Beyond the page digital storytelling through games

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Telling stories through games. Engaging students in digital story telling through designing computer games, transmedia stories and alternate reality games.

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Beyond the page digital storytelling through games

  1. 1. Beyond the Page Digital Storytelling through GamesCathie HoweMacquarie ICT Innovations CentreSMART Teachers Conference 2012See Share Shape the Future
  2. 2. Who am I? Professional Learning & Leadership Coordinator Manager Macquarie ICT Innovations Centre
  3. 3. Our CommunityDEC & non-DEC schools across NSW Students K-12 Teachers K - 12 DEC Regional staff School Executives University students Academic partners Industry Partners
  4. 4. What do you wantlearning to look like?
  5. 5. How To Vote How To Vote via Texting via Twitter Tweet @poll 435977 and your 61429883481 message 435977 Learning should look like … 1. Standard texting rates onlyTIPS 2. We have no access to your phone number 3. Capitalization doesn’t matter, but spaces and spelling do
  6. 6. What could learning look like? • Student centred • Abstractness • Independence valued • Complexity (inter • Agile relationships) • Open & accepting • Variety • Complex (rich variety of • Study of people resources, media, ideas, methods, tasks) Learning • Study of methods of • Physical/virtual Environment Content inquiry Where students What students learn learn • Higher levels of • Real problems thinking • Real audiences Product Process • Creative /critical • Real deadlines /divergent thinking Thinking Result of • Open-endedness • Transformations (rather processes learning • Group interaction than regurgitation) used to learn • Appropriate evaluation • Variable pacing • Variety of learning • Debriefing • Freedom of choiceMaker Model
  7. 7. Imagine having our students being soengaged in a complex, goal orientated activity, that self-consciousnessdisappears and time becomes distortedand they do it, not for external rewardsbut simply for the exhilaration of doing!
  8. 8. What is a digital story?“Digital Storytelling is the modern expression of the ancient art ofstorytelling. Digital stories derive their power by weaving images, music,narrative and voice together, thereby giving deep dimension andvivid color to characters, situations, experiences, and insights.”Leslie RuleDigital Storytelling Association
  9. 9. Elements for the creationof classic digital stories:  Point of view  Dramatic Question  Voice  Pacing  Soundtrack  Economy  Emotional Content The challenge… How to get students to display them in their own stories?
  10. 10. Example| Google Chrome
  11. 11. Example | Google Search Stories
  12. 12. Why use games to tell stories? “Video games are increasingly recognised as becoming the literacy of the 21st century” Chris Swain Associate Research Professor A unique platform to address essential skills for learning: • creativity and innovation • critical thinking, • communication, collaboration • iterative problem solving • information, media and ICT literacy
  13. 13. Video Game FactsIn Australia: 92% households have a gaming device 95% homes with children <18 have a gaming device 47% of gamers are female Average age of video game players is 32 57% of gamers play every day 88% of parents who play games, play with their childrenKey Findings DA12Bond University/iGEA
  14. 14. Video games have more story telling potential than any other medium Positive Emotions Relationships Meaning Accomplishment P.E.R.M.A Dr. Martin Seligman Make decisionsInteractive Invested in story at a personal level Live the experience Choose own path
  15. 15. What do we learn when we play, design and build games? Judgement, Problem analysis & Communicationsolving skills & strategic skills & networking negotiation thinking ImprovedNarrative skills Non–linear attention,& transmedia thinking vision & navigation patterns cognition
  16. 16. Where do you start?| Good Game Design WILL YOU SAVE US? Goal World Challenge Story Player feedback Difficulty curve Decision making Intuitive play
  17. 17. The Next Step: Core Loop Staring Position: New World -what does it look like? Main Character: Goal: Who am I? What is the main Where am I? goal of the game? Solution: What do I have to doHow do I overcome to achieve this goal? the obstacle? Reward: What is the reward Challenge/ for doing this? Obstacle What is stopping me from achieving my goal?
  18. 18. World Map
  19. 19. Example | Video Game Design
  20. 20. 2011 Kodu Kup winner:Jacen ShermanGame: The Vortex The world under nuclear attack. While humanity has found a way to “upload” itself to a virtual world and launch into space to avoid extinction, one of the creators of this virtual world wasn’t able to make it into the virtual world on time. Out of anger, she unleashed a virus – Vira X – which the player must defeat. Jacen was inspired both by the programming experience, and by the movie Tron.
  21. 21. Kodu: New Hope: by bwilliamsOver the years the Kodus have made some break throughs in technology. Aftercrowding their planet they turned toward the only thing they could, space. Theytravelled to different planets populating them and mining precious resources. Afterexploring a new planet they found something. It was a Golden Apple. After findingthe apple the Kodus took it back to one of their planets to study it. One day theycame into contact with a group of aliens of many species. They demanded theKodus to give them the apple but the Kodus resisted. The aliens waged war againstthem, destroying their civilizations and planets. The Kodus managed to keep theapple safe and fled to a far away planet. They called this planet, New Hope, as areminder that they still had something left...
  22. 22. What is Transmedia story telling?The successful organic flow of narrative over a host of platforms, each oneexcelling at what it does best. Alison Norrington accomplished novelist, playwright, and journalistOriginally published at www.thedigitalshift.com
  23. 23. Example | Transmedia story Unfolds over time and on multiple platforms, Connects technologies, languages, cultures, generations and curricula within a sweeping narrative Becomes increasingly interactive and game-like Highly collaborative Takes advantage of participatory nature of online environments
  24. 24. What are Alternate Reality games? Alternate Reality Game (ARG)…an interactive story- based game, delivered through multiple “real world” modes (i.e., text, phone, Internet, print, and others) within which players must participate interactively and work collectively to solve “real world” problems the story presents. http://janetclarey.com/2012/01/13/args-part-1-a-good-fit-for-ld/
  25. 25. Use of collective intelligence (cognition, cooperation, coordination Solving ‘real Multimodal world’ Elements play over time problems the story presents of ARG (online & real world) Participatory storytelling & collaborationJanet ClareySpinning the Social Web
  26. 26. Example | Alternate reality gameStudents as Learning Designers Project Leader Year 7 GlobalManly Selective HS Ms Kate Farrow Citizenship Project Year 10 students created an alternate reality game played by 120 Year 7 students over 3 consecutive school days.
  27. 27. Some technologies that support digital storytelling through games polls codes survey puzzles images Game audio engines Interactive Technologies Digital wiki posters maps forum blog videoResources:http://bit.ly/QWIaHF
  28. 28. Reimagining learning through gamesCore principles of how games work that can transform learning.They:1. Create a need to know organising learning around solving complex problems set in engaging contexts.2. Offer a space of possibility through the design of rules for learners to tinker, explore, hypothesise and test assumptions.3. Build opportunities for authority and expertise to be shared and distributed, i.e. learning is reciprocal among learners, mentors and teachers.4. Support multiple overlapping pathways towards masteryProfessor Katie Salen
  29. 29. Do games have the power to solve the world’s problems? What if we immersed our students in designing games to tackle the world’s most urgent problems?Photo by xJason.Rogersx’s
  30. 30. “What will it take to move classroom literacy practices and instruction into the 21st century?It will take teachers who are skilled, excited, passionateabout the effective use of ICT for teaching and learning. It will take a curriculum that integrates new, exciting literacies and instruction. It will take courageous and bold initiatives that include yet unimagined information and communication technologies and these will result in the development of unimagined new literacies.”Associate Professor Kaye Lowe
  31. 31. Summary What learning should look like  Active  Self-directed  Goal orientated  Authentic  Interest driven  Just-in-time
  32. 32. Summary What learning environments should look like  Be interactive  Provide ongoing feedback  Grab and sustain attention  Have appropriate and adaptive levels of challenge  Multiple pathways to success  Be agile
  33. 33. Contact details catherine.howe@det.nsw.edu.au http://au.linkedin.com/in/cathiehowe @cathie_h @macict http://web2.macquarieict.schools.nsw.edu.au Macquarie ICT Innovations Centre Building C5B, Macquarie University NSW, 2109 Ph | 02 9850 4310

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