5. …not required to possess an intimate
knowledge of video game history or
to devote weeks or months to play.
At the same time, many players of
casual games show a dedication and
skill that is anything but casual.
- Jesper Juul
7. Evaluation of Evidence-Based Practices in Online
Learning: A Meta-Analysis and Review of Online Learning
Studies (2010)
* learner control of media
* promote student reflection
Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of
Online Learning Studies
U.S. Department of Education
Office of Planning, Evaluation, and Policy Development Policy and Program Studies Service
Revised September 2010
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Also these guys…
you do about
• J.M. Carrol (MIT) – Minimalism
it?: (AUS/Twente)
• Sweller/Merrienboer
Cognitive Load Theory
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14. Type in one word you
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the problem…
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15. Let’s play a quick game!
Guess which search terms
go with which researcher
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18. You got 5 of 7
correct
•
•
•
•
•
•
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Online
At-risk
Games
Gender
Race
Learning
Barriers
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Researcher profile x
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7/7
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Online
7/7
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Learning
5/7
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Race
5/7
Researcher profile x
At-risk
3/7
Researcher profile x
Barriers
2/7
Researcher profile x
Gender
1/7
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Games
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20. Debriefing
What game mechanics or combo of game mechanics…
Can help players through a debriefing – reflection – process?
?
21. Fiction – Story - Narrative
Can we use narrative to make this game more engaging?
What fictions are already established by gameplay?
How can we build a story?
Give players tools to build their own story??
?
23. Dickey, M. D. (2005). Engaging By Design:
How Engagement Strategies in Popular
Computer and Video Games Can Inform
Instructional Design. Educational
Technology Research and
Development, 53(2), 67–83.