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A Guide to Designing Curricular GamesGame on! Choosing a Topic

A Guide to Designing Curricular Games: Game on! Choosing a Topic [This chapter provides an overview of the process of designing curricular games while emphasizing the iterative nature of game design. In doing so, this chapter explains that this process is only a guide and encourages readers to develop their own process on the way. This chapter suggests several ways the reader can brainstorm and narrow down the topic of his or her curricular game by drawing on curricular planning techniques such as Wiggins and McTighe’s (1998) Backwards Design process as well as brainstorming techniques proposed by game designers such as “growing an idea tree” (Game design workshop: designing, prototyping, and playtesting games, CMP Books, San Francisco, 2004). The chapter then helps the reader develop the topic into a theme (The art of game design: a book of lenses, Morgan Kaufmann, Burlington, 2008) in order to capture the feeling the curricular game intends to provoke.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

A Guide to Designing Curricular GamesGame on! Choosing a Topic

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Publisher
Springer International Publishing
Copyright
© Springer International Publishing Switzerland 2017
ISBN
978-3-319-42392-0
Pages
25 –43
DOI
10.1007/978-3-319-42393-7_2
Publisher site
See Chapter on Publisher Site

Abstract

[This chapter provides an overview of the process of designing curricular games while emphasizing the iterative nature of game design. In doing so, this chapter explains that this process is only a guide and encourages readers to develop their own process on the way. This chapter suggests several ways the reader can brainstorm and narrow down the topic of his or her curricular game by drawing on curricular planning techniques such as Wiggins and McTighe’s (1998) Backwards Design process as well as brainstorming techniques proposed by game designers such as “growing an idea tree” (Game design workshop: designing, prototyping, and playtesting games, CMP Books, San Francisco, 2004). The chapter then helps the reader develop the topic into a theme (The art of game design: a book of lenses, Morgan Kaufmann, Burlington, 2008) in order to capture the feeling the curricular game intends to provoke.]

Published: Oct 20, 2016

Keywords: Video Game; Game Design; Intelligent Tutoring System; Board Game; Quantifiable Outcome

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