Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments
By Michele D. Dickey. 2006
336 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Sociology and Political Science, Speech and Hearing
View Paper: https://www.semanticscholar.org/paper/533b8afa00157ed1ca443f386dd365bf4287e695
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Sara de Freitas
- Tim Neumann
- Ya-Ting Carolyn Yang
- Dennis Charsky
- Liss Kerstin Sylvén
- Michael Sailer
- Lisa Homner
- Pia Sundqvist
In Sociology and Political Science
- Sara de Freitas
- Ya-Ting Carolyn Yang
- Dennis Charsky
- Tim Neumann
- Michael Sailer
- Lisa Homner
- Liss Kerstin Sylvén
- Pia Sundqvist
In Speech and Hearing
- Sara de Freitas
- Ya-Ting Carolyn Yang
- Dennis Charsky
- Liss Kerstin Sylvén
- Lisa Homner
- Michael Sailer
- Pia Sundqvist
- Tim Neumann
Citations in the corpus
- A meta-analysis of the cognitive and motivational effects of serious games (2013, background): “Another argument for adding a narrative to the game is that it may scaffold problem solving during the game (Dickey, 2006).”
- From Edutainment to Serious Games: A Change in the Use of Game Characteristics (2010, background): “Context is the setting, narrative, story, scenario, characters, back story, problem, and so on for the game play (Crawford, 2005; Dickey, 2006).”
- Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation (2007, background): “During the past two decades, the design of computer and video games has become a source of study for educational researchers and instructional designers investigating how various aspects of game design support intrinsic motivation and how aspects of game design might be appropriated for educational ”
- Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation (2012, background): “…the instructor provided incomplete and challenging gaming tasks which evoked learner curiosity and provided learners with control over their progress (Dickey, 2006; Provenzo, 1991), b) students were taught basic concepts of Civics and Society, which were required for completing gaming tasks and…”
- Gaming as extramural English L2 learning and L2 proficiency among young learners* (2012, background): “Distinguishing between multi- and single-player games is one way to characterize digital games, but there is no consensus in the game design community regarding the characterization or description of games (Dickey, 2006). For the purpose of analysis it is useful, however, to have a framework for typ”
- Learning in immersive worlds: A review of game-based learning (2006, background): “These frameworks are often aimed at practitioners, for supporting more effective use of games, and to help then to avoid the pitfalls of game-based learning (Barab et al., 2005; Dickey, 2006), although these notably focus upon frameworks for game design.”
- The use of 'exploratory learning' for supporting immersive learning in virtual environments (2009, background): “Narrative here centres upon following constructed problem-solving activities (Dickey, 2006) within the cohesive ‘diegetic’ space of learning.”
- The Gamification of Learning: a Meta-analysis (2019, background): “Inclusion of game fiction is closely related to the use of narrative anchors and has been shown to be effective for learning as it situates and anchors learning in a context (Clark et al. 2016) and can further serve as a cognitive framework for problem solving (Dickey 2006).”