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Game concept
Posted by sigglue on 20 Dec 2005 11:00 GMT

The basic idea or principle of game development.

Good Practice

Games-to-Teach Project (http://www.educationarcade.org/gtt/proto.html)

Game definitions
Posted by sigglue on 20 Dec 2005 11:00 GMT

Game is has been described as an activity that is voluntary and enjoyable, separate from the real world, uncertain, unproductive in that the activity does not produce any goods of external goods of external value and governed by rules.
Games are characterised by six dimensions:
Fantasy, rules/goals, sensory stimuli, challenge, mystery and control.

Reference

Garris, R., Ahlers, R. and Driskell, J. E. (2002). Games, Motivation, and Learning: A Research and Practice Model. Simulation & Gaming. 33: 441-468.

Game design
Posted by sigglue on 20 Dec 2005 11:00 GMT

The visualization of the game concept, how game will look, work, etc.
All that exists in game must be appear and described in Design Document.

Good Practice

1.Meigs, T. Ultimate Game Design: Building Game Worlds (2003), McGraw-Hill Osborne Media
2.Rouse, R Game Design: Theory and Practice (With CD-ROM) (2001), Wordware Publishing; Bk&CD-Rom
3.Crawford, C. Chris Crawford on Game Design (2003), New Riders Games

Game features
Posted by sigglue on 20 Dec 2005 11:00 GMT

Games share a number of essential features. They include fun, intrinsically motivating, uncertain outcomes, clear, constructive, and encouraging feedback, fantasy, rules/goals, sensory stimuli, optimal challenge, mystery, control, interactivity and competition.

Reference

1. Cordova, D. I. & Lepper, M. R. (1993). Intrinsic motivation and the process of learning: beneficial effects of contextualization, personalization, and choice. Journal of Educational Psychology. 88 (4) 715-730.
2. Malone, T. & Lepper, M. (1987). Making learning fun: A taxonomy of intrinsic motivations of learning. In R. E. Snow& M. J. Farr (Eds.), Aptitude, learning, and instruction: Vol. 3. Conative and affective process analyses (pp. 223-253). Hillsdale, NJ: Lawrence Erlbaum.
3. Pivec,M., Dziabenko, O. Game- Based Learning in Universities and Lifelong Learning: “UniGame: Social Skills and Knowledge Training” game concept In print :Special Issue of J.UCS "Human Issues in Implementing eLearning Technology" Vol.10, issue 1, 2004
4. Jesper Juul , The Game, the Player, the World: Looking for a Heart of Gameness, in Copier M. & Raessens, J. (ed.) Level Up - Digital Games Research Conference. Universiteit Utrecht & Digital Games Research Association (DiGRA). pp. 30-45. 4.-6.11.2003 Utrecht, Netherlands.

Game-based learning
Posted by sigglue on 20 Dec 2005 11:00 GMT

Instructional activity using in frame of the blend education games for improving, accelerating and high- motivating of learning process.

Good Practice

1. The Battle of the Brains(http://www.games2train.com/site/html/products/brains.html )
2. The Journey to Wild Divine 2003, The Wild Divine Project (http://www.wilddivine.com/banner.php)
3. Glucoboy 2003, Nintendo GAMEBOY (http://www.diabetesincontrol.com/issue173/np.shtml)

Reference

1. Prensky, M. Digital Game-Based Learning, Paragon House, 2004
2. Gee, J.P. What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan, 2003.