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The Number One Educational Resource for the Game Industry

Session Name: Pedagogy Case Study Blasts
Speaker(s): Sasha Barab, John Black, William Crosbie, Lisa Galarneau, Jessica Hammer, Carrie Heeter, Brian Winn
Company Name(s): Indiana University, Teachers College Columbia, Raritan VAlley CC / Columbia University, The University of Waikato, New Zealand, Teachers College, Columbia University, Michigan State University, Michigan State University
Track / Format: SGS: Learning & Instructional Theory

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Overview: The serious games space is made up of many important constituencies and work areas. One of the most important involves general research into classroom application, instructional design, and general pedagogical issues involving technology, multimedia, learning, and of course: games.

During this 100-minute session, five projects will summarize specific project and research findings that help advance our understanding about the usage of games to teach, train, and motivate in educational settings. The presentations are:

The Great Divide: Seven Core Tensions Between Schools and Games
Using Player Research to Mediate Battles Between Pedagogy, Learning Content, and Fun
Expanding the Magic Circle: Designing Play Spaces for Learning
Designing Games with Explanatory Transparency for Better Learning and Understanding
Collateral Learning: Online Games for 21st Century Skills

AGENDA
2:00-2:20 p.m. William Crosbie and Jessica Hammer
2:20-2:40 p.m. Carrie Heeter and Brian Winn
2:40-3:00 p.m. Sasha Barab
3:00-3:20 p.m. Lisa Galarneau
3:20-3:40 p.m. John Black

GDC 2006

Sasha Barab

Indiana University

John Black

Teachers College Columbia

William Crosbie

Raritan VAlley CC / Columbia University

Lisa Galarneau

The University of Waikato, New Zealand

Jessica Hammer

Teachers College, Columbia University

Carrie Heeter

Michigan State University

Brian Winn

Michigan State University

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SGS: Learning & Instructional Theory

Serious Games