Education, Security and Intelligence Studies 2018
DOI: 10.4324/9781315109978-6
|View full text |Cite
|
Sign up to set email alerts
|

Thinking Interestingly: The Use of Game Play to Enhance Learning and Facilitate Critical Thinking Within a Homeland Security Curriculum

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

1
2
0
1

Year Published

2019
2019
2022
2022

Publication Types

Select...
3
1

Relationship

1
3

Authors

Journals

citations
Cited by 4 publications
(4 citation statements)
references
References 0 publications
1
2
0
1
Order By: Relevance
“…This study’s results indicate that students perceived a high overall value for experiential learning, suggesting that they believed the experience was relevant to real-world applications and would be useful in future experiences. The ELS survey results also showed student interest in the activity and the learning process, which corresponds with established research on experiential learning (Mesny, 2013), HSEM experiential learning (Cozine, 2015), and previous applications of the ELS instrument (Clem et al, 2014; Hefley & Thouin, 2016).…”
Section: Discussionsupporting
confidence: 84%
“…This study’s results indicate that students perceived a high overall value for experiential learning, suggesting that they believed the experience was relevant to real-world applications and would be useful in future experiences. The ELS survey results also showed student interest in the activity and the learning process, which corresponds with established research on experiential learning (Mesny, 2013), HSEM experiential learning (Cozine, 2015), and previous applications of the ELS instrument (Clem et al, 2014; Hefley & Thouin, 2016).…”
Section: Discussionsupporting
confidence: 84%
“…Perkembangan kognitif sangat diperlukan untuk meningkatkan kemampuan otak (Manggena & Sanubari, 2017). Hal ini berkaitan dan memiliki dampak positif terhadap peningkatan kemampuan argumentasi ilmiah (Ault et al, 2015) dan berpikir kritis (Cozine, 2015) peserta didik. Sifat game yang menarik dan addicted juga banyak dijadikan sebagai landasan pengembangan media pembelajaran khususnya bahan ajar.…”
Section: Pendahuluanunclassified
“…However, in many cases the data analysis is not presented, offering an experience without learning process or empirical impact data. Cozine et al [75] examine the pedagogical approach to incorporate game play, specifically probability-based tabletop exercises, into course curricula and collected survey data from students enrolled in the courses. Ottis [46] presents a light weight tabletop exercise format that has been successfully used in cybersecurity education to demonstrate these and many other concepts to master level students.…”
Section: Table-topmentioning
confidence: 99%