Well Played -- Vol. 8, No. 1

The papers included in this special issue of Well Played were first presented as "well played" sessions during the 2018 Connected Learning Summit, held at the Massachusetts Institute of Technology, in August, 2018. In addition to this special issue, short abstracts associated with each paper are also included in the Proceedings of the 2019 Connected Learning Summit (ETC Press, 2019). <br>- The Logical Journey of Reimagining “Zoombinis”: Adventure, Research, and Computational Thinking - <i>Dr. Jodi Asbell-Clarke, David Libby, Sarah Ditkoff, Peter Stidwill, &amp; Scot Osterweil</i><i><br></i><i>- </i>The Architecture of Assassin’s Creed II’s Florence: An Analysis with the History-Game Relations (HGR) Framework -<i> Gabriele Aroni</i><i><br></i><i>- </i>Players as Transitional Characters: How Youth Can “Breakaway” from Gender-Based Violence<i> - Hua Wang, Yishin Wu, Ji Hye Choi, &amp; Ann DeMarle</i><br>- Hearthstone: Managing Randomness and Collectible Card Game Playing as Collective Cognitive Achievement - <i>Nicholas Persa, Kurt Squire &amp; Mike Tissenbaum</i><br>

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Publication Details

Journal
Figshare
Published
2024-10-28
DOI
https://doi.org/10.1184/r1/7680920.v1
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Well Played -- Vol. 8, No. 1

1 citations
Figshare
Educational Games and Gamification
0.79
article

Well Played -- Vol. 8, No. 1

article en
1 citations

Abstract

The papers included in this special issue of Well Played were first presented as "well played" sessions during the 2018 Connected Learning Summit, held at the Massachusetts Institute of Technology, in August, 2018. In addition to this special issue, short abstracts associated with each paper are also included in the Proceedings of the 2019 Connected Learning Summit (ETC Press, 2019). <br>- The Logical Journey of Reimagining “Zoombinis”: Adventure, Research, and Computational Thinking - <i>Dr. Jodi Asbell-Clarke, David Libby, Sarah Ditkoff, Peter Stidwill, &amp; Scot Osterweil</i><i><br></i><i>- </i>The Architecture of Assassin’s Creed II’s Florence: An Analysis with the History-Game Relations (HGR) Framework -<i> Gabriele Aroni</i><i><br></i><i>- </i>Players as Transitional Characters: How Youth Can “Breakaway” from Gender-Based Violence<i> - Hua Wang, Yishin Wu, Ji Hye Choi, &amp; Ann DeMarle</i><br>- Hearthstone: Managing Randomness and Collectible Card Game Playing as Collective Cognitive Achievement - <i>Nicholas Persa, Kurt Squire &amp; Mike Tissenbaum</i><br>

Figshare
Carnegie Mellon University (US)
Gender equality
Openalex Percentile: Top 20%
Educational Games and Gamification
0.79
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Well Played -- Vol. 8, No. 1 · Figshare (2024) | TGRS Research Map | TGRS