ABSTRACT
Computer role-playing games can provide a suitable vehicle for the teaching of certain subjects in a manner which can be engaging and immersive to students. In this paper, we describe our experiences developing such a game in a game design course at the University of Hawaii's Academy for Creative Media. The game in question, Ohana, was designed and developed over a number of semesters by students of the Narrative Game Design and Computer Game Production courses as well as a number of subject matter advisors who provided their talents and expertise to the project. The one-line pitch for the game was "a small, single-player World of Warcraft, set in a pre-contact Hawaiian village."
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- Gee, J. 2005. Why Video Games Are Good for Your Soul. Common Ground.Google Scholar
- Jenkins, H. 2003. To Inform AND Entertain, http://www.igda.org/columns/ivorytower/ivory_Oct03.phpGoogle Scholar
- Squire K. 2003. Cultural Framing of Computer/Video Games. http://www.gamestudies.org/0102/squire/Google Scholar
- Squire K., and Jenkins, H. 2003. Harnessing the Power of Games in Education, http://website.education.wisc.edu/kdsquire/manuscripts/insight.pdfGoogle Scholar
Index Terms
- Computer role-playing games as a vehicle for teaching history, culture, and language
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