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The Art of Game Design a Book of Lenses by Jesse Schell Crc Press 2015 9781466598645

The course has two primal texts:

[Gee] = Gee, James Paul. What Video Games Have To Teach United states of america About Learning and Literacy. St. Martin'south Griffin, 2007. ISBN: 9781403984531.

[Schell] = Schell, Jesse. The Art of Game Design: A Book of Lenses. A One thousand Peters / CRC Press, 2014. ISBN: 9781466598645. [Preview with Google Books]

WEEK # TOPICS READINGS
1 Introduction None
2 Designing Curriculum for Commercial Off the Shelf Games

Hunicke, Robin, Marc LeBlanc, et al. "MDA: A Formal Arroyo to Game Gesign and Game Enquiry." 2004.

[Gee] Chapters 1 and 2.

3 Designing Curriculum for Commercial Off the Shelf Games

[Gee] Capacity 3 and four.

Duncan, Sean. "Fiasco and Failure: Uncovering Hidden Rules in a Story Game." Well Played: A Journal on Video Games, Value and Meaning 3, no. one (2014): eleven-32.

Nealen, Andrew. "Ascension: A Case Study in Deck Building Games." (PDF - 1.1MB) Digital Games Research Association (DiGRA), 2013.

Duncan, Sean. "Minecraft, Beyond Construction & Survival." Well Played: A Journal on Video Games, Value and Meaning 1, no. 1 (2011): i–22.

Learning with Computer Games & Simulations. The Center for Implementing Technology in Education.

four Designing Curriculum for Commercial Off the Shelf Games

[Gee] Chapters five and 6.

Harger, Bakker. "Improv." ETC Press & Morningstar, and Segedy. "Fiasco Companion Excerpt." 2011.

Berland, Matthew. "Understanding Strategic Boardgames as Computational Thinking Training Machines." ETC Press, 2011.

Buy at MIT Press Turkle, Sherry. "What We Build." In Falling for Scientific discipline: Objects in Mind. MIT Press, 2011. ISBN: 9780471137740.

Lauwaert, Maaike. "Challenge Everything?: Construction Play in Volition Wright's SimCity." Games and Culture 2, no. 3 (2007): 194–212.

five Multiplayer Games

[Gee] Chapters vii and eight.

Levy, Frank, and Richard J. Murnane. "How Computerized Work and Globalization Shape Man Skill Demands." In Learning in the Global Era: International Perspectives on Globalization and Teaching. University of California Press, 2007. ISBN: 9780520254367.

Johnson, Soren. "Playing the Odds." Gamasutra. March 16, 2010.

Squire, Kurt, et al. "From Users to Designers: Building a Self-Organizing Game-Based Learning Environment." TechTrends: Linking Inquiry & Do to Improve Learning 49, no. five (2005): 34–43.

Steinkuehler, Constance, and Sean Duncan. "Scientific Habits of Mind in Virtual Worlds." Journal of Science Teaching and Engineering 17, no. vi (2008): 530–43.

6 Game Gurriculum Presentations None
7 Game Curriculum Presentations (cont.) None
eight Board Games

Optional Readings

[Schell] Chapters 1 and 2.

9 Board Games (cont.)

Readings Due

Nicholson, Scott. "From Settlers to Quarriors: Breaking upwards the Monopoly with Modern Board Game Design." Modern Board Game Colloquim 2011. September 13, 2011.

Optional Readings

[Schell] Capacity 3 and four.

Presentations

Buy at MIT Press Bogost. "Procedural Rhetoric." In Persuasive Games: The Expressive Power of Videogames. MIT Press, 2010. ISBN: 9780262514880.

Buy at MIT Press Salen, Katie, et al. "Game Based Learning & Knowing." In Quest to Larn: Developing the School for Digital Kids. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning. MIT Press, 2010. ISBN: 9780262515658. [Complimentary download available]

x

Board Games (cont.)

Readings Due

Daviau, Selinker, et al. Excerpts - Kobold Guide to Lath Game Design_._ Open Blueprint LLC, 2012. ISBN: 9781936781041.

Optional Readings

[Schell] Capacity 5 and half dozen.

Pulsipher, Lewis. "Characteristics of Boards." Gamasutra. January 26, 2015.

Presentations

Joplin, Laura. "On Defining Experiential Instruction." Journal of Experiential Education 4, no. one (1981): 17-20.

McGonigal, Jane. "Why I Love Bees: A Case Report in Collective Intelligence Gaming." (PDF) The Environmental of Games: Connecting Youth, Games, and Learning (2008): 199–228.

xi

Board Games (cont.)

Optional Readings

[Schell] Chapters 7 and 8.

Presentations

Wiggins, Grant, and Jay McTighe. Understanding by Design. Association for Supervision & Curriculum Evolution, 2005. ISBN: 9781416600350. [Preview with Google Books]

Mislevy, Robert, et al. "A Cursory Introduction to Evidence Centered Design." ETS Inquiry Report Serial 2003, no. one (2013): 2003.

12 Board Games (cont.)

Optional Readings

[Schell] Chapters 9 and 10.

Presentations

Buy at MIT Press Kafai, Yasmin, and Deborah Fields. "Playgrounds for Millions" and "Identity Play." In Connected Play: Tweens in a Virtual World. MIT Press, 2013. ISBN: 9780262019934. [Preview with Google Books]

Buy at MIT Press Ito, Mizuko, et al. "Gaming." In Hanging Out, Messing Effectually, and Geeking Out—Kids Living and Learning with New Media. MIT Press, 2013. ISBN: 9780262518543.

thirteen Lath Games (cont.)

Optional Readings

[Schell] Chapters 11 and 12.

Presentations

Buy at MIT Press Stevens, Reed, et al. "In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids' Lives." In The Environmental of Games: Connecting Youth, Games, and Learning. MIT Press_,_ 2008, 41–66. ISBN: 9780262195751.

Squire, Kurt. "From Content to Context: Videogames equally Designed Experience." Educational Researcher 35, no. 8 (2006): 19–29.

fourteen Lath Game Presentations None
fifteen Board Game Presentations (cont.) None
16 Digital Games

Readings Due

Bogost, Ian. "Intro, Empathy, Exercise, Conclusion_._" In _How to Do Things With Video Games._ Academy of Minnesota Printing, 2011. ISBN: 9780816676477.

Optional

Bogost, Ian. "The Cathedral of Computation." The Atlantic Monthly. Jan 15, 2015.

17 Digital Games (cont.)

Readings Due

"A-Games Educator Survey." (PDF - 9.7MB) NYU Steinhardt School of Culture, Education, and Human Development, and University of Michigan School of Learning. 2014.

18 Digital Games (cont.) Zimmerman, Eric. "Play equally Inquiry: The Iterative Blueprint Procedure (PDF - five.2MB)." 2003.
19 Digital Games (cont.) None
xx Digital Games (cont.) Excerpt from Buy at MIT Press Flanagan, Mary. Critical Play: Radical Game Design. MIT Press, 2013. ISBN: 9780262518659.
21 Digital Games (cont.) Fullerton, Tracy. "Playtesting." Affiliate 9 inGame Pattern Workshop: A Playcentric Approach to Creating Innovative Games. AK Peters/CRC Press, 2014. ISBN: 9781482217162.
22 Digital Games (cont.)

Wilson, Douglas. "Designing for the Pleasures of Disputation." (PDF - 6.2MB) 2012.

Consalvo, Mia. "Adulterous Can Be Healthy: Educational Games and Multiple Playstyles." In Beyond Fun: Serious Games and Media. ETC Press, 2007.

23 Digital Games (cont.) None
24 Digital Games (cont.) Buy at MIT Press Shute, Valerie. Stealth Cess: Measuring and Supporting Learning in Video Games. MIT Press, 2013. ISBN: 9780262518819. [Preview with Google Books]
25 Digital Games presentations None
26 Digital Games presentations (cont.) None

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Source: https://ocw.mit.edu/courses/urban-studies-and-planning/11-127j-computer-games-and-simulations-for-education-and-exploration-spring-2015/readings/

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