Resonant Games : Design Principles for Learning Games that Connect Hearts, Minds, and the Everyday /

Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives.

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Bibliographic Details
Main Authors: Klopfer, Eric (Author), Rosenheck, Louisa (Author), Osterweil, Scot (Author), Haas, Jason (Author)
Format: Electronic eBook
Language:English
Published: Cambridge, Massachusetts : The MIT Press, [2018]
Series:Book collections on Project MUSE.
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Table of Contents:
  • Intro; Contents; Series Foreword; Foreword; Notes; 1 Our Game Could Be Your Life; The Principles; The Games; 2 Resonant Learning; Learning; Play; Games; Games and School; Games, Learning, and Design; 3 In a Game, You Can Be Whoever You Want to Be; Settling on an Approach; The Story; Puzzles; Game Structure; Pedagogy; Collaboration and Reflection; Integrating Game Play and Narrative; Conclusions; 4 "I Wish I Could Go On Here Forever"; A Game for Science Practice; The Design and Development of Vanished; Learning to Save the World by "Saving the World."
  • Collective Intelligence, Citizen Science, and More!Squaring the ARG Pyramid; Make-Believe Scientists; We Saved the World-Now What?; 5 Discovering the Secret World of Ysola; The Radix Project; Game and Learning Designs; The Player Experience; Embarking on the Quest; Building the Argument; Repeating the Experiment; Reporting the Discoveries; Systems for Exploration; The Multiplayer Experience; Bridge Curriculum; Culture of Inquiry; School Systems; Professional Development; The Complete Package; 6 Beetles, Beasties, and Bunnies in Your Back Pocket; The UbiqBio Project.
  • Beetle Breeders: Mendelian GeneticsInvasion of the Beasties: mRNA & Translation; Island Hoppers: Evolution; Chomp!: Food Webs; More Ubiquitous Games; Other Educational Games; Designing Ubiq Games; Adaptive Experiences; Practice-Based Rounds; Adaptive Leveling; Comparison; The Codesign Process; Integration into Life and School; Games that Fit into Everyday Life; Games that Fit into the Classroom; Aligning with Standards and Curriculum; Connecting Data to Practice; Flexibility of Use; Conclusion; 7 Doorway to Games; "Game" Design and "game" Design; Past Partnerships; Problematic Partnerships.
  • The Doorway to Doorway to DreamsGame-Changing Games; A Financial Entertainment Empire; Innovating Partners; Success Is Learning from Failure; Schools; Research Op; Conclusions; Note; 8 Measuring Resonant Success; Artifacts; Affect; Audience; Assessments; Analytics; Context; Application; Resonating Research; 9 Games not Gamification; Promises and Perils; Looking Forward; References; Index.