Using case studies as the narrative to game design and development

Len Annetta, James Minogue, Shawn Holmes, Meng-Tzu Cheng, Elizabeth Folta, Marta Klesath

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

This chapter will provide concrete examples of how a research group at North Carolina State University is using case studies as the narrative/backstory for video game design and development. The chapter will begin with a background on video games for learning, followed by a description of case-based learning, and will conclude with five specific examples from games created through three different funded projects. The first example is a simulated case where a haptic feedback device was used to enhance student learning. The second case was derived from a video case on racial and ethical sensitivity. Cases on training and development for adult learners are explained in the next two descriptions. Finally, a case from a field trip was turned into a game for entomology students.

Original languageEnglish
Title of host publicationDigital Simulations for Improving Education
Subtitle of host publicationLearning Through Artificial Teaching Environments
PublisherIGI Global
Pages188-206
Number of pages19
ISBN (Print)9781605663227
DOIs
Publication statusPublished - 2009 Dec 1

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All Science Journal Classification (ASJC) codes

  • Social Sciences(all)

Cite this

Annetta, L., Minogue, J., Holmes, S., Cheng, M-T., Folta, E., & Klesath, M. (2009). Using case studies as the narrative to game design and development. In Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments (pp. 188-206). IGI Global. https://doi.org/10.4018/978-1-60566-322-7.ch010