| The game studies practicum: applying situated learning to teach professional practices |
| Full text |
Pdf
(457 KB)
|
| Source
|
Future Play
archive
Proceedings of the 2008 Conference on Future Play: Research, Play, Share
table of contents
Toronto, Ontario, Canada
SESSION: Educational games, game-based learning
table of contents
Pages 25-32
Year of Publication: 2008
ISBN:978-1-60558-218-4
|
|
Authors
|
|
| Publisher |
|
| Bibliometrics |
Downloads (6 Weeks): 16, Downloads (12 Months): 94, Citation Count: 0
|
|
|
ABSTRACT
The inclusion of a practicum is one of the main challenges in the game studies curriculum, especially when it comes to teaching professional practices to students. This paper presents how professional management methodologies (Scrum, in this case) can be related to models of Situated Learning, as we demonstrate through our case study, the Singapore-MIT GAMBIT Game Lab. Being aware of the connections and the pedagogical potential of professional practices can improve both how we teach and how our students learn how game development works. In our case study we also propose ways in which the practicum can be related to research in videogames.
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.
| |
1
|
2008. IGDA Curriculum Framework - version 3.2 beta. http://www.igda.org/wiki/Game_Education_SIG/Curriculum
|
| |
2
|
Collins, A., Brown, J. S., & Newman, S. E. 1990. Cognitive apprenticeship: Teaching the crafts of reading, writing, and mathematics. In L. B. Resnick, Ed. Cognitive apprenticeship: Teaching the crafts of reading, writing, and mathematics. Lawrence Erlbaum, Hillsdale, NJ,.
|
| |
3
|
|
| |
4
|
Engeström, Y. 2008. From Teams To Knots: Activity-Theoretical Studies of Collaboration and Learning at Work. Cambridge University Press, New York.
|
| |
5
|
Ficocelli, L. 2007. Industry - Academia: How can we collaborate. Loading. 1, 1.
|
| |
6
|
Glinert, E. The Human Controller: Usability and Accessibility in Video Game Interfaces. Massachusetts Institute of Technology, Cambridge, MA, 2008. http://web.mit.edu/glinert/www/thesis/index.html
|
| |
7
|
Grigsby, N., Glinert, N., Tan, P., Fernández-Vara, C., & Jenkins, H. In Press. Between Theory and Practice: The GAMBIT Experience. In Perron, B. & Wolf, M. J. P. The Videogame Theory Reader 2. Routledge.
|
| |
8
|
Lave, J. and Wenger, E. 1991. Situated learning: legitimate peripheral participation. Cambridge University Press, Cambridge {England}; New York.
|
| |
9
|
Niedenthal, S. 2007. Real-Time Sweetspot: The Multiple Meanings of Game Company Playtests. In Proceedings of Third International Conference of the Digital Games Research Association (DiGRA): Situated Play, Akira Baba, Ed.
|
| |
10
|
Seely Brown, J., Collins, A. & Duguid, P. 1989. Situated Cognition and the Culture of Learning. Educational Researcher, 18--1.
|
| |
11
|
Schechner, R. 2004. Performance Studies: The Broad Spectrum Approach. In H. Bial (ed.) The Performance Studies Reader. Routledge, London / New York,
|
| |
12
|
|
| |
13
|
Wertsch, J. V. 1985. Vygotsky and the Social Formation of the Mind. Harvard University Press, Cambridge, MA
|
INDEX TERMS
Primary Classification:
K.
Computing Milieux
K.3
COMPUTERS AND EDUCATION
K.3.2
Computer and Information Science Education
Keywords:
Scrum,
cognitive apprenticeship,
curriculum,
education,
game studies,
learning,
legitimate peripheral participation,
practicum,
situated learning,
teaching,
videogames
|