Michele D. Dickey's Aesthetics and Design for Game-based Learning PDF

By Michele D. Dickey

ISBN-10: 041572094X

ISBN-13: 9780415720946

Aesthetics and layout for Game-based Learning presents studying designers with perception into how different components that include online game aesthetics can tell the layout of game-based studying. whatever the cognitive complexities concerned, video games are primarily leisure media, and aesthetics play a wide position in how they're skilled. but too frequently the position of aesthetics within the learn approximately game-based studying has been relegated to a floor dialogue of photographs or ignored altogether.

Aesthetics and layout for Game-based Learning starts off via addressing the huge context of online game aesthetics, then addresses particular parts with chapters focusing on:

  • player positioning
  • game mechanics
  • narrative design
  • environment design
  • character design.

Each bankruptcy comprises examine and instructions for layout, and a end addresses aesthetics within the study of game-based studying.

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Extra info for Aesthetics and Design for Game-based Learning

Example text

Some of the earliest studies argue that adventure games provide an instructional design model for creating computer-based problem-solving environments (Sherwood, 1991; Curtis & Lawson, 2002). Despite the limited discussion, there are findings that provide insight into the design and integration of adventure games for education. Baltra (1990) argued that the very design of text-based adventure games supports communication and fluency for English language learners. Cavallari, Jedberg and Harper’s (1992) study was among the first in the field of education to outline the following characteristics of adventure games: • • • • • • • • • • • Environment: realism or fantasy and the rules governing the environments Context: the setting, such as an island or cave Plot: the story Theme: moral thread (good vs.

One interesting approach to developing engaging narratives/story proposed by Manero, Fernández-Vara and Fernández-Manjón (2013) draws upon Laurel’s (1993) supposition of computers as theater. Manero et al. (2013) outlined their efforts of applying Constantin Stanislavski’s “The Method” as a means of looking at the development of conflict within the narrative. Part of the Stanislavski acting method requires actors to focus on the characters’ objectives and the types of conflict their characters encounter.

The purpose of this chapter is to provide a sampling of work to illustrate the differing aesthetics for different game genres and some of the challenges and issues related to aesthetics detailed in research about the design of game-based learning. Notes 1. Some “hidden object” adventure-style games may include time management, but those are not typical of the genre. 2. Granted, online guides known as “cheats” and “walkthroughs” are widely available for most games and are sometimes consulted when one is having difficulty with some aspect of the game.

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Aesthetics and Design for Game-based Learning by Michele D. Dickey


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