Module Details
Module Code: |
EDUC9027 |
Title: |
Narrative & Games for Learning
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Long Title:
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Narrative & Games for Learning
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NFQ Level: |
Expert |
Valid From: |
Semester 1 - 2016/17 ( September 2016 ) |
Field of Study: |
1420 - Education Studies
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Module Description: |
This module introduces students to the way narrative and new media can play a role in facilitating learning through game-based media. Students will gain an appreciation for the way narrative concepts such as story structure, characterisation, and prototype situations can logically underpin understanding of novel or unfamiliar information and events. The practical requirements of the module include students working on developing game objects as a way of designing and presenting educational material.
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Learning Outcomes |
On successful completion of this module the learner will be able to: |
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Learning Outcome Description |
LO1 |
Abstract key narrative concepts and structures from various media such as literature, film/photography, and digital games as well as models prominent in social and cognitive sciences. |
LO2 |
Articulate the tensions between narrative structure and the affordances of digital media where users participate in the construction of content through interaction. |
LO3 |
Critique game and story based learning objects/environments from a narrative, interactive and learning perspective. |
LO4 |
Design and develop prototypes for game-based learning objects and environments using a range of strategies. |
Dependencies |
Module Recommendations
This is prior learning (or a practical skill) that is strongly recommended before enrolment in this module. You may enrol in this module if you have not acquired the recommended learning but you will have considerable difficulty in passing (i.e. achieving the learning outcomes of) the module. While the prior learning is expressed as named MTU module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).
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Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module. You may not earn additional credit for the same learning and therefore you may not enrol in this module if you have successfully completed any modules in the incompatible list.
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No incompatible modules listed |
Co-requisite Modules
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No Co-requisite modules listed |
Requirements
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed. You may not enrol on this module if you have not acquired the learning specified in this section.
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No requirements listed |
Indicative Content |
Narrative Theory and Concepts
Narrative across media, the identification of common features of narrative in different media such as photography, literary content, film, animation, radio, music; the tension between narrative and play; deconstruction of concepts such as linearity in relation to narrative and games; narrative architecture in game design; a pedagogical perspective on narrative and story.
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Game Based Learning
Pedagogical frameworks, Recent approaches to game based learning and interactive storytelling; the development of Narrative Learning Environments (NLEs); character centred approaches to interactive learning content; narrative in the design of non-formal learning environments (e.g. museum, heritage, interactive and responsive architecture).
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Tools and Technologies
Tools for authors of interactive storytelling for education; proprietary and opensource software and engines/IDEs for interactive games and media including tools that support mobile environments such as, in particular, iOS and Android.
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Psychological and Pedagogical Aspects
Pedagogical frameworks (experiential learning theory, contructivism, connectionism etc.) Digital narrative learning environments. Computer and Video games and narrative. Pedagogical and psychological effects of story.
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Module Content & Assessment
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Assessment Breakdown | % |
Coursework | 100.00% |
Assessments
No End of Module Formal Examination |
Reassessment Requirement |
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.
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The University reserves the right to alter the nature and timings of assessment
Module Workload
Workload: Full Time |
Workload Type |
Contact Type |
Workload Description |
Frequency |
Average Weekly Learner Workload |
Hours |
Lecture |
Contact |
Theory-based Traditional Lectures |
Every Week |
1.00 |
1 |
Lab |
Contact |
Lab-based activities and demonstrations |
Every Week |
2.00 |
2 |
Independent Learning |
Non Contact |
Out of class students work, primarily focussed on assessment tasks |
Every Week |
2.50 |
2.5 |
Directed Learning |
Non Contact |
Readings and lecturer-directed explorations of relevant media, solutions etc. |
Every Week |
1.50 |
1.5 |
Total Hours |
7.00 |
Total Weekly Learner Workload |
7.00 |
Total Weekly Contact Hours |
3.00 |
Workload: Part Time |
Workload Type |
Contact Type |
Workload Description |
Frequency |
Average Weekly Learner Workload |
Hours |
Lecture |
Contact |
Theory-based Traditional Lectures |
Every Week |
0.50 |
0.5 |
Lab |
Contact |
Lab-based activities and demonstrations |
Every Week |
1.00 |
1 |
Independent & Directed Learning (Non-contact) |
Non Contact |
Out of class students work, primarily focussed on assessment tasks |
Every Week |
3.50 |
3.5 |
Directed Learning |
Non Contact |
Readings and lecturer-directed explorations of relevant media, solutions etc. |
Every Week |
2.00 |
2 |
Total Hours |
7.00 |
Total Weekly Learner Workload |
7.00 |
Total Weekly Contact Hours |
1.50 |
Module Resources
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Recommended Book Resources |
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Simon Egenfeldt-Nielsen. (2012), Understanding Video Games: The Essential Introduction, Routledge, [ISBN: 0415896975].
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Simon Egenfeldt-Nielsen. (2011), Beyond Edutainment: Exploring the Educational Potential of Computer Games, lulu.com, [ISBN: 1446768651].
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Richard Moore. (2011), Unreal Development Kit 3 Beginner's Guide, PACKT PUBLISHING, [ISBN: 1849690529].
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Thomas Mooney. Unreal Development Kit Game Design Cookbook, PACKT PUBLISHING, [ISBN: 1849691800].
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Bryan Bergeron,. (2006), Developing Serious Games, Charles River Media, [ISBN: 1584504447].
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edited by Marie-Laure Ryan. (2004), Narrative across media, University of Nebraska Press, Lincoln, p.Intro, Chaps 1, 4, 6, 12, 13, 14, [ISBN: 0803289936].
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Marie-Laure Ryan. (2006), Avatars of story, University of Minnesota Press, Minneapolis, [ISBN: 0816646864].
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Arthur Asa Berger. (1997), Narratives in popular culture, media, and everyday life, Sage Publications, Thousand Oaks, [ISBN: 0761903453].
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Laurel, B. (1986), "Interface as Mimesis". in D Norman and S Draper (Eds) User Centered System Design, p.67-85.
| Supplementary Book Resources |
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G Dettori (Editor), T Giannetti (Editor), A Paiva (Editor). (2006), Technology-Mediated Narrative Environments for Learning, [ISBN: 9077874151].
| Recommended Article/Paper Resources |
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Mott, B., Callaway, C., &
Zettlemoyer, L.. (1999), Towards narrative-centered learning
environments., AAAI,
| Other Resources |
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Online Software Training, Lynda,
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Software, Epic Games. Unreal Development Kit,
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Software, Unity Technologies. (2012), Unity 4,
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Software, YoYo Games. GameMaker: Studio,
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