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Article
Gaming Design Thinking: Wicked Problems, Sufficient Solutions, and the Possibility Space of Games
Technical Communication Quarterly (2020)
  • Laquana Cooke, West Chester University of Pennsylvania
  • Lisa Dusenberry, Georgia Southern University
  • Joy Robinson
Abstract
The multiple conceptualizations of design thinking make it difficult to implement and teach in TPC, especially given classroom constraints. We propose a framework (mind-set and process) that balances knowing with the thinking/doing of design thinking. This framework is effectively implemented through game design. We demonstrate that game design increases students’ ability to iterate and solve macro- and micro-level problems along with their ability to approach unfamiliar or ill-structured tasks while facing such wicked problems.
Keywords
  • Classroom research,
  • computer-based learning,
  • curriculum design,
  • digital technologies,
  • pedagogical theory,
  • history of technical communication,
  • interaction design,
  • design of communication
Publication Date
Fall 2020
Citation Information
Laquana Cooke, Lisa Dusenberry and Joy Robinson. "Gaming Design Thinking: Wicked Problems, Sufficient Solutions, and the Possibility Space of Games" Technical Communication Quarterly (2020)
Available at: http://works.bepress.com/lisa-dusenberry/71/