Talking about digital game-based learning two names come up to the forefront: these are: James Paul Gee and Mark Prensky. In fact working on my master thesis provided me with a golden opportunity to...
Recent research has challenged the traditional assumption that games are the antithesis of serious work (see the References at the end of this article). Some characteristics of games can be used creatively to close a knowledge gap, deliver skill training, or create a change of attitude by means of contextualized practice, invitation to action, and self-assessment of decisions. Therefore, games emerge as an interesting alternative to offer more meaningful and engaging learning experiences.
Years ago, when I used to play with interactive fiction languages, I happened upon The Player's Bill of Rights by Graham Nelson. It was a part of his Craft of Adventure essay but despite its age and obscurity, the Player's Bill of Rights is still an elegant, relevant view of game design and the player's experience. Many of its core messages hold up well in today's game design environment.
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