The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience.

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The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated, contextualized, and authentic learning experience for students. In the GVP, students work on simulated and real-world problems as a design team tasked with developing an alternate reality game that makes an impact on the United Nations Millennium Development Goals. The purpose of this study was to evaluate the effectiveness of the design of the GVP as a capstone experience. The research design follows a qualitative case study approach to gather and analyze data collected from the instructors and students participating ... continued below

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Dondlinger, Mary Jo May 2009.

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This dissertation is part of the collection entitled: UNT Theses and Dissertations and was provided by UNT Libraries to Digital Library, a digital repository hosted by the UNT Libraries. It has been viewed 2000 times , with 69 in the last month . More information about this dissertation can be viewed below.

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  • Dondlinger, Mary Jo

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Description

The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated, contextualized, and authentic learning experience for students. In the GVP, students work on simulated and real-world problems as a design team tasked with developing an alternate reality game that makes an impact on the United Nations Millennium Development Goals. The purpose of this study was to evaluate the effectiveness of the design of the GVP as a capstone experience. The research design follows a qualitative case study approach to gather and analyze data collected from the instructors and students participating in the pilot implementation of the GVP. Results of the study show predominantly favorable reactions to various aspects of the course and its design. Students reported to have learned the most through interactions with peers and through applying and integrating knowledge in developing the alternate reality game that was the central problem scenario for the course. What students demonstrated to have learned included knowledge construction, social responsibility, open-mindedness, big picture thinking, and an understanding of their relationship to the larger society and world in which they live. Challenges that resulted from the design included the amount of necessary to build consensus and then develop an overarching game concept, the tension between guided and directed instruction, and the need to foster greater interdependence among students while encouraging them to become more self-directed.

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  • May 2009

Added to The UNT Digital Library

  • Nov. 19, 2009, 8:15 p.m.

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  • Dec. 4, 2013, 11:24 a.m.

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Citations, Rights, Re-Use

Dondlinger, Mary Jo. The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience., dissertation, May 2009; Denton, Texas. (digital.library.unt.edu/ark:/67531/metadc10995/: accessed July 24, 2017), University of North Texas Libraries, Digital Library, digital.library.unt.edu; .