A Guide to Designing Curricular Games

A Guide to Designing Curricular Games PDF Author: Janna Jackson Kellinger
Publisher: Springer
ISBN: 3319423932
Category : Education
Languages : en
Pages : 354

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Book Description
This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.

The EducatorÕs Guide to Designing Games and Creative Active-Learning Exercises

The EducatorÕs Guide to Designing Games and Creative Active-Learning Exercises PDF Author: Joe Bisz
Publisher: Teachers College Press
ISBN: 080778141X
Category : Education
Languages : en
Pages : 289

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Book Description
EveryÊeducator’s imaginative instincts will be guided by this bookÕs practical designÊmethod, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors’ six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors’ extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games.Written in the language of instructional design, so advanced knowledge about games or technology is not required.Provides creative instructional techniques that will boost student engagement for both in-person and online instruction.Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.

Video Game Design and Programming Concepts

Video Game Design and Programming Concepts PDF Author: D. Michael Ploor
Publisher: Goodheart-Wilcox Publisher
ISBN: 9781635638271
Category : Computers
Languages : en
Pages : 0

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Book Description
This "fun and easy text-software design guide combination that uses an activity-based integrated curriculum: game-theory reading with game-building application lessons. It supports cross-curriculum and STEM learning as students use math and science principles, in addition to language arts, social sciences, and applied technology knowledge, to develop their own games. No knowledge of programming or game design is needed" before beginning with this textbook. -- Publisher

Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching PDF Author: Nicola Whitton
Publisher: Routledge
ISBN: 0415897726
Category : Education
Languages : en
Pages : 234

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Book Description
Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.

Game Design

Game Design PDF Author: Jim Thompson
Publisher: John Wiley & Sons
ISBN: 0471968943
Category : Computers
Languages : en
Pages : 193

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Book Description
Practical, complete coverage of game design basics from design process to production This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production. Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design.

Understanding by Design

Understanding by Design PDF Author: Grant P. Wiggins
Publisher: ASCD
ISBN: 1416600353
Category : Education
Languages : en
Pages : 383

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Book Description
What is understanding and how does it differ from knowledge? How can we determine the big ideas worth understanding? Why is understanding an important teaching goal, and how do we know when students have attained it? How can we create a rigorous and engaging curriculum that focuses on understanding and leads to improved student performance in today's high-stakes, standards-based environment? Authors Grant Wiggins and Jay McTighe answer these and many other questions in this second edition of Understanding by Design. Drawing on feedback from thousands of educators around the world who have used the UbD framework since its introduction in 1998, the authors have greatly revised and expanded their original work to guide educators across the K-16 spectrum in the design of curriculum, assessment, and instruction. With an improved UbD Template at its core, the book explains the rationale of backward design and explores in greater depth the meaning of such key ideas as essential questions and transfer tasks. Readers will learn why the familiar coverage- and activity-based approaches to curriculum design fall short, and how a focus on the six facets of understanding can enrich student learning. With an expanded array of practical strategies, tools, and examples from all subject areas, the book demonstrates how the research-based principles of Understanding by Design apply to district frameworks as well as to individual units of curriculum. Combining provocative ideas, thoughtful analysis, and tested approaches, this new edition of Understanding by Design offers teacher-designers a clear path to the creation of curriculum that ensures better learning and a more stimulating experience for students and teachers alike.

A Teacher's Guide to Curriculum Design for Gifted and Advanced Learners

A Teacher's Guide to Curriculum Design for Gifted and Advanced Learners PDF Author: Tamra Stambaugh
Publisher: Routledge
ISBN: 1000503836
Category : Education
Languages : en
Pages : 176

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Book Description
A Teacher’s Guide to Curriculum Design for Gifted and Advanced Learners provides educators with models and strategies they can easily use to create appropriately complex differentiated lessons, questions, tasks, and projects. This must-have resource for both gifted and regular education teachers: Includes specific thinking models for teaching English language arts, social studies, and STEM. Is ideal for teachers who are looking for ways to differentiate and design lessons for their highest achieving students. Provides multiple examples of how to embed complexity within standards-based lessons. Highlights units and models from Vanderbilt University's Programs for Talented Youth curriculum. Helps teachers provide the necessary challenge for advanced learners to thrive. The models have been vetted by content experts in the relevant disciplines and were designed to guide students to develop expertise within a discipline. Definitions of widely used terms, such as depth, complexity, and abstractness, are explained and linked to models within specific content areas to support common understanding and application of schoolwide differentiation strategies.

Games, Design and Play

Games, Design and Play PDF Author: Colleen Macklin
Publisher: Addison-Wesley Professional
ISBN: 0134392221
Category : Computers
Languages : en
Pages : 372

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Book Description
The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!

Video Game Design Foundations

Video Game Design Foundations PDF Author: D. Michael Ploor
Publisher: Goodheart-Wilcox Publisher
ISBN: 9781619602786
Category : COMPUTERS
Languages : en
Pages : 0

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Book Description
"Video Game Design Foundations provides students with a complete understanding of all aspects of video game design. This "turnkey" curriculum guides students from beginning each game build project through completion, integration, and marketing. Simulated design teams learn all aspects of team building required to launch a new video game system"--

Gaming Innovations in Higher Education: Emerging Research and Opportunities

Gaming Innovations in Higher Education: Emerging Research and Opportunities PDF Author: Costello, Robert
Publisher: IGI Global
ISBN: 1522529829
Category : Education
Languages : en
Pages : 188

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Book Description
Gaming technologies have become effective learning tools within education. Gamification has the potential to increase engagement using real-time feedback on learning activities, which allows students to reflect on their completion and retention of a learned activity. Gaming Innovations in Higher Education: Emerging Research and Opportunities is an essential reference work featuring the latest scholarly knowledge on the application of different gaming techniques within education to make learning activities more enjoyable and successful. Including research on a number of topics such as virtual laboratories, interaction media, and intrinsic and extrinsic motivation, this publication is ideally designed for academicians, researchers, and students interested in the benefits of providing an entertaining and intellectually-stimulating learning environment.