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Learning, Education and Games. Volume One: Curricular and Design Considerations

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posted on 15.10.2014, 00:00 by Karen Schrier

This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning. This book provides the latest research and techniques for designing games for a variety of curricular needs--including STEM, literacy learning, history education, music, and computational, ethical, and critical thinking. The book also delves into specific design issues, such as aligning goals, designing for an audience, playtesting, and assessment. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources.

This book is the first in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).

History

Publisher Statement

Copyright © by Karen Schrier and ETC Press 2014 IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights.

Date

15/10/2014

ISBN

978-1-312-54285-3

Publisher

Carnegie Mellon University: ETC Press, Pittsburgh, PA

Page Count

294

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