The Game Plan: Converting the Story into a Game
This chapter assists the reader in assembling all of the various game elements developed so far into a curricular game using a design document as a tool to do so. In the process, this chapter helps readers determine the genre, specify the core game mechan
- PDF / 6,223,634 Bytes
- 354 Pages / 439.43 x 683.15 pts Page_size
- 50 Downloads / 240 Views
Janna Jackson Kellinger
A Guide to Designing Curricular Games How to "Game" the System
Advances in Game-Based Learning
Series Editors Dirk Ifenthaler Scott Joseph Warren Deniz Eseryel
More information about this series at http://www.springer.com/series/13094
Janna Jackson Kellinger
A Guide to Designing Curricular Games How to “Game” the System
Janna Jackson Kellinger University of Massachusetts, Boston Boston, MA, USA
Advances in Game-Based Learning ISBN 978-3-319-42392-0 ISBN 978-3-319-42393-7 DOI 10.1007/978-3-319-42393-7
(eBook)
Library of Congress Control Number: 2016948125 © Springer International Publishing Switzerland 2017 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
To Drew and Connor—this book is for you and for future generations of children in the hopes that your learning will always be “hard fun” (McGonigal, 2011, p. 32). With special thanks to Julia Nakhleh for her tireless and thoughtful suggestions, ideas, contributions, and constructive criticisms of this book from its infancy to its fruition. A special thanks also goes out to Beth Wilson who reintroduced me to gaming through MYST back in the 90s. And I would be remiss if I did not thank my father who instilled in me my love of mental challenges and bought a Commodore 64 back in the 80s on which I played my first text adventure games as well as video games like Pong and Jumpman.
Preface
I’m not sure I would officially be considered a “gamer.” At this point in my life, I’m more of a “gamer wannabe” or maybe a “gamer lurker” or perhaps “a dormant gamer waiting for time to free up for more gaming.” The hardest part of writing this book has been resisting the temptation to play all the compelling games I have been reading about. I even created a list of the video games I want
Data Loading...