2022
DOI: 10.1002/yd.20496
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Exploring terms and proposing a framework for leadership learning through games

Abstract: To advance games as a teaching strategy, leadership educators may benefit from a common understanding of associated terms. However, achieving this purpose is complicated by no agreed upon definition of game and scholarly debate around terms such as gamification. This article explores gaming terms and proposes a framework intended to provide a common language for assessing, discussing, and writing about games for leadership learning.

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Cited by 3 publications
(1 citation statement)
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“…Yes, many play for entertainment but they also play to meet needs of goal attainment, social connection, learning, and as a coping skill for stress (ESA, 2022;McGonigal, 2011). Leadership scholarship has mostly explored games as a teaching strategy for leadership learning (Egan, 2022;Guthrie & Jenkins, 2018;Jenkins, 2013Jenkins, , 2020). Yet, less understood or explored are games utilized for leadership or as a mechanism in the leadership process.…”
mentioning
confidence: 99%
“…Yes, many play for entertainment but they also play to meet needs of goal attainment, social connection, learning, and as a coping skill for stress (ESA, 2022;McGonigal, 2011). Leadership scholarship has mostly explored games as a teaching strategy for leadership learning (Egan, 2022;Guthrie & Jenkins, 2018;Jenkins, 2013Jenkins, , 2020). Yet, less understood or explored are games utilized for leadership or as a mechanism in the leadership process.…”
mentioning
confidence: 99%