Implementing Game Design in School: A Working Example | Mise en œuvre de la conception de jeu l’cole : un exemple pratique
ARTICLE
Dani Herro
CJLT Volume 41, Number 2, ISSN 1499-6677 e-ISSN 1499-6677 Publisher: Canadian Network for Innovation in Education
Abstract
This case uses a worked or “working example\u201d model (Gee, 2010), documenting the implementation of a novel game design curriculum in the United States. Created by an Instructional Technology Administrator (ITA) and two classroom teachers, it was subsequently offered to high school students. With an aim of providing in-depth understanding of conditions necessary to bring game design experiences to classrooms, the research describes the context while revealing processes and instructor perceptions of the experience. Data collection and analysis in this working example include observation, teacher interviews, student surveys, and artifacts intended to make thinking and practices overt while inviting scholarly conversation around the curriculum\u2019s successes and failures. Drawing on a previous case focused on initial course planning and early implementation (Author, 2013), this paper advances insight regarding the process of moving game design into schooling and concludes with a discussion of educational implications. Cette tude se sert d\u2019un modle d\u2019exemple concret (Gee, 2010) pour documenter la mise en \u0153uvre d\u2019un programme de conception de jeu aux tats-Unis. Cr par un technopdagogue et deux titulaires de classe, le programme a ensuite t offert des lves du secondaire. Visant fournir une comprhension approfondie des conditions requises pour l\u2019intgration des expriences de conception de jeu en classe, l\u2019tude dcrit le contexte et rvle les processus et les perceptions qu\u2019a tirs l\u2019instructeur de l\u2019exprience. La collecte de donnes et l\u2019analyse dans cet exemple concret comprennent l\u2019observation, des entrevues avec les enseignants, des sondages auprs des lves et des artefacts ayant pour but de rendre manifestes la rflexion et les pratiques tout en stimulant la conversation savante propos des russites et des checs du programme. S\u2019appuyant sur une tude pralable qui mettait l\u2019accent sur la planification initiale du cours et le dbut de sa mise en \u0153uvre (Herro, 2013), cet article propose une perspective sur le processus d\u2019intgration de la conception de jeu dans la formation et conclut avec une discussion portant sur les rpercussions pdagogiques.
Citation
Herro, D. (2015). Implementing Game Design in School: A Working Example | Mise en œuvre de la conception de jeu l’cole : un exemple pratique. Canadian Journal of Learning and Technology / La revue canadienne de l’apprentissage et de la technologie, 41(2),. Canadian Network for Innovation in Education. Retrieved August 5, 2024 from https://www.learntechlib.org/p/178057/.
© 2015 Canadian Network for Innovation in Education
Keywords
References
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