IndexIndexAAffordance,18, 20, 25, 49, 51, 99, 124Anchoring process,60–63Appropriation,50, 51, 54–61Articulation,44, 132Attention,10, 78, 197BBoard games,5, 31, 111, 114, 117Boundary practice,41CChange management,10, 184Character representation,92female/male player characters,103representation(s),93, 97Children’s rights,68Citizen skills,68Collaborativedesign,23, 75, 179games,19information seeking,23reasoning,49, 59learning,23, 49, 52, 129, 156player collaboration,19Computer games,36, 37, 51, 52, 90–93, 101, 103, 104, 111, 114–116, 120, 121, 142commercial-off-the-shelf (cots),36, 48, 51–53evaluation,91, 105exemplification,91first-person shooter game,118illustration,91inquiry,91story-driven computer games,102competitive games,117Constructionism,89, 92, 93constructionist learning,101Content learning,89, 95, 101, 102Counter-strike,118–121Critical thinking,8, 49, 59, 68, 69, 71, 80, 84, 146Cultural heritage,115, 116Culture of recognition,23, 24Curiosity,91, 92, 98, 105Curricular topic,96, 97Curriculum,157, 163, 164, 173, 200DDesignco-design,4, 145, 161, 163, 174collaborative,19, 23, 75design-based research,3, 93, 123–125, 134, 141, 142, 161–164design-oriented perspective,23design-theoretic perspective,92, 93, 97interactive,18, 20, 24for learning,2, 3, 18, 22, 23, 30in learning,2, 3, 23,patterns,22re-design,23Dialoguedefinition,33dialogical pedagogy,124, 132–134dialogical reasoning,49dialogical thinking,73dialogism,47, 124, 127, 128Digital skills,93, 105Disruptive technologies,24Domain,29–45, 56, 61, 63, 123, 133, 158, 202translations across,30, 33, 38, 39, 43EEducationcitizenship,1, 47, 48, 61higher,201EIS simulation,179Elementary school,90, 93Epistemic frame,34Ethics,47, 48, 52, 59, 60, 63, 75, 128FFacilitator,183, 189, 190, 194, 195Fantasy,91, 92, 98, 105Feedback,185, 201Frame,69, 73, 81Framing,20, 23, 33, 113framing and disposition,111framing in relation to domains,34framing of actions,114, 115Foreign language teaching,162GGame (see also computer games)big “g” game,148definition,29educational game,51game genre,37game literacy,38game mechanics,182instructional game,19learning game,36, 142little “g” game,148role-playing game,19, 68, 72, 73, 79sandbox game,19serious game,21, 30strategy game,19, 22Game design,3, 5, 7, 17, 21, 29, 36, 89, 90, 92–97, 99, 101, 114, 121, 141, 147, 185, 197, 215game analysis,93game characters,93game designers,92, 93game design process analysis,93game development,93, 199,game narrative(s),89–95, 97–99, 101, 103, 105game-oriented,199,game story,92–95, 100game world,93, 97narrative skills,89, 90, 95, 101, 102, 105role-play games (RPGs),73Game maker workshop,21Game mode,21Game-based learning, game-oriented learning (see also learning, teaching),2, 6, 8, 10, 17, 22, 29, 35–39, 47, 49, 51, 55, 57, 61, 71, 123, 124, 130–133, 137, 142, 144, 147, 161, 179, 180, 196, 197Games and play,114Gamification,10, 71, 86, 144, 161, 164Global Conflicts: Latin America,36, 130Global Conflicts: Palestine,131Goal-oriented intentional activity,114Grand Theft Auto,38Grounded theory,145Group dynamics,180HHalf-life,118Hitman,216Hour of code,143IImmersive world,20Information communication technology (ICT),4, 50, 76, 174, 200Interactions, classroom interactions,94Interaction analysis,54Interaction design,4JJournalism,38KKahoot,53Knowledge representation,14–22LLearning (see also game-based learning)21st century skills,8, 17, 18, 24, 47, 61adult,180, 182collaborative,23, 52constructionism,89, 92, 141cross-curricular,105design based,203design for,22, 23design in,23distributed,24formal,18, 19, 22, 35incidental,20, 21informal,22, 35meaningful,17, 19, 21, 23outcomes,19–21, 24path,23principles,19problem oriented,23process,179production oriented,199project-based,22, 23, 40second language,161, 167signs of,23skills,212, 213space,18, 22, 23technology enhanced,23Learning and engagement,90–93, 89, 90, 105Lego mindstorms,143Ludus,152MMaker spaces,143Magic circle,113Mathematics,4, 7, 31, 32, 46, 90, 134Mediational means,49Media literacy,19Minecraft,3, 7, 131, 132, 134, 135Modulate moods,113, 114Moral dilemma,53Mother tongue education,31–34Motivation,62, 90, 92, 141, 147, 199, 201, 208extrinsic motivation,91, 147intrinsic motivation,91, 98, 147, 203self-determination,147, 203Multiliteracies,20, 47–49, 53, 58Multimodal,19, 21, 23, 24design,48knowledge representation,24literacy,19, 21, 48NNeverwinter nights,90Non-playing character NPC,101PPaidia,152, 153, 148Participatory,25, 26, 28, 51, 55, 62, 68–71position,73, 74, 82research,69–71Penumbra,36Play,111–122a special sphere and state of mind,113, 117definition,114feeling in body and mind,113meaningful play,114play dynamics,111, 116–118, 121, 122play equipment,111, 114, 115play studies,111play tools,111, 114–118player collaboration,19playful attitude,113purpose of play,112self-sustaining phenomenon,112social play dynamic,118state of being (in the world),111–113, 115, 121state of play,111, 113, 115–118, 120, 121Playful experiences,114, 120Positionality,50, 61Practice scaffolding interactive platform,40Problem-Based Learning (PBL),146, 156, 199, 201Production team,206Project management,207, 2016Purposive game productions,199QQuackle!,117RRational, rational reasoning,112Reflection,5, 8, 19, 24, 30, 31, 48, 58, 59, 79, 90, 91, 124, 133, 135, 179, 181, 188, 190, 194, 196Role-playing games,91RPG Maker VX Ace,94, 154Rules,113, 114, 116, 117, 126, 136, 144, 149, 152, 156, 158, 182, 183follow the rules,117SScenario,2, 3, 5, 8, 17, 18, 29–44scenario competence,31scenario-based education,5, 30scenario-based inquiry,30School setting, school context,89, 93, 98, 99, 105Scratch,7, 143, 152, 154–156, 158SCRUM,209, 214Self-determination theory,146, 203Self-esteem,90Sensitizing concepts,94Simulation,8, 17–21, 29–32, 39, 179–181archaeological excavation,17business simulation games,17case studies,17, 18practice simulation,44social simulation,17Social dimension,100social interactions,89, 90, 94, 104social organization,95social relationship(s),92students interactions,101Social studies,89, 90, 93Sociocultural approach,50, 128, 129Stereotypes,89, 105stereotypical design,95stereotypical view of players,103Story, stories,91storyline,98, 99story authoring tools,90storytelling,89, 91, 97Survey,207TTeachers, teachingteachers’ framing of game scenarios,33game-based teaching,52, 124, 130, 131, 135, 136pre- and post-game discussion,52, 62role of teachers,23, 41, 52, 127, 141, 161, 162, 174teacher training,161Team viewer,154The internet of things,207Theory of play dynamics,111, 118The Editorial Office,40The Walking Dead,52UUnity 3D,200VVideogames. see computer gamesVirtualcharacters,18chemistry,17engineering laboratories,17reality (VR),18, 206