The Play Element Of Learning, Breaking The Magic Circle, 10 April 2008

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    The Play Element Of Learning, Breaking The Magic Circle, 10 April 2008 - Presentation Transcript

    1. The Play Element of Learning
      • Jeroen van Bree & Marinka Copier
      • 10 April 2008
    2. Who We Are …
      • Assistant Professor in New Media and Digital Culture at Utrecht University
      • Head Utrecht School of Art and Technology (Interaction Design and Game Design & Development)
      • Management Consultant at YNNO
      • Ph.D. Candidate at Nyenrode Business Universiteit
      Sharing an interest in learning from online games
    3. The Network Society
      • Puts new demands on:
      • Individuals
      • Education
      • Organizations
    4. What Is Needed
      • Synergy
      • Networking
      • Open Communication
      • Autonomy
    5. What We See
      • Complex group tasks
      • Risk taking, fast and intuitive decision making
      • Situational role-taking
    6. What We Have
      • Old Structures
      • Hierarchies
    7. Learning from Games
      • How can game play and game design be used to improve (organizational) learning and to revitalize education and organizations?
    8. We Are Not Talking About Serious Games
      • Finite
      • Separation between game session and other contexts
    9. Our Approach is Different
      • We are adding game elements to existing systems such as education or organizations;
      • In this way, we aim to use game design principles to create an environment which fosters a certain type of behavior;
      • This environment is not limited to the duration of a game session;
      • In this situation, the magic circle becomes an irrelevant concept.
      • Discernability
      • Integration
      • Recoverable loss
      • Lusory attitude
      • Complementarity
      • Signaling
      Our Starting Point Lies With Design Principles intervention mechanism(s) outcome context
    10. A Test of Our Ideas
    11. Our Quest
      • Taking serious games beyond the magic circle
      • Finding the play element of learning
      • Applying game design principles (which ones?) to educational and organizational settings
      • To generate a lusory attitude without a gaming contract

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