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Browsing by Subject "game design"

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    Designing Games for Your Classroom - A Basic Primer
    (2023) Maixner, Gary
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    Embrace Failure, Emphasize Practice: Bringing Gamification into the Language Classroom
    (Office of the Vice Chancellor for Research, 2016-04-08) Swanfeldt-Stout, Erica
    Gamification incentivizes individual learning, promotes greater learner autonomy, and places an emphasis on objective completion by making learning engaging and relevant for students. Gamification is the application of game design elements in non-game contexts with the aim of making something ordinary both fun and rewarding. Components of gamification include accumulative grading, do overs, badges, levels, and sometimes leaderboards. In the classroom, this approach provides a learning environment built to use specific calibration that bridges the gap between what the student knows and what they need to learn. Beyond maintaining the zone of proximal development, this approach fosters persistence by embracing failure. Students are given the chance to redo tasks, thereby turning a failed attempt into an opportunity for success by examining what went wrong and attempting the task again. This is especially important in language classrooms where students’ uptake of the target language is shown to be facilitated by their own language production, regardless of immediate accuracy, because mistakes are viewed as learning opportunities. Beyond the classroom, this approach offers a real-world application to problem-solving and promotes practice as a learning exercise.
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    Make Fun of Learning!
    (2020-04-29) Maixner, Gary
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    Make It Easy, Make It Quick: Using InDesign and Photoshop to Iterate and Prepare your Game for Publication
    (2019-07-11) Maixner, Gary
    Printing a tabletop game of your own design through a print-on-demand service can be an affirming experience, but comes with a series of challenges that are unique to game design. This presentation will demonstrate how to take advantage of the mail merge tools in Adobe InDesign to prepare game assets to be uploaded and printed via on-demand printing services. Participants will learn how to properly format a spreadsheet, use Adobe InDesign for rapid iteration, and then use Photoshop to finish the process. Participants will also learn how to upload their materials to “The Game Crafter,” to be printed.
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    Marvel at the Power of Action Comics: Lessons Comics can Teach Game Designers about Art
    (2020 Teach, Play, Learn Conference, 2020-06-26) Maixner, Gary
    Aesthetics of a board game is one of the most important aspects of the playing experience. The process for creating art can be challenging, especially when considering that the art needs to be truly reflective of the game object that is a part of. Luckily, there is another medium that excels at conveying information in a single panel: comics. This talk will discuss some of the lessons that comics can teach game designers about how to structure a panel (or card) for maximum impact and how to take advantage of dynamic figures to sell any action.
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    Search&Destroy: Brief words about game design for information literacy instruction
    (2017) Maixner, Gary R.; Kermit-Canfield, Mari
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