Gourmet Gamification: Creating Meaningful Classroom Simulations as a Student Project

Final Presentation: 
Audience Level: 
All
Session Time Slot(s): 
Institutional Level: 
Higher Ed
Strands (Select 1 top-level strand. Then select as many tags within your strand as apply.): 
Abstract: 

In this session we will present how a collaboration across three academic programs resulted in not only one quality interactive learning game, but three distinct games that are being used across the curriculum.

Extended Abstract: 

In this session we will present how a collaboration across three academic programs resulted in not only one quality interactive learning game, but three distinct games that are being used across the curriculum.

Our project contributes to a growing literature on how simulations and games can be used to increase student engagement and provide meaningful learning experiences that connect to professional contexts. The project also includes assessment of the value of Problem Based Learning (PBL) when students design learning simulations. Engagement Theory (Kearsley & Shneiderman, 1998; O’Brien & Toms, 2008) and student-centered design (Schlechty, 2001) have been applied in the study of innovations in online assessment strategies (Baily, Hendricks, & Applewhite, 2015). 

The Communication capstone enhances learner engagement in an online environments by using a simulated client scenario throughout the accelerated six-week course, providing challenging problem-based weekly assignments including the development of a social media plan. The project reported in this session involved the development of a social media decision-making game that helps students learn about social media tools and how to select which tools to use for reaching internal and external audiences in light of specific organizational needs. 

The Interactive Media Design capstone includes a team project that applies PBL by requiring students to development and present real-world client projects.  This social media project provided the opportunity to explore if the development of learning simulations provides a more effective project for the PBL environment used in the IMD program than other types of multimedia projects.
 

The chairs of Franklin University’s Communications Program and the Public Relations Program acted as clients for senior Interactive Media & Design students who were tasked with developing a real product for a live client. We will share the game project design process and the resulting products.  The session will include a discussion on how similar products can meet learning outcomes and engage students in ways that increase their self-efficacy and the improve transfer of learning to professional contexts.

 

Conference Session: 
Concurrent Session 10
Session Type: 
Education Session - Individual or Dual Presentation