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Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
Now Loading: Classroom, Game . . . One and the Same!
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Now Loading: Classroom, Game . . . One and the Same!

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Originally presented at the Game Education Summit (June 2010)

Originally presented at the Game Education Summit (June 2010)

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  • 1. NOW LOADING: CLASSROOM, GAME, ONE AND THE SAME! Jeannie Novak Lead Author & Series Editor, Game Development Essentials Founder, KALEIDOSPACE, LLC (Indiespace) [email_address]
  • 2. Jeannie Novak - Background
    • Lead Author & Series Editor: Game Development Essentials (Delmar Cengage Learning)
    • Founder & CEO, KALEIDOSPACE, LLC (Indiespace, Game Education Consultants, Serious Games: Serious Fun)
    • Producer & Lead Designer, course-game hybrid; Online Program Director, Game Art & Design | Media Arts & Animation, Art Institute Online
    • Game Instructor & Subject Matter Expert: Academy of Entertainment & Technology (Santa Monica College), Art Center College of Design, DeVry, ITT, UCLA
    • Consultant, Alelo Tactical Language & Culture, Berkeley Center for New Media
    • MA, Communication Management – Annenberg School for Communication (University of Southern California)
  • 3.
    • Games as online distance learning applications
    Introduction: Where Are We Now ?
  • 4. Education & Games: The Missing Piece
    • Educational need  student/player engagement
    • Industry need  unique application development in a crowded marketplace
    • Evolution of online games
    • Serious game development vs. curriculum shift
  • 5.
    • Research/USC thesis
    • Learning theory & “play”
    Theory: Play to Learn
  • 6. “ MMOGs as Online Distance Learning Applications”
    • Constructionism  experiential/ customization (Seymour Papert; Jean Piaget)
    • Socialization  social learning / social pedagogy (Mager; Diestersweg)
    • Simulation (Papert – “microworlds”)
  • 7. Components of “Play”
    • Engagement
    • Perceived control
    • Entertainment
    • Decision-making
    • Social interaction
    • Education (covert/stealth/social)
    • Emotional attachment
    • Level of simulation (e.g., “life”)
  • 8.
    • Curriculum paradigm shift
    “ Transformation”
  • 9. Traditional Online Classroom
    • Threads
    • Chat
    • Supplementary materials
    • Linearity
    • Audio/video
    • Text (in addition to books)
    • Learning management systems (LMSs)
  • 10. “ Transformed” Online Classroom
    • Asynchronous vs. synchronous communication
    • Non-linear learning/gaming
    • Experiential learning
    • Simulation – real-world rules
    • Multi-user/-player
    • Social gaming
    • Coopetition: non zero-sum play
    • Millennial generation
    • Covert gaming & learning
    • Avatar & identification
    • Player functionality  engagement
    • Learning bridges
  • 11.
    • Course-game hybrid case study
    • Virtual world debate
    Practice: Enter the Game
  • 12. Course-Game Hybrid
    • Vision
    • Recruitment
    • Role assignment
    • Unique team structure
    • Virtual tools
    • Documentation
    • Development cycle
    • Producers
    • Teams: Art, Tech, Design (including game and instructional design)
  • 13. “ Playing the Course”
    • Assessment
    • Degree of simulation
    • NPCs: Live team or AI
    • Narrative: How far to go
    • Social networking/media
    • Instructors & instructional designers  game designers
  • 14. R&D Floor – Lobby
  • 15. R&D Floor - Cubicles
  • 16. Cubicle
  • 17. Moodle (LMS)
  • 18. Office
  • 19. Conference Area
  • 20. Office
  • 21. Penthouse – Nerve Center
  • 22. Penthouse – Wide View
  • 23. Exterior
  • 24.
    • Future trends
    Conclusion: What’s Next?
  • 25. Educational Renaissance
    • Full integration
    • Multiplayer
    • Inter-campus & inter-school team play
    • Group identity/morale + individual identity/functionality
    • Home study
    • Any time, anywhere
    • Going global
    • Educational system transformed
  • 26. Integrating Technology Trends
    • Social networking
    • Augmented reality
    • Life experiences as gameplay
    • “ Applications” as utilities
    • Mobile platform
  • 27. Social Worlds (2D)
    • Habbo Hotel
    • Whyville
  • 28.
    • Introduction: Where Are We Now?
    • Theory: Play to Learn
    • From Traditional to “Transformed”
    • Practice: Enter the Game
    • Conclusion: What’s Next?
    Summary

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