Schedule
:: Lesson 4 ::
Track
A Summaries ::
Track
B Summaries
Topic: Revisiting Research, classifications and culture of
instructional games.
Readings:
Track A
Tews, R. R. (2001). Chapter 9: Archetypes on acid: Video games and
culture. In M. J. P. Wolf (Ed.),
The Medium of the Video
Game (pp. 169-182). Austin: University of Texas Press.
McMahan, A. (2003). Chapter 3: Immersion, engagement, and presence: A
method for analyzing 3-D video games. In M. J. P. Wolf & B. Perron
(Eds.),
The Video Game Theory Reader (pp. 25-46). New
York: Routledge.
Track B
Miller, C. H. (2005). Chapter 11: Video games. In
Digital
Storytelling: A Creator's Guide to Interactive Entertainment
(pp. 209-224). Burlington, MA: Focal Press Elsevier.
Gee, J. P. (2003). Chapter 2: Semiotic domains: Is playing video games
a "waste of time"? In
What Video Games Have to Teach Us about
Learning and Literacy. New York: Palgrave MacMillan.
Both Tracks
Masters, E. L. (1992).
Spoon
River Anthology (TXT). New York: Signet Classic Penguin
Group.
Inform Programming Resources:
Hunter, A. (2005).
Zoom
Manual (HTML). Retrieved August 15, 2005, from
www.logicalshift.demon.co.uk/unix/zoom/
Nelson, G., & Knight, C. (2003).
Inform - A design
system for interactive fiction (HTML). Retrieved August
15, 2005, from www.inform-fiction.org
Citation: admin. (2008, May 20). Lesson 4. Retrieved November 23, 2009, from Free Online Course Materials — USU OpenCourseWare Web site: http://ocw.usu.edu/Instructional_Technology/Instructional_Games/Lesson_4.html.
Copyright 2008,
by the Contributing Authors.
This work is licensed under a
Creative Commons License.