2016
DOI: 10.1108/oth-08-2015-0041
|View full text |Cite
|
Sign up to set email alerts
|

A game design assignment: learning about social class inequality

Abstract: Purpose -The purpose of this paper is to describe what students in an undergraduate course otherwise unrelated to games demonstrated about their learning during an analog game design assignment, and to explore what two of the resultant games revealed about designers' understandings of the structural nature of social class inequality.Design/methodology/approach -Students' documents associated with game production were analyzed for overt statements of learning, which were then coded and categorized. The research… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
2
1

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(1 citation statement)
references
References 7 publications
0
1
0
Order By: Relevance
“…Perhaps unsurprisingly, it is an approach most commonly used in computing (Wu, et al, 2009;Xinogalos, 2018;e.g. Santana-Mancilla, et al, 2019) and has also been used in non-digital disciplines, for example to facilitate idea generation and creativity (Triantafyllakos, Palaigeorgiou and Tsoukalas, 2011), teaching information literacy (Frydenberg, 2015), sustainable behaviours (Mercer, et al, 2017), and social class and inequality (Sandoz, 2016).…”
Section: Case Study 2: Learning By Designing Escape Roomsmentioning
confidence: 99%
“…Perhaps unsurprisingly, it is an approach most commonly used in computing (Wu, et al, 2009;Xinogalos, 2018;e.g. Santana-Mancilla, et al, 2019) and has also been used in non-digital disciplines, for example to facilitate idea generation and creativity (Triantafyllakos, Palaigeorgiou and Tsoukalas, 2011), teaching information literacy (Frydenberg, 2015), sustainable behaviours (Mercer, et al, 2017), and social class and inequality (Sandoz, 2016).…”
Section: Case Study 2: Learning By Designing Escape Roomsmentioning
confidence: 99%