My Account Log in

1 option

Resonant games : design principles for learning games that connect hearts, minds, and the everyday / Eric Klopfer, Jason Haas, Scot Osterweil, and Louisa Rosenheck ; foreword by Colleen Macklin.

Van Pelt Library LB1028.75 .K56 2018
Loading location information...

Available This item is available for access.

Log in to request item
Format:
Book
Author/Creator:
Klopfer, Eric, author.
Haas, Jason, author.
Osterweil, Scot, author.
Rosenheck, Louisa, author.
Contributor:
Class of 1924 Book Fund.
Macklin, Colleen, writer of foreword.
Series:
John D. and Catherine T. MacArthur Foundation series on digital media and learning
The John D. and Catherine T. Macarthur Foundation series on digital media and learning
Language:
English
Subjects (All):
Education Arcade (Project).
Video games in education.
Physical Description:
xi, 253 pages : illustrations ; 24 cm.
Place of Publication:
Cambridge, Massachusetts : The MIT Press, [2018]
Summary:
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games-which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students-has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context-most often the public school classroom, but also beyond the classroom.
Contents:
Our game could be your life
Resonant learning
In a game, you can be whoever you want to be
"I wish I could go on here forever"
Discovering the secret world of Ysola
Beetles, beasties, and bunnies in your back pocket
Doorway to games
Measuring resonant success
Games not gamification.
Notes:
Includes bibliographical references and index.
Local Notes:
Acquired for the Penn Libraries with assistance from the Class of 1924 Book Fund.
ISBN:
9780262037808
0262037807
OCLC:
1002835742

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account