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Journal Issue
Volume 11 Issue 1, ECGBL / Feb 2013  pp1‑79

Editor: Patrick Felicia

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Editorial to the ECGBL 2012 Special Issue of EJEL  pp1‑2

Patrick Felicia

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Digital Games and the Hero's Journey in Management Workshops and Tertiary Education  pp3‑15

Carsten Busch, Florian Conrad, Martin Steinicke

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Effective Game Based Citizenship Education in the Age of new Media  pp16‑28

Yam San Chee, Swati Mehrotra, Qiang Liu

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Using Social Media to Support the Learning Needs of Future IS Security Professionals  pp29‑38

Karen Neville, Ciara Heavin

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Abstract

The emergence of social media has forced educators to think differently about the way learning occurs. Students and practitioners alike are using new technologies to connect with peers/colleagues, share ideas, resources and experiences for extracurricular activities. The social business gaming platform considered in this study leverages the social networking concept (an activity that all students actively participate in) in an academic environment. The primary objective of this technology is to foster a sense of ‘thinking outside the box’ and analytical ability through a medium that is widely accepted by students and graduates who have entered the workplace. Both the environment and problems are developed to adapt to suit any academic course from conducting research to proposing business solutions. This study was undertaken in order to develop information systems security (ISS) skillsets through the creation and facilitation of social business gaming, which allowed students to measure their performances of understanding as part of their on‑going learning. The online business game required students to apply what they have learned to problem situations and to further develop their understanding of ISS topics. The problems posed required that the learners had to prove that they understood the material being taught in the traditional lecture and could apply what they had learned in an online environment. The on‑going assessment component of the gaming network was used not just as an assessment for grades but also as a learning tool. This research focuses on a group of final year undergraduate students completing Bachelor of Science in Information Systems (IS). The online social game was utilised as part of the continual assessment process to evaluate group interaction, role‑playing, competition and learning in an ISS assignment. 

 

Keywords: social media technology, social business gaming, digital game-based learning, DGBL, information systems, IS, information systems security, ISS, and student assessment and learning

 

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Game‑Based Language Learning for Pre‑School Children: A Design Perspective  pp39‑48

Bente Meyer

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Children’s Problem‑Solving in Serious Games: The “Fine‑Tuning System (FTS)” Elaborated  pp49‑60

Chinedu Obikwelu, Janet Read, Gavin Sim

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A Platform Independent Game Technology Model for Model Driven Serious Games Development  pp61‑79

Stephen Tang, Martin Hanneghan, Christopher Carter

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