COMMUNICATIONS COURSES”
Author(s):      Marco Rimanelli and Krzysztof Gurba
ISBN:      978-989-8533-88-3
Editors:      Miguel Baptista Nunes and Pedro Isaias
Year:      2019
Edition:      Single
Keywords:      Gamification, Gaming, e-Learning Pedagogical Strategies, Blended-Courses, Political Sciences, Communications, Mock-U.S. Presidential Elections, crisis-simu
Type:      Full Paper
First Page:      235
Last Page:      243
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      Among recent e-Learning Pedagogical Strategies, gaming and crisis-simulation games are increasingly used in recent years in university-learning and Blended-courses as an out-of-context effective tool for role-playing and education, especially in Law Schools and Business Schools. Gaming covers several sub-fields (war-games; Law School Mock-Trials; Tailor-made educational games in Business; playing commercials-off-the-shelf games; programming and code-learning; games to promote social inclusion of marginalized groups; Model U.N. and crisis-simulations) and are recently enhanced by the impact of using multi-modality and on-line education to apply several concurrent modes of presentation/communications, which are now being applied also in Political Sciences and Communications courses. In recent years, the much-touted future role of the Net-Generation of children and youth who grew-up with computer games should find a natural educational outlet in gaming, but this has been limited to the entertainment field, rather than university education, or in computer coding and programming, where gaming (both on-line and face-to-face) has only marginal effects, due to students’ inability to grasp theoretical concepts, poor preparation or poor motivation. Thus, despite already existing methods of gamification in education, its promise as a didactic method in schools and universities is still at its beginnings. This paper analyzes as case-studies the emerging impact of gaming simulations in Political Sciences Blended-courses at Saint Leo University, USA and in Communications courses at the Pedagogical University of Kraków, Poland.
   

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