Game-Based Pedagogy: Playful Approaches for the Media Production & Digital Humanities College Classroom

Introduction

INTRODUCTION

GAME-BASED PEDAGOGY: PLAYFUL APPROACHES FOR THE MEDIA PRODUCTION & DIGITAL HUMANITIES COLLEGE CLASSROOM is a collection of experiments investigating the opportunities and limitations of play-centric strategies in media education. This work brings together play design, public pedagogy, video production, computational storytelling, documentary ethics, and activism. 

The collection explores the potential games have as a tool to recognize the systems that structure our daily lives, and the potential that play has as a method to understand and impact these structures. It also demonstrates the capacity of game frameworks to not only teach certain subjects, but their capacity to promote collective skill-building and creativity in the college classroom regardless of the specific content. This work is research about innovative pedagogy, and part of its value derives from the experimentation required in a field that is new and developing. This collection
 also argues for diversity and inclusivity in games by integrating play in a broad range of environments where people collide with varying degrees of experience with games and perspectives about play. Take Action Games frames this work as transdisciplinary, as we strive to synthesize and translate perspectives from multiple research/creative fields in order to move beyond discipline-specific approaches to shared problems. 

Acknowledgments

Table of Contents (also available on this window's upper left corner):
1. Introduction
2. The Film Directing Game
3. Future Tripping Machine
4. Directing with Action Verbs!
5. ideaDECK

 

 

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