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ETEC 565S - Digital Games and Learning Semantic Network - Created by John…
ETEC 565S - Digital Games and Learning
Semantic Network - Created by John Cheng
July 15, 2019
Video Game Cultures
Transformative Policies and Frameworks to Address Inequities in Game Design and Play
(Jen Jenson & Suzanne de Castell - Gamer-Hate and the “Problem” of Women: Feminism in Games.)
Goal
: Equitable participation of women as consumers and producers
Engage
Intervene
Transform situation
Game communities, Marginalization and Inequality
(K. Gray Gaming out online: Black lesbian identity development and community building in Xbox Live)
Identity in gaming
Community Building
Connectivity via social networking
Private spaces
Cultural and Racial Representations in Gaming
(Andre Brock - ''When Keeping it Real Goes Wrong'': Resident Evil 5, Racial Representation, and Gamers)
Identity and ethnicity
Cultural Iconography
Race and racism
Gender
Whitness and White privelege
Media literacy, gender, race, masculinity and game play through the lens of white privilege and learning
(P. Darvasi - GTA5 and the problem of privilege)
Games as teaching tools
White privilege and understanding media literacy, bias, race, violence, gender and marginalization through game play
Space for conversations on race, gender, violence, misogyny and body image
Microcosm of race and culture through the notion and lens of identity tourism game play
(En)gendering Videogame Development
(Negin Dahya, Jennifer Jenson & Katrina Fong - (En)gendering videogame development: A feminist approach to gender, education, and game studies )
Equity and Diversity
Inclusive Pedgagy - "education theory and practice responding and adapting to intersections of difference and supporting students of different experiences and abilities"
Equity and Diversity in Learning -
Creating equitable and effective learning spaces for game making
Providing a space to feel confident in order to build skills, and level up
Reclaiming spaces, greater and consistent access to tools and training
Collaborative versus gendered learning spaces
Single-sex groups versus mixed
Representative mentorship for young people
"The systemic discrimination of girls and women, people of color, gender and sexual minority groups, and people in already under-resourced communities, persists."
Cultural role of games and game making in youth culture as a reflection of interest in games
Constructionist and Instructionist Gaming for Learning
(Y. Kafai and Q. Burke - Constructionist Gaming: Understanding the Benefits ofMaking Games for Learning)
Connected gaming
"Connected gaming purports that learning to play and make games is ultimately part of a larger gaming ecology in which the traditional roles of the “player” and the “maker” are no longer treated as distinct entities. -when the player becomes a game maker "
Instructionist (Play and instruction)
Constructionist Gaming (Design and game making)
-Group Game Making for RPG Maker for Freshman Quest
Social Dimensions
Metacognition
Learning content and coding
Cultural dimensions - engagement of minorities and girls
Game Design
Up the River
Harry Potter
Media Ecology, Applications, Sensations, Experiences
(Ian Bogost, How to Do Things with Video Games)
-Game Review - Sim City
Principles of Games
Art
Empathy
Reverence
Music
Pranks
Transit
Transit
Branding
Electioneering
Promotion
Snapshots
Relaxation
Kitsch
Throwaways
Texture
Titillation
Exercise
Work
Habituation
Disinterest
Drill
Game Design
(Tracy Fullerton, Game Design Workshop)
-Group Game Design Process for Freshman Quest
Game Designer
Advocate for Player
Play Tester
Iterative Game Design Process
Step 1. Brainstorming
-Set player experience goals
-Game concepts
Step 2. Physical Prototype
-Paper prototype
-Playtest physical prototype
Step 3. Presentation (optional)
-Pitch the game and secure resourcing for further development
-Demo artwork and solid gameplay treatment
Step 4. Software Prototype
-Playtest
Step 5. Design Documentation
Step 6. Production
Step 7. Quality Assurance
Game Structure
Players
Objectives
Procedures
Rules
Resources
Challenge, Conflict, Play
Boundaries
Outcome
Premise, Character, Story, Dramatic Elements
Values Conscious Design
(Belman, Jonathan, Nissenbaum, Helen, Flanagan, Mary, Diamond, Jim - A Tool for Values Conscious Design and Analysis of Digital Games)
Grow-A-Game
-Group Game Design Process for Freshman Quest
Understanding Games and Play
Ticket to Ride: Europe
Nature and Significance of Play
(Johan Huizinga, Homo Ludens)
Play is superfluous and free
Play is secluded and limited
Play is not ordinary or real life. Temporary sphere of activity.
Magic Circle - The playground
The Definition of Play and Classification of Games
(Roger Caillois, The Definition of Play and Classification of Games)
Play
Free
Separate
Uncertain
Unproductive
Governed by Rules
Make-believe
Classification of Games
-Paidia (Tumultuaous and Exuberant) and Ludus (Calculation , Contrivance)
Agon
Alea
Mimicry
Ilinx
Learning and Video Games
-Twine Tutorial
-RPG Maker Tutorial
Video Games as Learning Machines
(J. Gee - Learning by Design: good video games as learning machines)
Principles of Learning in Video Games
Understanding
Meaning as Action Image
System Thinking
Problem Solving
Well-Ordered Problems
Pleasant Frustration
Cycles of Expertise
Information "On Demand"
Fish Tanks
Sandboxes
Empowered Learners
Co-design
Cusotmization
Identity
Manipulation and Distributed Knowledge