To extend our contribution, we added 120 hybrid play products from a market report. Hence, we performed a systematic literature review covering related research published between 20. Our primary research goal aimed to develop tools and methods to assist the community in developing such interactions. We supposed both industries could benefit with hybrid design approaches from product concepts. Hybrid play systems are complex design artefacts since they use real and virtual information, so they present new challenges to both designers and developers. In such scenarios user access the system using toys as input/output, thus, these consist of playful user interfaces. The 4 parts of this thesis, collectively, are a manifestation of the findings in the written component, which suggests that video games, through their innate interactivity via the inclusion of multimedia as part of their design, hold critical implementation frameworks for course-based instructional design, when multimedia is used as part of the instructional process.īoth toy and games industries are investing in hybrid play products. LINK: This thesis highlights the teaching practices surrounding video game design principles, while emulating those design principles as part of the instructional design, and submitted materials. There are 4 parts to this thesis: 1) A traditional written document 2) A 15-module online course in video game design entitled Gaming, Interactive, and Multiplatform Media LINK: 3) 15 summary videos of the online course in video game design LINK: 4) The performative creation-as-research dissertation presentation. My work examines the semiotics & cultural nuances of multimedia and interactivity within the context of instruction, focusing on theoretical and practical representations in video game design. This research methodology recognizes an interconnected process of creation and research as part of the development of artifacts that aim to directly enhance the discourse of a specified discipline. With this dissertation, I developed the first creation-as-research thesis accepted in the Department of Education at Concordia University in Montreal, Quebec.
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