Learning by producing

As we’re now quite close to our first deadline for the handbook in the GAMEiT-project, I’ll publish yet another draft.

Whereas the first draft chapter I published here was intended to provide an overview of the field of game based learning, this one is more specific.

Based on much of the writing on game literacy and the perspective of developing video games, I attempt to illustrate how the entire process of developing games in education is indeed a valuable entrepreneurial process involving a slew of skills and competences.

But hey, some people (who know me) would say, you’re no game developer?!

I fully acknowledge this, and I don’t intend to become one, really. I am very happy with my current position, navigating between and talking to researchers, game developers, consultants, educational practitioners – and people like myself, who are not easily categorizable.

What I do intend is therefore to “connect the dots”, creating an overview, showing how education can learn from what takes place outside the walls, and how developing games resonates with a wide array of skills and competences highly valued by contemporary society – also outside the game business.

Whereas I thus often position myself at a distance, trying to maintain an overview, my fabulous colleague and game master at GameIT College, Anders Vang Pedersen, is actually a game designer, and thus far better at the actual development. Much of what I describe has been carried out by Anders and merely observed by me.

Well, as always, any comments are welcome, and not least if you’re a game developer. Do I get anything completely wrong? Or do I miss important details? If you want to have a say in the handbook, I would love quotes from developers – either in the comments, via Twitter or just contact me.

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