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Session Type: Symposium
This symposium aims to generate discussion and understanding of design-based research (DBR) in gaming and virtual environments. Three empirical reports employing DBR give the symposium depth and structure: Studies of 1) thirty tweenage girls in designing a mother's day game, media, and robots; 2) fifteen elementary students testing a new educational video game; and 3) nineteen young adults within an immersive virtual environment. A fourth methodological paper connects DBR with design and engineering cognition and ethical know-how. Arguably, new technologies along with a return of DIY or maker culture invite or configure everyone to employ inventive practices or “designerly ways of knowing.” Design now marks interaction with new technologies, making DBR increasingly important and relevant.
Girls Designing Games, Media, Robots, Selves, and Culture - Paula MacDowell, The University of British Columbia
Designing an Educational Game (Heroes of Math Island): An Exploratory Study of Emotion and Learning - Mirela Gutica, British Columbia Institute of Technology
Designing Immersive Language-Learning Environments in Virtual Worlds - Yifei Wang, The University of British Columbia
Design-Based Research, Design and Engineering Cognition, and Ethical Know-How - Stephen Petrina, The University of British Columbia; Franc H. Feng, The University of British Columbia