Educational Gaming Lab: Project-Based, Game-Based Pedagogy Approaches|
In the past two decades, crowdfunding and renewed interest in games (board games, role-playing games, digital games, and instructional games) have created an increased and diverse gaming production, which has become the subject of several studies, articles, and projects related to all areas of education, from hard sciences to language learning and the arts. In an effort to explore how a game-informed pedagogy can work in various types of courses and to highlight analog and/or digital gaming approaches that have worked inside and outside the language classroom, this course will explore the basics of (Video) Game-Based Learning (VGBL or GBL) applied to several disciplines, as well as present a selection of classroom projects informed by its principles.
Educational Gaming Lab is designed as a project-based gaming laboratory that will focus on why and how analog and/or digital games can be effective tools for pedagogy; examples will include video games, board games, and role-playing games. Participants will discuss the application of gaming principles to various subjects and types of classrooms; then, they will engage in a final project in which they will either adapt existing games for a specific discipline or create brand new educational games.
The course will be conducted in English, and games will be created in English (or in the relevant target language, if the game is for language learning).
||Gen Ed Area Dept:
|Course Format: Discussion||Grading Mode: Student Option|
||Fulfills a Major Requirement for: (EDST-MN)(EDST)
||Past Enrollment Probability: 75% - 89%
|SECTION 01 Hybrid in-person only|
|Major Readings: Wesleyan RJ Julia Bookstore
-Arnaudo, Marco. Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today.
-Boller, Sharon. Play to Learn: Everything You Need to Know about Designing Effective Learning Games.
-Bowman, Sarah Lynne. The Function of Role-Playing Games.
Byers, Andrew. The Role-Playing Society: Essays on the Cultural Influence of RPGs.
-Callois, Roger. Man, Play, and Games.
-Csikszentmihalyi, Mihaly. Flow: The Psychology of Optimal Experience.
-Deterding, Sebastian and Stephen Waltz. The Gameful World.
Farber, Matthew. Gamify Your Classroom: A Field Guide to Game-Based Learning.
-Fine, Gary Alan. Shared Fantasy.
Gee, James Paul. What Video Games Have to Teach Us.
Gee, James Paul. Good Video Games, Good Learning.
-Grouling Cover, Jennifer. The Creation of Narrative in Tabletop Role-Playing Games.
-Huizinga, Johan. Homo Ludens.
-Koster, Raph. A Theory of Fun for Game Design.
|Examinations and Assignments: |
- Weekly critical readings on different aspects of Game-Based Learning.
- Weekly class discussions to respond to readings or visiting speakers.
- Weekly Moodle forum entries to either prepare for in-class discussions or reflect on the assigned materials after class.
- Final project + presentation: adapting an existing game for a specific discipline, or creating a new educational game.
- Possibly, attend Game Nights and play games with the class. (depending on Covid-19 regulations)
|Additional Requirements and/or Comments: |
|Instructor(s): Zamboni,Camilla Times: ..T.... 01:00PM-02:20PM; Location: SCIE189; |
|Total Enrollment Limit: 18||SR major: 7||JR major: 7|| || |
|Seats Available: 0||GRAD: X||SR non-major: 0||JR non-major: 0||SO: 4||FR: 0|
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