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Single‐player videogames in leadership learning
This article offers an overview and analysis of the ways in which first‐person videogames can be effectively used in the leadership classroom. Specifically, videogames can be used to encourage students to develop the skills necessary both to analyze leadership and to begin to consider the ramificati...
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
John Wiley and Sons Inc.
2022
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9544371/ https://www.ncbi.nlm.nih.gov/pubmed/35822218 http://dx.doi.org/10.1002/yd.20502 |
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author | Bezio, Kristin M. S. |
author_facet | Bezio, Kristin M. S. |
author_sort | Bezio, Kristin M. S. |
collection | PubMed |
description | This article offers an overview and analysis of the ways in which first‐person videogames can be effectively used in the leadership classroom. Specifically, videogames can be used to encourage students to develop the skills necessary both to analyze leadership and to begin to consider the ramifications of leadership decisions from the varying positions of leaders, followers, and collaborative team members. This article discusses videogames as artifacts of popular culture and leadership and offers an example‐driven discussion of how specific games have been used in a leadership studies classroom to teach about and for leadership. |
format | Online Article Text |
id | pubmed-9544371 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | John Wiley and Sons Inc. |
record_format | MEDLINE/PubMed |
spelling | pubmed-95443712022-10-14 Single‐player videogames in leadership learning Bezio, Kristin M. S. New Dir Stud Leadersh Original Articles This article offers an overview and analysis of the ways in which first‐person videogames can be effectively used in the leadership classroom. Specifically, videogames can be used to encourage students to develop the skills necessary both to analyze leadership and to begin to consider the ramifications of leadership decisions from the varying positions of leaders, followers, and collaborative team members. This article discusses videogames as artifacts of popular culture and leadership and offers an example‐driven discussion of how specific games have been used in a leadership studies classroom to teach about and for leadership. John Wiley and Sons Inc. 2022-07-12 2022 /pmc/articles/PMC9544371/ /pubmed/35822218 http://dx.doi.org/10.1002/yd.20502 Text en © 2022 The Authors. New Directions for Student Leadership published by Wiley Periodicals LLC. https://creativecommons.org/licenses/by-nc-nd/4.0/This is an open access article under the terms of the http://creativecommons.org/licenses/by-nc-nd/4.0/ (https://creativecommons.org/licenses/by-nc-nd/4.0/) License, which permits use and distribution in any medium, provided the original work is properly cited, the use is non‐commercial and no modifications or adaptations are made. |
spellingShingle | Original Articles Bezio, Kristin M. S. Single‐player videogames in leadership learning |
title | Single‐player videogames in leadership learning |
title_full | Single‐player videogames in leadership learning |
title_fullStr | Single‐player videogames in leadership learning |
title_full_unstemmed | Single‐player videogames in leadership learning |
title_short | Single‐player videogames in leadership learning |
title_sort | single‐player videogames in leadership learning |
topic | Original Articles |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9544371/ https://www.ncbi.nlm.nih.gov/pubmed/35822218 http://dx.doi.org/10.1002/yd.20502 |
work_keys_str_mv | AT beziokristinms singleplayervideogamesinleadershiplearning |