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Part 2: Designs for Learning: Examining Customization, Modality, and User Control in Game-Based Learning Environments: Part One
PROCEEDINGS

, , , Teachers College Columbia University, United States ; , University of Hawaii Manoa, United States ; , , Teachers College Columbia University, United States

EdMedia + Innovate Learning, in Victoria, Canada ISBN 978-1-939797-03-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

This symposium examines learning and engagement in various game spaces from the perspective of games as “designed experiences” (Squire, 2006, p. 19), where every design decision shapes learning and engagement through the various “structures and contexts in which play takes place” (Salen & Zimmerman, 2004, p. 67). The symposium includes four research papers that show how even small factors within specific designs can influence students' interactions with to-be-learned content, and consequently their learning outcomes and engagement levels. These papers are followed by a synthesis/critique paper relating the presentations to ongoing theoretical work in educational technology. In short, the session will initiate a dialogue where the presenters and the audience explore the influence of design decisions to better understand their impact on players' learning across ages and disciplines.

Citation

Hoffman, D.L., Kinzer, C.K., Turkay, S., Paek, S., Chantes, P. & Gunbas, N. (2013). Part 2: Designs for Learning: Examining Customization, Modality, and User Control in Game-Based Learning Environments: Part One. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (pp. 997-1002). Victoria, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved March 28, 2024 from .