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  • 1
    UID:
    gbv_1794546197
    Format: 1 Online-Ressource (164 p.)
    ISBN: 9780262294164 , 9780262515658
    Series Statement: The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning
    Content: The design for Quest to Learn, an innovative school in New York City that offers a “game-like” approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned—among other things—to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks
    Note: English
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    Book
    Book
    Cambridge, MA, USA :MIT Press,
    UID:
    kobvindex_INT0001060
    Format: xv, 672 pages : , illustrations ; , 24 cm.
    ISBN: 9780262240451 (hbk.) , 0262240459 (hbk.)
    Content: MACHINE-GENERATED SUMMARY NOTE: "An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television-but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design."
    Language: English
    Keywords: Handbooks and manuals
    Library Location Call Number Volume/Issue/Year Availability
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