Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/10555
DC FieldValueLanguage
dc.contributor.authorSiyahhan, Sinem-
dc.contributor.authorIngram-Goble, Adam A.-
dc.contributor.authorBarab, Sasha-
dc.contributor.authorSolomou, Maria-
dc.date.accessioned2017-11-22T15:01:58Z-
dc.date.available2017-11-22T15:01:58Z-
dc.date.issued2017-01-
dc.identifier.citationInternational Journal of Gaming and Computer-Mediated Simulations, 2017, vol. 9, no. 1, pp. 61-76en_US
dc.identifier.issn19423896-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/10555-
dc.description.abstractIn this paper, the authors argue that video games offer unique and pervasive opportunities for children to develop social dispositions that are necessary to succeed in the 21st century. To this end, they discuss the design of TavCats—a virtual role-playing game that aimed to engage children (ages 9 to 13) in understanding, acting upon, and coming to value being caring and compassionate. The authors' discussion takes the form of a design narrative through which they explain the connections between their theoretical commitments and design decisions. Specifically, they review four design elements they utilized in their design work: identity claims, boundary objects, profession trajectories, and cyclic gameplay. The authors briefly share their observations from a pilot study with children in an afterschool setting to illustrate how their design work might be realized in the world. They conclude their paper with a discussion of the implications of their work for designing educational video games for supporting social dispositions as well as academic learning, and future directions.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relation.ispartofInternational Journal of Gaming and Computer-Mediated Simulationsen_US
dc.rights© IGI Globalen_US
dc.subjectDesign Narrativeen_US
dc.subjectEducational Gamesen_US
dc.subjectGame-Based Learningen_US
dc.subjectGame Designen_US
dc.subjectSerious Gamesen_US
dc.subjectSocial Dispositionsen_US
dc.subjectSocial Learningen_US
dc.subjectTeaching Caring and Compassionen_US
dc.titleEducational games to support caring and compassion among youth: A design narrativeen_US
dc.typeArticleen_US
dc.collaborationCyprus University of Technologyen_US
dc.collaborationCalifornia State Universityen_US
dc.collaborationArizona State Universityen_US
dc.subject.categoryComputer and Information Sciencesen_US
dc.journalsSubscriptionen_US
dc.countryCyprusen_US
dc.countryUnited Statesen_US
dc.subject.fieldNatural Sciencesen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.4018/IJGCMS.2017010104en_US
dc.relation.issue1en_US
dc.relation.volume9en_US
cut.common.academicyear2016-2017en_US
dc.identifier.spage61en_US
dc.identifier.epage76en_US
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.grantfulltextnone-
item.cerifentitytypePublications-
item.fulltextNo Fulltext-
item.languageiso639-1en-
item.openairetypearticle-
crisitem.journal.journalissn1942-3896-
crisitem.journal.publisherIGI Global-
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