Digital games for education: When meanings play

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Abstract

This paper documents the development of an educationally focused web-based game, Contagion, detailing how such a practical development project has led us to re-theorize questions about what is "educational," and how and in what ways that relates to the ludic. With reference to and within the framework of design-based research, we detail here the challenges we encountered designing this "alternative" game, and how we came to see content, not simply as "what the game is about" but as essentially tied to and enacted through all aspects of the game. We argue that content, that is educationally valuable knowledge, is infused through all relational aspects of the game as the player's activities accomplishments: character selection, art, narrative, programming, goals, game structures and play. Each of these aspects and challenges of game-design are explored in an effort to show how knowledge is constructed through these inter-related elements, and to further understand how and why that might matter to future game development projects. © 2007 Authors & Digital Games Research Association (DiGRA).

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APA

De Castell, S., Jenson, J., & Taylor, N. (2007). Digital games for education: When meanings play. In 3rd Digital Games Research Association International Conference: “Situated Play”, DiGRA 2007 (pp. 590–599). https://doi.org/10.7202/1005533ar

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