دانلود رایگان مقاله ماجراهای متنی: توسعه بازی و نوشتن در کلاس درس در مقطع کارشناسی

عنوان فارسی
ماجراهای متنی: توسعه بازی و نوشتن در کلاس درس در مقطع کارشناسی
عنوان انگلیسی
Textual Adventures: Writing and Game Development in the Undergraduate Classroom
صفحات مقاله فارسی
0
صفحات مقاله انگلیسی
13
سال انتشار
2015
نشریه
الزویر - Elsevier
فرمت مقاله انگلیسی
PDF
کد محصول
E3102
رشته های مرتبط با این مقاله
مهندسی فناوری اطلاعات
گرایش های مرتبط با این مقاله
اینترنت و شبکه های گسترده
مجله
کامپیوتر و ترکیب - Computers and Composition
دانشگاه
دانشگاه غرب ویرجینیا
کلمات کلیدی
بازی های ویدئویی، نوشتن آموزش، توسعه، نرم افزار، روایت، نوشتن حرفه ای، نگارش فنی
چکیده

Abstract


Building on scholarship in video game studies, this article argues that rather than writing about games as textual artifacts or playing games to reveal what they can teach us about writing, we should design curricula that introduce students to all of the writing that supports a successful game. The broader claim is that good writing leads to good software. In this case the software in question just happens to be a video game. The software and information technology industries value skilled writers, and those involved with writing pedagogy should continue to explore new methods for preparing students for these opportunities. Building on existing narratological approachesto teaching gamesisrecommended as a place to begin. This article documents a specific endeavor to teach writing through software and game development. The article demonstrates how students experience the entire software development life cycle and its many writing challenges while developing their own text-based adventure games from the ground up.

نتیجه گیری

7. Conclusions


As often as possible throughout the semester connections were presented between the work of the student developers and where their work would fall in relation to a software development life cycle such as Microsoft’sframework. Eyman’s original observation that games were “constructed systems” just like “any computer application” was reinforced frequently. Establishing that connection meant that students could see more practically how the writing they produced in support of their games was transferable and useful to the development of any constructed system. Of course students also met the challenge of conceptualizing and managing the development of their own systems. But, they did not meet that challenge alone. The role of the writing instructor as project manager meant the students had assistance navigating the creative development of their games and had access to a leader to show them how to manipulate a combination of top-down and bottom-up methods. I believe that the skills students acquire in a course dedicated to writing and game development are valuable to employers and that the software industry haslong recognized the difficulty of the tasks students complete to begin and finish a game.


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