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Schedule

The schedule below outlines the topics we will be covering in this course, along with the associated time frames, readings, and activities.

Note: All due dates reflect North American eastern time (ET).

Week 1

Module 1: Introduction to Games and Learning
Read, watch, play

Read

  • Squire, K. (2015). Creating the future of games and learning. Independent School, 74(2), n2.
     
  • Steinkuehler, C., & Squire, K. (2023). Gaming in educational contexts. In P. A. Schutz & K. R. Muis (Eds.), Handbook of educational psychology (4th ed., pp. 674–695). Routledge. 

Watch

Activities
  • Discussion: Memorable Gaming Experience 

Week 2

Module 2: Foundational Theories of Games and Learning
Read, watch, play

 

Read

  • Aguilera, E., & de Roock, R. (2022). Digital game-based learning: Foundations, applications, and critical issues. Oxford Research Encyclopedia of Education.

  • McGonigal, J. (2011). Introduction: Reality is broken. In Reality is broken: Why games make us better and how they can change the world. Penguin Books. [Available in Library Resources as E-Reserve]

  • Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283.

Activities
  • Discussion: First Try - Design a Game

Week 3

Module 3: What Is a Game? Toward Meaningful Play
Read, watch, play

 

Read

  • Anthropy, A. (2012). What is it good for? In Rise of the video game zinesters: How freaks, normals, amateurs, artists, dreamers, drop-outs, queers, housewives, and people like you are taking back an art form (pp. 43–55). Seven Stories Press. [Available in Library Resources as E-Reserve]
  • De Koven, B. (2013). Guidelines. In The well-played game: A player's philosophy (pp. 32–35). MIT Press.
     
  • De Koven, B. (2013). Searching for the well-played game. In The well-played game: A player's philosophy (pp. 1-6). MIT Press.
     
  • Salen, K., & Zimmerman, E. (2005). Game design and meaningful play. In J. Raessens & J Goldstein (Eds.), Handbook of computer game studies (pp. 59–79). MIT Press. [Available in Library Resources as E-Reserve]

Watch

Play

Activities
  • Discussion: What Is a Game?

Week 4

Module 4: Gamification Is Not Working, But Can It?
Read, watch, play

 

Read

  • Dah, J., Hussin, N., Zaini, M. K., Isaac Helda, L., Senanu Ametefe, D., & Adozuka Aliu, A. (2024). Gamification is not working: Why? Games and Culture.
     
  • Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., ... & Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: A meta-analysis. Educational Technology Research and Development, 68, 1875–1901.
    • Focus on concluding sections.
  • Interaction Design Foundation. (n.d.). Gamification. www.interaction-design.org/literature/topics/gamification

  • Isaacs, S. (2015, January 15). The difference between gamification and game-based learning. ASCD Blog. www.ascd.org/blogs/the-difference-between-gamification-and-game-based-learning
     
  • Klein, E. (2022, February 25). Transcript: Are we measuring our lives in all the wrong ways? Ezra Klein interviews C. Thi Nguyen. The New York Times. www.nytimes.com/2022/02/25/podcasts/transcript-ezra-klein-interviews-c-thi-nguyen.html
     
  • Zimmerman, E. (2022). Against gamification. In The rules we break: Lessons in play, thinking, and design. Chronicle Books. [Available in Library Resources as E-Reserve]

Watch

  • McGonigal, J. (2010, February). Gaming can make a better world [Video file]. https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
    • provided in course content
Activities
  • Preparation for Gamification Analysis

Week 5

Module 5: Analyzing Gamified Settings
Read, watch, play
  • none
Activities
  • Assignment: Gamification Analysis

Week 6

Module 6: Game-Based Learning
Read, watch, play

Read

  • Gee, J. P. (2013). Games for learning. Educational Horizons, 91(4), 16–20.
     
  • Gee, J. (2007). Introduction: 36 ways to learn a video game. In What video games have to teach us about learning and literacy. Palgrave. [Available in Library Resources as E-Reserve] 
  • Gee, J. (2007). Semiotic domains: Is playing video games a "waste of time"? In What video games have to teach us about learning and literacy. Palgrave. [Available in Library Resources as E-Reserve]
  • Klopfer, E., Haas, J., Osterweil, S., & Rosenheck, L. (2019, February 19). Our game could be your life. In Resonant games: Design principles for learning games that connect hearts, minds, and the everyday. MIT Press.

Watch

Play

Activities
  • Preparation for Game-Based Learning Analysis

Week 7

Module 7: Gamification or Game-Based Learning Analysis
Read, watch, play
  • none
Activities
  • Assignment: Game-Based Learning Analysis

Week 8

Module 8: Empathy, Impact, and Games for Change
Read, watch, play

Read

Watch

Play

Activities
  • Play Three Games

Week 9

Module 9: Interactive Fiction and Story-Driven Games
Read, watch, play

Read

  • Campbell, C. (2019, January 10). How to write a video game story. Polygon. www.polygon.com/features/2019/1/10/18165611/how-to-write-a-video-game-story-narrative-building-tips
     
  • Ellison, C. (2018, January 8). The warning of Edith Finch: What we love is killing us. Polygon. www.polygon.com/2018/1/8/16841956/what-remains-of-edith-finch-year-in-review-cara-ellison
     
  • Juul, J. (2001). Games telling stories? A brief note on games and narratives. The International Journal of Computer Game Research, 1(1).
     
  • Sheehan, J. (2017, September 2). Reading the game: What Remains of Edith Finch. NPR. www.npr.org/sections/alltechconsidered/2017/09/02/547922336/reading-the-game-what-remains-of-edith-finch
     
  • Thomsen, M. (2014, June 11). A Dark Room: The best-selling game that no one can explain. The New Yorker. https://www.newyorker.com/tech/annals-of-technology/a-dark-room-the-best-selling-game-that-no-one-can-explain [Available in Library Resources as E-Reserve]

Watch

Play

Activities
  • Interactive Fiction Gameplay

Week 10

Module 10: Role-Playing Games
Read, watch, play

Read

Watch

Play

Activities
  • RPG Gameplay
  • Process Letter 1
Module 11: Multiplayer and Collaborative Games
Read, watch, play

Read

Watch

Play

Activities
  • Multiplayer Gameplay/Viewing

Week 11

Module 12: Simulations, Strategy, and Puzzle Games
Read, watch, play

Read

  • Squire, K. (2006). From content to context: Video games as designed experience. Educational Researcher, 35(8), 19–29.

Watch

  • Game Maker’s Toolkit. (2018, March 14). What makes a good puzzle? [Video file]. https://www.youtube.com/watch?v=zsjC6fa_YBg

Play

Activities
  • Simulation Gameplay
Module 13: Immersion and Immersive (AR/VR) Games
Read, watch, play

Read

  • Solferino Academy. (2021, November 11). Escape to the future. solferinoacademy.com/escape-to-the-future/
     
  • Nakamura, L. (2020). Feeling good about feeling bad: Virtuous virtual reality and the automation of racial empathy. Journal of Visual Culture, 19(1), 47–64.

Watch

Play

Activities
  • Immersive Learning Possibilities
  • Process Letter 2

Week 12

Module 14: Future Trends in Games and Learning
Time frameWednesday, August 6 to Wednesday, August 13, 2025
Read, watch, play

Read

Play

Activities
  • Second Try: Design a Game
  • Final Project
  • Final Reflection and Grade

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