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Accountable game designs for classroom learning
Full text PdfPdf (429 KB)
Source Interaction Design and Children archive
Proceedings of the 7th international conference on Interaction design and children table of contents
Chicago, Illinois
SESSION: Doctoral consortium table of contents
Pages: 1-5  
Year of Publication: 2008
ISBN:978-1-59593-994-4
Author
Timothy Charoenying  University of California, Berkeley, CA
Publisher
ACM  New York, NY, USA
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ABSTRACT

A simple yet powerful design strategy for leveraging children's natural proclivity to play has been to tie educational content to the rules of a game. A common criticism of many game designs used in classroom settings however, is that they fail to meaningfully embody content. Another, more subtle problem, is that design elements such as chance and skill; competitive versus cooperative roles; and criteria for success can influence the affective dispositions for students to participate, and by extension learn. While strategies for creating and understanding games ranging from athletic activities to video games have been articulated, there continues to be a need to examine the theoretical elements of game design in order to develop a practical, coherent pedagogy of implementation and use that is applicable to games, teacher practice, and curriculum. This study is focused on examining the socio-cultural forces that motivate students to play and, potentially, learn when they participate in in- and out-of-classroom games as well as the cognition and construction of knowledge structures that take place while playing, and is intertwined with my work on designs for accountable games--playful activities that take into consideration both the learning requirements and goals of the educator and the social and developmental needs of the learner.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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