Francesco Crocco | Excelsior University (original) (raw)

Francesco  Crocco

Dr. Francesco Crocco is the Director of the Online Writing Lab at Excelsior College. He received his Ph.D. in English from the Graduate Center of the City University of New York. His research interests include instructional technology, writing pedagogy, game-based learning, and utopian studies. He is the author of several books and articles, most recently The Role-Playing Society: Essays on the Cultural Influence of RPGs (McFarland, 2016). He is the co-founder of the CUNY Games Festival and has designed game-based instructional technology with funding from the U.S. Department of Education and the National Science Foundation. Most recently, he developed the new Online Reading Comprehension Lab for the Excelsior OWL, which uses twenty-first century multimedia content and instructional design to support college-level reading.
Phone: 973-722-5881
Address: 415 W Saint Joseph St
Lafayette, LA 70506

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Papers by Francesco Crocco

Research paper thumbnail of The RPG Classroom: How Role-Playing Games Have Influenced the Gamification of Education

The Role-Playing Society: Essays on the Cultural Influence of RPGs (McFarland, 2016), 2016

Introduction: What if education could be made into a role-playing game (RPG) where students playe... more Introduction: What if education could be made into a role-playing game (RPG) where students played characters, completed quests, and earned experience points? The idea of turning education into a game has received much attention in the last few years. This concept is different from traditional forms of game-based learning, which focus on the benefits of embedding commercial games or so-called "serious games"--games designed to teach specific content--into learning environments, a practice that boasts countless examples, hundreds of research studies, and at least a half-dozen meta-analyses. Rather, it hinges upon the idea of turning the classroom itself--whether it be a traditional brick-and-mortar space or an online virtual space--into a game by revamping pedagogy and curricula to look and feel more like games. These efforts are part of a larger trend called "gamification."

Research paper thumbnail of The Colonial Subtext of Anna Letitia Barbauld's Eighteen Hundred and Eleven

Wordsworth Circle, Mar 22, 2010

Research paper thumbnail of National eyes: Romantic poetry and the rise of British nationalism

Research paper thumbnail of Contesting the Manufactured Crisis of Public Higher Education at CUNY

Research paper thumbnail of Critical Gaming Pedagogy

JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, a... more JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact support@jstor.org.

Research paper thumbnail of The RPG Classroom: How Role-Playing Games Have Influenced the Gamification of Education

The Role-Playing Society: Essays on the Cultural Influence of RPGs (McFarland, 2016), 2016

Introduction: What if education could be made into a role-playing game (RPG) where students playe... more Introduction: What if education could be made into a role-playing game (RPG) where students played characters, completed quests, and earned experience points? The idea of turning education into a game has received much attention in the last few years. This concept is different from traditional forms of game-based learning, which focus on the benefits of embedding commercial games or so-called "serious games"--games designed to teach specific content--into learning environments, a practice that boasts countless examples, hundreds of research studies, and at least a half-dozen meta-analyses. Rather, it hinges upon the idea of turning the classroom itself--whether it be a traditional brick-and-mortar space or an online virtual space--into a game by revamping pedagogy and curricula to look and feel more like games. These efforts are part of a larger trend called "gamification."

Research paper thumbnail of The Colonial Subtext of Anna Letitia Barbauld's Eighteen Hundred and Eleven

Wordsworth Circle, Mar 22, 2010

Research paper thumbnail of National eyes: Romantic poetry and the rise of British nationalism

Research paper thumbnail of Contesting the Manufactured Crisis of Public Higher Education at CUNY

Research paper thumbnail of Critical Gaming Pedagogy

JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, a... more JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact support@jstor.org.

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