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In Event: CLT - Game Design, Personalized Learning and Personal Response Systems in Higher Education
In this deductive qualitative case study, researchers observed the interactions of undergraduate students in a Capstone Game Design Class at a mid-Atlantic University. The researchers found that all facets of the collaborative framework to include governance, administration, organizational autonomy, mutuality, and norms were represented in ethnographic observations and focus group sessions (Thomson et al., 2007). Specific findings regarding the collaborative game design process as well the social and cultural dimensions of game design are discussed.
Helen Fake, George Mason University
Jennifer Whiteman, George Mason University
Brenda Bannan, George Mason University