Academic literature on the topic 'Video game design'

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Journal articles on the topic "Video game design"

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Nadir, Hamid. "Learning game design while playing games." Journal of Technology-Integrated Lessons and Teaching 3, no. 1 (2024): 3–20. http://dx.doi.org/10.13001/jtilt.v3i1.8485.

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This course investigated game design competencies of graduate students as they engaged in gameplay and learned about game-related concepts, including gamified approaches, game-based learning (GBL), design thinking, maker technologies, and game designs. Students were introduced to the week's topic beforehand and collaborated on design projects during class sessions. Students played a different game each week, focusing mainly on game mechanics. Through the utilization of foundational readings, video tutorials, discussions, assignments, and guidance from the instructor and a guest speaker, studen
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Italo, Felipe Capasso-Ballesteros, and De la Rosa-Rosero Fernando. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería, Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. https://doi.org/10.17533/udea.redin.20200369.

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<em>Machinations Ruleset Generator&nbsp;</em>(MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the particip
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Tobing, Deddy Stevano H. "Game Design dalam proses Design Thinking, sebuah model pengembangan video game untuk menunjang pariwisata." JoMMiT : Jurnal Multi Media dan IT 7, no. 2 (2023): 130–36. http://dx.doi.org/10.46961/jommit.v7i2.940.

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Artikel ini membahas mengenai pengaruh video game terhadap industri pariwisata. Video game telah menjadi media hiburan yang populer dan berkembang pesat di seluruh dunia. Artikel ini mengungkap bagaimana video game dapat mendorong pariwisata melalui pengalaman virtual yang mendalam, menjelajahi dunia fiksi dengan lanskap yang menakjubkan, dan mengenalkan budaya dan warisan sejarah dari berbagai daerah. Dubois dan Gibbs mengemukakan teori bahwa video game dapat mempengaruhi motivasi para turis dalam mengunjungi obyek wisata yang terkait dengan video game. Meskipun video game memiliki potensi da
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Chiapello, Laureline. "L’apport des théories du design aux game studies : nouvelles perspectives en design de jeux vidéo." RACAR : Revue d'art canadienne 40, no. 2 (2016): 101–14. http://dx.doi.org/10.7202/1035399ar.

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At a time when the video game industry is booming in Canada and game studies departments begin to emerge in universities, this article assesses the evolution of video game design theories. These can be considered as the combination of two worlds, design theories and video game studies, a union that seems largely under-examined. Using a theoretical model drawn from design theory, namely “the eclipse of the object,” this article reveals similarities between design and video game design theories. It argues that the parallels that can be drawn between these theories constitute the basis for a shar
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Charrieras, Damien, and Nevena Ivanova. "Emergence in video game production: Video game engines as technical individuals." Social Science Information 55, no. 3 (2016): 337–56. http://dx.doi.org/10.1177/0539018416642056.

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This article is interested in the creative practices in video game production. More specifically, the research focuses on the ways in which the use of game engines – a toolkit that offers a set of functionalities to automatize the handling of a range of processes (graphics, sound, game physics, networks, artificial Intelligence) – make possible or impossible certain forms of emergences in video games production. The manipulation of objects in these game engines is done according to a certain programming paradigm. Two main programming paradigms currently govern the internal design of game engin
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VASILYEV, A. V. "Design in video game concept art." Декоративное искусство и предметно-пространственная среда. Вестник МГХПА, no. 1-2 (2022): 128–43. http://dx.doi.org/10.37485/1997-4663_2022_1_2_128_143.

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Wolf, Mark J. P. "Assessing Interactivity in Video Game Design." Mechademia 1, no. 1 (2006): 78–85. http://dx.doi.org/10.1353/mec.0.0095.

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Capasso-Ballesteros, Italo Felipe, and Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.

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Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of progr
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Ponomareva, Ekaterina. "Video game as a research tool. Video games expert assessments." Психология и Психотехника, no. 1 (January 2024): 179–95. http://dx.doi.org/10.7256/2454-0722.2024.1.70080.

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The contradictive results presence and the simplified vision of the research object are considered as an actual problem for psychological studies exploring video games use specificity. According to the author’s viewpoint, the psychological aspect of the activity realized in video games tends to be missed. This is true additionally for the ludic nature of the mentioned activity that imposes specificity on the gameplay and the user’s perception of it. The aim of the article is to describe the possible criteria elaboration algorithm to search a video game allowing effective gameplay observation,
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Atmaja, Pratama Wirya, Daniel Oranova Siahaan, and Imam Kuswardayan. "Game Design Document Format For Video Games With Passive Dynamic Difficulty Adjustment." Register: Jurnal Ilmiah Teknologi Sistem Informasi 2, no. 2 (2016): 86. http://dx.doi.org/10.26594/r.v2i2.551.

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AbstrakPermainan video adalah perangkat lunak hiburan, sehingga kepuasan pemainnya adalah tolok ukur utama kualitasnya. Satu elemen penting dari kepuasan pemain adalah tingkat kesulitan yang tepat, yang tidak terlalu mudah maupun sukar. Dewasa ini, cara termutakhir untuk menerapkan tingkat kesulitan yang tepat adalah Pengaturan Kesulitan Dinamis (PKD), yang dapat memodifikasi tingkat kesulitan permainan pada saat run-time. Tipe PKD yang paling populer pada saat ini adalah PKD pasif. Di sisi lain, Dokumen Desain Permainan (DDP) adalah artefak penting dalam pengembangan perangkat lunak permainan
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Dissertations / Theses on the topic "Video game design"

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Asad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.

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The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient means, like the aforementioned fragmentation and assemblage. The reader must decode the text. This is what I want to extract as a point of entry to my videogame analysis. The process of reading is not unlike the process of playing. Instead of linguistic structures, a player must navigate a game‟s internal rule system. The pleasure for both the reader and player comes from decoding the poem and game, respectively. I am not making claims that relati
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Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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Warden, James. "Senses, Perception, and Video Gaming: Design of a College for Video Game Design and Production." Cincinnati, Ohio : University of Cincinnati, 2005. http://www.ohiolink.edu/etd/view.cgi?acc%5Fnum=ucin1116113863.

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Bomström, H. (Henri). "Improving video game designer workflow in procedural content generation-based game design:a design science approach." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201812063237.

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The time and money spent on video games are rapidly increasing, as the annual U.S game industry consumer spending has reached 23.5 billion dollars. The cost of producing video game content has grown in accordance with the consumer demand. Artificial intelligence (AI) has been suggested as a way to scale production costs with the demand. In addition to lowering content production costs, AI enables the creation of new forms of gameplay that are not possible with the current toolbox of the industry. The utilization of AI in game design is currently difficult, as it requires both theoretical knowl
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Bahari, Hanif. "Observation : A prosocial video game on the way of social integration." Thesis, Mittuniversitetet, Avdelningen för design, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31139.

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The vision of this project is to prevent prejudice which comes from wrong stereotypes. The goal is to design a pro-social video game by which people are informed through observation, hence stereotypes will be eliminated. Questionnaire was made and published on social media. The test game with same character was made and published in iTunes and after receiving feedbacks, technical problems were fixed.
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Eksi, Murat, and Markus Pihl. "Video Game Network Analysis : A Study on Tooling Design." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-276768.

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Crackshell is an indie game studio situated in Stockholm. They released particular iterations of a game called Hammerwatch, which is developed with their in-house game engine and they are still working to extend both the Hammerwatch and the game engine. Hammerwatch is a rogue-like multiplayer game played by up to four players in a single session by using peer to-peer network topology. These days, Hammerwatch has gotten significantly popular and the planned features have led the team to question of whether their network utilization is performant and in what ways they can improve this utilizatio
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Gartland, Connor. "Making Mori: Emotional Depth and the Art of Video Games." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1400681933.

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Kestner, Randolph. "The Impact and Creation of Level Music for Video Games." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/326.

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This thesis explores the creation of music for a video game level utilizing industry tools for music compositions as well as level design. Music as an element of game design and its resulting impact is also examined.
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Braaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.

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Thesis (MTech (Information Technology)--Cape Peninsula University of Technology, 2017.<br>Active Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an eng
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Whitlock, Katherine Lynne. "Theatre and the video game beauty and the beast /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086119742.

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Thesis (Ph. D.)--Ohio State University, 2004.<br>Title from first page of PDF file. Document formatted into pages; contains ix, 264 p.; also includes grafics (some col.). Includes abstract and vita. Advisor: Lesley K. Ferris, Dept. of Theatre. Includes bibliographical references (p. 246-264).
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Books on the topic "Video game design"

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Ploor, D. Michael. Video game design foundations. Goodheart-Willcox Company, 2011.

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Ham, Ethan. Tabletop game design for video game designers. Focal Press, 2015.

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Henry, Jenkins, ed. Video Game Art. Assouline Publishing, 2005.

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Jozefowicz, Chris. Video game developer. Gareth Stevens Pub., 2010.

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Loban, Rhett. Embedding Culture into Video Games and Game Design. Chapman and Hall/CRC, 2023. http://dx.doi.org/10.1201/9781003276289.

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Fox, Brent. Game interface design. Thomson Course Technology, 2005.

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Austic, Greg. Game design. Cherry Lake Pub., 2014.

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Adams, Ernest. Fundamentals of game design. 2nd ed. New Riders, 2010.

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Adams, Ernest. Fundamentals of game design. 2nd ed. New Riders, 2010.

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Heckendorn, Benjamin. Hacking Video Game Consoles. John Wiley & Sons, Ltd., 2005.

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Book chapters on the topic "Video game design"

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Alexander, Kris. "Video Game Design." In The Future of Digital Communication. CRC Press, 2023. http://dx.doi.org/10.1201/9781003379119-9.

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Rouse, Richard. "Game Design." In The Routledge Companion to Video Game Studies, 2nd ed. Routledge, 2023. http://dx.doi.org/10.4324/9781003214977-23.

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Zhao, Ryan. "Reading Game Design." In The Fundamentals of Video Game Literacy. CRC Press, 2025. https://doi.org/10.1201/9781003530961-3.

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Stanković, Stanislav. "Game Design Methods." In Synthesis Lectures on Image, Video, and Multimedia Processing. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-56156-6_8.

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Loban, Rhett. "Culturally centred game design." In Embedding Culture into Video Games and Game Design. Chapman and Hall/CRC, 2023. http://dx.doi.org/10.1201/9781003276289-6.

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Sandham, Andy. "Genres and Game Analysis." In Teaching Video Game Design Fundamentals. CRC Press, 2025. https://doi.org/10.1201/9781032644721-5.

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Sandham, Andy. "Getting Started in Game Design." In Teaching Video Game Design Fundamentals. CRC Press, 2025. https://doi.org/10.1201/9781032644721-1.

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Loban, Rhett. "Community participation in game design." In Embedding Culture into Video Games and Game Design. Chapman and Hall/CRC, 2023. http://dx.doi.org/10.1201/9781003276289-7.

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Stanković, Stanislav. "Mathematics of Game Design." In Synthesis Lectures on Image, Video, and Multimedia Processing. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-56156-6_6.

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Loban, Rhett. "Cultural representations in video games." In Embedding Culture into Video Games and Game Design. Chapman and Hall/CRC, 2023. http://dx.doi.org/10.1201/9781003276289-2.

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Conference papers on the topic "Video game design"

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Wang, Zhaohan, Yi Zheng, Mengyuan Zhang, et al. "AI-Driven Dynamic Video Game Battles: Case Study of the Design of Tripo Clash." In 2025 28th International Conference on Computer Supported Cooperative Work in Design (CSCWD). IEEE, 2025. https://doi.org/10.1109/cscwd64889.2025.11033545.

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Kerac, Jelena, Neda Milić Keresteš, and Sandra Dedijer. "An overview of the user experience in online video game players with colour vision deficiency." In 11th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design, 2022. http://dx.doi.org/10.24867/grid-2022-p30.

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This paper aims to give an overview of the user experience in online video game players with colour vision deficiency by exploring the different methods of daltonization tools given within four popular online multiplayer video games. The paper also considers the different options for improving the user experience of players with colour vision deficiency based on the noticed shortcomings of analysed games. The analysis of the potential colour confusing scenes was done for the four popular online multiplayer games: Rust published by the Facepunch studio, Valorant and League of Legends both publi
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Banjanin, Bojan, Neda Milić Keresteš, Rastko Milošević, Savka Adamović, and Magdolna Pál. "Video games as a learning tool - potential applications in the graphic engineering and design studies." In 11th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design, 2022. http://dx.doi.org/10.24867/grid-2022-p68.

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Throughout this research, evidence has been accumulating on the positive impact of educational games (serious games) on students' learning and achievement and the impact of non-educational games on different psycho-physical traits. Today's dynamic way of life and almost innate familiarity with technology opens many new possibilities for teaching and can facilitate a better understanding of specific topics. There are numerous applications of video games for educational purposes. This paper aims to give insight into these researches and propose potential applications in a Graphic engineering and
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Popescu, Andrian, and Valeriu Cebotari. "Aspects of dynamics and graphics in video games." In Simpozion Ştiinţific al Tinerilor Cercetători. Ediţia a 22-a. Academy of Economic Studies, 2025. https://doi.org/10.53486/sstc2024.v2.02.

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The work focuses on the deep exploration of graphical and dynamic aspects in video games. First, it will examine how visual elements influence the atmosphere of the game and the decision of video game buyers. Secondly, multiple aspects will be debated, such as the types of graphic design, the creation of graphic models and the animation of the movements of game characters, as well as the applications used in the field of games. Graphic design is one of the main aspects in video game marketing. After all, graphics are the first thing a buyer sees, and gamers tend to gravitate towards games with
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Cobos, Miguel, and Carlos Borja. "Video game design to promote environmental conservation." In Human Systems Engineering and Design (IHSED 2021) Future Trends and Applications. AHFE International, 2021. http://dx.doi.org/10.54941/ahfe1001143.

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The objective of this research was to design a video game to promote environmental conservation in school children. This work was based on the SUM methodology as well as the considerations proposed by Schell and Rogers. Working meetings were held with the data obtained from the research instruments, aiming to place the project in a context close to the participants, so that the final product would be very familiar to them; then the characters that should also be within the context and the script as a key piece in the telling of the story were determined. To generate the video game design docum
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Machado De Andrade, Wiliam. "Mobile Game Design and Ergonomics: a necessary combination." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003861.

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Games for mobile phones constitute a fast-growing industry, with technologies and business models that explore their portability and facilitated access. The human factors on mobile playing did not follow such a development. With devices using touchscreens to control the game, usability ignored the ergonomics of holding and interacting with handheld narratives in opposition to video game console controllers. This article studies mobile gaming ergonomics to understand how playing with a handheld device changes body alignment, pondering whether game design can lead to or avoid postural injuries i
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Hao, Wei-Da, and Akash Khurana. "Video Game Design Method for Novice." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_030.

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Bonilla Carranza, David, and Adriana Pena Perez Carranza. "Introduction to scientific video game design." In 2022 11th International Conference On Software Process Improvement (CIMPS). IEEE, 2022. http://dx.doi.org/10.1109/cimps57786.2022.10035698.

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Souza, Joana Gabriela R. de, Marcos Vinicius C. Pacheco, and Raquel Oliveira Prates. "Extensibility Analysis of Game Engines for Building Simplified Game Development Interfaces." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/sbgames_estendido.2024.241329.

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Creating video games requires a multidisciplinary team and specialized tools for graphics and interaction mechanisms. While games are valuable educational tools, game engines are often too complex for non-programmers. Simplified design tools democratize game development for educators. This study aims to support Brazilian elementary school teachers by analyzing game engines for customization possibilities and developing a prototype authoring tool to create digital educational games quickly.
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Dankov, Yavor, Boyan Bontchev, and Albena Antonova. "Gaming and Learning Analytics for Educational Video Games." In Human Systems Engineering and Design (IHSED 2021) Future Trends and Applications. AHFE International, 2021. http://dx.doi.org/10.54941/ahfe1001168.

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The design and development of educational video games, and the realization of a successful video game project, often requires the research and analysis of data as a key element for success. Increasingly companies are integrating analytics tools into their structures, taking advantage of the analytics capabilities. The focus of this paper is on the analytics instruments developed in the APOGEE software platform for educational video games. The paper presents the workflow of using these instruments in the platform for analysis and evaluation. The integration of the analytics tools into the platf
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Reports on the topic "Video game design"

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Garcia, David. Super Magic Sam: A Practical Study In Video Game Design & Rapid Prototyping By Providing Creative Explorations For Children Through Roleplay. Iowa State University, 2022. http://dx.doi.org/10.31274/cc-20240624-1360.

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DeJaeghere, Joan, Vu Dao, Bich-Hang Duong, and Phuong Luong. Inequalities in Learning in Vietnam: Teachers’ Beliefs About and Classroom Practices for Ethnic Minorities. Research on Improving Systems of Education (RISE), 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/061.

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Global and national education agendas are concerned with improving quality and equality of learning outcomes. This paper provides an analysis of the case of Vietnam, which is regarded as having high learning outcomes and less inequality in learning. But national data and international test outcomes may mask the hidden inequalities that exist between minoritized groups and majority (Kinh) students. Drawing on data from qualitative videos and interviews of secondary teachers across 10 provinces, we examine the role of teachers’ beliefs, curricular design and actions in the classroom (Gale et al.
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