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Making Games for Impact - by  Kurt Squire (Paperback) - 1 of 1

Making Games for Impact - by Kurt Squire (Paperback)

$30.00

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Highlights

  • Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game.
  • About the Author: Kurt Squire is a Professor of Informatics at the University of California, Irvine, where he directs the Participatory Learning Group within the Connected Learning Lab.
  • 252 Pages
  • Education, History

Description



About the Book



"Squire draws on 15+ years of experience to describe how games are developed and deployed in the classroom"--



Book Synopsis



Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game.

Digital games for learning are now commonplace, used in settings that range from K-12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact--specific processes arise in response to local needs and conditions--Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints.
These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin-Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.



Review Quotes




"This thoughtful, insightful book illuminates the process of building effective games that achieve a desired impact."
--E. Bertozzi, CHOICE

"A must read for designers and administrators interested in integrating commercial game production into institutional research agendas."
--David Murphy, American Journal of Play



About the Author



Kurt Squire is a Professor of Informatics at the University of California, Irvine, where he directs the Participatory Learning Group within the Connected Learning Lab. He previously Codirected the Games + Learning + Society Center at the University of Wisconsin-Madison.
Dimensions (Overall): 9.0 Inches (H) x 5.9 Inches (W) x .8 Inches (D)
Weight: .9 Pounds
Suggested Age: 22 Years and Up
Number of Pages: 252
Genre: Education
Sub-Genre: History
Publisher: MIT Press
Format: Paperback
Author: Kurt Squire
Language: English
Street Date: October 26, 2021
TCIN: 1008944096
UPC: 9780262542173
Item Number (DPCI): 247-46-0217
Origin: Made in the USA or Imported
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Shipping details

Estimated ship dimensions: 0.8 inches length x 5.9 inches width x 9 inches height
Estimated ship weight: 0.9 pounds
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Q: What does the final chapter focus on?

submitted by AI Shopping Assistant - 2 months ago
  • A: The final chapter details the commercial development of an astronomy game integrated with a college textbook.

    submitted byAI Shopping Assistant - 2 months ago
    Ai generated

Q: What key issues do case studies in the book address?

submitted by AI Shopping Assistant - 2 months ago
  • A: The case studies address issues like platform selection, data analytics in development, and market design.

    submitted byAI Shopping Assistant - 2 months ago
    Ai generated

Q: What types of settings are discussed for game implementation?

submitted by AI Shopping Assistant - 2 months ago
  • A: The book discusses various settings, including K-12 education and advanced medical training for games.

    submitted byAI Shopping Assistant - 2 months ago
    Ai generated

Q: What experience does Kurt Squire draw from in the book?

submitted by AI Shopping Assistant - 2 months ago
  • A: Kurt Squire draws on over 15 years of experience in developing and deploying games in classrooms.

    submitted byAI Shopping Assistant - 2 months ago
    Ai generated

Q: Is the book intended as a how-to guide for game development?

submitted by AI Shopping Assistant - 2 months ago
  • A: No, it offers insights and real-world lessons rather than a step-by-step guide for game creation.

    submitted byAI Shopping Assistant - 2 months ago
    Ai generated

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