Adam Ingram‐goble
Biographic Data
| ID | 4798613 |
|---|---|
| NAME | Adam Ingram‐goble |
| GIVEN NAMES | Adam |
| FAMILY NAME | Ingram‐goble |
| SIGNATURE | GOBLE A I |
| AFFILIATIONS | Indiana University Bloomington |
| VERIFIED | No |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 12 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2010 |
| LATEST PUBLICATION YEAR | 2010 |
| H-INDEX | 1 |
Pedagogical Dramas and Transformational Play
Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the player's knowledgeable actions shape an unfolding fiction within a designed world. Although traditionally, stories involve an author, a performer, and an audience, much of the power of videogames as m…
Transformational Play
Videogames are a powerful medium that curriculum designers can use to create narratively rich worlds for achieving educational goals. In these worlds, youth can become scientists, doctors, writers, and mathematicians who critically engage complex disciplinary content to transform a virtual world. Toward illuminating this potential, the authors advance the theory of transformational play. Such play involves taking on the role of a protagonist who …
Transformational Play
Videogames are a powerful medium that curriculum designers can use to create narratively rich worlds for achieving educational goals. In these worlds, youth can become scientists, doctors, writers, and mathematicians who critically engage complex disciplinary content to transform a virtual world. Toward illuminating this potential, the authors advance the theory of transformational play. Such play involves taking on the role of a protagonist who …
Pedagogical Dramas and Transformational Play
Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the player's knowledgeable actions shape an unfolding fiction within a designed world. Although traditionally, stories involve an author, a performer, and an audience, much of the power of videogames as m…
Transformational Play
Videogames are a powerful medium that curriculum designers can use to create narratively rich worlds for achieving educational goals. In these worlds, youth can become scientists, doctors, writers, and mathematicians who critically engage complex disciplinary content to transform a virtual world. Toward illuminating this potential, the authors advance the theory of transformational play. Such play involves taking on the role of a protagonist who …
Computer Science (2 works) · Digital Games and Media (2 works) · Educational Games and Gamification (2 works) · Psychology (2 works) · Sociology (2 works) · Teaching and Learning Programming (2 works) · Aesthetics (1 work) · Affordance (1 work) · Art (1 work) · Context (archaeology (1 work)