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Session Name:

Pedagogy Case Study Blasts


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

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

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  • 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
  • free content
  • SGS: Learning & Instructional Theory
  • Serious Games