You are here:

Educational Gaming for the Rest of Us: Thinking Worlds and WYSIWYG Game Development PROCEEDINGS

, , College of Liberal Arts, University of Minnesota, United States ; , School of Journalism and Mass Communication, University of Minnesota, United States

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Vancouver, Canada ISBN 978-1-880094-76-1 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

Online educational games have long been one of the elusive brass rings of instructional technology. Historically, developing these games has been extremely resource-intensive (Federation of American Scientists, 2006), making their production a boutique enterprise accessible only to well-funded gaming institutes, researchers capable of procuring large grants, and commercial gaming software concerns. Using a WYSIWYG programming platform with a robust suite of character and object libraries for rapid development of relatively sophisticated online RPGs, our team has produced and deployed two scenes from a web-based version of a journalism game in just a few months with only one undergraduate and one high-school students working on the project.

Citation

Higdon, J., Miller, S. & Paul, N. (2009). Educational Gaming for the Rest of Us: Thinking Worlds and WYSIWYG Game Development. In T. Bastiaens, J. Dron & C. Xin (Eds.), Proceedings of E-Learn 2009--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 359-362). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved November 15, 2018 from .

Keywords

Slides