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Learning from Games
 Dr. Joanne O’Mara, Deakin University
Computer games and Me

 • Playing “Sim City”
   in Vanuatu in 2001
   on the Visor

 • “The Sims” -
   dollhouse games

 • ipod- ipad
Part of Gregor’s
   eurogame
  collection...
Boardgaming Resources
 • Games in libraries
   with Scott
   Nicholson podcasts

 • Everyone Plays at
   the Library-
   N025.5/57
   (Available Mon!!!)

 • The Geek
Drama/Virtual Worlds
• Drama teaching
  and research
  background

• Process Drama/
  Virtual worlds/
  Architect/
  Character/”as if” in
  world learning
Research Projects

• Literacy in the Digital world of the 21st
  Century: Learning from Computer Games
  Catherine Beavis, Clare Bradford,
  Joanne O’Mara and Chris Walsh --ARC
  with DEECD (Vic), VATE and ACMI
• Public Institution - ACMI- as a partner
New Project
    • July 2011- 2014 Serious Play: Using digital
      games in school to promote literacy and
      learning in the twenty first century


LP110200309 Prof Catherine A Beavis, Dr Michael L Dezuanni, Dr Joanne A
O'Mara, Dr Sarah Prestridge, Dr Leonie Rowan, Prof Claire M Wyatt-Smith,
Dr Jason A Zagami, Prof Yam San Chee
Partners:Department of Education and Early Childhood Development,
Victoria and Queensland Schools (Lutheran	
  Church	
  of	
  Australia	
  QLD	
  District	
  -­‐	
  Pacific	
  Lutheran	
  
College,	
  Marymount	
  Primary	
  School	
  ,Merrimac	
  State	
  School	
  ,	
  St	
  Aidan's	
  School	
  Council	
  Limited	
  ,	
  St	
  Catherine's	
  
Catholic	
  Primary	
  School,	
  St	
  Joseph's	
  Nudgee	
  College	
  ,	
  St	
  Laurence's	
  College	
  
“Both the making of text and the reading of text
     require greater attention to all possible means of
              meaning making” Kress (2005)



Kress, G. (2005). Communication now and in the future. Discussion paper for
    the English 21 project. United Kingdom Qualifications and Curriculum
     Authority. Retrieved March 21, 2010, from http://www.qca.org.uk/
                                  12292.html
Kress (2005)
                               new textual dispositions
•   Traditional disposition to                                                New disposition to text
    text

Text is monomodal/linguistic                                                  Text is multimodal/semiotic

Mode of approach: linguistic                                                  Mode of approach: semiotic

Text is stable                                                                Text is radically unstable

Text is composed by producer                                                  Text is designed by producer

Text is interpreted by reader                                                 Text is designed by reader

Text has sequential, linear order                                             Text has spatial ordering

Authority/Authorship underpins                                                Potential usefulness underpins

Text is site of knowledge                                                     Text is site of information
                 English 21 project. United Kingdom Qualifications and Curriculum Aut
Game Making with Year 8
  • Game Maker:
    yoyogames.com

  • Every boy (last 4
    years) has made a
    playable game

  • Game mechanics
    and narrative

    John Richards       from yoyogames.com
GameMaking Outcomes
• “Blank slate of potential”:
  Creative, engaging,
  technical, narratives

• Kids as Producers: Their
  games have currency
                                Joanne	
   O’Mara	
   and	
   John	
   Richards	
   “A	
  
• Designers                     Blank	
   Slate:	
   Using	
   Game	
   Maker	
   to	
  
                                Create	
  Computer	
  Games”	
  in	
  Beavis,	
  C.,	
  
• Critique and “Borrow” from    O’Mara,	
   J.,	
   and	
   McNeice,	
   L.	
   (Eds)	
  
                                (2012)	
   Digital	
   Games:	
   Literacy	
   in	
  
  Commercial games              Action	
   Adelaide:	
   AATE/	
   WakeOield	
  
                                Press
Game Making in Public Spaces

• Range of Programs:
  Cahoots, GameMaker.

• ACMI Games Lab
  Workshops, developing
  your game idea-online
  resources

• Your Library: Workshop
  then a group???
Game Plan: Engage the Disengaged

 Getting them to write anything down was
 a real challenge. So I really had nothing to
 lose in trying to engage them. It was time
 to bite the bullet, and as there were so
 many boys in my group it was time to
 capitalise on their interest in computer
 games.
            Paul Byrne
A repertoire of literacy practices



! !"!!#$%&'()&*+,-.'/0&'1*2&"!#$%!&$!'$(!)*+'!,-.!/+0.1!2-+,!+3.!,-.!3(*.41!
  3"''4*+,-.'4&*-,-.'$5'/0&'1*2&5!#+6.!'$(!4..7!+!/+0.!*89.!,-84!:.;$3.1!2-+,!%+4!8,!
  <+**.&1!2-+,!%+4!,-.!$,-.3!/+0.!(4.&!;$31!#$%!&8&!'$(!(4.!8,1!#$%!%+4!8,!
  4808*+3=&8;;.3.7,!,$!,-84!$7.1!#+6.!'$(!)*+'.&!,-84!/+0.!%8,-!$,-.3!).$)*.1!
  6"''78,-.'/0&'1*2&9!2-+,!84!,-.!/+0.>4!)(3)$4.1!2-+,!84!'$(3!3$*.!87!,-.!/+0.!%-.7!
  '$(!)*+'!!!8,1!2-.7!&$!'$(!7$30+**'!)*+'!,-.!/+0.1!2-+,!84!,-.!/.73.!$;!,-.!/+0.1!
  #$%!&$!'$(!97$%!,-841!
  :"'';-*<=8,-.'/0&'1*2&"!2-'!&$!'$(!,-879!,-.!/+0.!&.48/7.34!<-$4.!,$!&.48/7!,-.!
  /+0.!,-84!%+'1!!2-+,!80)3$6.0.7,4!<$(*&!'$(!4..!,-+,!%$(*&!0+9.!,-84!/+0.!
  :.,,.31!
  !
Students were enthusiastic and involved. Writing for
them became less of a chore because it involved writing
about something they didn’t see as work but as play.



           Byrne,	
  Paul	
   	
  “Game	
  Plan:	
  Using	
  Computer	
  Games	
  
           in	
  English	
  to	
  Engage	
  the	
  Disengaged”	
  	
  
           in	
   Beavis,	
   C.,	
   O’Mara,	
   J.,	
   and	
   McNeice,	
   L.	
   (Eds)	
  
           (2012)	
  Digital	
  Games:	
  Literacy	
  in	
  Action	
  Adelaide:	
  
           AATE/	
  WakeOield	
  Press
Console Games as Texts
Mark Cuddon
    •   Year Nine Boys

    •   analyse tape of seven year old
        playing console game

    •   review and discuss game-
        deconstruct game actions         Mark	
  Cuddon	
  “‘Gamer	
  Hands’	
  –	
  
                                         Console	
  Games	
  as	
  Texts”	
  in	
  
                                         Beavis,	
  C.,	
  O’Mara,	
  J.,	
  and	
  McNeice,	
  L.	
  
    •   deconstruction of Simpsons
                                         (Eds)	
  (2012)	
  Digital	
  Games:	
  Literacy	
  in	
  
        Hit and Run                      Action	
  Adelaide:	
  AATE/	
  WakeOield	
  
                                         Press
The beauty of whole-class and small-group
discussions on gaming is the enthusiasm and
excitement it engenders in the class. In turn,
students are willing to document, write and
reflect on their experiences in an individual
writing folio piece based on a ‘text’ they had
an interest in and an experience they were
willing to share.



               Mark Cuddon
Archetypes & Quests
                                                                      !    !"  #$%&'()*+,(-&./(0)&
 •      Examine critically how games designers                             1"  #$%&2,00&3/&4)5%+36(%&
        transgress, replicate or challenge the                             7"  8%96:,0&/9&3$%&2,00&
                                                                           ;"  <%%3*+=&>*3$&3$%&<%+3/(&
        quest narrative, archetypes and                                    ?"  2(/::*+=&3$%&@*(:3&
        stereotypes                                                            #$(%:$/0)&
                                                                           A" #%:3:B&400*%:B&,+)&C+%D*%:&
                                                                           E" #$%&4FF(/,G$&3/&3$%&H+D/:3&
 •      Playing games alongside reading novels,                                2,5%&
        watching films- texts on multiple                                   I" #$%&J6F(%D%&'()%,0&
        platforms                                                          K" 8%>,()&
                                                                           !L" #$%&8/,)&M,GN&
                                                                           !!" 8%:6((%G3*/+&
                                                                           !1" 8%36(+&>*3$&3$%&C0*O*(!
Lisa	
  McNeice,	
  Andrea	
  Smith	
   and	
   Toby	
  
R o b i s o n	
   	
   “ C o m p u t e r	
   G a m e s ,	
  
                                                                          Stages	
  in	
  the	
  quest	
  narrative,	
  adapted	
  
Archetypes	
   and	
  the	
  Narrative	
  Quest”in	
                      from	
  Joseph	
  Campbell	
  by	
  Christopher	
  
Beavis,	
   C.,	
   O’Mara,	
   J.,	
   and	
   McNeice,	
   L.	
         Vogler,	
  a	
  Hollywood	
  script	
  consultant
(Eds)	
   (2012)	
   Digital	
   Games:	
   Literacy	
  
in	
   Action	
   Adelaide:	
   AATE/	
   WakeOield	
                       Lisa McNeice, Andrea Smith
Press                                                                             & Toby Robison
Pitching a Game Idea
• Presented a “Pitch”
  of a new game to a
  panel of judges to
  secure funding

• narrative, plot,
  mechanics game
  characters.
  Emphasis on
  multiple narrative
  possibilities
Serious Games
•   Prof. Yam San Chee, Nanyung
    University, Singapore          (Legends
    of Alkhemia: Fostering Authentic
    Learning of Chemistry Within fictionalised
    Game Contexts; Statecraft: Trans-
    contextual Learning: Student Learning with
    Mobile Devices in a Persistent world game
    to construct meanings and identities


•   School Projects in Victoria and
    Queensland: Making and using games
    in curriculum.


•   Victorian Ultranet game making
    software: Cahoots, GameMaker
virtual/real worlds
• narrative writing/
  construction from
  “virtual worlds”
  experiences

• Drama research-
  experience in
  dramatic world
  improves narrative
  writing
Have Fun!


 joanne.omara@deakin.edu.au

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Learning from games : Dr Joanne O'Mara

  • 1. Learning from Games Dr. Joanne O’Mara, Deakin University
  • 2. Computer games and Me • Playing “Sim City” in Vanuatu in 2001 on the Visor • “The Sims” - dollhouse games • ipod- ipad
  • 3. Part of Gregor’s eurogame collection...
  • 4. Boardgaming Resources • Games in libraries with Scott Nicholson podcasts • Everyone Plays at the Library- N025.5/57 (Available Mon!!!) • The Geek
  • 5. Drama/Virtual Worlds • Drama teaching and research background • Process Drama/ Virtual worlds/ Architect/ Character/”as if” in world learning
  • 6. Research Projects • Literacy in the Digital world of the 21st Century: Learning from Computer Games Catherine Beavis, Clare Bradford, Joanne O’Mara and Chris Walsh --ARC with DEECD (Vic), VATE and ACMI • Public Institution - ACMI- as a partner
  • 7. New Project • July 2011- 2014 Serious Play: Using digital games in school to promote literacy and learning in the twenty first century LP110200309 Prof Catherine A Beavis, Dr Michael L Dezuanni, Dr Joanne A O'Mara, Dr Sarah Prestridge, Dr Leonie Rowan, Prof Claire M Wyatt-Smith, Dr Jason A Zagami, Prof Yam San Chee Partners:Department of Education and Early Childhood Development, Victoria and Queensland Schools (Lutheran  Church  of  Australia  QLD  District  -­‐  Pacific  Lutheran   College,  Marymount  Primary  School  ,Merrimac  State  School  ,  St  Aidan's  School  Council  Limited  ,  St  Catherine's   Catholic  Primary  School,  St  Joseph's  Nudgee  College  ,  St  Laurence's  College  
  • 8. “Both the making of text and the reading of text require greater attention to all possible means of meaning making” Kress (2005) Kress, G. (2005). Communication now and in the future. Discussion paper for the English 21 project. United Kingdom Qualifications and Curriculum Authority. Retrieved March 21, 2010, from http://www.qca.org.uk/ 12292.html
  • 9. Kress (2005) new textual dispositions • Traditional disposition to New disposition to text text Text is monomodal/linguistic Text is multimodal/semiotic Mode of approach: linguistic Mode of approach: semiotic Text is stable Text is radically unstable Text is composed by producer Text is designed by producer Text is interpreted by reader Text is designed by reader Text has sequential, linear order Text has spatial ordering Authority/Authorship underpins Potential usefulness underpins Text is site of knowledge Text is site of information English 21 project. United Kingdom Qualifications and Curriculum Aut
  • 10. Game Making with Year 8 • Game Maker: yoyogames.com • Every boy (last 4 years) has made a playable game • Game mechanics and narrative John Richards from yoyogames.com
  • 11. GameMaking Outcomes • “Blank slate of potential”: Creative, engaging, technical, narratives • Kids as Producers: Their games have currency Joanne   O’Mara   and   John   Richards   “A   • Designers Blank   Slate:   Using   Game   Maker   to   Create  Computer  Games”  in  Beavis,  C.,   • Critique and “Borrow” from O’Mara,   J.,   and   McNeice,   L.   (Eds)   (2012)   Digital   Games:   Literacy   in   Commercial games Action   Adelaide:   AATE/   WakeOield   Press
  • 12. Game Making in Public Spaces • Range of Programs: Cahoots, GameMaker. • ACMI Games Lab Workshops, developing your game idea-online resources • Your Library: Workshop then a group???
  • 13. Game Plan: Engage the Disengaged Getting them to write anything down was a real challenge. So I really had nothing to lose in trying to engage them. It was time to bite the bullet, and as there were so many boys in my group it was time to capitalise on their interest in computer games. Paul Byrne
  • 14. A repertoire of literacy practices ! !"!!#$%&'()&*+,-.'/0&'1*2&"!#$%!&$!'$(!)*+'!,-.!/+0.1!2-+,!+3.!,-.!3(*.41! 3"''4*+,-.'4&*-,-.'$5'/0&'1*2&5!#+6.!'$(!4..7!+!/+0.!*89.!,-84!:.;$3.1!2-+,!%+4!8,! <+**.&1!2-+,!%+4!,-.!$,-.3!/+0.!(4.&!;$31!#$%!&8&!'$(!(4.!8,1!#$%!%+4!8,! 4808*+3=&8;;.3.7,!,$!,-84!$7.1!#+6.!'$(!)*+'.&!,-84!/+0.!%8,-!$,-.3!).$)*.1! 6"''78,-.'/0&'1*2&9!2-+,!84!,-.!/+0.>4!)(3)$4.1!2-+,!84!'$(3!3$*.!87!,-.!/+0.!%-.7! '$(!)*+'!!!8,1!2-.7!&$!'$(!7$30+**'!)*+'!,-.!/+0.1!2-+,!84!,-.!/.73.!$;!,-.!/+0.1! #$%!&$!'$(!97$%!,-841! :"'';-*<=8,-.'/0&'1*2&"!2-'!&$!'$(!,-879!,-.!/+0.!&.48/7.34!<-$4.!,$!&.48/7!,-.! /+0.!,-84!%+'1!!2-+,!80)3$6.0.7,4!<$(*&!'$(!4..!,-+,!%$(*&!0+9.!,-84!/+0.! :.,,.31! !
  • 15. Students were enthusiastic and involved. Writing for them became less of a chore because it involved writing about something they didn’t see as work but as play. Byrne,  Paul    “Game  Plan:  Using  Computer  Games   in  English  to  Engage  the  Disengaged”     in   Beavis,   C.,   O’Mara,   J.,   and   McNeice,   L.   (Eds)   (2012)  Digital  Games:  Literacy  in  Action  Adelaide:   AATE/  WakeOield  Press
  • 16. Console Games as Texts Mark Cuddon • Year Nine Boys • analyse tape of seven year old playing console game • review and discuss game- deconstruct game actions Mark  Cuddon  “‘Gamer  Hands’  –   Console  Games  as  Texts”  in   Beavis,  C.,  O’Mara,  J.,  and  McNeice,  L.   • deconstruction of Simpsons (Eds)  (2012)  Digital  Games:  Literacy  in   Hit and Run Action  Adelaide:  AATE/  WakeOield   Press
  • 17. The beauty of whole-class and small-group discussions on gaming is the enthusiasm and excitement it engenders in the class. In turn, students are willing to document, write and reflect on their experiences in an individual writing folio piece based on a ‘text’ they had an interest in and an experience they were willing to share. Mark Cuddon
  • 18. Archetypes & Quests ! !" #$%&'()*+,(-&./(0)& • Examine critically how games designers 1" #$%&2,00&3/&4)5%+36(%& transgress, replicate or challenge the 7" 8%96:,0&/9&3$%&2,00& ;" <%%3*+=&>*3$&3$%&<%+3/(& quest narrative, archetypes and ?" 2(/::*+=&3$%&@*(:3& stereotypes #$(%:$/0)& A" #%:3:B&400*%:B&,+)&C+%D*%:& E" #$%&4FF(/,G$&3/&3$%&H+D/:3& • Playing games alongside reading novels, 2,5%& watching films- texts on multiple I" #$%&J6F(%D%&'()%,0& platforms K" 8%>,()& !L" #$%&8/,)&M,GN& !!" 8%:6((%G3*/+& !1" 8%36(+&>*3$&3$%&C0*O*(! Lisa  McNeice,  Andrea  Smith   and   Toby   R o b i s o n     “ C o m p u t e r   G a m e s ,   Stages  in  the  quest  narrative,  adapted   Archetypes   and  the  Narrative  Quest”in   from  Joseph  Campbell  by  Christopher   Beavis,   C.,   O’Mara,   J.,   and   McNeice,   L.   Vogler,  a  Hollywood  script  consultant (Eds)   (2012)   Digital   Games:   Literacy   in   Action   Adelaide:   AATE/   WakeOield   Lisa McNeice, Andrea Smith Press & Toby Robison
  • 19. Pitching a Game Idea • Presented a “Pitch” of a new game to a panel of judges to secure funding • narrative, plot, mechanics game characters. Emphasis on multiple narrative possibilities
  • 20. Serious Games • Prof. Yam San Chee, Nanyung University, Singapore (Legends of Alkhemia: Fostering Authentic Learning of Chemistry Within fictionalised Game Contexts; Statecraft: Trans- contextual Learning: Student Learning with Mobile Devices in a Persistent world game to construct meanings and identities • School Projects in Victoria and Queensland: Making and using games in curriculum. • Victorian Ultranet game making software: Cahoots, GameMaker
  • 21. virtual/real worlds • narrative writing/ construction from “virtual worlds” experiences • Drama research- experience in dramatic world improves narrative writing