2020
DOI: 10.1080/10572252.2020.1738555
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Gaming Design Thinking: Wicked Problems, Sufficient Solutions, and the Possibility Space of Games

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Cited by 16 publications
(6 citation statements)
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“…Like in the previous cluster, the use of DT in various educational contexts is a prevalent theme. The top publication is a case study by Cooke et al (2020), which focuses on combining gamification and DT in education to increase students' ability to solve wicked problems in a digital storytelling course. Other dominant documents focus on the possibilities of using DT for developing entrepreneurship skills in digital and technology intense environments (Laptev and Shaytan, 2021;Lynch et al, 2021) and on applying DT in media management education (Lugmayr et al, 2014).…”
Section: Coupling Cluster 3: Entrepreneurship and Servicementioning
confidence: 99%
“…Like in the previous cluster, the use of DT in various educational contexts is a prevalent theme. The top publication is a case study by Cooke et al (2020), which focuses on combining gamification and DT in education to increase students' ability to solve wicked problems in a digital storytelling course. Other dominant documents focus on the possibilities of using DT for developing entrepreneurship skills in digital and technology intense environments (Laptev and Shaytan, 2021;Lynch et al, 2021) and on applying DT in media management education (Lugmayr et al, 2014).…”
Section: Coupling Cluster 3: Entrepreneurship and Servicementioning
confidence: 99%
“…And Carrie Leverenz (2014) argued that adopting design thinking practices, such as prototyping and design briefs, could help connect the writing classroom to the outside world. Numerous others have taken up these arguments to explore the application of design thinking to a variety of specific writing classes (Belcher, 2017;Cooke et al, 2020;Khadka, 2018;Lane, 2018;McCarthy, 2016;VanKooten & Berkley, 2016;Wickman, 2014). Further information on many of these papers can be found in Rebecca Pope-Ruark, Joe Moses, and Jason Tham's (2019) useful bibliography of the design thinking literature.…”
Section: Design Thinking In Writing Studies and User Experiencementioning
confidence: 99%
“…Armfield et al (2012) explored how TPC teachers can be more “digitally savvy” given the increasing demands for high-tech instruction. More recently, Tham (2021b) joined a growing group of scholar-teachers who recommend a “maker” manifest in TPC education to give students the necessary opportunities to address social problems with design tools that can turn ideas into reality (Bay et al, 2018; Breaux, 2017; Cooke et al, 2020; Pellegrini, 2022; Wible, 2020). These thing-based, contextually influenced approaches to composing and multimodality emphasize the active and dynamic role of tangible materials, and the vitality of their interplay with learning and writing.…”
Section: Theoretical Underpinningsmentioning
confidence: 99%