Designing Game-Based Pedagogy
This chapter looks at game-based pedagogy from the design perspective. It begins by considering who our learners are and who digital natives really are. Then there is a second look at the teacher’s roles in DGP and what it means to enter the magic circle. Further, there is a look at the wicked problem of creating lessons that use games and create a rough hierarchy for learning interventions which we use to help us scope the lesson planning task. Finally, the chapter considers instructional design as it applies to DGBL and looks at how to leverage some ID models for our purposes.
KeywordsInstructional Design Lesson Planning Game Design Subject Matter Expert Wicked Problem
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