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Activity 3: Learning Through Game Design

Here is my part-game, part interactive-experimental-essay using the game-making platform, Twine.

I admit I went down a quite rabbit-hole with it. Something about Twine gave me a nostalgic joy, reminding me greatly of my youth spent building websites (Neopets' Pages and GeoCities) and pouring over Quizilla Stories. Rather than making a choose-your-own-adventure narrative (which this lends itself to very well) I got experimental and wanted to create something that flows like a conversation. I intentionally disabled the back-button and coded options to appear or disappear depending on what had already been discussed (such as, you will see, your options after the HOW passage. 

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Tips for Viewing:

  • There are embedded videos and a few sound effects, so being able to play audio is recommended.

  • There are three types of links (which, try as I might, could not figure out how to format differently). Some will result in text-reveals, or opening external links, or moving on to a new passage with no going back. Because of this, I strongly recommend you read everything before you click anything!

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Citations:

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Burke, Q. & Kafai, Y. (2014). Decade of game making for learning: From tools to communities. M. Angelides & H. Agius (Eds.) Handbook of Digital Games (pp. 689-709). New York: John Wiley & Sons, Inc.

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Godhe, A.-L., Lilja, P., & Selwyn, N. (2019). Making sense of making: Critical issues in the integration of maker education into schools. Technology, Pedagogy and Education, 28(3), 317–328. https://doi.org/10.1080/1475939X.2019.1610040 
 
Martin, L., Dixon, C., & Betser, S. (2018). Iterative Design toward Equity: Youth Repertoires of Practice in a High School Maker Space. Equity & Excellence in Education, 51(1), 36–47. https://doi.org/10.1080/10665684.2018.1436997

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Tran, K. M. (2016). “Her story was complex”: A Twine workshop for ten- to twelve-year-old girls. E-Learning and Digital Media, 13(5–6), 212–226. https://doi.org/10.1177/2042753016689635

© 2020 by Laura Ulrich.
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