The document discusses using games to promote reflective awareness and testing game design as a tool for reflection. The researchers aim to support reflective experiences through games, gather feedback from players, and ensure the games remain fun. Their strategy is to design reflection into the gaming experience as a research instrument and use player feedback for systematic refinement. Some examples mentioned are embedding writing activities into educational games to promote social and private reflection. The researchers seek to contact players to discuss questions.
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Examining Reflective Awareness in Gaming Experience
1. Examining Reflective Awareness in Gaming Experience Thomas Fennewald, David Phelps, Gabriel Recchia, Ellen Jameson, Brenden Sewell, Thomas Parmer, & Edward Castronova
2. Awareness games – Indiana University Research, Development, & Education
In games that are designed specifically to help players to learn some type of content or skill
WhyvilleWhyville is a forerunner amongeducational MMOs, founded in 1999 by researchers at CalTech who formed Numedon, Inc. In partnership with the Chicago Field Museum and funded by the MacArthur Foundatino, they created WhyReefJournaling opportunities include
Quest AtlantisA major goal set up in Quest Atlantis is completing quests. Quests are writing prompts, consisting
Quest AtlantisTeacher quest reviewTeachers are not only facilitating gameplay but they are part of it too (they can give out in-game rewards and provide reviews of student work which allow them to progress in the game storyline). In this context, writing at home and in the classroom that takes place around the game, outside of its immediate context, is still a part of gameplay; the game’s incentive structure is still involved. Even this could be considered to be embedded in the larger game context.
Quest Atlantiscommunity quest reviewPeers can think critically about someone else’s writing, learn to find constructive solutions, and apply that process to their own writing as wellIncentives to do this
Many of these things are found in classrooms centered around activities other than games, too
Difference in motivation and immediate goals... Getting something straight in your own mind vsOne is not necessarily more honest or dishonest than the other – a social context influencing desired perception always exists, but an audience can still influence what someone chooses to say, or how