2009
DOI: 10.1177/1046878108330312
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Literary and Historical 3D Digital Game—Based Learning: Design Guidelines

Abstract: As 3D digital game-based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis of contemporary pedagogical, instructional design, new media, and literary-historical theories to articulate design guidelines for these types of game environments. From the synthesis emerges a discussion of critical components for the design of space, the virtual … Show more

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Cited by 12 publications
(7 citation statements)
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“…The design, art, software and pedagogy teams work together to produce a finished product (Zyda, ), perceived as the result of a systematic, conscious and consistent application of a game design process (Gentile, La Guardia, Dal Grande, Ottaviano, & Allegra, ; Harteveld, Guimarães, Mayer, & Bidarra, ; Hess and Gunter, ). The pedagogy and story should be aligned together to form a balance between the fun and learning features (Csikszentmihalyi, ) in order for spurring motivation and engagement to delineate the distinctive features of an educational game and thereby spurring in‐game learning activities, content acquisition, feedback, assessment and reflection (Gutner 2008; Manusos, Busby, & Clark, ; Neville & Shelton, ) in the context of a particular academic domain (see Figure ).…”
Section: Resultsmentioning
confidence: 99%
“…The design, art, software and pedagogy teams work together to produce a finished product (Zyda, ), perceived as the result of a systematic, conscious and consistent application of a game design process (Gentile, La Guardia, Dal Grande, Ottaviano, & Allegra, ; Harteveld, Guimarães, Mayer, & Bidarra, ; Hess and Gunter, ). The pedagogy and story should be aligned together to form a balance between the fun and learning features (Csikszentmihalyi, ) in order for spurring motivation and engagement to delineate the distinctive features of an educational game and thereby spurring in‐game learning activities, content acquisition, feedback, assessment and reflection (Gutner 2008; Manusos, Busby, & Clark, ; Neville & Shelton, ) in the context of a particular academic domain (see Figure ).…”
Section: Resultsmentioning
confidence: 99%
“…Starting in a harbour-themed tutorial area (Figure 4), the players of every experimental group had to master fundamental skills first (e.g., moving through the environment, interacting with the game world, building), to avoid different prior knowledge in those skills confounding the results from the independent learning phase (Egenfeldt-Nielsen, 2004). They learned the basic knowledge of logic and digital circuits through information entirely provided within the game and they had to become familiar with false friend objects ; objects that look similar to objects in the real world, but differ in meaning (Neville & Shelton, 2009). For example, a torch was not only a source for light, but also served as a source of energy for digital circuits.…”
Section: Methodsmentioning
confidence: 99%
“…Especialmente interesante para nosotras ha sido el proyecto Proceso de Lana, en el que los docentes generaron un juego de tablero sobre la cultura artesanal peruana basándose en la producción artística de Flora Zárate y sus arpilleras, y los alumnos (la mayoría hijos de inmigrantes latinos en EEUU) participaron de una narrativa lúdica basada en el proceso de confección, distribución y venta de textiles artesanales en Perú, mezclando las condiciones históricas con mitos procedentes de la cultura andina, con el fin de generar una conciencia identitaria a través del acto de jugar (Underberg-Goode y Smith, 2018). Lamentablemente se trata de una excepción: las experiencias lúdicas en el aula para el aprendizaje de la historia emplean, por lo general, juegos ya elaborados (Corbeil y Laveault, 2011;Dennis, Smith y Smith, 2004;Kennedy-Clark y Thompson, 2011;McCall, 2016;Mugueta Moreno y Manzano Andrés, 2016;Neville y Shelton, 2010;Squire, 2004).…”
Section: Teoría Pedagógicaunclassified