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Table of Contents
Getting Started
José Bidarra
bidarra@gmail.com
1. Global Definitions
1.1 Edutainment Games
1.2 Serious Games
1.3 Location Aware Games
1.4 Global Reach Games
2. Categories/Genres
2.1 Traditional Games
2.2 Puzzle/Maze Games
2.3 Shooting/Arcade Games
2.4 Adventure/Quest Games
2.5 Action Games
2.6 Role-Playing Games
2.7 Programming Games
2.8 Creative/Model Building Games
2.9 Strategy Games
2.10 Simulation Games
2.11 Massively Multiplayer Online Games
2.12 Virtual Worlds
2.13 Layered Reality Games
2.13.1 Augmented Reality Games
2.13.2 Hybrid Reality Games
2.13.3 Alternate Reality Games
3. e-Learning Scenarios
3.1 Synchronous
3.1.1 Training of dialogue and articulation
3.1.2 Leading and conducting meetings
3.1.3 Courtroom conferencing and interaction
3.1.4 Business conferencing and interaction
3.1.5 Collaborative design in architecture
3.1.6 Health professional interaction practice
3.1.7 Surgery and operation theater practice
3.2 Asynchronous
3.2.1 Dynamic learning activities (e.g. driving a vehicle, operating a machine)
3.2.2 Active exploratory learning (e.g. archeology, history, CSI, detective work)
3.2.3 Goal oriented brainstorming (e.g. advertising, marketing)
3.2.4 Policy decision making (e.g. business, government, orgs)
3.2.5 Business decision making (e.g. marketing, sales, operational)
3.2.6 Process management (e.g. commerce, industry, communications)
3.2.7 Strategic planning (e.g. business, government, orgs)
3.2.8 Case study (e.g. business, sociology, health, ICT)
3.2.9 Project development
3.2.10 Experiential activities (e.g. laboratory, fiield trip)
3.2.11 Debating relevant issues (e.g. policy, business, academia)
3.2.12 Science modelling (e.g. chemistry, engineering)
3.2.13 Reporting, expressing and communicating (e.g. business, health, science)
3.2.14 Multimedia communications design
3.2.15 Web communications design
3.2.16 Scientific investigation
3.2.17 Basic systems interaction
3.2.18 Computer programming
3.2.19 Information systems design
3.2.20 Computer graphics design
3.2.21 Computer games design
3.2.22 Course management
3.2.23 Course implementation
3.2.24 Instructional design
3.2.25 Language laboratory
3.2.26 Self-managed lifelong learning
3.2.27 Cultural event management
3.2.28 Sports strategy and tactics
4. Game Therapy Uses
4.1 Attention Deficit and Hyperactivity Disorder (ADHD)
4.2 Anxiety and Autism Spectrum Disorders
5. Operational Workflow
5.1 Definition of objectives
5.1.1 Instructional objectives
Terminal
Intermediate
Enabling
5.1.2 Instructional strategies
Resources
Planning
5.2 Establishment of context
5.2.1 Task to be accomplished
5.2.2 Level of detail
5.2.3 Depth of content
5.2.4 Learner profile
5.3 Selection of tools/games
5.3.1 List of Basic Applications
Case Studying
Analytical Thinking
Hypotheses Construction
Concept Mapping
Strategy Development
Leadership Skills
Communications Skills
Multimedia Editing
Tactical Operation
Team Building
Art & Design
Brainstorming
Networking
Modelling
Multitasking
Decision Making
Creativity Stimulation
Problem Solving
Project Management
Process Management
Drill & Practice (simulations)
5.3.2 ACTIONS Model (Bates)
5.4 Experience design
5.4.1 Concept mapping
5.4.2 Activities
5.4.3 Interaction
5.5 Evaluation of outcomes
5.5.1 Data collection
5.5.2 Process analysis
5.5.3 Revision and alterations
Last updated:
06-04-2009