Reacting Games
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Reacting Games
Reacting games are educational game, educational role-playing games set in the past, with a focus on student debates about great texts. History Reacting games developed as a genre of experiential education games in the United States in the late 1990s from work done by Mark Carnes at Barnard College. The prototype for these games is the Reacting to the Past series originally published by Pearson-Longman and currently published by W. W. Norton & Company and the Reacting Consortium Press. This pedagogy was originally developed for use in The First Year Experience Program, freshman seminar and history classes and quickly expanded into religion, political science, and science. Unlike the video games that are central to the serious games movement, reacting games rely almost entirely on reading, writing, and speaking. This quality of the games has made them effective for developing Learning_development#Academic_literacies, academic literacy, noted by the use of the games for English ...
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Educational Game
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games. As educators, governments, and parents realize the psychological need and benefits that gaming has on learning, this educational tool has become mainstream. Games are interactive play that teach goals, rules, adaptation, problem solving, interaction, all represented as a story. They satisfy a fundamental need to learn by providing enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion in the game itself while the learning takes place. Vi ...
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Live Action Role-playing Games
A live action role-playing game (LARP) is a form of role-playing game where the participants physically portray their characters.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physical frame. Embodiment means that the physical actions of the player are regarded as those of the character. LARP participants may dress in the costume of their character and carry appropriate physical props (e.g., an 18th century militia LARP participant may wear a military uniform and carry a musket). Whereas in a RPG played by a group sitting around a table, players describe the actions of their characters (e.g., "I run to stand beside my friend"); in an equivalent situation in a LARP, a player would physically run to the appropriate point within the game space." The players pursue goals within a fictional setting represented by real-world enviro ...
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University Of North Carolina Press
The University of North Carolina Press (or UNC Press), founded in 1922, is a university press that is part of the University of North Carolina. It was the first university press founded in the Southern United States. It is a member of the Association of University Presses (AUPresses) and publishes both scholarly and general-interest books and journals. According to its website, UNC Press advances "the University of North Carolina's triple mission of teaching, research, and public service by publishing first-rate books and journals for students, scholars, and general readers." It receives support from the state of North Carolina and the contributions of individual and institutional donors who created its endowment. Its headquarters are located in Chapel Hill. History In 1922, on the campus of the nation's oldest state university, University of North Carolina at Chapel Hill, thirteen educators and civic leaders met to charter a publishing house. Their creation, the University of ...
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The Chronicle Of Higher Education
''The Chronicle of Higher Education'' is a newspaper and website that presents news, information, and jobs for college and university faculty and student affairs professionals (staff members and administrators). A subscription is required to read some articles. ''The Chronicle'', based in Washington, D.C., is a major news service in United States academic affairs. It is published every weekday online and appears weekly in print except for every other week in May, June, July, and August and the last three weeks in December. In print, ''The Chronicle'' is published in two sections: section A with news, section B with job listings, and ''The Chronicle Review,'' a magazine of arts and ideas. It also publishes ''The Chronicle of Philanthropy'', a newspaper for the nonprofit world; ''The Chronicle Guide to Grants'', an electronic database of corporate and foundation grants; and the web portal Arts & Letters Daily. History Corbin Gwaltney was the founder and had been the editor of t ...
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Emissions Trading
Emissions trading is a market-based approach to controlling pollution by providing economic incentives for reducing the emissions of pollutants. The concept is also known as cap and trade (CAT) or emissions trading scheme (ETS). Carbon emission trading for and other greenhouse gases has been introduced in China, the European Union and other countries as a key tool for climate change mitigation. Other schemes include sulfur dioxide and other pollutants. In an emissions trading scheme, a central authority or governmental body allocates or sells a limited number (a "cap") of permits that allow a discharge of a specific quantity of a specific pollutant over a set time period. Polluters are required to hold permits in amount equal to their emissions. Polluters that want to increase their emissions must buy permits from others willing to sell them. Emissions trading is a type of flexible environmental regulation that allows organizations and markets to decide how best to meet policy t ...
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Simulations And Games In Economics Education
A simulation game is "a game that contains a mixture of skill, chance, and strategy to simulate an aspect of reality, such as a stock exchange". Similarly, Finnish author Virpi Ruohomäki states that "a simulation game combines the features of a game (competition, cooperation, rules, participants, roles) with those of a simulation (incorporation of critical features of reality). A game is a simulation game if its rules refer to an empirical model of reality." A properly built simulation game used to teach or learn economics would closely follow the assumptions and rules of the theoretical models within this discipline. __TOC__ In economics education Economics education studies recommend the adoption of more active and collaborative learning methodologies (Greenlaw, 1999). Simkins (1999) stated "… ''teaching practices, which rely heavily on the lecture format, are not doing enough to develop students' cognitive learning skills, attract good students to economics, and motivate t ...
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Simulation Video Game
Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are war games, business games, and role play simulation. From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies. Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published. Subgenres Construction and management simulation Construction and management simulation (CMS) is ...
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Wargaming
A wargame is a strategy game in which two or more players command opposing armed forces in a realistic simulation of an armed conflict. Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to study the nature of potential conflicts. Many wargames recreate specific historic battles, and can cover either whole wars, or any campaigns, battles, or lower-level engagements within them. Many simulate land combat, but there are wargames for naval and air combat as well. Generally, activities where the participants actually perform mock combat actions (e.g. friendly warships firing dummy rounds at each other) are not considered wargames. Some writers may refer to a military's field training exercises as "live wargames", but certain institutions such as the US Navy do not accept this.''War Gamer's Handbook'' (US Naval War College), p. 4: "The .S. Naval War College's War Gaming Departmentuses the Perla (1990) definition, which describes w ...
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Model UN
Model United Nations, also known as Model UN or MUN, is an educational simulation in which students can learn about diplomacy, international relations, and the United Nations. At a MUN conference, students work as the representative of a country, organization, or person, and must solve a problem with other delegates from around the world. MUN teaches participants skills like research, public speaking, debating, and writing, in addition to critical thinking, teamwork, and leadership. While Model UN is typically used as an extracurricular activity, some schools also offer it as a class. Model UN is meant to engage students, and allow them to develop deeper understanding into current world issues. Delegates conduct research before conferences: they must formulate position papers, and create policy proposals that they will debate with other delegates in their committee. At the end of a conference, delegates will vote on written policies (called draft resolutions), with the goal of ...
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Model United Nations
Model United Nations, also known as Model UN or MUN, is an educational simulation in which students can learn about diplomacy, international relations, and the United Nations. At a MUN conference, students work as the representative of a country, organization, or person, and must solve a problem with other delegates from around the world. MUN teaches participants skills like research, public speaking, debating, and writing, in addition to critical thinking, teamwork, and leadership. While Model UN is typically used as an extracurricular activity, some schools also offer it as a class. Model UN is meant to engage students, and allow them to develop deeper understanding into current world issues. Delegates conduct research before conferences: they must formulate position papers, and create policy proposals that they will debate with other delegates in their committee. At the end of a conference, delegates will vote on written policies (called draft resolutions), with the goal o ...
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Debate
Debate is a process that involves formal discourse on a particular topic, often including a moderator and audience. In a debate, arguments are put forward for often opposing viewpoints. Debates have historically occurred in public meetings, academic institutions, debate halls, coffeehouses, competitions, and legislative assemblies. Debate has also been conducted for educational and recreational purposes, usually associated with educational establishments and debating societies. These debates put an emphasis upon logical consistency, factual accuracy, and emotional appeal to an audience. Modern forms of competitive debate also include rules for participants to discuss and decide upon the framework of the debate (how the debate will be judged). History Debating in various forms has a long history and can be traced back to the philosophical and political debates of Ancient Greece, such as Athenian democracy or Shastrartha in Ancient India. Modern forms of debating and the es ...
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Case Studies
A case study is an in-depth, detailed examination of a particular case (or cases) within a real-world context. For example, case studies in medicine may focus on an individual patient or ailment; case studies in business might cover a particular firm's strategy or a broader market; similarly, case studies in politics can range from a narrow happening over time (e.g., a specific political campaign) to an enormous undertaking (e.g., a world war). Generally, a case study can highlight nearly any individual, group, organization, event, belief system, or action. A case study does not necessarily have to be one observation ( N=1), but may include many observations (one or multiple individuals and entities across multiple time periods, all within the same case study). Research projects involving numerous cases are frequently called cross-case research, whereas a study of a single case is called within-case research. Case study research has been extensively practiced in both the social and ...
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