A Guide to Designing Curricular Games

How to "Game" the System

  • Janna¬†Jackson Kellinger

Part of the Advances in Game-Based Learning book series (AGBL)

Table of contents

  1. Front Matter
    Pages i-xi
  2. Janna Jackson Kellinger
    Pages 1-23
  3. Janna Jackson Kellinger
    Pages 25-43
  4. Janna Jackson Kellinger
    Pages 69-118
  5. Janna Jackson Kellinger
    Pages 119-158
  6. Janna Jackson Kellinger
    Pages 159-225
  7. Janna Jackson Kellinger
    Pages 227-270
  8. Janna Jackson Kellinger
    Pages 271-311
  9. Janna Jackson Kellinger
    Pages 313-322
  10. Back Matter
    Pages 323-349

About this book

Introduction

This book walks readers through the process of turning a class into a curricular game. This way teachers can co-opt the pedagogical techniques of video games such as immersion, just-in-time feedback, and leveling up instead of competing with them.  This manual provides a step-by-step process that guides teachers through designing their own curricular game at their level of technological expertise by showing readers how to do so without any technology or by repurposing tech tools familiar to most readers, thus allowing all readers to get their game on!

Keywords

Curricular game design Educational game design Video games and education Game-based teaching Educational games Curricular games

Authors and affiliations

  • Janna¬†Jackson Kellinger
    • 1
  1. 1.University of Massachusetts, BostonBostonUSA

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-42393-7
  • Copyright Information Springer International Publishing Switzerland 2017
  • Publisher Name Springer, Cham
  • eBook Packages Education
  • Print ISBN 978-3-319-42392-0
  • Online ISBN 978-3-319-42393-7
  • About this book