{"title":"All Work and All Play: Using Games to Teach Religion and Media","authors":"J. Ferré","doi":"10.1080/15348423.2013.791582","DOIUrl":null,"url":null,"abstract":"To help students learn the concepts, personages, and events central to a course on religion and media, students were charged with designing a board game or a card game that employed this information. They drew from required books and documentaries, which the instructor chose for breadth and inclusiveness, focusing on both print and electronic media as well as on Christianity, Judaism, and Islam. The games were evaluated according to the appeal and educational value of the game design, the clarity and coherence of the written instructions, and the accuracy, significance, and comprehensiveness of the knowledge tested. The assignment helped maximize the time students spent thinking about key information in the course. It also provided the instructor with games that students in future classes can play to help them learn terms central to the study of media and religion.","PeriodicalId":55954,"journal":{"name":"Journal of Media and Religion","volume":"56 1","pages":"160 - 166"},"PeriodicalIF":0.9000,"publicationDate":"2015-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Media and Religion","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/15348423.2013.791582","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"RELIGION","Score":null,"Total":0}
引用次数: 0
Abstract
To help students learn the concepts, personages, and events central to a course on religion and media, students were charged with designing a board game or a card game that employed this information. They drew from required books and documentaries, which the instructor chose for breadth and inclusiveness, focusing on both print and electronic media as well as on Christianity, Judaism, and Islam. The games were evaluated according to the appeal and educational value of the game design, the clarity and coherence of the written instructions, and the accuracy, significance, and comprehensiveness of the knowledge tested. The assignment helped maximize the time students spent thinking about key information in the course. It also provided the instructor with games that students in future classes can play to help them learn terms central to the study of media and religion.