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Merging Gameplay and Learning in Educational Game Design: The Gameplay Loop Methodology in Antura and the Letters
Merging Gameplay and Learning in Educational Game Design: The Gameplay Loop Methodology in Antura and the Letters
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Merging Gameplay and Learning in Educational Game Design: The Gameplay Loop Methodology in Antura and the Letters
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Merging Gameplay and Learning in Educational Game Design: The Gameplay Loop Methodology in Antura and the Letters
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Merging Gameplay and Learning in Educational Game Design: The Gameplay Loop Methodology in Antura and the Letters
Merging Gameplay and Learning in Educational Game Design: The Gameplay Loop Methodology in Antura and the Letters
Conference Proceeding

Merging Gameplay and Learning in Educational Game Design: The Gameplay Loop Methodology in Antura and the Letters

2018
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Overview
The field of game design for educational content lacks a focus on methodologies that merge gameplay and learning. Existing methodologies typically fall short in three ways: they neglect the unfolding of gameplay through players' actions over a short period of time as a significant unit of analysis; they lack a common consideration of game and learning mechanics; and they falsely separate the acts of playing and learning. This paper suggests the Gameplay Loop Methodology as a valuable tool for the design of game-based learning, because it addresses these major shortcomings. A case study of the design and production phases of Antura and the Letters, a literacy game for Arabic refugee children, illustrates the uses of the Gameplay Loop Methodology.