Distributed Teaching and Learning Systems in Dota 2

Teaching and learning are often distributed across many different sites and across time, and teachers and learners can intentionally create and customize trajectories through these encounters. However, we often tend to focus on one site or design for learning. Furthermore, we often fail to recognize the teaching acts used by games and only focus on the rich learning. This paper argues that we can think about “Big ‘T’ Teaching” (using Gee’s “Big ‘G’ Games as a model) where teaching is a distributed system; this view allows us to trace an “ecology” of teaching and learning systems (borrowing from Jenkins’s approach to media). Using the game Dota 2, this paper demonstrates one way of thinking about the way teachers and designers can make compelling, distributed systems of teaching that extend through and even beyond the game, and how players and learners can customize their learning experiences.

 

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