2 resultados para mainstream

em University of Southampton, United Kingdom


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In this final week we will look at the tensions between ludology and narratology in games design, in effect how the agency of games has been reconciled with the dramatic requirements (and lack of agency) in narrative. I will argue that there are two broad approaches, the mainstream method of concentrating in the Fabula, and a method pioneered by many indie games of fusing narrative and play. We will look in more detail at what this might mean in terms of thematic cohesion, diegetic choices, and mechanics and metaphor. Finally we look at Spec Ops: The Line, as a rare example of a AAA title that takes this fusion approach. Looking at how the game uses many of the techniques we have explored.

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In this seminar slot, we will discuss Steve's research aims and plan. Massive open online courses (MOOCs) have received substantial coverage in mainstream sources, academic media, and scholarly journals, both negative and positive. Numerous articles have addressed their potential impact on Higher Education systems in general, and some have highlighted problems with the instructional quality of MOOCs, and the lack of attention to research from online learning and distance education literature in MOOC design. However, few studies have looked at the relationship between social change and the construction of MOOCs within higher education, particularly in terms of educator and learning designer practices. This study aims to use the analytical strategy of Socio-Technical Interaction Networks (STIN) to explore the extent to which MOOCs are socially shaped and their relationship to educator and learning designer practices. The study involves a multi-site case study of 3 UK MOOC-producing universities and aims to capture an empirically based, nuanced understanding of the extent to which MOOCs are socially constructed in particular contexts, and the social implications of MOOCs, especially among educators and learning designers.