Leveraging insights from mainstream gameplay to inform STEM game design: great idea, but what comes next?

December 1st, 2012 | RESEARCH

This response to Leah A. Bricker and Phillip Bell's paper, GodMode is his video game name, examines their assertion that the social nexus of gaming practices is an important factor to consider for those looking to design STEM video games. I propose that we need to go beyond the investigation into which aspects of games play a role in learning, and move on to thinking about how these insights can actually inform game design practice.

Document

(no document provided)

Team Members

Melissa Biles, Author, New York University

Citation

Identifier Type: DOI
Identifier: 10.1007/s11422-012-9453-8
Identifier Type: ISSN
Identifier: 1871-1502

Publication: Cultural Studies of Science Education
Volume: 7
Number: 4
Page(s): 903

Related URLs

EBSCO Full Text

Tags

Audience: Educators | Teachers | General Public | Museum | ISE Professionals
Discipline: Computing and information science | Education and learning science | General STEM | Technology
Resource Type: Peer-reviewed article | Research Products
Environment Type: Games | Simulations | Interactives | Media and Technology