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Communication, Media & Learning Technologies Design
In the Department of Mathematics, Science & Technology
Priming Knowledge: Videogames, Learning, and Application in a Flipped ClassroomChris Vicari, Ed.M. in Communication and Education
During the last few decades, the demand to play and experience video games has increased exponentially. According to recent statistics, 49% of U.S. households across the United States own an average of two dedicated gaming consoles (ESA, 2012). Because of this massive popularity, researchers have contended for many years that utilizing video games for educational purposes can provide a multitude of benefits (Baek, 2008). This surge has created a “gold rush” mentality, where many developers seek to create educational games for classroom use or at home. In doing so, entertainment games are often viewed as simply that and void of any real educational benefit. While a majority of games created today are still for entertainment purposes (Ducheneaut & Moore, 2005, p. 90), it is plausible to believe they can be viewed as potentially educational as well, simply by motivating users to self-educate. This thesis will focus on EVE Online (CCP Games, 2003) as a potential driver of economics instruction, as well as a solid platform for knowledge application. The goal of the project is to explore the possibility of implementing EVE Online in a flipped economics or business management course.