Digital Games and Learning (ETEC 565)

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Digital Games and Learning (ETEC 565) by Mind Map: Digital Games and Learning (ETEC 565)

1. Creating Inclusive Gaming

1.1. Reclaim spaces

1.1.1. Level up

1.1.2. Chat spaces in WOW

1.2. Identity

1.2.1. Understanding the impact of Mainstream Biases

1.2.1.1. Patriarchy

1.2.1.2. Colonialism

1.2.1.3. Socio-economic Privilege

1.2.2. Marginalized Audiences

1.2.2.1. Race

1.2.2.2. Feminist Approach

1.2.2.2.1. too research

2. Application

2.1. Active Game Play

2.1.1. Up the river game hack

2.1.2. Board-game play

2.1.3. Wizards Unite

2.2. Class Discussions

2.3. Interactive Workshops

2.3.1. Twine

2.3.1.1. interactive storytelling

2.3.1.1.1. Narrative Structures

2.3.1.1.2. Narrative Nodes

2.3.1.2. Coding for design elements

2.3.1.2.1. Text Effects

2.3.1.2.2. Images

2.3.2. RPG Maker

2.3.2.1. Map creation

2.3.2.1.1. Map Connections

2.3.2.2. Characters

2.3.2.2.1. Sprites

2.3.2.2.2. NPC's

2.3.2.3. Game play

2.3.2.3.1. Adventure style

2.3.3. Grand Theft Auto Ethnography

2.4. Assignments

2.4.1. Collaborative Game Creation

2.4.1.1. Generate Group idea

2.4.1.2. choose platform

2.4.1.3. Iterative Design Process

2.4.1.4. Establish Values

2.4.1.4.1. Grow a game cards

2.4.2. Intellectual Productions

2.4.2.1. 1

2.4.2.2. 2

2.4.2.3. 3

2.4.2.4. 4

2.4.2.5. 5

2.4.2.6. 6

2.4.3. Video Game Review

2.4.4. Article Review

3. Philosophical Approaches to Gaming

3.1. The Magic Circle

3.2. Games

3.3. Play

3.3.1. Huzinga

3.3.2. Callios

4. Media Ecology as it pertains to Games

4.1. Player Engagement

4.1.1. Immersion

4.1.1.1. Bogost

4.2. Game Values

5. Game Design Process

5.1. Fullerton Iterative process (outline here)

5.2. Digital Creation

5.2.1. Platforms

5.2.2. Assets

5.3. Design Elements

5.3.1. Structure of Games

5.3.1.1. Players

5.3.1.2. Rules

5.3.1.3. Win Conditions

5.3.2. Bogost

6. Learning Through Games

6.1. stealth Learning

6.1.1. Naturally embedded learning

6.2. Serious Play

6.3. Coonstructivism

6.3.1. Gee's Principles of Game Design Learning

6.3.2. Computational Confidence

6.4. Educational Research