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Epistemic Game Design for
Collaborative Inquiry and
Civic Engagement
Hello!
I am Sherry Jones
Game Design and Psychology Subject Matter
Expert at Rocky Mountain College of Art & Design
(RMCAD).
Philosophy, Rhetoric, and Game Studies Instructor.
You can find me on Twitter @autnes
Access the slides at http://bit.ly/epistemicgd
What Do We Know from
Game Research?1
“
“Modern video games instantiate and demonstrate
many key principles that psychologists, educators,
and neuroscientists believe enhance learning and
brain plasticity. This, in turn, has led some scientists
to consider the possibility that video game play may
produce not just improvements in the ability to play
the games but may, in fact, result in more
fundamental changes in the way players see the
world and process information.”
(Eichenbaum et. al., 2014, American Journal of Play)
Research on Gaming and
Cognition
“
Based on a study of 53 children (31 were girls), ages
3-6, Dr. Barnett suggests that the “children have
higher object control skills because they are playing
interactive games that may help to develop these
types of skills (for example, the under hand roll
through playing the bowling game on the Wii).
Playing interactive electronic games may also help
eye-hand coordination.”
(O’Garretty, 2012, Deakin Univ. and Univ. of
Wollongong)
Research on Gaming and
Motor Skills
“
Frequent gamers “are better able to overcome
interference in perceptual learning. This resistance
to interference suggests that video game playing not
only enhances the amplitude and speed of perceptual
learning but also leads to faster and/or more robust
stabilization of perceptual learning.”
(Berard et. al., 2015, PLOS One)
Research on Gaming and
Learning
BIG concept
Games can enhance
education!
Image Source: KAdDigArt
“
“The U.S. Department of Education
recognizes the proven power of digital
games for learning and is committed to
fostering the broader adoption of high
quality games in schools and informal
learning settings.”
(Office of Ed. Tech., 2015)
Q. What types
of games have
you used for
learning or
teaching?
TAKE A POLL!
1. Respond at PollEv.
com/sherryjones513
2. Text SHERRYJONES513 to
37607 once to join
What Are Epistemic
Games?2
Epistemic Games: A
Definition
◇ Epistemic Games, Applied Games, and
Serious Games all refer to games designed
for learning specific concepts, principles, or
theories.
◇ Whereas the word “serious” makes games
appear work like, and “applied” renders
games as conceptual proofs, “epistemic”
emphasizes the ways games can “frame” our
way of knowing.
GOOD
Epistemic
Game
Design
“
Richard Culatta, Director of the Office of Ed.
Tech., emphasizes: "If you're building and
designing games for learning you have to
connect and work with teachers and with
school leaders to make sure you are building
games that are meeting the needs."
(Crecente, 2015, Polygon)
Include Educators in
Game Design Decisions
Keys to Epistemic Game Design
(EGD) by Sherry Jones
◇ An Epistemic
Game is not a
“textbook.” EGD
presents a series
of visualized
problems, with a
cohesive
narrative, that
entice the learner
to solve them.
◇ EGD challenges
the learner to
think in different
or new ways to
solve the game,
thereby enabling
learner to arrive
at understanding
based on own
thoughts/actions.
◇ EGD incorporates
both pedagogical
goals and game
design principles
for creating
games that are
“challengingly
fun,” and serve as
learning scaffolds.
More Keys to Epistemic Game
Design (EGD) by Sherry Jones
◇ EGD reenacts the
logical reasoning of
a concept, a
principle, or an
entire theory in level
design. Ex. Mario as
Sisyphus completes
a level and enters
the castle, only to
find the same level
on repeat.
◇ EGD uses
narrative design
to create
storyworlds that
simulate fantasy
based analogical
situations,
enabling player
acceptance,
immersion, and
flow state.
◇ EGD considers
age, accessibility,
user experience,
and psychology of
the intended
learner. Ex.
Aesthetics (colors,
typography,
skeuomorphism;
Technology (web,
mobile, console)...
Epistemic Game:
The Perspective Game
by GetTheIssues (GTI)
3
I’m Maxim,
Your Guide!
What is The Perspective
Game (TPG)?
TPG is an epistemic,
massively multiplayer
online roleplaying card
game that engages
players in civic
conversations about
real world events.
TPG Gameplay is
Simple...
1. Guild builds
card clusters that
present
arguments about
a real issue
2. Guild
evaluates
and picks
the best
card cluster
3. Guild
enters best
card cluster
in guild
tournaments
Let’s Take
a Tour of
TPG!
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by Sherry Jones (Aug. 5, 2015)
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by Sherry Jones (Aug. 5, 2015)
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by Sherry Jones (Aug. 5, 2015)
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by Sherry Jones (Aug. 5, 2015)
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by Sherry Jones (Aug. 5, 2015)
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by Sherry Jones (Aug. 5, 2015)
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by Sherry Jones (Aug. 5, 2015)
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by Sherry Jones (Aug. 5, 2015)
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by Sherry Jones (Aug. 5, 2015)
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by Sherry Jones (Aug. 5, 2015)
Features of TPG
◇ Rigorous argumentation theories inform TPG design.
◇ Players select issues for starting a game.
◇ Unique player roles to function as rhetorical figures.
◇ Intriguing game characters as player guides.
◇ Fun and interactive 2-D cards in 3-D environments.
◇ Guild rooms where players solve problems together.
◇ Guilds and guild rules are set by players.
◇ Guild vs. Guild with TPG Card Decks as “play hands”.
◇ “Wins” count for both individual players and the guild.
◇ Continued play in multiple games throughout time.
◇ Instant-saved gameplay history for reputation building.
More Features of TPG
◇ Player records + streams playthrough to Youtube and
Twitch.
◇ Internal wiki system for players to create pages on
argumentation definitions and gameplay strategies.
◇ Live backchannel for guild collaboration.
◇ Internal mail system for asynchronous communication.
◇ Personal Library for in-game research curation.
◇ Article discovery assistant.
◇ Claim/Counterclaim discovery assistant.
◇ Moderation system to minimize abusive behaviors.
◇ Access to experts in given fields.
Q. Which of
the TPG
features best
support
learning?
TAKE A POLL!
1. Respond at PollEv.
com/sherryjones513
2. Text SHERRYJONES513 to
37607 once to join
Educational Theories in
The Perspective Game
4
TPG + Rhetoric Theories
◇ Aristotelian, Toulmin, and Rogerian
Rhetoric Theories inform TPG design.
◇ Each TPG card represents a
component of the poetics of
argumentation.
◇ By playing cards, the players learn
empathic listening skills and the logic
of argumentation.
TPG + Civic Engagement
◇ TPG offers a platform for learning
about real world issues.
◇ Guilds choose an interested issue as
the focus of civic engagement.
◇ Example issues:
■ STEM vs. STEAM education.
■ Ethics of Biohacking.
■ Epigenetics and body politics.
TPG + Collaborative
Inquiry
◇ TPG fosters collaborative inquiry
practices by requiring guild players to
conduct research.
◇ To win, a guild’s TPG card cluster needs
to present a strong argument with
quality research as evidence.
◇ Players co-develop a research library.
The Perspective Game
Design: In-Depth Look
5
The TPG
Board and
13 Cards
“Main Claim” Card
◇ Is wielded by the Initiator.
◇ Begins the entire game.
◇ States a claim of value, fact,
policy, or causality about a
real world issue.
◇ States a reason for
supporting that claim.
“Concession” Card
◇ Is wielded by the Conceder.
◇ Offers a concession to an
assumption or claim stated
in “counterclaim” card.
◇ Addresses the perspective of
the Counter (who wields the
counterclaim card).
“Rebuttal” Card
◇ Is wielded by the Refuter.
◇ Opposes the “counterclaim”
card.
◇ Refutes an assumption or
claim in the opponent’s card.
◇ Supports rebuttal with
evidence.
“GTI
Software
Architecture”
by Jeff Segor
Pricing
◇ Free-to-Play Model.
◇ Subscription Service (month vs. year).
◇ Premium Service (more features):
■ Join concurrent guilds.
■ Create private guild rooms.
■ Livestream to Youtube and Twitch.
■ Design customizable avatars.
Meet the GetTheIssues
(GTI) Team
Martin Radley
Business Operations &
Virtual Economy
Development.
Sherry Jones
Game Architecture
Design, Narrative
Design & Education
Research.
Jeff Segor
Backend Architecture
Engineering & Game
Development.
Palani Murugan
Mobile & Responsive
Web Development.
Stephen Getter
Graphic Design &
Game Development.
Upcoming Prototype
Release in Early 2016!
◇ Gain first access to The Perspective
Game! Contact us to become game
testers!
Thanks!
Any questions?
You can find me at:
◇ @autnes
◇ sherryjones.edtech@gmail.com
◇ http://about.me/sherryjones
Access the slides at:
◇ http://bit.ly/epistemicgd
Credits
Special thanks to all the people who made and released
these awesome resources for free:
◇ Presentation template by SlidesCarnival
◇ Photographs by Unsplash

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"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by Sherry Jones (Aug. 5, 2015)

  • 1. Epistemic Game Design for Collaborative Inquiry and Civic Engagement
  • 2. Hello! I am Sherry Jones Game Design and Psychology Subject Matter Expert at Rocky Mountain College of Art & Design (RMCAD). Philosophy, Rhetoric, and Game Studies Instructor. You can find me on Twitter @autnes Access the slides at http://bit.ly/epistemicgd
  • 3. What Do We Know from Game Research?1
  • 4. “ “Modern video games instantiate and demonstrate many key principles that psychologists, educators, and neuroscientists believe enhance learning and brain plasticity. This, in turn, has led some scientists to consider the possibility that video game play may produce not just improvements in the ability to play the games but may, in fact, result in more fundamental changes in the way players see the world and process information.” (Eichenbaum et. al., 2014, American Journal of Play) Research on Gaming and Cognition
  • 5. “ Based on a study of 53 children (31 were girls), ages 3-6, Dr. Barnett suggests that the “children have higher object control skills because they are playing interactive games that may help to develop these types of skills (for example, the under hand roll through playing the bowling game on the Wii). Playing interactive electronic games may also help eye-hand coordination.” (O’Garretty, 2012, Deakin Univ. and Univ. of Wollongong) Research on Gaming and Motor Skills
  • 6. “ Frequent gamers “are better able to overcome interference in perceptual learning. This resistance to interference suggests that video game playing not only enhances the amplitude and speed of perceptual learning but also leads to faster and/or more robust stabilization of perceptual learning.” (Berard et. al., 2015, PLOS One) Research on Gaming and Learning
  • 7. BIG concept Games can enhance education! Image Source: KAdDigArt
  • 8. “ “The U.S. Department of Education recognizes the proven power of digital games for learning and is committed to fostering the broader adoption of high quality games in schools and informal learning settings.” (Office of Ed. Tech., 2015)
  • 9. Q. What types of games have you used for learning or teaching? TAKE A POLL! 1. Respond at PollEv. com/sherryjones513 2. Text SHERRYJONES513 to 37607 once to join
  • 11. Epistemic Games: A Definition ◇ Epistemic Games, Applied Games, and Serious Games all refer to games designed for learning specific concepts, principles, or theories. ◇ Whereas the word “serious” makes games appear work like, and “applied” renders games as conceptual proofs, “epistemic” emphasizes the ways games can “frame” our way of knowing.
  • 13. “ Richard Culatta, Director of the Office of Ed. Tech., emphasizes: "If you're building and designing games for learning you have to connect and work with teachers and with school leaders to make sure you are building games that are meeting the needs." (Crecente, 2015, Polygon) Include Educators in Game Design Decisions
  • 14. Keys to Epistemic Game Design (EGD) by Sherry Jones ◇ An Epistemic Game is not a “textbook.” EGD presents a series of visualized problems, with a cohesive narrative, that entice the learner to solve them. ◇ EGD challenges the learner to think in different or new ways to solve the game, thereby enabling learner to arrive at understanding based on own thoughts/actions. ◇ EGD incorporates both pedagogical goals and game design principles for creating games that are “challengingly fun,” and serve as learning scaffolds.
  • 15. More Keys to Epistemic Game Design (EGD) by Sherry Jones ◇ EGD reenacts the logical reasoning of a concept, a principle, or an entire theory in level design. Ex. Mario as Sisyphus completes a level and enters the castle, only to find the same level on repeat. ◇ EGD uses narrative design to create storyworlds that simulate fantasy based analogical situations, enabling player acceptance, immersion, and flow state. ◇ EGD considers age, accessibility, user experience, and psychology of the intended learner. Ex. Aesthetics (colors, typography, skeuomorphism; Technology (web, mobile, console)...
  • 16. Epistemic Game: The Perspective Game by GetTheIssues (GTI) 3
  • 18. What is The Perspective Game (TPG)? TPG is an epistemic, massively multiplayer online roleplaying card game that engages players in civic conversations about real world events.
  • 19. TPG Gameplay is Simple... 1. Guild builds card clusters that present arguments about a real issue 2. Guild evaluates and picks the best card cluster 3. Guild enters best card cluster in guild tournaments
  • 31. Features of TPG ◇ Rigorous argumentation theories inform TPG design. ◇ Players select issues for starting a game. ◇ Unique player roles to function as rhetorical figures. ◇ Intriguing game characters as player guides. ◇ Fun and interactive 2-D cards in 3-D environments. ◇ Guild rooms where players solve problems together. ◇ Guilds and guild rules are set by players. ◇ Guild vs. Guild with TPG Card Decks as “play hands”. ◇ “Wins” count for both individual players and the guild. ◇ Continued play in multiple games throughout time. ◇ Instant-saved gameplay history for reputation building.
  • 32. More Features of TPG ◇ Player records + streams playthrough to Youtube and Twitch. ◇ Internal wiki system for players to create pages on argumentation definitions and gameplay strategies. ◇ Live backchannel for guild collaboration. ◇ Internal mail system for asynchronous communication. ◇ Personal Library for in-game research curation. ◇ Article discovery assistant. ◇ Claim/Counterclaim discovery assistant. ◇ Moderation system to minimize abusive behaviors. ◇ Access to experts in given fields.
  • 33. Q. Which of the TPG features best support learning? TAKE A POLL! 1. Respond at PollEv. com/sherryjones513 2. Text SHERRYJONES513 to 37607 once to join
  • 34. Educational Theories in The Perspective Game 4
  • 35. TPG + Rhetoric Theories ◇ Aristotelian, Toulmin, and Rogerian Rhetoric Theories inform TPG design. ◇ Each TPG card represents a component of the poetics of argumentation. ◇ By playing cards, the players learn empathic listening skills and the logic of argumentation.
  • 36. TPG + Civic Engagement ◇ TPG offers a platform for learning about real world issues. ◇ Guilds choose an interested issue as the focus of civic engagement. ◇ Example issues: ■ STEM vs. STEAM education. ■ Ethics of Biohacking. ■ Epigenetics and body politics.
  • 37. TPG + Collaborative Inquiry ◇ TPG fosters collaborative inquiry practices by requiring guild players to conduct research. ◇ To win, a guild’s TPG card cluster needs to present a strong argument with quality research as evidence. ◇ Players co-develop a research library.
  • 38. The Perspective Game Design: In-Depth Look 5
  • 40. “Main Claim” Card ◇ Is wielded by the Initiator. ◇ Begins the entire game. ◇ States a claim of value, fact, policy, or causality about a real world issue. ◇ States a reason for supporting that claim.
  • 41. “Concession” Card ◇ Is wielded by the Conceder. ◇ Offers a concession to an assumption or claim stated in “counterclaim” card. ◇ Addresses the perspective of the Counter (who wields the counterclaim card).
  • 42. “Rebuttal” Card ◇ Is wielded by the Refuter. ◇ Opposes the “counterclaim” card. ◇ Refutes an assumption or claim in the opponent’s card. ◇ Supports rebuttal with evidence.
  • 44. Pricing ◇ Free-to-Play Model. ◇ Subscription Service (month vs. year). ◇ Premium Service (more features): ■ Join concurrent guilds. ■ Create private guild rooms. ■ Livestream to Youtube and Twitch. ■ Design customizable avatars.
  • 45. Meet the GetTheIssues (GTI) Team Martin Radley Business Operations & Virtual Economy Development. Sherry Jones Game Architecture Design, Narrative Design & Education Research. Jeff Segor Backend Architecture Engineering & Game Development. Palani Murugan Mobile & Responsive Web Development. Stephen Getter Graphic Design & Game Development.
  • 46. Upcoming Prototype Release in Early 2016! ◇ Gain first access to The Perspective Game! Contact us to become game testers!
  • 47. Thanks! Any questions? You can find me at: ◇ @autnes ◇ sherryjones.edtech@gmail.com ◇ http://about.me/sherryjones Access the slides at: ◇ http://bit.ly/epistemicgd
  • 48. Credits Special thanks to all the people who made and released these awesome resources for free: ◇ Presentation template by SlidesCarnival ◇ Photographs by Unsplash