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Learning by Designing Homemade PowerPoint Games

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Games: Purpose and Potential in Education
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Abstract

There are two fundamental ways to approach the use of gaming in education: playing games or designing games. In this chapter, we take the second path and discuss how to use an almost ubiquitous software tool in the schools — PowerPoint — with children in the design of original games. In these games, students put school’s content to use in ways perceived to be meaningful and authentie to them. Game design capitalizes on the natural design instincts of children. Children are natural game designers who tacitly know at deep levels what makes a good game and what makes agame fun. Turning over to them the challenge of designing agame that also teaches something is a worthy design goal and is aligned with the goals of schools and teachers. We discuss the balance between learning and motivation that must occur in the act of design and use play theory and flow theory to help explain this. Good games provide among the best exampies of cognitive psychology in action: authentie goals situated in a meaningful and motivating activity with clear and consistent feedback. However, ideas and approaches, no matter how innovative, which cannot meet the practical demands and limitations of a typical school are doomed to failure. Consequently, our approach meets head-on the issue of scalability, that is, having the idea take hold and flourish within the limited resources of a typical school with teachers who already have too many expectations placed on them.

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Correspondence to Lloyd Rieber .

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Rieber, L., Barbour, M., Thomas, G., Rauscher, D. (2009). Learning by Designing Homemade PowerPoint Games. In: Miller, C. (eds) Games: Purpose and Potential in Education. Springer, Boston, MA. https://doi.org/10.1007/978-0-387-09775-6_2

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