Implementing a Game-Based Instructional Design Strategy in the Eighth Grade Science Classroom

Author(s):  
Angela Dowling ◽  
Terence C. Ahern

This chapter examines the effects of a game-like environment on instructional activity design and learning outcomes in a middle school general science class. The authors investigated if science content can be designed and successfully delivered instructionally using a game-like learning environment. The authors also wanted to investigate if by utilizing a game-design method could class and student engagement be increased. The results indicated that the instructional design of the unit using a game-like environment was successful and students exhibited learning. The authors also address the challenges inherent in utilizing this instructional strategy.

Author(s):  
Angela Dowling ◽  
Terence C. Ahern

This chapter examines the effects of a game-like environment on instructional activity design and learning outcomes in a middle school general science class. The authors investigated if science content can be designed and successfully delivered instructionally using a game-like learning environment. The authors also wanted to investigate if by utilizing a game-design method could class and student engagement be increased. The results indicated that the instructional design of the unit using a game-like environment was successful and students exhibited learning. The authors also address the challenges inherent in utilizing this instructional strategy.


Author(s):  
Panote Siriaraya ◽  
Valentijn Visch ◽  
Arnold Vermeeren ◽  
Michaël Bas

Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD) is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better fit with the practical constraints encountered in game design, this method adopts a “cookbook” approach. A set of essential PGD components and tools are provided from which game designers can choose from, given their specific context and resources. Designers first consider the game design steps(“dishes”) to use in creating their game and in each step, select which components(“ingredients”) to take into account and tools(“utensils”) to use. The proposed method, based on our experience as persuasive game researchers and design practitioners, is further refined using feedback from professional game designers. The paper concludes with a case study illustrating how to put the meal into practice. Overall, the method provides a useful contribution to the existing research domain by combining knowledge from game theory, game design and design methodology to create a structured yet flexible approach which covers the complete persuasive game design process for researchers, students and practitioners. 


2021 ◽  
Vol 11 (19) ◽  
pp. 9248
Author(s):  
Fan Lei ◽  
Chuhua Zhang

Aero-engine core compressor preliminary design strategy has been successfully applied to the advanced design of gas turbines compressors. However, few researchers have addressed the application of the aero-engine core compressor preliminary design strategy in the preliminary optimal design of industrial process compressors. Here we embedded the aero-engine core compressor preliminary design strategy into a preliminary optimal design method, in which six types of design parameters widely used to define the aero-engine compressor configuration, i.e., aspect ratio, solidity, reaction, rotation speed, outlet axial Mach number, and inlet radius ratio, were used as the design variables. The 4-stage, 5-stage, 6-stage, and 7-stage compressor configuration with the same overall design requirements for a large-scale air separation main compressor were preliminarily optimized by the developed method, in which the 4-stage design has a stage pressure rise level of current aero-engine core compressors, whereas the 7-stage design has that of current industrial process compressors. The optimized compressor configurations were then refined with the throughflow-based detailed design method and finally verified with computational fluid dynamic simulations. It is found that the developed method can optimize design efficiency and accurately predict aerodynamic performance of compressors in a few minutes. Several design guidelines for the advanced industrial process compressors were also identified. This work is of significance in extending aero-engine core compressor design strategy to the design of advanced industrial process compressors.


Author(s):  
Michael G. Strawser ◽  
Renee Kaufmann

Instructional designers must appeal to a variety of audience members both in terms of competency and preferred learning style. Though many factors may influence learning style, generational preferences may provide instructional designers a broad base of understanding undergirding strategic educational design choices. While it would be naive, and even inaccurate, to assume that Millennials constitute the only unique generational challenge for instructional designers, their sheer presence in organizations and their education expectations have changed the game—so to speak. Thus, in an attempt to clarify generational uniqueness, this chapter will explore general generational instructional trends while positioning instructional design as a necessary answer to 21st century learning efficacy challenges.


Author(s):  
Miguel Sicart

In this chapter the authors define ethical gameplay as a consequence of game design choices. The authors propose an analytical model that defines ethical gameplay as an experience that stems from a particular set of game design decisions. These decisions have in common a design method, called ethical cognitive dissonance, based on the conscious creative clash between different models of agency in a game. This chapter outlines this method and its application in different commercial computer games.


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