Meaningful Play: Students Creating “Serious” Analog Games
Mabrito M.
2019
International Journal of Learning in Higher Education
0
10.18848/2327-7955/CGP/v26i02/73-90
Educators are becoming interested in incorporating game-based learning in their classrooms. Emphasis typically is on using existing games as teaching/training tools; however, encouraging students to create their own games can present distinct advantages and leverage critical thinking, writing, and instructional design skills in unique ways. While many approaches focus on digital games, analog games (for example, tabletop games such as board games and card games) are a viable option, as they require no programming skills and can be produced for very little cost. An approach for designing a “serious” analog game from initial concept to finished prototype was integrated into an undergraduate course for liberal arts majors. The project was well received by students and resulted in the successful creation of a variety of board and card games on different topics. © Common Ground Research Networks, Mark Mabrito, All Rights Reserved.
Analog games; Game-based learning; Serious games
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