Educational Game Design Fundamentals
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|Format: ||Paperback, 270 pages|
|Other Information: ||80 black & white illustrations|
Presents and analyzes the elements and process of educational game design. Educational game design is related to the creation of games with any learning impact, from the teaching of mathematics in kindergarten to informing public about drug abuse. The book covers any aspect of game design (digital and non-digital), analyzing each individual element of a game (mechanics, storytelling, aesthetics, technologic implementation) through the prism of the learning impact. This book is about how to design games with a learning impact. This means that the book tries to help readers give birth to their educational game ideas by making them concrete, evaluating their feasibility in terms of implementation, use and educational value. On the other hand, it offers absolute freedom to its reader to decide the game's content, learning area or educational approach.
Table of Contents
Section I - Educational game design essentials. Ch 1. Designing learning experiences. Ch 2 The magic powers of the game designer. Ch 3 Pedagogy and Games. Section II -Let's make a Game! Ch 4 IThe Game Core. Ch 5 Where to Start. Ch 6 Let's Make a Game!. Ch 7 A closer look at game mechanics. Ch 8. Games as reflection tools. Ch 9 IKnowing Your Audience. Ch 10. The dynamics of single player and multiplayer games. Ch 11 Storytelling. Section III - Level Up!.Ch 12 12. Games as systems of information, Ch 13 13. Game aesthetics. Ch 14 14. Game testing and feedback. Ch 15 Game Over
About the Author
George Kalmpourtzis is an award winning educational game designer, working for the French educational technology pioneer Maskott, having previously worked in studios in France, UK and Greece. His work includes games for a great span of media, including mobile devices, computers, interactive surfaces, motion controls, augmented and virtual reality. He has participated, coordinated and led international research and commercial projects in the field of educational software and games, in collaboration with top-ranking academic institutions and multinational corporations.
15+ years |