ETEC 565 Digital Games and Learning

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

1. Game Ecology and potential for learning.

1.1. Types of Games

1.1.1. Empathy

1.1.2. Reverence

1.1.3. Electioneering

1.1.4. Throwaways

1.1.5. Exercise

1.1.6. Work

1.2. Meaning and ecology of the medium

1.3. Game mechanics

1.4. Potential for learning

1.5. Use in education

2. Game design

2.1. Theory and Practice

2.1.1. Think, Desing, Play

2.1.2. Playcentic approach to design

2.1.3. Iterative design process

2.1.4. Designer as advocate for the player

2.2. Game Elements

2.2.1. Win condition

2.2.2. Game Rules

2.2.3. Assets

2.2.4. Conflict

2.2.5. Outcomes

3. The culture of play and games

3.1. Huizinga and Play

3.1.1. Freeing

3.1.2. Outside Reality

3.1.3. Rules

3.1.4. The Magic Circle

3.2. Caillois and Games

3.2.1. Competition

3.2.2. Chance

3.2.3. Simulation

3.2.4. Vertigio

3.2.5. Paidia vs. Ludas

4. Gender, race, class, inequality and issues in gaming

4.1. Misogyny in gaming culture and industry

4.2. Under-representation of women

4.3. Feminism to empower and change narratives

4.4. Community and empowerment

4.5. Leveling up

4.6. Challenging beliefs

4.7. Gaming communities as safe spaces

4.8. Gaming communities as unsafe spaces

5. Linderoth, Gee, Bogost readings

6. Constructivism, collaboration and game creation as learning

6.1. Creativity

6.2. Communication

6.3. Compromise

6.4. New skills

6.5. New literacies

6.6. Empowering learners

6.7. Breaking out of traditional roles

7. Game making, software and skills

7.1. Inspiration

7.2. Accessibility

7.3. Creativity

7.4. Storytelling

7.5. World Making

7.6. Sharing new narratives and stories

7.7. Empowering the game desinger

7.8. Learning opportunities for the game player

8. Fullerton article

9. Twine and RPG game maker workshops

10. Jenson & Castell and Brock articles

11. Kafai & Burke article and game design assignment