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The Literacy Project


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The pedagogical and design considerations given to the development of the Mythical World of Hīnātore, a literacy game designed to support students' learning of grammar and sentence construction. The project was jointly funded by Ako Aotearoa and the Manukau Institute of Technology.

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The Literacy Project

  1. 1. The Literacy Project Game Development
  2. 2. The Learning Space Creating a positive cognitive impression of and a sense of attachment to the learning space, through cultural relevancy, complexity, mystery and enchantment. Graetz, K. A. (2006) The psychology of learning environments. EDUCAUSE Review [online], 41 (6) pp. 60-75. Chapman D.D. & Stone S.J. (2010) Measurement of outcomes in virtual environments. Advances in Developing Human Resources [online]. 12 (6), pp. 665-680.
  3. 3. The Narrative Contextualising the learning goals, describing the mission and providing the cover story for game-play. Dickey, M.D. (2006) Game design narrative for learning: Appropriating adventure game design narrative devices and techniques for the design of interactive learning environments. Educational Technology Research and Development [online]. 54 (3), pp. 245–263. Colne, C. (2003) An anatomy of narrative curricula. Educational Researcher [online]. 32 (3), pp. 3-15.
  4. 4. The Game-Play A scaffolding approach that mimics the cascading information theory for game dynamics of creating a “simple but staged process to avoid information overload” (Schonfeld, 2010). Schonfeld, E. (2010) TechCrunch: SCVNGR's Secret Game Mechanics Playdeck. Available from:
  5. 5. The Role of the Tutor The tutor's role becoming more one of practitioner, mentor and actor alongside learners rather than aloof from the learning experience. de Freitas, S. and Neumann, T. (2009) The use of ‘exploratory learning’ for supporting immersive learning in virtual environments. Computers and Education [online]. 52, pp. 343-352.