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What is Playcentric

Practices and Implementation of Gamification in Higher Education
Centering design processes on user (learner)-centered strategies. See Fullerton (2019) .
Published in Chapter:
Applying a Playcentric Design Process to Creating a First-Year Experience Course
Andrew M. Blick (Western Washington University, USA)
Copyright: © 2024 |Pages: 21
DOI: 10.4018/979-8-3693-0716-8.ch003
Abstract
Recent literature on the field of gaming and play in higher education has called for continued innovation and engagement with game-based curriculum and exploration of applications of game- and play-based learning in specific disciplines. In this chapter, the author describes the process of creating a first-year experience course based in game studies. Drawing from Fullerton's model of playcentric design, the author considered how to create a learning experience that simultaneously introduced students to the field of gaming studies and provided a solid foundation of academic literacies. This chapter includes a literature review of current research in the field of gaming and play in education; an overview of the curriculum the author developed for this learning experience, including highlights of learning activities, content, and materials; and discussion on building learning experiences around gaming and play.
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