Interactive Fiction and Digital Game-based Learning
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Interactive Fiction and Digital Game-based Learning
Using Interactive Fiction and video games for learning
Curated by Joe Pereira
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Five Reasons Why Video Games Power Up Learning | MindShift

Five Reasons Why Video Games Power Up Learning | MindShift | Interactive Fiction and Digital Game-based Learning | Scoop.it
By Aran Levasseur The famous videogame designer, Shigeru Miyamoto, known for creating some of the most iconic and successful videogames in history, suc
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Some good reasons why video games can be beneficial learning tools.

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Delmai George's curator insight, April 9, 2013 2:30 AM

This blog shows many positive reasons to introduce video games into the classroom as a stimulus for engaged learning.

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Gamasutra: Dan Cox's Blog - Learning Inform 7: Part 2

Gamasutra: Dan Cox's Blog - Learning Inform 7: Part 2 | Interactive Fiction and Digital Game-based Learning | Scoop.it
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Great tutorial for creating IF with Inform 7. Gamasutra covering parser-based IF is an awesome thing.

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I Give Up! I'm Finally Going to Gamify My FYC Class

I Give Up! I'm Finally Going to Gamify My FYC Class | Interactive Fiction and Digital Game-based Learning | Scoop.it
And I'm kind of excited about it. Okay. I'm ecstatic. I'm like a hardcore gamer two minutes before the midnight release of the latest Call of Duty. If you're a regular reader, you know from one of ...
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College English teacher uses AXMA (Twine) to get her students creating CYOA stories.

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Gamifying Stories - Using Interactive Fiction in the Classroom (Part 1)

Gamifying Stories - Using Interactive Fiction in the Classroom (Part 1) | Interactive Fiction and Digital Game-based Learning | Scoop.it
Merging creative writing and coding to create interactive stories. ‘Interactive fiction’ has been around for years. Reminiscing recently about my early computer use I recalled how I enjoyed playing...
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A teacher describing how he used Twine with his young students.

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Delmai George's curator insight, March 9, 2013 4:29 AM

Simple coding through a program called Twine integrates both English and the Digital Technology strand (key concepts of specification, algorithms and implementation) of the Australian Curriculum

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Ten Surprising Truths about Video Games and Learning | MindShift

Ten Surprising Truths about Video Games and Learning | MindShift | Interactive Fiction and Digital Game-based Learning | Scoop.it
“Your brain’s important, but not all that important,” said Dr. James Paul Gee, a professor at Arizona State University and a leading authority on lite
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James Gee doing what he does best!

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Video games 'help dyslexic pupils'

Video games 'help dyslexic pupils' | Interactive Fiction and Digital Game-based Learning | Scoop.it
Playing video games may help children with dyslexia improve their reading skills, research suggests.
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"The effects were equivalent to more than a year's worth of reading developmen"!

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Playing to learn: Panelists at Stanford discussion say using games as an educational tool provides opportunities for deeper learning

Playing to learn: Panelists at Stanford discussion say using games as an educational tool provides opportunities for deeper learning | Interactive Fiction and Digital Game-based Learning | Scoop.it
Interaction and opportunities to make choices are among the virtues of the new generation of educational games, experts say.
Joe Pereira's insight:

Great comments from james Gee and Constance Steinkuehler.

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Delmai George's curator insight, March 3, 2013 2:39 AM

Play based learning is recognised in early childhood settings, but still remains relevant in all classrooms and video/computer games can be customised to suit a range of curriculum areas and social issues.  Well known gamification specialists, James Gee and Constance Steinkuehler have been quoted in this article for the value games contribute to student learning.  Great quote - "Games are architectures for engagement," by Constance Steinkuehler.  

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Linden Lab's Versu wants to make hobbyists storytelling superstars

Linden Lab's  Versu  wants to make hobbyists storytelling superstars | Interactive Fiction and Digital Game-based Learning | Scoop.it
Linden Lab launches its robust interactive storytelling app, Versu , today. CEO Rod Humble talks about why "the time is finally here" for romance and drama to come to the forefront of games.
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Mix Choose-your-own Adventure, Multiple character perspectives and Drama and you get Versu.

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Interactive Fiction Game Design - Inform in the English Classroom | CrookedLetter.org

Interactive Fiction Game Design - Inform in the English Classroom | CrookedLetter.org | Interactive Fiction and Digital Game-based Learning | Scoop.it
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A great example of getting English students to write their own IF using the natural language IF authoring tool Inform.

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Larry Davies's curator insight, February 16, 2013 5:04 AM

My Masters project was based on this.

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How Victorian Era Gamers Would Have Played Computer Games Using the Analytical Engine « Steampunk R&D

How Victorian Era Gamers Would Have Played Computer Games Using the Analytical Engine « Steampunk R&D | Interactive Fiction and Digital Game-based Learning | Scoop.it
Text adventure games, such as the well-known Zork series, were some of the first computer games ever made, second only to the likes of Spacewar! and the better-known Pong. So let's travel back in time for a moment, to a time that never was.
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Interactive Fiction meets Steampunk!

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Digital game-based language learning with Interactive Fiction (PART 1) @ Classroomaid

Digital game-based language learning with Interactive Fiction (PART 1) @ Classroomaid | Interactive Fiction and Digital Game-based Learning | Scoop.it

This is a guest post I wrote for the fantastic Classroom Aid website. part 1 of a planned series.

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Video games (also called digital games) are serious. While the people who play them have known this for a long time, it’s taken over three decades for society in general to accept them as something other than a way to pass the time in virtue of doing “more serious” work. The fact is, video games are serious – if not to the casual observer, then certainly to their players.

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Zork-esque 'Interactive Fiction' Comes to the Kindle | MIT Technology Review

Zork-esque 'Interactive Fiction' Comes to the Kindle | MIT Technology Review | Interactive Fiction and Digital Game-based Learning | Scoop.it
Could text-based adventure games be transformed into a genuine art form by their introduction to an appropriate platform?
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Jimmy Maher's 'The King of Shreds and Patches' on the Kindle.

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Gamasutra: Laralyn McWilliams's Blog - The Player's Bill of Rights

Gamasutra: Laralyn McWilliams's Blog - The Player's Bill of Rights | Interactive Fiction and Digital Game-based Learning | Scoop.it

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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An interesting list of DONT's for modern game design - and based on the original list written by Graham Nelson - the creator of the IF authoring language INFORM. Who says IF doesn't have any relevance these days?

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California 10th Graders Improve Their Writing Skills—Through an Interactive Fiction Game - The Digital Shift

California 10th Graders Improve Their Writing Skills—Through an Interactive Fiction Game - The Digital Shift | Interactive Fiction and Digital Game-based Learning | Scoop.it

Jason Sellers wanted his 10th-grade English students at the French American International School to improve their descriptive writing skills. So, while subbing for a fellow teacher earlier this year, he launched a three-day classroom project—on writing code.

Joe Pereira's insight:

Jason Seller's use of Inform 7 (via the Playfic site) with 10 grade English students has been getting massive exposure on social networks.

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Interview with Aaron Reed of Blue Lacuna

Witnessing the return of Interactive Fiction (IF) to the gaming world has felt a little bit like waking up to find a Dodo on my front porch. I feel a simultaneous urge to inform to world about the...
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A nice interview with Aaron Reed, author of the critically acclaimed IF 'Blue Lacuna' and the book 'Creating Interacive Fiction with inform 7'.

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Roundtable: The Interactive Fiction Renaissance

Interactive Fiction is becoming en vogue thanks to the proliferation of both games and digital reading devices, such as tablets and e-readers.
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Leigh Alexander talks to some of IFs top creators about its resurgence.

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Gamasutra: Dan Cox's Blog - Learning Inform 7: Part 1

Gamasutra: Dan Cox's Blog - Learning Inform 7: Part 1 | Interactive Fiction and Digital Game-based Learning | Scoop.it
Joe Pereira's insight:

Gamasutra hosting a post on authoring IF with Inform 7? Things are definitely looking up for IF :)

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Interactive Fiction: Now You’re the Detective

Interactive Fiction: Now You’re the Detective | Interactive Fiction and Digital Game-based Learning | Scoop.it
Want to be a real detective without getting your hands dirty? Try solving an interactive fiction mystery. By Andy Adams.
Joe Pereira's insight:

Nice look at how text-based IF is the perfect platform for Detective/Mystery fiction.

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UCLA Game Lab » Starting to make Interactive Fiction with Jim Munroe

UCLA Game Lab » Starting to make Interactive Fiction with Jim Munroe | Interactive Fiction and Digital Game-based Learning | Scoop.it

Author and game designer Jim Munroe stresses the importance of creating text games for better writing and game design. 

 
Joe Pereira's insight:

"If you have a interest in writing and game making, you need to make a text game. It might seem like an obsolete form, but many aspects of modern game design — world-building, difficulty balancing, procedural content, mechanics — they’re all stuff you can do in Interactive Fiction"

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Composing Interactive Fiction 1: Writing with Frustration and Exhilaration « Kevin's Meandering Mind

Composing Interactive Fiction 1: Writing with Frustration and Exhilaration « Kevin's Meandering Mind | Interactive Fiction and Digital Game-based Learning | Scoop.it
Joe Pereira's insight:

Some important points to consider when using Inform for authoring IF with students.

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New World Notes: Versu, the Artificial Intelligence-Powered, Tablet-Based Interactive Fiction Platform from Linden Lab, is Now Live

New World Notes: Versu, the Artificial Intelligence-Powered, Tablet-Based Interactive Fiction Platform from Linden Lab, is Now Live | Interactive Fiction and Digital Game-based Learning | Scoop.it
Versu is now live and available for the iPad, and as we suspected, it's an interactive fiction platform developed by award-winning interactive fiction writer Emily Short and acclaimed game AI programmer Richard Evans, whose company Linden Lab...
Joe Pereira's insight:

Emily Short is involved. Must be good!

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Larry Davies's curator insight, February 21, 2013 5:22 AM

Here comes everything.

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How to Create Your Own Text Adventure Game (No Coding Skills Required) « Steampunk R&D

How to Create Your Own Text Adventure Game (No Coding Skills Required) « Steampunk R&D | Interactive Fiction and Digital Game-based Learning | Scoop.it
In my last article, I explained why text adventure games are some of the most Steampunk computer games out there. I even shared a free Steampunk text adventure game that I'd made myself!
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Writing Interactive Fiction with Inform 7

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Shade , and the future of interactive fiction on the App Store

Shade , and the future of interactive fiction on the App Store | Interactive Fiction and Digital Game-based Learning | Scoop.it
Andrew Plotkin's classic interactive fiction Shade marks his first foray into paid IF on the App Store. Here, he suggests fostering community can bolster the creators of niche games on the mass market.
Joe Pereira's insight:

The classic 'Shade' gets the iOS treatment from Andrew Plotkin himself - well worth the download price.

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The Joy of Text | Features, News | PC Gamer

The Joy of Text | Features, News | PC Gamer | Interactive Fiction and Digital Game-based Learning | Scoop.it
Remember text?

To hear some people talk, it had a decent run before it died. Everyone loved carved stone tablets, until scrolls became the iPads of their day. Later, books picked up the slack.
Joe Pereira's insight:

Why use text? Because it provides experiences that other types of games don’t. Text games excel at providing a strong narrative voice in a way that’s much harder in graphics-oriented games. They can be emotionally affecting in the same way a good book can be.

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Digital Play's curator insight, February 11, 2013 4:30 AM
Joe Pereira's insight:

Why use text? Because it provides experiences that other types of games don’t. Text games excel at providing a strong narrative voice in a way that’s much harder in graphics-oriented games. They can be emotionally affecting in the same way a good book can be.

Digital Play's comment, February 11, 2013 4:32 AM
What Joe's comment said was so good it was worth saying twice!!
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How adventure games came back from the dead | PCWorld

How adventure games came back from the dead | PCWorld | Interactive Fiction and Digital Game-based Learning | Scoop.it
From Colossal Cave Adventure to the Walking Dead, how PC adventure games almost perished and why they're coming back with a vengeance.
Joe Pereira's insight:

Clearly, adventure games are far from dead; instead, this classic genre that defined early PC gaming is finding a second wind and a new audience hungry for a story-driven experience.

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