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Instructional Media Design

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How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth Sep 2014

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 Sep 2014

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.


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 Dec 2013

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 …