Aesthetics and Design for Game-based Learning by Michele D. Dickey PDF

By Michele D. Dickey

Aesthetics and layout for Game-based Learning presents studying designers with perception into how the various parts that include online game aesthetics can tell the layout of game-based studying. whatever the cognitive complexities concerned, video games are primarily leisure media, and aesthetics play a wide function in how they're skilled. but too usually the position of aesthetics within the examine approximately game-based studying has been relegated to a floor dialogue of photos or overlooked altogether.

Aesthetics and layout for Game-based Learning starts by way of addressing the extensive context of video game aesthetics, then addresses particular parts with chapters focusing on:

  • player positioning
  • game mechanics
  • narrative design
  • environment design
  • character design.

Each bankruptcy comprises study and instructions for layout, and a end addresses aesthetics within the study of game-based studying.

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Extra info for Aesthetics and Design for Game-based Learning

Example text

There are different methods for signifying object interaction. The simplest is when the player merely clicks on everything in the attempt to uncover the interactive objects. This can be tiresome for players. Another method is to highlight interactive objects either permanently through use of color, lighting or effects, or dynamically, such as when the player moves a mouse over an interactive object or moves the character near the object. Interface Most adventure games include some form of inventory (often located at the bottom of the screen, separated from the main scene).

Dickey, M. D. (2011a). World of Warcraft and the impact of game culture and play in an undergraduate game design course. Computers & Education, 56(1), 200–209. Dickey, M. D. (2011b). Murder on Grimm Isle: The design of a game-based learning environment. In S. De Freitas & P. ), Digital games and learning (pp. 129–152). London, UK: The Continuum International Publishing Group. Dickey, M. D. (2011c). Murder on Grimm Isle: The impact of game narrative design in an educational game-based learning environment.

L. (2010). The influence of an educational computer game on children’s cultural identities. Educational Technology & Society, 13(1), 94–103. Childress, M. , & Braswell, R. (2006). Using massively multiplayer online role-playing games for online learning. Distance Education, 27(2), 187–196. Curtis, D. , & Lawson, M. J. (2002). Computer adventure games as problem-solving environments. International Education Journal, 3(4), 43–56. Damer, B. (1998). Avatars! Exploring and building virtual worlds on the Internet.

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