Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Design the Experience


Published on

This presentation explores the idea that educators can adopt the principles of game design to design learning experiences that foster engagement, ethical citizenship, and entrepreneurial spirit. I gave this presentation at the 2013 conference for The Association of Alberta Public Charter Schools (TAAPCS)

Published in: Education
  • Be the first to comment

Design the Experience

  1. 1. What the second-best teacher can learn about using the first
  2. 2. Introducing: badbuddha0 The Bard
  3. 3. Let’s start with a snap…
  4. 4. Your mission for the next hour… Get ready to do these things during the session:  Identify Scott’s two “atoms” of learning;  Distinguish between the roles of teacher and experience;  List the 4 building blocks of game (and lesson) design;  Identify resources for you to explore gameful learning. Pay close attention and you could WIN a cool prize!
  6. 6. Our Job? Design the Experience
  7. 7. Games and Stories
  8. 8. What is a “Game,” anyway? They “…are unnecessary obstacles that we volunteer to tackle.” Dr. Jane McGonigal Author, Reality is Broken They are paths into an experience Jesse Schell Professor, Carnegie Mellon
  9. 9. GBL vs. Gamification Game-Based Learning Gamification Class PLAYS games Class IS a game
  10. 10. This is not a new idea
  11. 11. How do Games Engage? Game-like learning offers support for each aspect of engaged learning by providing • Objectives • Rules • Interface • Feedback Dickey, 2005,
  12. 12. Example – Taylan Kay’s “Auti-Sim”
  13. 13. Learner = Player
  14. 14. Determine the Essential Experience …and then determine the Objectives, Rules, Interface and Feedback tools you want to use to engage students with that experience.
  15. 15. What do students learn?  Systems thinking  Collaborative problem solving  A pro-skill orientation (new skills = awesome!)  How to positively tackle challenges  Organizational skills  Relational skills  How to use data  “Just-in-time” preparation  How to be an agent of their own destinies
  16. 16. Or, how I learned what NOT to do…
  17. 17. What is the Game? My First Try • • • • Every student starts at Level 0 But the first thing they learn is that they can “level up.” Students receive XP for being able to demonstrate actions in and around the school. Students never lose experience and can complete tasks at any time.
  18. 18. Results – December 2012  Out of 28 enrolled students, 20 have attended at least 1 session.  Of the 20 who have attended, 3 have not levelled up.  Anecdotally, whether or not a task is related to XP is the determiner for its completion by students.  A sense of community is developing as students take risks in the class and see that their classmates support them in making them.  The class, while operating on game mechanics, is not “gameful” in the sense that students are in a state of flow while in session. It may be worth examining how the actual class tasks might be more gamelike.  Like any role playing game, there is a challenge to new students who start while the course is underway. While they can certainly catch up by doing the work, they haven’t formed the relationships needed for a satisfying experience.
  19. 19. I was missing…
  20. 20. In other words: Flow…and Fiero
  21. 21. Experience some Fiero yourself… Rules: It is possible to put together three hands of three players who want to indulge in thumbwrestling. A nodal network is formed. In a game of three, the player holding tight the thumb which is furthest down is the winner. All other thumbs (further up) have a walk-over for the two thumbs furthest down are frozen already. Since humans have two hands the left hand can be used to connect even more players to the network. Thus, various possibilities pop up.
  22. 22. Because you can’t get the gold in the dungeon with out fending off a few hordes of enemies!
  23. 23. Games = Video Games?
  24. 24. Effectiveness?
  25. 25. Addiction or Flow?
  26. 26. Gender/Race/Access Issues?
  27. 27. Questionable Content?
  28. 28. So was THIS at one time:
  30. 30. Where does he get those wonderful toys?
  31. 31. Games MOOC
  32. 32. Institute of Play and Q2L
  33. 33. Gamestar Mechanic
  34. 34. Dr. Jane McGonigal
  35. 35. My Stuff
  36. 36. Dropbox THIS is my dropbox link for this session. I decided to save a tree
  37. 37. How closely were you paying attention?
  38. 38. Mission Results  What are Scott’s “atoms of learning?”  What is the relationship of the teacher to experience?  What 4 elements can you adjust to design an experience?  What was the 4th thing you were supposed to watch for?  Easter Egg – What is Scott’s favorite football team?