This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!
This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!
George Kalmpourtzis is an award-winning game designer and educator. Finding himself between the fields of education, game studies and user experience, he has been founder, director and board member of several European design studios. He has designed and produced numerous games for computers, consoles, virtual and augmented reality and he is constantly on a journey to discover new opportunities to play! George has been working as a consultant for corporations and non-government institutions around the world, identifying play as a key aspect of human expression and communication. George also holds bachelor's degrees both in education and engineering, a master's degree in information systems and a PhD in design pedagogy.
Inhaltsangabe
Section I - Educational game design essentials. Ch 1. Designing learning experiences. Ch 2 The magic powers of the game designer. Ch 3 Pedagogy and Games. Section II -Let's make a Game! Ch 4 IThe Game Core. Ch 5 Where to Start. Ch 6 Let's Make a Game!. Ch 7 A closer look at game mechanics. Ch 8. Games as reflection tools. Ch 9 IKnowing Your Audience. Ch 10. The dynamics of single player and multiplayer games. Ch 11 Storytelling. Section III - Level Up!.Ch 12 12. Games as systems of information, Ch 13 13. Game aesthetics. Ch 14 14. Game testing and feedback. Ch 15 Game Over
Section I - Educational game design essentials. Ch 1. Designing learning experiences. Ch 2 The magic powers of the game designer. Ch 3 Pedagogy and Games. Section II -Let's make a Game! Ch 4 IThe Game Core. Ch 5 Where to Start. Ch 6 Let's Make a Game!. Ch 7 A closer look at game mechanics. Ch 8. Games as reflection tools. Ch 9 IKnowing Your Audience. Ch 10. The dynamics of single player and multiplayer games. Ch 11 Storytelling. Section III - Level Up!.Ch 12 12. Games as systems of information, Ch 13 13. Game aesthetics. Ch 14 14. Game testing and feedback. Ch 15 Game Over
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