DESIGNING ANARG
How to frame it! Epistemic Games   A game where an epistemic frame is set   that requires the student to act as a   memb...
How to frame it! Jim Gee   Knowledge takes on a different life when    students use this knowledge in a    coherent prac...
How to frame it!Keller’s ARCs Motivation Model ofInstructional Design Attention Relevance Confidence Success
Examples to reference   Epistemic games    http://www.innovateonline.info/pdf/vol1_issue6/Epistemic_Games.pdf   Ecomuve ...
Games-based LearningResearch   Aldridge   Prensky   Jenkins   Gee
Lesson plan or Instructor notes Unit Goals Learning Objectives Objectives & Standards from your Common  Course Curricul...
Basics Subject Students Purpose What do you want them to learn? Skills or  knowledge? What is the conflict/challenge?
Okay, so now different types ofgames Augmented Reality Game Augmented Reality Simulation Pervasive Game Location-Based...
Differences Fiction Interactive Narrative – player actions change the    game   Puppetmaster   Claim to be real   Alt...
ARG Design Narrative NPC/Pedagogical Agents Game Design Challenges Transmedia Tech Tools
Game Design for ARGs Story driven Pieces distributed in multiple places Layers Problem solving Hard and soft scaffold...
Rabbithole Structure the Door Door for students/educators First artifact that draws the player in……..  instead may be t...
Activity Concept…….. Subject ………. Purpose…….. Door/Rabbithole………….
Qualitative Factors for Game Play (Malone, 1981) Challenge Curiosity Fantasy (Fiction) Flow
Kellers’ ARCS Model Attention Relevance Competence Satisfaction
CONSTRUCTIVISM & CONNECTIVISMFIERO & FLOW
Challenges Flow/Fiero  Solving a puzzle  Picking up clues to a mystery  Dealing with a character
Interactive Narrative  Keep designing while playing  Storyboard – the narrative  Flowchart the action –  clues, puzzles...
Challenge  Puzzle  Mathematical Formula  Message to Decipher  Problem to Solve
Designing an ARG
Designing an ARG
Designing an ARG
Designing an ARG
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Designing an ARG

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ARG Academy on P2PU
Day 3 Session
Designing an ARG
http://p2pu.org/en/groups/arg-academy/
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Designing an ARG

  1. 1. DESIGNING ANARG
  2. 2. How to frame it! Epistemic Games  A game where an epistemic frame is set that requires the student to act as a member of the professional community. They are expected to use the vocabulary, jargon, and act as if a member of this community
  3. 3. How to frame it! Jim Gee  Knowledge takes on a different life when students use this knowledge in a coherent practice such as a game rather than a traditional test or paper assignment Lave & Wenger  Community of Practice
  4. 4. How to frame it!Keller’s ARCs Motivation Model ofInstructional Design Attention Relevance Confidence Success
  5. 5. Examples to reference Epistemic games http://www.innovateonline.info/pdf/vol1_issue6/Epistemic_Games.pdf Ecomuve http://ecomuve.gse.harvard.edu/ HARPS projects http://isites.harvard.edu/icb/icb.do?keyword=harp&pageid=icb.page69587 Mentira http://www.mentira.org/ Place Based Learning http://website.education.wisc.edu/kdsquire/tenure- files/16-squire-shelton-book.pdf 7 Things You Should Know about Alternate Reality Games http://net.educause.edu/ir/library/pdf/ELI7045.pdf
  6. 6. Games-based LearningResearch  Aldridge  Prensky  Jenkins  Gee
  7. 7. Lesson plan or Instructor notes Unit Goals Learning Objectives Objectives & Standards from your Common Course Curriculum Technology requirements Field trip permissions Accessibility
  8. 8. Basics Subject Students Purpose What do you want them to learn? Skills or knowledge? What is the conflict/challenge?
  9. 9. Okay, so now different types ofgames Augmented Reality Game Augmented Reality Simulation Pervasive Game Location-Based Game Murder Mystery
  10. 10. Differences Fiction Interactive Narrative – player actions change the game Puppetmaster Claim to be real Alter the World…don’t step into the Magic Circle TINAG Transmedia Movement
  11. 11. ARG Design Narrative NPC/Pedagogical Agents Game Design Challenges Transmedia Tech Tools
  12. 12. Game Design for ARGs Story driven Pieces distributed in multiple places Layers Problem solving Hard and soft scaffolding Hard fun Incomplete Information
  13. 13. Rabbithole Structure the Door Door for students/educators First artifact that draws the player in…….. instead may be the first bit of information Immersion
  14. 14. Activity Concept…….. Subject ………. Purpose…….. Door/Rabbithole………….
  15. 15. Qualitative Factors for Game Play (Malone, 1981) Challenge Curiosity Fantasy (Fiction) Flow
  16. 16. Kellers’ ARCS Model Attention Relevance Competence Satisfaction
  17. 17. CONSTRUCTIVISM & CONNECTIVISMFIERO & FLOW
  18. 18. Challenges Flow/Fiero  Solving a puzzle  Picking up clues to a mystery  Dealing with a character
  19. 19. Interactive Narrative  Keep designing while playing  Storyboard – the narrative  Flowchart the action – clues, puzzles, character interactions
  20. 20. Challenge  Puzzle  Mathematical Formula  Message to Decipher  Problem to Solve
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