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        <title><![CDATA[Ming-Wei LEE : Weblog items tagged with narrative]]></title>
        <description><![CDATA[The weblog for Ming-Wei LEE, hosted on Holyrood Park.]]></description>
        <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/cuteduck0528/weblog/</link>        
        <item>
            <title><![CDATA[Narrative and game design in the environment of Labyrinth]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/cuteduck0528/weblog/7654.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/cuteduck0528/weblog/7654.html</guid>
            <pubDate>Mon, 27 Feb 2012 21:40:09 GMT</pubDate>
		<dc:subject><![CDATA[game design]]></dc:subject>
		<dc:subject><![CDATA[narrative]]></dc:subject>
		<dc:subject><![CDATA[Labyrinth]]></dc:subject>
            <description><![CDATA[  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&lsquo;The importance of narrative in game-based learning is that it provides a cognitive framework for problem-solving&rsquo;. (Dickey, 2000 p.131) To be precise, the narrative design provides the learners some hints about the scenario behind and actively involved them in the game environment. </span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Therefore, regarding the digital games, there are two ways of approaches to the narrative game design, and they can be listed as below.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">1. Quest: Hero&rsquo;s journey, storyline with task to be completed by a character, and followed by a starting point and an ending point.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">2. Plot hooks: The storyline is conducted by revealing unanswered questions and uncertainties. It allows players to choose actions to activate responses from the scenes. </span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">As it can be seen that the platform of Labyrinth allows people to investigate the learning process and unique learning path by clicking one of the options provided, I think it can be considered as a method to create through the Plot hook approach or similarly.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Furthermore, if the designer intent to involve a &lsquo;Quest&rsquo; approach to a course on the environment of Labyrinth, it is also possible to adopt both ways (quest and plot hooks) to the game design.</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">&nbsp;</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Reference:</span></p>  <p style="margin:0cm 0cm 0pt"  class="MsoNormal"><span style="font-family: 'Times New Roman','serif'">Dickey, M., 2000. <em>Murder on Grimm Isle: The design of a Game-based Learning Environment</em>. In: Freitas, S., &amp; Maharg, P. eds., 2010, <em>Digital Games And Learning</em>, London : Continuum. Ch.6.</span></p>  ]]></description>
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