2. Game worlds, game play and game
making as contexts for creativity,
production, and innovation
Skills, knowledge and understandings
called upon when students engage
with games or create games
3. Secondary Worlds as a
framework for analysis
Case study data
Field notes & observations
Student artefacts
Videos
Teachers blogs
Survey
Student interviews
9. Innovation
students / teachers / curriculum / professional development
SAMR model of innovation, Gamer Taxonomies, GPACK decision tool
10. Game Building as a context (Redefinition)
Game Play as a context (Modification)
Game Building as a process (Augmentation)
Game Play as a process (Substitution)
SAMR model