|Published online: September 6, 2016||$US5.00|
Researchers and educators have become increasingly interested in incorporating digital games in the curriculum for instructional purposes. Game-based learning and serious games are approaches used for training and education in classrooms and the workplace. This article details the development and assessment of a serious game to teach rhetorical appeals in a first-year writing classroom. Focus is on an earlier two-dimensional (2D) version of the game to the final product, a three-dimensional (3D) digital world. A feedback survey assessed players’ reactions to various features of each version of the game. While players found the game challenging, they positively reported that the game did help them learn about rhetorical appeals and found the game more engaging than a classroom lecture.
|Keywords:||Serious Games, Game-based Learning, Writing|
The International Journal of Humanities Education, Volume 14, Issue 3, September 2016, pp.21-32. Article: Print (Spiral Bound). Published online: September 6, 2016 (Article: Electronic (PDF File; 958.440KB)).
Associate Professor, English Department, Purdue University Calumet, Hammond, Indiana, USA