The game studies practicum: applying situated learning to teach professional practices
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Vara_The game studies.pdf
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271.56 KB
Format
Adobe PDF
Checksum (MD5)
25b934280765e70264842a619efbc9a4
Author(s) •
Fernandez-Vara, Clara
Tan, Philip
Date Issued
November 2008
Journal
Proceedings of the 2008 Conference on Future Play Research, Play, Share (Future Play '08)
Publisher
Association for Computing Machinery (ACM)
Citation
Clara Fernandez-Vara and Philip Tan. 2008. The game studies practicum: applying situated learning to teach professional practices. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share (Future Play '08). ACM, New York, NY, USA, 25-32.
Version
Author's final manuscript
Abstract
The inclusion of a practicum is one of the main challenges in the game studies curriculum, especially when it comes to teaching professional practices to students. This paper presents how professional management methodologies (Scrum, in this case) can be related to models of Situated Learning, as we demonstrate through our case study, the Singapore-MIT GAMBIT Game Lab. Being aware of the connections and the pedagogical potential of professional practices can improve both how we teach and how our students learn how game development works. In our case study we also propose ways in which the practicum can be related to research in videogames.
MIT Department
Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing
Terms of Use
Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use.
Persistent DSpace Link
DOI of Published Version
https://doi.org/10.1145/1496984.1496990