Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game.
Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints.
Publishers: #MITPress (The MIT Press)
Format: #Paperback #eBook
Accessibility: #TextToSpeech #ScreenReader #EnhancedTypesetting
#FairPlay (Fair Play)
#ProgenitorX (Progenitor X)