What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Making dead history come alive through mobile game-play
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Explore! possibilities and challenges of mobile learning
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Re-experiencing history in archaeological parks by playing a mobile augmented reality game
OTM'07 Proceedings of the 2007 OTM confederated international conference on On the move to meaningful internet systems - Volume Part I
Alternate reality games: a realistic approach to gaming on campus?
Proceedings of the 38th annual ACM SIGUCCS fall conference: navigation and discovery
An EUD Approach to the Design of Educational Games
International Journal of Distance Education Technologies
A guideline for game development-based learning: a literature review
International Journal of Computer Games Technology
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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."