Skip to main content

The Core Anytown Design and Development Process

  • Chapter
  • First Online:
Learning Games

Part of the book series: Advances in Game-Based Learning ((AGBL))

  • 1013 Accesses

Abstract

This chapter provides an in-depth description of the design process used to create the Anytown literacy learning game. Here, we detail the ADDIE model approach used to broadly guide the creation of content in order to match a social constructivist pedagogy with the learning affordances of game. We explain the virtual and real world relationships that were expected to contextualize learning and foster transfer between the digital environment and real world practices.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 69.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 119.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Bransford, J., Vye, N., Bateman, H., Brophy, S., & Roselli, B. (2003). Vanderbilt’s AMIGO project: Knowledge of how people learn enters cyberspace. Nashville, TN: Vanderbilt University—Engineering Research Centers Program of the National Science Foundation.

    Google Scholar 

  • Cognition and Technology Group at Vanderbilt. (1990). Anchored instruction and its relationship to situated cognition. Educational Researcher, 19(6), 2–10.

    Article  Google Scholar 

  • De Cooman, R., De Gieter, S., Pepermans, R., Hermans, S., Du Bois, C., Caers, R., & Jegers, M. (2009). Person-organization fit: Testing socialization and attraction-selection-attrition hypotheses. Journal of Vocational Behavior, 74(1), 102–107. https://doi.org/10.1016/j.jvb.2008.10.010.

  • Savery, J. R., & Duffy, T. M. (1995). Problem based learning: An instructional model and its constructivist framework. Educational Technology, 35, 31–38.

    Google Scholar 

  • Sfard, A. (1998). On two metaphors for learning and the dangers of choosing just one. Educational Researcher, 27(2), 4–13.

    Article  Google Scholar 

  • Warren, S. J. (2005a). Archfall. Bloomington, IN: Quest Atlantis.

    Google Scholar 

  • Warren, S. J. (2005b). Shardflower. Bloomington, IN: Quest Atlantis.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this chapter

Cite this chapter

Warren, S.J., Jones, G. (2017). The Core Anytown Design and Development Process. In: Learning Games. Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-319-46829-7_9

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-46829-7_9

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-46827-3

  • Online ISBN: 978-3-319-46829-7

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics