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EDUC/DIGITAL 333: Video Games & Learning Course Assignments
EDUC/DIGITAL 333: Video Games & Learning Course Assignments & Policies – 2020* Professor: Barry Fishman ([email protected]) Class Location: Prechter Lab, 2202 School of Education Building Meeting Times: Tuesdays and Thursdays, 10:00 am – 11:20 am Office Hours: 4435 North Quad, times vary. Sign up at http://tinyurl.com/fishman-officehours GSI: Naivedya Parakkal ([email protected]) Grader: Olivia Gorczyca ([email protected]) Team Leaders: Elizabeth Brown (elibrown), Elisabeth Fellowes (fellowes), Ashley Hampton (ahhampto), Annaka Koster (annaka), Alexis Lopez Medina (alopmedi), Andrew Russell (russaj), Benjamin Sutton (bwsutton), Ziwei Wang (wziwei), Liwei Wu (wuliwei), Eugene Yoon (eugyoon) Teaching Team Email: [email protected] (includes Prof. Fishman) Course ObJectives: Students will be able to: • … describe what makes a successful game a good learning environment. • … describe core learning theories and how they manifest in different learning designs. • … describe core motivational theories and how they shape engagement. • … provide an informed critique of interactive media and games for learning. • … describe how empirical research/evaluation can be used to assess the relationship between games (or any interactive media) and learning. • … represent and defend ideas through discussion, writing, and oral presentation. Course Overview: Why are video games fun? The answer isn’t as obvious as you might think. Good games draw you in, teach you how to succeed, and keep you engaged with a “just right” level of challenge. Most importantly, players learn while playing a well-designed game. Why isn’t school like that? This class takes a close look at video games, a close look at education, and considers ways that each can be improved to maximize learning and performance. -
Cyberathletes' Lived Experience of Video Game Tournaments
University of Tennessee, Knoxville Trace: Tennessee Research and Creative Exchange Doctoral Dissertations Graduate School 5-2013 Cyberathletes’ Lived Experience of Video Game Tournaments Samuel Joseph Whalen [email protected] Recommended Citation Whalen, Samuel Joseph, "Cyberathletes’ Lived Experience of Video Game Tournaments. " PhD diss., University of Tennessee, 2013. https://trace.tennessee.edu/utk_graddiss/1794 This Dissertation is brought to you for free and open access by the Graduate School at Trace: Tennessee Research and Creative Exchange. It has been accepted for inclusion in Doctoral Dissertations by an authorized administrator of Trace: Tennessee Research and Creative Exchange. For more information, please contact [email protected]. To the Graduate Council: I am submitting herewith a dissertation written by Samuel Joseph Whalen entitled "Cyberathletes’ Lived Experience of Video Game Tournaments." I have examined the final electronic copy of this dissertation for form and content and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy, with a major in Kinesiology and Sport Studies. Craig A. Wrisberg, Major Professor We have read this dissertation and recommend its acceptance: Lars Dzikus, Jeffrey T. Fairbrother, Sandra P. Thomas Accepted for the Council: Dixie L. Thompson Vice Provost and Dean of the Graduate School (Original signatures are on file with official student records.) Cyberathletes’ Lived Experience of Video Game Tournaments A Dissertation Presented for the Doctor of Philosophy Degree The University of Tennessee, Knoxville Samuel Joseph Whalen May 2013 ii Copyright © 2013 by Samuel Joseph Whalen All rights reserved. iii DEDICATION This dissertation is dedicated to my family for their constant support for this project and throughout my graduate career. -
Piracy and Games in Asia Edited by Krish Raghav
e:\>_ Asian gaming histories e-zine | Issue 1 | Aug 2014 Piracy and games in Asia edited by Krish Raghav 1 CONTENTS Editorial: Towards a working theory of piracy and games in Asia Krish Raghav 04 Gaming with Chinese characteristics: Two views from the Middle Kingdom “ZnyRock” and Junliang Huang 06 (translated by Chanchan Wang, Ann Luo & Xiao Zhang) Between the causeway: Piracy and games in 90s Singapore Aron Gan 12 There and back again: Discovering videogames in Aurangabad, India Kunal Joshi 17 A continent of gaming stories: despatches from Vietnam, Pakistan and the Philippines Quang Nguyen, Faizan Rafi Hashmi 21 and Maria Carmencita Morales August 2014 | http://krishcat.com/edrive | Twitter: @krishraghav cover photograph by Karthik Krishnaswamy (madraseye.tumblr.com) 2 The e:\>_ Manifesto Gaming histories from Asia are not partial, provincial, belated or ‘emerging’ For over two decades, large parts of the Asian continent were outside the world’s formal gaming markets. But that doesn’t mean games weren’t being played, or made, or modded. ‘Developing’ Asia had its own unique gaming vernacular - a grey market and games cul- ture defined by a constant sense of improvisation, clever innovation, and bending games software and hardware to one’s own will. e:\>_ is about chronicling these experiences. We’re interested in the culture of playing videogames in countries across Asia, and stories about relationships and communities that spring up around them. Insightful writing on videogames in Asia is scarce, and often ham- strung by cliché, stereotype and harmful exoticisation. We’re trying to fix that. Find us at http://krishcat.com/edrive. -
Casual Game Design Values Annakaisa Kultima University of Tampere Kanslerinrinne 1 33014 University of Tampere +358 50 443 7258 [email protected]
Casual Game Design Values Annakaisa Kultima University of Tampere Kanslerinrinne 1 33014 University of Tampere +358 50 443 7258 [email protected] ABSTRACT same time games are on their way to attracting similarly In this article, I examine the phenomenon of casual games and the heterogeneous audiences as TV shows and movies. underlying transformation of digital play which the rise of this We are used to examine games through the eyes of enthusiastic particular segment of the games industry is exposing. I argue that gamers and game fans. Some of the premises may lie in our instead of a genuinely new phenomenon, we are facing a change implicit beliefs acquired through our own game experiences. A that can be more accurately characterized as “the normalization of wider understanding of game cultures requires an understanding digital play”. The expansion of the player basis as well as the of the context of the experiences and the complex dynamics instrumental and functional approaches to games concurs with the between design and user throughout the whole experience cycle. transformations of other digital environments. As digital Games can bring about different experiences and users may environments have become more accessible to large populations choose different games for completely different reasons. Even and are increasingly part of everyday lives, the ways and means though the variety of design options is endless, the direction of of using them are becoming multifaceted and part of wider the design should embody somewhat coherent design values. experiences. In order to respond to the changes, I propose a framework of casual games design values. -
Cyberathletes' Lived Experience of Video Game Tournaments
University of Tennessee, Knoxville TRACE: Tennessee Research and Creative Exchange Doctoral Dissertations Graduate School 5-2013 Cyberathletes’ Lived Experience of Video Game Tournaments Samuel Joseph Whalen [email protected] Follow this and additional works at: https://trace.tennessee.edu/utk_graddiss Part of the Sports Sciences Commons, and the Sports Studies Commons Recommended Citation Whalen, Samuel Joseph, "Cyberathletes’ Lived Experience of Video Game Tournaments. " PhD diss., University of Tennessee, 2013. https://trace.tennessee.edu/utk_graddiss/1794 This Dissertation is brought to you for free and open access by the Graduate School at TRACE: Tennessee Research and Creative Exchange. It has been accepted for inclusion in Doctoral Dissertations by an authorized administrator of TRACE: Tennessee Research and Creative Exchange. For more information, please contact [email protected]. To the Graduate Council: I am submitting herewith a dissertation written by Samuel Joseph Whalen entitled "Cyberathletes’ Lived Experience of Video Game Tournaments." I have examined the final electronic copy of this dissertation for form and content and recommend that it be accepted in partial fulfillment of the equirr ements for the degree of Doctor of Philosophy, with a major in Kinesiology and Sport Studies. Craig A. Wrisberg, Major Professor We have read this dissertation and recommend its acceptance: Lars Dzikus, Jeffrey T. Fairbrother, Sandra P. Thomas Accepted for the Council: Carolyn R. Hodges Vice Provost and Dean of the Graduate School (Original signatures are on file with official studentecor r ds.) Cyberathletes’ Lived Experience of Video Game Tournaments A Dissertation Presented for the Doctor of Philosophy Degree The University of Tennessee, Knoxville Samuel Joseph Whalen May 2013 ii Copyright © 2013 by Samuel Joseph Whalen All rights reserved.