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How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth
How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth
Carly Finseth
This presentation describes a portion of a three-part case study designed to research the instructional patterns that occur within role-playing games (RPGs). It presents a set of nine heuristics for learning in RPGs and analyzes how and where those heuristics occur within the game Diablo III. The findings from the study include an overview of a cyclical learning pattern that occurs with RPGs, as well as theoretical and practical implication for both industry and academic contexts.
How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth
How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth
Carly Finseth
This paper describes a portion of a three-part case study designed to research the instructional patterns that occur within role-playing games (RPGs). It presents a set of nine heuristics for learning in RPGs and analyzes how and where those heuristics occur within the game Diablo III. The findings from the study include an overview of a cyclical learning pattern that occurs with RPGs, as well as theoretical and practical implication for both industry and academic contexts.
Facing The Interface: Evolving Practices For User-Centered Teaching And Learning, Ronda Wery, Kate Crane, Carly Finseth, Ana Krahmer
Facing The Interface: Evolving Practices For User-Centered Teaching And Learning, Ronda Wery, Kate Crane, Carly Finseth, Ana Krahmer
Carly Finseth
Facing the Interface: Evolving Practices for User-Centered Teaching and Learning: Interface is communication, functioning as the bridge between messenger, message, and audience. However, those who manage the interface also manage communication, creating a power imbalance within learning environments. Recognizing and interrogating power dynamics within a course interface and distributing power among interface designers, teachers, and students can enhance the communication situation to support a more participatory writing classroom. This panel considers how classroom spaces and technologies serve as interfaces that mediate classroom communication between instructors and students by examining interfaces for online class discussions, modes for syllabi delivery, interactivity of …
Choose Your Origin: A Games-Based Approach To "Partnering" A Digital Writing Curriculum, Carly Finseth
Choose Your Origin: A Games-Based Approach To "Partnering" A Digital Writing Curriculum, Carly Finseth
Carly Finseth
No abstract provided.
Using Games To Make Something: Of Our Students, Our Pedagogies, Our Field. A Review Essay Of Gee & Hayes (2011), Squire (2011), Steinkuehler Et Al (2012), And Thomas & Brown (2011), Carly Finseth
Carly Finseth
If there’s one thing that writing instructors are known for it’s innovation. Compositionists, because of our connection between academia and industry, the humanistic and the technical, the creative and the practical, are often some of the first to explore and adopt new technologies. In this review essay, I introduce how games and digital technologies can help our students “make” new thing. Understanding how games can link with literary practices, multimodal composition, creativity, problem solving, critical thinking, and more can help researchers in rhetoric and composition make important contributions to our field: Make games with the knowledge of what actually works …