Book guides the reader through the process of designing games, with an iterative design, which is a play-based design process that is by play-testing, prototyping: design decisions made by experience of playing the game
A cyclic process between: prototyping, play testing, evaluation and refinement.
Throughout the book there are game design exercises such as:
Creation: Creating a game from scratch
Modification: starting with an existing game
Analysis: play games to cultivate historical awareness and critical sensibility about existing games
Label Cloud
- 4C/ID
- absolute judgment
- affordance
- android
- app
- AppInventor
- architecture of learning environments
- automaticity
- behaviorism
- channel capacity
- chunking
- cog sci I
- cognitive load theory
- constructionism
- constructivism
- CTML
- dual coding theory
- educational design for media environments
- Educational design in media environments
- expertise reversal
- extra for april 13
- extra for april 6
- extra for week 2
- extra reading
- extra reading for April 6
- extra reading for Feb 23
- extra week 1
- fall 2011
- immediate memory
- information measurement
- information processing
- information processing theory
- instructional design
- magical number
- Narrative
- phonological loop
- prior knowledge
- recoding
- ROP
- scaffolding
- schema
- sensory memory
- Technovation Challenge
- trends and issues in instructional design
- unit 1
- unit 2
- unit 3
- unit 4
- video games/play in education
- virtual environments
- working memory
- zone of proximal development
Wednesday, March 2, 2011
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