Pushing the Envelope of Pedagogical Gaming: Dark Networks
Abstract
In recent decades, instructors have increasingly adopted the use of “serious” games in their classrooms. Typically, these games take the form of role-playing simulations or wargames. However, online computer-run games have opened up new possibilities: to explore complex conceptual relationships, to utilize and display asymmetric information, to be playable anywhere and by anyone, and more. This article describes the game, Dark Networks, and shows why this type of game is valuable as well as how it has been used for pedagogical gains.
Description
The article of record as published may be found at http://doi.org/10.1017/S1049096517001251
Rights
This publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. Copyright protection is not available for this work in the United States.Collections