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Book Thematic Integration in Board Game Design

Download or read book Thematic Integration in Board Game Design written by Sarah Shipp and published by CRC Press. This book was released on 2024-01-29 with total page 143 pages. Available in PDF, EPUB and Kindle. Book excerpt: Theme is often described as the "why" of a game. Themes help with rules comprehension by giving reasons for the mechanics. Themes can help set players’ expectations for what kind of experiences or emotions the game provides. Themes can also help to create the experience and provide atmosphere to the gameplay. Thematic Integration in Board Game Design examines the design and integration of theme from the standpoints of technical structure, narrative building, and the design process. This book presents multiple approaches to designing theme as well as developing and replacing themes in existing projects. The focus is on developing the design skill of mechanical integration of theme rather than developing creative writing skills. Multiple guides and exercises are included that designers can reference at various points in the design process. Key Features: • Fills a void in board game design theory by discussing theory-craft relating to theme in board game design • Presents practical theory for working designers or students • Focuses on developing the design skill of mechanical integration of theme rather than developing creative writing skills

Book Graphic Design for Board Games

Download or read book Graphic Design for Board Games written by Daniel Solis and published by CRC Press. This book was released on 2024-10-03 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: Board games are increasingly recognized as an artform of their own, but their design and aesthetics are just as important as their gameplay mechanics. In this handbook, art director and graphic designer Daniel Solis offers his 20+ years of expertise in graphic design in tabletop gaming. With a sense of humor, plenty of examples, and simple tips, Graphic Design for Board Games covers everything from typography to retail presence. Learn how to effectively use graphic design elements to enhance player experience. Create stunning game components, clear rulebooks, and effective game boards that will keep players engaged. Key Features: Highlights unique challenges and solutions of graphic design for board games Includes commentary from over a dozen board game graphic designers Explains complex concepts with numerous visual examples Trains designers to incorporate heuristics, accessibility, and semiotics Newcomers will learn introductory concepts of visual communication. Intermediate designers will find ways to anticipate common visual obstacles and improve playtest results. Experienced veterans will find insightful comments shared by fellow professionals. Soon you’ll design unforgettable gaming experiences for your players!

Book Paper Time Machines

Download or read book Paper Time Machines written by Maurice W. Suckling and published by Taylor & Francis. This book was released on 2024-08-14 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby

Book Serious Games

    Book Details:
  • Author : Bobbie Fletcher
  • Publisher : Springer Nature
  • Release : 2021-10-04
  • ISBN : 3030882721
  • Pages : 295 pages

Download or read book Serious Games written by Bobbie Fletcher and published by Springer Nature. This book was released on 2021-10-04 with total page 295 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains. Chapter "Design and Evaluation of a Serious Game to Supplement Pupils' Understanding of Molecular Structures in Chemistry" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Book Interdisciplinary Design of Game based Learning Platforms

Download or read book Interdisciplinary Design of Game based Learning Platforms written by Fengfeng Ke and published by Springer. This book was released on 2018-12-07 with total page 161 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.

Book Teaching Science Creatively

Download or read book Teaching Science Creatively written by Dan Davies and published by Routledge. This book was released on 2016-08-05 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can you unlock your own creativity to help children learn science creatively? How do you bring the world of ‘real science’ into the classroom? Where does science fit in a creative curriculum? This second edition of Teaching Science Creatively has been fully updated to reflect new research, initiatives and developments in the field. It offers innovative starting points to enhance your teaching and highlights curiosity, observation, exploration and enquiry as central components of children’s creative learning in science. Illustrated throughout with examples from the classroom and beyond, the book explores how creative teaching can harness children’s sense of wonder about the world around them. With easily accessible chapters, it offers a comprehensive introduction to the core elements of creative science learning, supporting both teacher and child in developing scientific concepts and skills. The book explores key issues such as: • the links between scientific and creative processes • how to teach creatively, and for creativity • the role of play in early scientific learning • developing scientific understanding through drama (new) • using the outdoors in science • how theories of learning relate to children’s creative development • teaching science topics in innovative and creative ways – games, drama, role play, puppets, mini-safaris and welly walks! Stimulating and accessible, with contemporary and cutting-edge practice at the forefront, Teaching Science Creatively introduces fresh ideas to support and motivate both new and experienced primary teachers. It is an essential purchase for any professional who wishes to incorporate creative approaches to teaching science in their classroom.

Book Tabletop

    Book Details:
  • Author : Drew Davidson
  • Publisher : Lulu.com
  • Release : 2011
  • ISBN : 1257870602
  • Pages : 207 pages

Download or read book Tabletop written by Drew Davidson and published by Lulu.com. This book was released on 2011 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this volume, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles.

Book Educational Game Design Fundamentals

Download or read book Educational Game Design Fundamentals written by George Kalmpourtzis and published by CRC Press. This book was released on 2018-07-11 with total page 479 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!

Book Research Anthology on Developments in Gamification and Game Based Learning

Download or read book Research Anthology on Developments in Gamification and Game Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Book Ditch That Textbook

Download or read book Ditch That Textbook written by Matt Miller and published by . This book was released on 2015-04-13 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: Textbooks are symbols of centuries-old education. They're often outdated as soon as they hit students' desks. Acting "by the textbook" implies compliance and a lack of creativity. It's time to ditch those textbooks--and those textbook assumptions about learning In Ditch That Textbook, teacher and blogger Matt Miller encourages educators to throw out meaningless, pedestrian teaching and learning practices. He empowers them to evolve and improve on old, standard, teaching methods. Ditch That Textbook is a support system, toolbox, and manifesto to help educators free their teaching and revolutionize their classrooms.

Book Pattern Language for Game Design

Download or read book Pattern Language for Game Design written by Christopher Barney and published by CRC Press. This book was released on 2020-12-08 with total page 301 pages. Available in PDF, EPUB and Kindle. Book excerpt: Chris Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design. From an in-depth look at Alexander’s work, to a critique of pattern theory in various fields, to a new approach that will challenge your knowledge and put it to work, this book seeks to transform how we look at building the interactive experiences that shape us. Key Features: Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander, including his later work on the Fifteen Properties of Wholeness and Generative Codes. Analysis of other uses of Alexander’s work in computer science and game design, and the limitations of those efforts. A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks. Exercises that are useful to designers at all levels of experience and can be completed in any order, allowing students to select exercises that match their coursework and allowing professionals to select exercises that address their real-world challenges. Discussion of common pitfalls and difficulties with the pattern derivation process. A guide for game design teachers, studio leaders, and university departments for curating and maintaining institutional Pattern Languages. An Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign.com). Comprehensive games reference for all games discussed in this book. Author Chris Barney is an industry veteran with more than a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences, including GDC, DevCom, and PAX, on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Barney built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, live-action role-playing game (LARP) design, board games, and tabletop role-playing games (RPGs). An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com.

Book Storytelling for New Technologies and Platforms

Download or read book Storytelling for New Technologies and Platforms written by Ross Berger and published by CRC Press. This book was released on 2022-06-22 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: Want to know what it’s like to write for a theme park attraction? Or an interactive toy? Or a virtual reality game? Wait – those tell stories? And there are jobs for people who write them? Thanks to technology, interactive products and live experiences can now engage us with memorable characters and exciting adventures that were once destined only for the cinema. Storytelling for New Technologies and Platforms: A Writer’s Guide to Theme Parks, Virtual Reality, Board Games, Virtual Assistants, and More is a handbook for writers, students, producers, teachers, scholars, career changers, early tech adopters, and just about anyone who loves story and technology. As a collection of articles from some of the best creative writers in their medium, this book will prepare content creators of tomorrow to tackle some of today's most exhilarating creative challenges found on a screen ... or off! Key Features: Expert advice from several industry professionals who have worked for some of the world’s biggest tech and interactive companies. Best practices that not only guide writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments. Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations. Basic storytelling mechanics customized to today’s popular technologies, live experiences, and traditional game platforms.

Book Resources in Education

Download or read book Resources in Education written by and published by . This book was released on 1994-07 with total page 824 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Rules of Play

    Book Details:
  • Author : Katie Salen Tekinbas
  • Publisher : MIT Press
  • Release : 2003-09-25
  • ISBN : 9780262240451
  • Pages : 680 pages

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Understanding by Design

Download or read book Understanding by Design written by Grant P. Wiggins and published by ASCD. This book was released on 2005 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is understanding and how does it differ from knowledge? How can we determine the big ideas worth understanding? Why is understanding an important teaching goal, and how do we know when students have attained it? How can we create a rigorous and engaging curriculum that focuses on understanding and leads to improved student performance in today's high-stakes, standards-based environment? Authors Grant Wiggins and Jay McTighe answer these and many other questions in this second edition of Understanding by Design. Drawing on feedback from thousands of educators around the world who have used the UbD framework since its introduction in 1998, the authors have greatly revised and expanded their original work to guide educators across the K-16 spectrum in the design of curriculum, assessment, and instruction. With an improved UbD Template at its core, the book explains the rationale of backward design and explores in greater depth the meaning of such key ideas as essential questions and transfer tasks. Readers will learn why the familiar coverage- and activity-based approaches to curriculum design fall short, and how a focus on the six facets of understanding can enrich student learning. With an expanded array of practical strategies, tools, and examples from all subject areas, the book demonstrates how the research-based principles of Understanding by Design apply to district frameworks as well as to individual units of curriculum. Combining provocative ideas, thoughtful analysis, and tested approaches, this new edition of Understanding by Design offers teacher-designers a clear path to the creation of curriculum that ensures better learning and a more stimulating experience for students and teachers alike.

Book Proceedings of the 17th European Conference on Game Based Learning

Download or read book Proceedings of the 17th European Conference on Game Based Learning written by Ton Spil and published by Academic Conferences and publishing limited. This book was released on 2023-10-05 with total page 950 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

Book ECGBL2011 Proceedings of the 5th European Conference on Games Based Learning

Download or read book ECGBL2011 Proceedings of the 5th European Conference on Games Based Learning written by Dimitris Gouscos and published by Academic Conferences and Publishing International. This book was released on with total page 679 pages. Available in PDF, EPUB and Kindle. Book excerpt: