As I make progress in designing the class text adventure, I’ll post about my process and challenges. Right now, I’m foreseeing the following challenges:
- how to let students know how far to read/play at any given time (this will be a hybrid class, so there will be less in-class f2f support and motivation)
- students may challenge my method of using a text adventure as the syllabus for the course: how do I address/avoid this?
- how to allow sufficient time for students to develop, create, and play their IF (this is an issue Forand experienced)
- whether or not to have students publish their IF outside of the class (again, an issue Forand experienced)
- how to make sure students understand the connection between IF and the course learning objectives (do I rely on stealth learning or make these connections explicit?)
Similar:
The science of fake news: Addressing fake news requires a multidisciplinary effort
The rise of fake news highlights the ero...
Academia
Detailed Articulation of Feet in Unity3D
I'm following a lot of tutorials, and co...
Aesthetics
Finland is Winning the War on Fake News
This is story is from May, but it's very...
Culture
One Author Breaks Down the Reality of Violent Games in the Media
Chris Person posts a link to this very c...
Academia
dungeon.jpg (JPEG Image, 2535x1616 pixels)
Great Zork map.
Aesthetics
LGN Launches Quandary to Develop Ethical Thinking through Play
The Learning Games Network, a non-profit...
Culture




Christopher Conley liked this on Facebook.
RT @DennisJerz: Games Based Learning through Text Adventures (via “Remixing College English”) http://t.co/raBxRklD0e