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Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
McDaniel, Rudy; Telep, Peter – Journal of Technical Writing and Communication, 2021
This article describes an interdisciplinary, partially online honors course entitled Video Game Theory and Design. The article reviews the literature surrounding video games and technical communication and then outlines the learning objectives for the course. The authors describe individual and team-produced assignments and suggest game design…
Descriptors: Video Games, Technical Writing, Online Courses, Teaching Methods
Meredith G.H. Burling; Lina Rahouma; Arla Good; Joleine C. Kasper; Samantha Kranyak; Kieran Ramnarine; Kosha Bramesfeld – International Journal for Students as Partners, 2020
In their review of the students-as-partners literature, Mercer-Mapstone et al. (2017) found that only 5-6% of published research articles on student-partnership models focused on multidisciplinary partnerships. This case study, authored by five undergraduate students and two academics, sought to examine the utility of using a multidisciplinary…
Descriptors: Partnerships in Education, Interdisciplinary Approach, Educational Innovation, Electronic Learning
Rebekah Radtke; Eduardo Santillan-Jimenez; Margaret Mohr-Schroeder – International Journal of Designs for Learning, 2020
University students, faculty, and staff from science, engineering, education, entrepreneurship, and design (SEE(E)D) backgrounds developed a video game to leverage outreach efforts promoting sustainability, science, technology, engineering, and mathematics ((S)STEM) to underserved students. This was accomplished by transforming a board…
Descriptors: Video Games, Energy Education, STEM Education, Outreach Programs
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education