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[This chapter dives into the specifics of creating the physical game with varying levels of technology. The chapter provides ways the reader can create a no-technology version of the curricular game. This no-tech version is then used to playtest the game with peers and with potential students. Once this feedback has been used to revise and refine the game, the chapter then discusses ways to repurpose technologies the reader is likely to be familiar with, such as PowerPoint, in order to make a low-technology version of the game. How to do this with medium technology, or technology readers may be unfamiliar with, and with programming, or high technology, is also explored.]
Published: Oct 20, 2016
Keywords: Video Game; Target Word; Game Play; Game Designer; Internal Link
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