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The Design and Use of Simulation Computer Games in Education
Author(s) -
Brett E. Shelton,
David Wiley
Publication year - 2007
Publication title -
digital commons - usu (utah state university)
Language(s) - English
Resource type - Book series
DOI - 10.1163/9789087903121
Subject(s) - reading (process) , set (abstract data type) , mathematics education , field (mathematics) , state (computer science) , foundation (evidence) , literacy , convergence (economics) , game mechanics , computer science , sociology , pedagogy , psychology , artificial intelligence , political science , mathematics , law , algorithm , pure mathematics , economics , programming language , economic growth
This chapter reports the design of an instructional simulation for use as a museum display that incorporates elements of game design theory, narrative theory, and instructional theory within a layered design framework. The purpose is to show how multiple theories from distinct fields converge to influence a single design and to show how design elements arising from different theories work together to produce artifacts capable of operating outside narrow views of the theory’s traditional venue and metaphor. The chapter will show how the structures supplied by the different theories combined to provide a “discipline” (Schön, 1987) for the design and how theory-related design language terms that begin as abstractions are integrated and given specific dimension during design.

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