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IThe Immersive Literature Initiative: Using Video Game Technology to Create Holistic Learning Experiences
PROCEEDINGS

, Abilene Christian University, United States ; , North Carolina Center for the Advancement of Teaching, United States ; , Abilene Christian University, United States

Society for Information Technology & Teacher Education International Conference, in Phoenix, AZ, USA ISBN 978-1-880094-55-6 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

In the Spring of 2004, a Colloquium was began entitled "Interactive Art" with the focus to use video game technology as a tool to explore the aesthetic and philosophical questions related to the creation of "narrative art" using a technique of branched plot structures. Neither the instructor, nor the students understood at the beginning the complexity needed to create the desired environment. All students gained from having used a literary work as a blue print, but it was in having to go beyond the text and find ways to convey elements of the original material in new and innovative ways that the real learning occurred.

Citation

Tucker, G., Wade, J. & Darby, D. (2005). IThe Immersive Literature Initiative: Using Video Game Technology to Create Holistic Learning Experiences. In C. Crawford, R. Carlsen, I. Gibson, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of SITE 2005--Society for Information Technology & Teacher Education International Conference (pp. 2119-2123). Phoenix, AZ, USA: Association for the Advancement of Computing in Education (AACE). Retrieved December 10, 2019 from .

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