Introduction Games, Gamification, and Virtual Environments

Main Article Content

Craig Erschel Shepherd
https://orcid.org/0009-0009-7838-6795
Cecil R Short
https://orcid.org/0000-0001-8125-0877

Abstract

Welcome to the games, gamification, and virtual environments special issue of the Journal of Technology-Integrated Lessons and Teaching (JTILT). Why a special issue on games? Because games have merit! Games can be played by anyone, can provide safe ways to practice essential skills, and can adapt to various interests and settings.


As more states and nations require computational thinking skills in P-12 education, connections between games and problem solving, algorithmic thinking, decomposition, and abstraction become visible. Players demonstrate these problem-solving skills when considering the probability of success with certain moves, character placement to minimize damage, or fine-tuning resources to maximize gains. The variation in complexity, type, genre, time requirements, player interactions, and so forth helps make games so popular. Individuals can locate the exemplars that match their interests.

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Article Details

How to Cite
Shepherd, C. E., & Short, C. R. (2024). Introduction: Games, Gamification, and Virtual Environments. Journal of Technology-Integrated Lessons and Teaching, 3(1), 1–2. https://doi.org/10.13001/jtilt.v3i1.8755
Section
Editorial
Author Biographies

Craig Erschel Shepherd, University of Memphis

Craig E. Shepherd, Ph.D. is an Associate Professor of Instructional Design and Technology at the University of Memphis.

Cecil R Short, Emporia State University

Cecil R. Short is an assistant professor and Director of Secondary Education at Emporia State University.