A framework for climate change engagement through video games

T Ouariachi, MD Olvera-Lobo… - Environmental …, 2019 - Taylor & Francis
Video games have the potential to educate and engage people—especially young people—
in climate change and energy issues by facilitating the development of helpful thoughts …

Alternate reality games as an informal learning tool for generating STEM engagement among underrepresented youth: A qualitative evaluation of the source

M Gilliam, P Jagoda, C Fabiyi, P Lyman… - Journal of Science …, 2017 - Springer
This project developed and studied The Source, an alternate reality game (ARG) designed
to foster interest and knowledge related to science, technology, engineering, and math …

“Helping Nemo!”—Using augmented reality and alternate reality games in the context of universal design for learning

N Stylianidou, A Sofianidis, E Manoli… - Education …, 2020 - mdpi.com
This article reports on the main experiences gained from a teaching intervention which
utilised the alternate reality game 'Helping Nemo'in an augmented reality environment for …

Combining inquiry, universal design for learning, alternate reality games and augmented reality technologies in science education: the IB-ARGI approach and the …

A Sofianidis, C Skraparlis, N Stylianidou - Journal of Science Education …, 2024 - Springer
This paper presents and discusses the inclusive inquiry-based alternate reality game (IB-
ARGI) approach, a pedagogical gamified approach supporting inclusive contemporary …

Reaching beyond an online/offline divide: invoking the rhizome in higher education course design

A Jones, R Bennett - Technology, Pedagogy and Education, 2017 - Taylor & Francis
In the rush to digitise aspects of higher education to cater to an increasingly diverse and
wide-ranging university market, there is a concern that best-practice teaching and learning …

Gamification in the business communication course

JR Veltsos - Business and Professional Communication …, 2017 - journals.sagepub.com
Interest in gamification in higher education has been growing steadily in the past decade.
Using games and game elements has been shown to increase student engagement …

Worlding through Play: Alternate Reality Games, Large-Scale Learning, and" The Source".

P Jagoda, M Gilliam, P McDonald, C Russell - American Journal of Play, 2015 - ERIC
Gamification--the use of game mechanics in conventionally nongame activities--has
received attention in the field of education. Games, however, are not reducible to the …

We're just playing: The influence of a modified tabletop role-playing game on ELA students' in-class reading

MP Cook, M Gremo, R Morgan - Simulation & Gaming, 2017 - journals.sagepub.com
Purpose. The purpose of this study was to explored the use of a tabletop role-playing game
in middle school ELA classrooms to examine students'(n= 36) abilities to interact with and …

Playful information literacy: play and information literacy in higher education

A Walsh - Nordic journal of information literacy in higher …, 2015 - eprints.hud.ac.uk
It is often difficult to address higher level information literacy skills in Higher Education. This
paper argues if we see information literacy as contextual rather than an absolute list of …

Using alternate reality games to find a needle in a haystack: An approach for testing insider threat detection methods

S Wasko, RE Rhodes, M Goforth, N Bos, HP Cowley… - Computers & …, 2021 - Elsevier
Insider threats are individuals who pose significant security risks but are difficult to identify
with traditional methods that rely on passively collected data. Recently, active indicators …