Gaming literacies: A game design study in action
Article
Katie Salen, Parsons The New School of Design, United States
Journal of Educational Multimedia and Hypermedia Volume 16, Number 3, ISSN 1055-8896 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
Educators and education advocates have recently acknowledged that the ability to think systemically is one of the necessary skills for success in the 21st century. Game-making is especially well-suited to encouraging meta-level reflection on the skills and processes that designer-players use in building such systems. Membership in a community of game producers means sharing thoughts and experiences with fellow players. This ability to gain fluency in specialist language and to translate thinking and talking about games into making and critiquing them (and vice versa) suggests that games not only teach literacy skills but support their ongoing use. Rather than imagining that education can be transformed by bringing games into the classroom, researchers should consider not only the effects of the thinking engendered by those who play, but also by those who design the play. This paper offers an overview of the pedagogy and development process of Gamestar Mechanic, an RPG-style online game designed to teach players the fundamentals of game design. It will discuss some of the early results of the project, with an emphasis on the conceptual framework guiding the work, as well as the kinds of literacies and knowledge structures it is intended to support.
Citation
Salen, K. (2007). Gaming literacies: A game design study in action. Journal of Educational Multimedia and Hypermedia, 16(3), 301-322. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE). Retrieved March 28, 2024 from https://www.learntechlib.org/primary/p/24374/.
© 2007 Association for the Advancement of Computing in Education (AACE)
Keywords
References
View References & Citations Map- Church, D. (2000). Formal abstract design tools. Www.gamasutra.com.
- Dilnot, C. (1998) The science of uncertainty: The potential contribution of design knowledge. Proceedings of the Ohio Conference, Doctoral Education in Design. Pittsburgh School of Design, Carnegie Mellon University.
- Gee, J.P. (1996) Social linguistics and literacies: Ideology in discourses. London: Taylor& Francis (First Edition, 1990).
- Gee, J.P. (2003). What videogames have to teach us about learning and literacy. New York: Palgrave/Macmillan.
- Gee, J.P. (2004). Situated language and learning: A critique of traditional schooling. London: Routledge.
- Hayes, E. (2005). Women and videogaming: Gendered identities at play. Presented at the Games, Learning, and Society Conference, Madison, WI.
- Ito, M. (2006). Mobilizing the imagination in everyday play: The case of Japanese media mixes. Forthcoming in Sonia Livinstone and Kirsten Drotner Eds., International Handbook of Children, Media, and Culture.
- Jenkins, H. (2006). Confronting the challenges of participatory culture: Media education for the 21st century. MacArthur Foundation, http://www.digitallearning.macfound.org.
- Lemke, J. (2006). Everywhere now: Three dialogues on kids, games and learning. Online dialog posted to http://community.macfound.org/openforum Lenhart, A., Madden, M., & Hitlin, P. (2005). PEW Internet, Teens and Technology report. Http://www.pewinternet.org/report_display.asp?r=162
- Salen, K., & Zimmerman, E. (2005). Game design and meaningful play. In Raessens J., Goldstein, J. (Eds.). Handbook of Computer Game Studies. Cambridge: MIT Press.
- Salen, K. (2007). Design dictionary. (Wörterbuch Design). Erlhoff, M. Marshall, T. (eds.), Birkhäuser Verlag.
- Salen, K., & Zimmerman, E. (2005). The game design reader: A rules of play Anthology. Cambridge: MIT Press.
- Salen, K. (2006). Dialogue 1: Power, play, participation. Everyday Now: Kids, Games, and Learning. Online dialogue posted to http://community.macfound.org/openforum
- Salen, K., & Zimmerman, E. (2003) Rules of Play: Game Design Fundamentals. Cambridge: MIT Press.
- Schön, D. (1983). The refl ective practitioner: How professionals think in action. New York; Basic Books.
- Shaffer, D.W. (2005). Epistemic games. Innovate 1.6 http://www.innovateonline.info/index.php?view=article&id=81.
- Steinkuehler, C.A. (2006). Massively multiplayer online videogaming as participation in a discourse. Mind, Culture, & Activity,13, 38-52.
- Taylor, T.L. (2006). Play between worlds: Exploring online game culture. Cambridge, MA: MIT Press.
- The New London Group (2000). A pedagogy of multiliteracies designing social futures. Multiliteracies: Literacy Learning and the Design of Social Futures. Cope, B. & Kalantzis, (eds.). New York: Routledge. Notes
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to ReferencesCited By
View References & Citations Map-
Using game making pedagogy to facilitate student learning of interactive multimedia
Gary Cheng & Gary Cheng
Australasian Journal of Educational Technology Vol. 25, No. 2 (Jan 01, 2009)
-
Identifying Student Profiles to Investigate Behavior during an Avatar-Based Learning Task in a Virtual Environment
Heather May Gautreau & Patricia Boechler, University of Alberta, Canada
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1553–1561
-
Serious games design: A mapping of the problems novice game designers experience in designing games
Sevasti Theodosiou & Ilias Karasavvidis, University of Thessaly
Journal of e-Learning and Knowledge Society Vol. 11, No. 3 (Sep 30, 2015)
-
The Rise of Interactive Game Development and Multimedia Project Creation Among School-Aged Children.
Charles Woods, University of North Texas Graduate School College of Information Technology, United States
Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 1971–1975
-
Exploring 7th Graders' Game Design Experiences
Yun-Jo An, University of West Georgia, United States
Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 608–610
-
The Narrative of Computing
Reneta Lansiquot & Candido Cabo, New York City College of Technology, United States
EdMedia + Innovate Learning 2010 (Jun 29, 2010) pp. 3655–3660
-
An Embodied Approach to the Instruction of Conditional Logic in Video Game Programming
Cameron L. Fadjo, Chun-Hao Chang, JeeHye Hong & John B. Black, Teachers College, Columbia University, United States
EdMedia + Innovate Learning 2010 (Jun 29, 2010) pp. 2672–2679
-
Urban Culture and Constructing Video Games
JeeHye Hong & Cameron Fadjo, Teachers College, Columbia University, United States; Chun-Hao Chang, Ellen Geist & John Black, teachers College, Columbia University, Taiwan
EdMedia + Innovate Learning 2010 (Jun 29, 2010) pp. 1334–1337
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact info@learntechlib.org.