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EDUC9027 - Narrative & Games for Learning

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Title:Narrative & Games for Learning
Long Title:Narrative & Games for Learning
Module Code:EDUC9027
 
Credits: 5
NFQ Level:Expert
Field of Study: Education Studies
Valid From: Semester 1 - 2016/17 ( September 2016 )
Module Delivered in 1 programme(s)
Module Coordinator: ROSE MC GRATH
Module Author: PAUL JAMES GREEN
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.
Learning Outcomes
On successful completion of this module the learner will be able to:
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.
Pre-requisite learning
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 CIT module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).
No recommendations listed
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.
No incompatible modules listed
Co-requisite Modules
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.
No requirements listed
Co-requisites
No Co Requisites listed
 

Module Content & Assessment

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.
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).
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.
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.
Assessment Breakdown%
Course Work100.00%
Course Work
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Presentation Outline of a group-based prototype concept for a game-based learning object/environment with a supporting written component that underlines the conceptual and theoretical rationale for the work. 1,2,3,4 40.0 Week 7
Practical/Skills Evaluation Submission of a prototype interactive learning object / environment with a written element to support the technical and creative decisions adopted during the process (note: this is an individual submission) 1,2,3,4 60.0 Sem End
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.

The institute reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Workload Description Hours Frequency Average Weekly Learner Workload
Lecture Theory-based Traditional Lectures 1.0 Every Week 1.00
Lab Lab-based activities and demonstrations 2.0 Every Week 2.00
Independent Learning Out of class students work, primarily focussed on assessment tasks 2.5 Every Week 2.50
Directed Learning Readings and lecturer-directed explorations of relevant media, solutions etc. 1.5 Every Week 1.50
Total Hours 7.00
Total Weekly Learner Workload 7.00
Total Weekly Contact Hours 3.00
Workload: Part Time
Workload Type Workload Description Hours Frequency Average Weekly Learner Workload
Lecture Theory-based Traditional Lectures 0.5 Every Week 0.50
Lab Lab-based activities and demonstrations 1.0 Every Week 1.00
Independent & Directed Learning (Non-contact) Out of class students work, primarily focussed on assessment tasks 3.5 Every Week 3.50
Directed Learning Readings and lecturer-directed explorations of relevant media, solutions etc. 2.0 Every Week 2.00
Total Hours 7.00
Total Weekly Learner Workload 7.00
Total Weekly Contact Hours 1.50
 

Module Resources

Recommended Book Resources
  • Simon Egenfeldt-Nielsen 2012, Understanding Video Games: The Essential Introduction, Routledge [ISBN: 0415896975]
  • Simon Egenfeldt-Nielsen 2011, Beyond Edutainment: Exploring the Educational Potential of Computer Games, lulu.com [ISBN: 1446768651]
  • Richard Moore 2011, Unreal Development Kit 3 Beginner's Guide, PACKT PUBLISHING [ISBN: 1849690529]
  • Thomas Mooney, Unreal Development Kit Game Design Cookbook, PACKT PUBLISHING [ISBN: 1849691800]
  • Bryan Bergeron, 2006, Developing Serious Games, Charles River Media [ISBN: 1584504447]
  • edited by Marie-Laure Ryan 2004, Narrative across media, University of Nebraska Press Lincoln [ISBN: 0803289936]
  • Marie-Laure Ryan 2006, Avatars of story, University of Minnesota Press Minneapolis [ISBN: 0816646864]
  • Arthur Asa Berger 1997, Narratives in popular culture, media, and everyday life, Sage Publications Thousand Oaks [ISBN: 0761903453]
  • Laurel, B 1986, "Interface as Mimesis". in D Norman and S Draper (Eds) User Centered System Design
Supplementary Book Resources
  • G Dettori (Editor), T Giannetti (Editor), A Paiva (Editor) 2006, Technology-Mediated Narrative Environments for Learning [ISBN: 9077874151]
Recommended Article/Paper Resources
Other Resources
 

Module Delivered in

Programme Code Programme Semester Delivery
CR_HELDE_9 Master of Arts in E-Learning Design and Development 1 Mandatory

Cork Institute of Technology
Rossa Avenue, Bishopstown, Cork

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Email: help@cit.edu.ie