Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

⦿ Give yourself an early deadline to stop designing your game.  Aim to finish designing the game with sufficient time to create and order game pieces and supporting materials.

At the LSE

...

‘Game of research’ board game: Kay Inckle, Sociology

Widget Connector
overlayyoutube
_templatecom/atlassian/confluence/extra/widgetconnector/templates/youtube.vm
width400px
urlhttps://www.youtube.com/watch?v=w3uFEMYsmb0
height300px

Blog post

Reading and Resources

Game-based learning at UK universities

Molecules in Minecraft – University of Hull.
Available at: http://www.ilearninguk.com/molcraft/ [Accessed 26 July 2018].

Reynolds, C. (2016). The Bourdieu game. [Blog] Research blog of the Huddersfield Centre for Research in Education and Society.
Available at: http://blogs.hud.ac.uk/subject-areas/hudcres/2016/12/21/the-bourdieu-game/ [Accessed 20 Feb. 2017].

Books

Csikszentmihalyi, M. (1990). Flow : the psychology of optimal experience. New York: Harper & Row.

Dweck, C.S.(2000). Self-theories: Their role in motivation, personality, and development. Psychology Press.

Moseley, A. & Whitton, N. (eds.) (2013). New Traditional Games for Learning: A Case Book. Routledge: New York.

Whitton, N. & Moseley, A. (eds.) (2012). Using Games to Enhance Learning and Teaching: A Beginner’s Guide, Routledge: New York.

Journals and online publications

Egenfeldt-Nielsen, S. (2005). Beyond Edutainment: Exploring the Educational Potential of Computer Games. IT-University Copenhagen.

Egenfeldt-Nielsen, S. (2011). What Makes a Good Learning Game? Going beyond edutainment. eLearn Magazine. [online]
Available at: http://elearnmag.acm.org/archive.cfm?aid=1943210 [Accessed 20 Feb. 2017].

Gameful Design. (2012). [Blog] Superbetter Blog.
Available at: https://blog.superbetter.com/gameful-design/ [Accessed 20 Feb. 2017].

Howard-Jones, P., Jay, T., Mason, A. and Jones, H. (2016). Gamification of Learning Deactivates the Default Mode Network. Frontiers in Psychology, [online] 6.
Available at: https://doi.org/10.3389/fpsyg.2015.01891 [Accessed 20 Feb. 2017].

Moseley, A. (2012). An Alternate Reality for Education?: Lessons to be Learned from Online Immersive Games. International Journal of Game-Based Learning (IJGBL), 2(3), pp.32-50.

Secker, J. (2016). Do games improve learning? Jane tells us more…. [Blog] LSE LTI Blog.
Available at: http://blogs.lse.ac.uk/lti/2016/05/26/do-games-improve-learning-jane-tells-us-more/ [Accessed 20 Feb. 2017].

TED talks

Csikszentmihalyi, M. (2004). Flow, the secret to happiness. [online] Ted.com.
Available at: https://www.ted.com/talks/mihaly_csikszentmihalyi_on_flow [Accessed 21 Feb. 2017].

McGonigal, J. (2010). Gaming can make a better world. [online] Ted.com.
Available at: https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world [Accessed 21 Feb. 2017].

‘Flow’

Many games researchers cite Nakamura and Csikszentmihalyi’s flow theory when explaining the power of game play. Flow (also called ‘optimal experience’ or being ‘in the zone’) describes “…the state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it.” http://eweaver.myweb.usf.edu/2002-Flow.pdf

Escape room resources

Breakout EDU. (n.d.). [online] Breakout EDU.
Available at: http://www.breakoutedu.com/ [Accessed 21 Feb. 2017].

Design your own Educational Escape Room | Disruptive Media Learning Lab. (n.d.). [online] Dmll.org.uk.
Available at: http://archive.dmll.org.uk/resources/tools/teaching-and-learning/educational-escape-room/ [Accessed 21 Feb. 2017].