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Opportunities games
provide for creativity,
production, and innovation
Dr Jason Zagami
Griffith University
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
Secondary Worlds as a
framework for analysis
Case study data
Field notes & observations
Student artefacts
Videos
Teachers blogs
Survey
Student interviews
Creativity
learning contexts, identity development, rankings, modding, co-creation, game making
Rapid Problem Solving, Risk Taking, Simulation
Rapid Problem Solving
Risk Taking
Simulation
Production
fan fiction, collaborative writing (fiction/non fiction), cosplay/
avatars, machinima, performative representations, game making
Innovation
students / teachers / curriculum / professional development
SAMR model of innovation, Gamer Taxonomies, GPACK decision tool
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
Gamer Taxonomies
Students Teachers
Recreation Education
Playnomics, 2012
TPACK model
Mishra & Koehler, 2006
GPACK model
Opportunities games
provide for creativity,
production, and innovation
Dr Jason Zagami
Griffith University

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