You are here:


2008 Volume 5, Number 2

Search this issue

Table of Contents

Number of articles: 4

  1. Application of the Experiential Learning Cycle in Learning from a Business Simulation Game

    Jung-Hoon Ahn

    The purpose of this study was to investigate the effects of engaging students in Kolb's experiential learning cycle on facilitating students' simulation game performance and knowledge application... More

    pp. 146-156

    View Abstract
  2. Tech Writing, Meet "Tomb Raider": Video and Computer Games in the Technical Communication Classroom

    Stephanie Vie

    This article examines the common genre of the usability study in technical communication courses and proposes the incorporation of computer and video games to ensure a rhetorical focus to this... More

    pp. 157-166

    View Abstract
  3. "On the Case": Designing an Interdisciplinary Learning Game with "Neuromancer"

    Will Slocombe & Chris Price

    Computer games are increasingly being considered as a means of promoting learning, especially the use of commercial off-the-shelf (COTS) games in the classroom. This article extends this idea by... More

    pp. 167-179

    View Abstract
  4. Playing by the Rules: Instruction and Acculturation in Role-Playing Games

    Bryn Neuenschwander

    The open-ended, informal, and socially negotiated nature of role-playing games creates a distinct learning challenge for newcomers to the hobby. The explicit rules of the game provide only an... More

    pp. 189-198

    View Abstract