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Puentedura Telling Stories Playing Games
 

Puentedura Telling Stories Playing Games

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Presentation by Ruben Puentedura for Connect@NMC live session on May 18, 2009 -- see http://www.nmc.org/connect/rubenp

Presentation by Ruben Puentedura for Connect@NMC live session on May 18, 2009 -- see http://www.nmc.org/connect/rubenp

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    Puentedura Telling Stories Playing Games Puentedura Telling Stories Playing Games Document Transcript

    • Telling Stories, Playing Games Ruben R. Puentedura, Ph.D.
    • Four Engines of Transformation Social Computing Digital Storytelling e iv So at ci r ar al N al Pl su ay Vi Visualization and Educational Gaming Simulation
    • Educational Gaming
    • Formal Definition of Play (Salen & Zimmerman) quot;Play is free movement within a more rigid structure.quot; Salen, K. and E. Zimmerman, Rules of Play : Game Design Fundamentals. The MIT Press. (2003) Formal Definition of Game quot;A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.quot;
    • Games and Abstraction • Some videogames are more like real-life simulations: • Others are more abstract: Games and Goals • Some videogames are driven by real-life type goals: • The goals in other games are more arbitrary:
    • Games and Narrative Interactive Fiction Role-playing Games • Provide domain-specific analytic and problem-solving approaches MMOGs • Enhance skill transfer to related Commercial Critical Gaming tasks or domains • Enhance general skills or ARGs cognitive processes Sims Games • Provide domain-specific content • Provide domain-specific analytic and problem-solving approaches Real-Time Strategy Games Instructor-Created • Enhance skill transfer to related tasks or domains Educational • Enhance general skills or Turn-based Strategy Games cognitive processes Student-Created • Develop specific social structures • Improve participant motivation Twitch and Rhythm Games R. Puentedura, “I Taught It, Bought It at the Game Store: Repurposing Commercial Games for Education”. NMC Summer Conference Proceedings. (2007)
    • Digital Storytelling The Layout of Lascaux Source: Alain Jaubert, Lascaux, Préhistoire de l'art. Arte Video (1996)
    • Autun Cathedral
    • Nonlinear Narrative Geometries: “Look Behind You” Daniel in the Lions’ Den Samson Destroying the Temple Christ Appears to Mary Magdalen Noah’s Ark Fall of Simon the Magician Liberation of Saint Peter Ascension of Simon the Magician The Prisoners in the Furnace Sacrifice of Isaac Nativity of the Infant Jesus Floorplan Source: http://eng.archinform.net/projekte/11316.htm Daniel/Christ Appears Prisoners/St. Peter
    • Forms of Digital Storytelling Pictorial vocabulary; Narrative sources; Narrative transitions; CDS Seven Elements; Narrative structures; Narrative constraints Text/image integration Montage structures Narrative flows Ludic elements Image Sequential Moving Interactive Interactive Assembly Art Image Media Fiction 5-Card Nancy Comic Life Premiere Pachyderm Inform 7 R. Puentedura, “Digital Storytelling: An Alternative Instructional Approach”. NMC Summer Conference Proceedings. (2008)
    • Five-Card Nancy http://www.7415comics.com/nancy/index.html Pachyderm and Structure http://pachyderm.nmc.org/
    • The Formal and Structural Questions Scott McCloud, Understanding Comics. HarperCollins. (1993)
    • The Basic Screenplay Paradigm (Field) THE The Story: PARADIGM WORKSHEET ACT I ACT II ACT III First Half 50% Second Half 25% 75% Dramatic Context Dramatic Context Midpoint about page 60 Plot Point I Plot Point II (approx. 20-30) (approx. 80-90) 17–25% 67–75% SET-UP CONFRONTATION RESOLUTION Copyright ! 2000 Syd Field S. Field, Screenplay - The Foundations of Screenwriting, Third Edition. Dell Publishing. (1994) Modular Storytelling Example Perm. 1 Perm. 4 Perm. 1 Perm. 4 Dyn. 1 Dyn. 6 Dyn. 3 Dyn. 4 First Perm. 2 Perm. 5 First Perm. 2 Perm. 5 Story Step Dyn. 2 Dyn. 5 Story Step Dyn. 1 Dyn. 2 Perm. 3 Perm. 6 Perm. 3 Perm. 6 Dyn. 3 Dyn. 4 Dyn. 6 Dyn. 5 Player A Player B L. Sheldon, Character Development and Storytelling for Games. Thomson Course Technology PTR. (2004)
    • Bibliography • Educational Gaming: • Salen, K. and E. Zimmerman. Rules of Play : Game Design Fundamentals. Cambridge: The MIT Press, 2003. • Salen, K. and E. Zimmerman. The Game Design Reader : a Rules of Play Anthology. Cambridge: The MIT Press, 2006. • Lakoff, G. Women, Fire, and Dangerous Things : What Categories Reveal About the Mind. Chicago: University of Chicago Press, 1987. • Randel, J.M., B.A. Morris, C.D. Wetzel, and B.V. Whitehill. “The Effectiveness of Games for Educational Purposes: A Review of Recent Research.” Simulation & Gaming (Volume 23):261-276, 1992. • Fletcher, J.D. and S. Tobias. “Using Computer Games and Simulations for Instruction: A Research Review.” Proceedings of the Society for Advanced Learning Technology Meeting, 2006. • Puentedura, R. “I Taught It, Bought It at the Game Store: Repurposing Commercial Games for Education”. NMC Summer Conference Proceedings, 2007. Available online at: http://www.nmc.org/publications/2007-conference-proceedings • Puentedura, R. “Beyond World of Warcraft: the Universe of MMOGs”. NMC Summer Conference Proceedings, 2007. Available online at: http://www.nmc.org/publications/2007-conference-proceedings
    • • Digital Storytelling: • Jaubert, A. Lascaux, Préhistoire de l'Art. Arte Video, 1996. • Puentedura, R. “Digital Storytelling: An Alternative Instructional Approach”. NMC Summer Conference Proceedings, 2008. Available online at: http://www.nmc.org/publications/2008-conference-proceedings • McCloud, S. Understanding Comics. New York: HarperCollins, 1993. • Field, S. Screenplay - The Foundations of Screenwriting, Third Edition. New York: Dell Publishing, 1994. • Campbell, J. The Hero with a Thousand Faces. New Jersey: Princeton University Press, 1972. • Propp, V. Morphology of the Folktale. Trans. L. Scott. Austin: University of Texas Press, 1968. • Sheldon, L. Character Development and Storytelling for Games. Boston: Thomson Course Technology PTR, 2004. Hippasus http://hippasus.com/rrpweblog/ rubenrp@hippasus.com This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.