Play is an important part of learning at all levels. Check out my Gaming 1.0 and 2.0 pages to explore how analysis, computation, and game design can enhance 21st century skills.
Connecting Games & Learning
- A Literacy of Expertise & Serious Play
- Digital Games and Learning Perspectives: Distributed Teaching & Learning Systems
- New Media 11 Unit Plan: Representations in Games – Gender, Race & Sexuality
- English 12 Unit: Gender Representation in Games
Learning through Game Analysis
- Thinking About Game Design
- Game Design 101
- Understanding Games & Play
- Case Study & Field Notes: Gone Home (Gaynor, S., Fullbright, 2013)
- Case Study & Field Notes: Night in the Woods (Infinite Fall, Finji)
Learning through Game Design
- Learning through Game Design (Twine)
- Twine: Embers of Fate
- RPG Maker: Influencer in the City
- Virtual Studio Code: Gatekeeping Game(r Hate) Culture (Found Poem)
GOALS | PHILOSOPHY | E-LEARNING | INCLUSIVE EDUCATION | GAMES & LEARNING | NEW MEDIA
References
Collins, A., Collins, A., & Halverson, R. (2010). The second educational revolution: Rethinking education in the age of technology. Journal of Computer Assisted Learning, 26(1), pp. 18-27.
De Castell, S. & Jenson, J. (2007). Digital games for education: When meanings play. Intermediality, 9.