Adam Ingram-Goble
Indiana University Bloomington
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Featured researches published by Adam Ingram-Goble.
Educational Researcher | 2010
Sasha A. Barab; Melissa Gresalfi; Adam Ingram-Goble
Videogames are a powerful medium that curriculum designers can use to create narratively rich worlds for achieving educational goals. In these worlds, youth can become scientists, doctors, writers, and mathematicians who critically engage complex disciplinary content to transform a virtual world. Toward illuminating this potential, the authors advance the theory of transformational play. Such play involves taking on the role of a protagonist who must employ conceptual understandings to transform a problem-based fictional context and transform the player as well. The authors first survey the theory and then ground their discussion in two units that, as part of their design-based research methodology, have simultaneously given rise to and been informed by their theory of transformational play. They close with a discussion of research and design challenges.
International Journal of Gaming and Computer-mediated Simulations | 2010
Sasha A. Barab; Melissa Gresalfi; Tyler Dodge; Adam Ingram-Goble
Education is about revealing possibility and exciting passions, empowering learners with the disciplinary expertise to meaningfully act on problematic contexts in which applying disciplinary knowledge is important. Toward this end, we have been using gaming methodologies and technologies to design curricular dramas that position students as active change agents who use knowledge to inquire into particular circumstances and, through their actions, transform the problematic situation into a known. Unlike more traditional textbooks designed to transmit facts or micro-stories, our focus is on building interactive experiences in which understanding core concepts, such as erosion or the idea of metaphor, and seeing oneself as a person who uses these to address personally meaningful and socially significant problems is valued. It is the explicit goal of this manuscript to communicate this power of educational videogames, as well as the design steps that we have been using to make this happen. DOI: 10.4018/jgcms.2010010102 18 International Journal of Gaming and Computer-Mediated Simulations, 2(1), 17-30, January-March 2010 Copyright
Mind, Culture, and Activity | 2010
Sasha A. Barab; Tyler Dodge; Adam Ingram-Goble; Patrick Pettyjohn; Kylie Peppler; Charlene Volk; Maria Solomou
Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the players knowledgeable actions shape an unfolding fiction within a designed world. Although traditionally, stories involve an author, a performer, and an audience, much of the power of videogames as media for advancing narrative springs from their affordance for the player to occupy more than one role—and sometimes all three—simultaneously. In the narratively rich videogames that we design, players have the opportunity to perform actions, experience consequences, and reflect on the underlying social values that these situations were designed to engage, affording a type of narrative transactivity. Elsewhere we have discussed designing these media as contexts for engaging academic content; here we illuminate the power of videogames to engage children in ideological struggles as they are experienced in game-based adaptations of classic literature. Toward this end, we present our theoretical argument for the power of games as a contemporary story medium, grounding this discussion in the context of two game design projects and their implementations. Implications are discussed in terms of the potential of immersive, interactive media—videogame technology, in short—for achieving wide-ranging educational ends.
international conference on interactive digital storytelling | 2009
Sasha A. Barab; Tyler Dodge; Adam Ingram-Goble; Charlene Volk; Kylie Peppler; Patrick Pettyjohn; Maria Solomou
Whereas traditionally stories involve an author, a performer, and an audience, much of the power of videogames as media for advancing narrative springs from their affordance for the player to occupy more than one role--and sometimes all three--simultaneously. In the narratively-rich videogames that we design, players have the opportunity to perform actions, experience consequences, and reflect on the underlying social values that these situations were designed to engage. Here, our focus is on the use of these games to engage children in experiencing ideological struggles associated with realizing social commitments. Toward this end, we will present our theoretical argument for the power of games as a contemporary story medium, grounding this discussion in the demonstration of three game design projects and their implementations.
Science Education | 2007
Sasha A. Barab; Steve Zuiker; Scott J. Warren; Daniel T. Hickey; Adam Ingram-Goble; Eun Ju Kwon; Inna Kouper; Susan C. Herring
Journal of Science Education and Technology | 2009
Sasha A. Barab; Brianna Scott; Sinem Siyahhan; Robert L. Goldstone; Adam Ingram-Goble; Steven J. Zuiker; Scott J. Warren
Journal of Science Education and Technology | 2009
Daniel T. Hickey; Adam Ingram-Goble; Ellen M. Jameson
Archive | 2009
Sasha A. Barab; Adam Ingram-Goble; Scott J. Warren
international conference of learning sciences | 2008
Melissa Gresalfi; Adam Ingram-Goble
international conference of learning sciences | 2010
Sasha A. Barab; Melissa Gresalfi; Anna Arici; Patrick Pettyjohn; Adam Ingram-Goble