Video Games in Humanities Education: A Case for PlayStation's 'Doki Doki Universe'™

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Bibliographic Details
Title: Video Games in Humanities Education: A Case for PlayStation's 'Doki Doki Universe'™
Language: English
Authors: Simon-Jones, L., Jankoski, J. A.
Source: Journal on Excellence in College Teaching. 2022 33(3):173-194.
Availability: Miami University. 303 South Patterson Avenue, Oxford, OH 45056. Tel: 513-529-9265; Fax: 513-529-9264; Web site: http://celt.miamioh.edu/ject/
Peer Reviewed: Y
Page Count: 22
Publication Date: 2022
Document Type: Journal Articles
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Video Games, Humanities, Undergraduate Students, Academic Achievement, Outcomes of Education, Game Based Learning, Student Attitudes, Student Journals
ISSN: 1052-4800
1945-2993
Abstract: The effectiveness of embedding commercial video games into higher education humanities classrooms for the purpose of improving undergraduate students' analytical skills was examined through a single game case study. This collaborative study utilized the PlayStation game "Doki Doki Universe"™ to address methods of game implementation, logistic use, and achievement of student learning outcomes. Student journal entries were assessed using qualitative analysis techniques. Examples of student journal entries are provided.
Abstractor: As Provided
Entry Date: 2023
Access URL: https://celt.muohio.edu/ject/issue.php?v=33&n=3
Accession Number: EJ1361346
Database: ERIC
FullText Text:
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  Data: Video Games in Humanities Education: A Case for PlayStation's 'Doki Doki Universe'™
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  Data: <searchLink fieldCode="SO" term="%22Journal+on+Excellence+in+College+Teaching%22"><i>Journal on Excellence in College Teaching</i></searchLink>. 2022 33(3):173-194.
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  Data: Miami University. 303 South Patterson Avenue, Oxford, OH 45056. Tel: 513-529-9265; Fax: 513-529-9264; Web site: http://celt.miamioh.edu/ject/
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  Data: Journal Articles<br />Reports - Research
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  Data: <searchLink fieldCode="DE" term="%22Video+Games%22">Video Games</searchLink><br /><searchLink fieldCode="DE" term="%22Humanities%22">Humanities</searchLink><br /><searchLink fieldCode="DE" term="%22Undergraduate+Students%22">Undergraduate Students</searchLink><br /><searchLink fieldCode="DE" term="%22Academic+Achievement%22">Academic Achievement</searchLink><br /><searchLink fieldCode="DE" term="%22Outcomes+of+Education%22">Outcomes of Education</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Journals%22">Student Journals</searchLink>
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  Data: The effectiveness of embedding commercial video games into higher education humanities classrooms for the purpose of improving undergraduate students' analytical skills was examined through a single game case study. This collaborative study utilized the PlayStation game "Doki Doki Universe"™ to address methods of game implementation, logistic use, and achievement of student learning outcomes. Student journal entries were assessed using qualitative analysis techniques. Examples of student journal entries are provided.
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      – SubjectFull: Video Games
        Type: general
      – SubjectFull: Humanities
        Type: general
      – SubjectFull: Undergraduate Students
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      – SubjectFull: Academic Achievement
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      – SubjectFull: Game Based Learning
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      – SubjectFull: Student Attitudes
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      – SubjectFull: Student Journals
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      – TitleFull: Video Games in Humanities Education: A Case for PlayStation's 'Doki Doki Universe'™
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