Ludoliteracy: Defining, Understanding, and Supporting Games Education

Front Cover
Lulu.com, 2010 - Education - 162 pages
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It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex. This book explores ludoliteracy, or the question of what it means to understand games, by looking at the challenges and problems faced by students taking games-related classes. In response to these challenges, this book then describes how online learning environments can be used to support learning about games by helping students get more from their experiences with games, and helping students use what they know to establish deeper understanding. Based on the findings from a series of research studies, Ludoliteracy examines the broader implications for supporting games education.
  

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Contents

INTRODUCTION
1
THE STATE OF THE ART IN GAME STUDIES
11
GAMES LITERACY AND LEARNING
21
Examples of ways of situating games as cultural artifacts
28
Sample influential game mechanics from paper and pencil RPGs
30
NOVICES UNDERSTANDING OF GAMES
41
Categories and criteria for participant selection
42
Participant pseudonyms and class details
43
Distribution of frequency of styles used by participants
76
UNDERSTANDING GAMES WHILE CONTRIBUTING
89
Example Ontology entry To Own
92
User submitted example lacking enough detail
105
User submitted example with extraneous information
106
Expert evaluation of student contributions
107
DISCUSSION AND CONCLUSIONS
111
REFERENCES
131

SUPPORTING UNDERSTANDING THROUGH BLOGGING
61
GameLog excerpt Legend of Zelda The Wind Waker
64
GameLog entry styles
75
VITA
147
Copyright

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