Gdc06 Galarneau


Published on

Game Developers' Conference 2006

Published in: Technology, Business
  • Be the first to comment

  • Be the first to like this

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

Gdc06 Galarneau

  1. 1. Collateral Learning: Online Games for 21st Century Skills Lisa Galarneau Ph.D. Candidate The University of Waikato New Zealand
  2. 2. The face of work is changing…
  3. 3. The modern workplace photo: Allan Hsu
  4. 4. Knowledge workers…
  5. 5. 21st century skills?  Soft skills, emotional intelligence, enterprise skills  Problem-solving, decision- making, team-work, communication, collaboration, managing self, information literacy, relating to others, entrepreneurship, taking initiative
  6. 6. What about schools?
  7. 7. We most often learn without meaning to…
  8. 8. Social play is particularly good for learning…
  9. 9. Collateral learning…
  10. 10. Even single player games are often played cooperatively
  11. 11. Because games have always been primarily social…
  12. 12. Virtual Worlds…
  13. 13. How can online games facilitate 21st century skill development? Dede’s critical skills:  Manage information  Comfort with diversity  Thrive on chaos
  14. 14.  The U.S. Military (Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education, 2005) - Who believes? /ExperientalLearningPapers/ GameReport_Bonk_final.pdf  Researchers: Katie Livingston Vale, Constance Steinkuehler, Toru Fujimoto, Nick Yee, Aaron Delwiche, James Paul Gee, Kurt Squire
  15. 15. Periodic  Storypath/story-based curricula (content)  Team-building/cooperation/ communication (skills)  Research (skills) How might it  Simulation/synthetic worlds (systems thinking) look? Ongoing  Communities of practice united around play (content/skills/ sociocultural literacy)  Lifelong learning (content/skills)
  16. 16. Principles (Bonk and Dennen)
  17. 17. Revolution
  18. 18. Industry Player
  19. 19.  Join an existing group of at least 4 members. After gaining their trust and loyalty, persuade the group to hunt at a different spot.  Start a group, and then get the group to Leadership a designated location deep within a level-appropriate dungeon to get a drop Training (as from a specific mob. imagined by Nick  The leader of a guild that is about to fracture over a long-standing issue has Yee*) just stepped down from the position. Keep this leaderless guild together while keeping attrition to a minimum.  Create a guild of at least 50 active members with a weekly attrition of not more than 5%. *
  20. 20. To ponder…  Will online games/virtual worlds become mainstream activities?  Will we all inhabit a variety of worlds?  Will we sign up for lifelong learning? Like sports, will online games be not only fun but good for us, too?  Might our educational system develop an appreciation for informal, collateral learning?
  21. 21. Galarneau, Lisa and Melanie Zibit. (In Press) The future is written in the present: Online games for 21st century competency. Much, much In Games and simulations in online more in learning: Research and development forthcoming frameworks. book chapter! David Gibson, Clark Aldrich, Marc Prensky (Eds.) Draft available at: Galarneau_Zibit_OnlineGames.pdf
  22. 22. QUESTIONS? Vintage Images from Tales of Future Past: