What IF? Building interactive fiction for teaching and learning religious studies

Games offer unique possibilities for learning, and text-based interactive fiction (“IF”) in particular lends itself as a low barrier to entry for instructors and students wishing to build interactive narrative games. Understanding by Design provides a framework by which to determine the best possibl...

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Détails bibliographiques
Auteur principal: Lester, G. Brooke 1966- (Auteur)
Type de support: Électronique Article
Langue:Anglais
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Publié: Wiley-Blackwell [2018]
Dans: Teaching theology and religion
Année: 2018, Volume: 21, Numéro: 4, Pages: 260-273
RelBib Classification:FB Formation théologique
HB Ancien Testament
RH Évangélisation
ZF Pédagogie
Sujets non-standardisés:B course design
B ludology
B Narrative
B Games
B Fiction
B online learning
Accès en ligne: Volltext (Verlag)
Volltext (doi)
Description
Résumé:Games offer unique possibilities for learning, and text-based interactive fiction (“IF”) in particular lends itself as a low barrier to entry for instructors and students wishing to build interactive narrative games. Understanding by Design provides a framework by which to determine the best possible places for instructor- and learner-built IF in any given course, whether face-to-face or online. A thick description of how an instructor conceived and developed two IF games follows, explicitly tied to course-design considerations like learning goals and assessment performances. The value of IF as a student project is explored, and finally an appendix provides resources for instructors and students to begin building their own interactive fiction.
ISSN:1467-9647
Contient:Enthalten in: Teaching theology and religion
Persistent identifiers:DOI: 10.1111/teth.12454