Deadline: September 15, 2020
Purpose
Gaming is taughtacross multiple content areas (e.g., media studies, education, computer science, design, etc.) and multiple contexts (k-12, undergrad, grad, vocational ed, professional development). However, we don't always share syllabi, teaching strategies, or best practices in the teaching of games. Arguably you can do a Google search to find some syllabi; however, sometimes those syllabi are outdated. They are skeletal structures missing content, or they fail to include deep and rich instructor perspectives. The goal of this edited book is to bring together faculty that teach gaming to share such content.
Each chapter would include multiple parts. For instance:
- Teaching objectives - what are the main goals of the course
- Teaching pedagogy - how do you approach teaching and learning
- Teaching best practices - what have you learned works best; what has failed
- Teaching tools - what tools do you use and why
- Teaching syllabi - each chapter ends with a syllabusthat is enhanced(moves beyond bare bonesto include greater detail)
- Book organization would be by content area (e.g., game programming, topical focilike music or art, education, etc.).
Details
To be considered: please submit a 250-word abstract by September 15 that includes:
- Author Name(s)
- Title of course
- Course keywords (e.g., content area like computer science or design, context like grad vs. undergrad, and medium like online or face-to-face).
- Brief description of course
Full chapters would be due December 1, 2020. Accepted chapters will receive a complete template to support writing. The book will be published open access with Creative Commons licensing.