Playfixing Broken Games: A Design-Oriented Activity for Engaging in Designerly Ways of Thinking

Luis E. Pérez-Cortés, Yuchan Gao, T. Kessner, Jeremy Bernier, Elisabeth R. Gee
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Abstract

Designing games from the ground up is a popular activity for helping students think in designerly ways. Despite their benefits, such game design activities may place higher-than-anticipated demands on cognitive and institutional resources. In an effort to alleviate these demands, this study explored how playing and fixing partially completed games may elicit engagement with designerly thinking. This paper reports on the results of examining participants' talk during a playfixing activity in which, rather than designing wholesale, participants mended incomplete or “broken” tabletop games. Results suggest participants focused on problem identification, demonstrated quick and sustained engagement with thinking like designers, and drew from designerly modes non-linearly. These results illustrate that broken games may hold potential as accessible alternatives for helping learners think in designerly ways.
修复破损游戏:设计师思维方式的设计导向活动
从头开始设计游戏是帮助学生以设计师的方式思考的一种流行活动。尽管有这些好处,但这些游戏设计活动可能会对认知和制度资源提出高于预期的要求。为了缓解这些需求,本研究探讨了玩和修复部分完成的游戏如何引发设计师思维的参与。本文报告了在游戏修复活动中参与者谈话的结果,在该活动中,参与者修复不完整或“损坏”的桌面游戏,而不是设计批发。结果表明,参与者专注于问题识别,表现出像设计师一样快速和持续地参与思考,并非线性地从设计师模式中汲取灵感。这些结果表明,破碎的游戏可能是帮助学习者以设计师的方式思考的可行选择。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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