HipBone Games in Higher Education: Supporting Critical and Creative Thinking
Purchase or Subscription required for access
Purchase individual articles and papers
Subscribe for faster access!
Subscribe and receive access to 100,000+ documents, for only $19/month (or $150/year).
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, October 2006 in Honolulu, Hawaii, USA ISBN 978-1-880094-60-0
This paper describes the use of HipBone Games (Cameron, C.) in university-level classes. These games hold promise to structure online activities in a way that encourages critical and creative thinking. Examples are provided to allow other educators to use these types of online activities, whether they are teaching at a distance or face-to-face. The games were originally designed by Charles Cameron to be used in a variety of contexts, especially conflict mediation situations where viewing multiple perspectives can allow room for understanding. HipBone Games may address some of the challenges of supporting high-quality dialogue in university-level courses. They are games of ideas, meant to encourage the linking of ideas to other ideas on a predetermined game board. Students in groups of three or four play in turn on a game board that has pre-determined positions for the moves and pre-determined links between the moves. Each move is an e-mail message posted in a shared conference space.
Bures, E. (2006). HipBone Games in Higher Education: Supporting Critical and Creative Thinking. In T. Reeves & S. Yamashita (Eds.), Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2006 (pp. 410-418). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE). Retrieved February 26, 2017 from https://www.learntechlib.org/p/23720.
© 2006 AACE