The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience. Page: 13
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supporting the use of games for instruction and the learning outcomes that have
been attributed to digital learning games. Finally, it examines an emerging digital
game genre, the alternate reality game (ARG), and the relatively nascent
research on learning by designing digital games.
The third chapter provides a description of the GVP capstone design,
beginning with the front-end analysis of the learning outcomes, the alignment of
those outcomes with the problem scenario, and the selection of course content
based on this specific problem scenario. The chapter also details the
collaborative process employed in developing course materials and the resulting
course design, which differed somewhat from the original intentions of the
primary instructional designer.
The fourth chapter explains the research methods used to evaluate the
design, including the primary means of data collection and analysis as well as
their appropriateness for this study. The fifth chapter presents the results of the
study, aligning assertions grounded in the data with the research questions that
framed this evaluation. The final chapter explores the implications of the results
and discusses directions for future research.13
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Dondlinger, Mary Jo. The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience., dissertation, May 2009; Denton, Texas. (https://digital.library.unt.edu/ark:/67531/metadc10995/m1/22/: accessed April 23, 2024), University of North Texas Libraries, UNT Digital Library, https://digital.library.unt.edu; .