ARG Week 5/6

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Designing an ARG slideshow for Games MOOC
https://www.youtube.com/watch?v=XMvoAFMHH_4&feature=plcp

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ARG Week 5/6

  1. 1. DESIGNING ANARG
  2. 2. How to frame it! EpistemicGames A game where an epistemic frame is setthat requires the student to act as amember of the professional community.They are expected to use the vocabulary,jargon, and act as if a member of thiscommunity
  3. 3. How to frame it! Jim Gee Knowledge takes on a different life whenstudents use this knowledge in acoherent practice such as a game ratherthan a traditional test or paperassignment Lave &Wenger Community of Practice
  4. 4. How to frame it!Keller’s ARCs Motivation Model ofInstructional Design Attention Relevance Confidence Success
  5. 5. Examples to reference Epistemic games HARPS projects htt Mentira Place Based Learning 7ThingsYou Should Know about AlternateReality Games
  6. 6. Lesson plan or Instructor notes Unit Goals Learning Objectives Objectives & Standards from your CommonCourse Curriculum Technology requirements Field trip permissions Accessibility
  7. 7. Basics Subject Students Purpose What do you want them to learn? Skills orknowledge? What is the conflict/challenge?
  8. 8. Okay, so now different types ofgames Augmented Reality Game Augmented Reality Simulation Pervasive Game Location-Based Game Murder Mystery
  9. 9. Elements that May Be Different Interactive Narrative Pplayer actions change the game Puppetmaster Claim to be real Alter theWorld…don’t step into the MagicCircle TINAG Transmedia Movement
  10. 10. ARG Design Narrative NPC/PedagogicalAgents Game Design Challenges Transmedia TechTools
  11. 11. Game Design for ARGs Story driven Pieces distributed in multiple places Layers Problem solving Hard and soft scaffolding Hard fun Incomplete Information
  12. 12. Rabbithole Structure the Door Door for students/educators First artifact that draws the player in……..instead may be the first bit of information Immersion
  13. 13. Activity Concept…….. Subject ………. Purpose…….. Door/Rabbithole………….
  14. 14. Qualitative Factors for GamePlay (Malone, 1981) Challenge Curiosity Fantasy (Fiction) Flow
  15. 15. FIERO & FLOWCONSTRUCTIVISM & CONNECTIVISM
  16. 16. Challenges Flow/Fiero Solving a puzzle Picking up clues to a mystery Dealing with a character
  17. 17. Interactive Narrative Keep designing while playing Storyboard – the narrative Flowchart the action – clues, puzzles,character interactions
  18. 18. Challenge Puzzle Mathematical Formula Message to Decipher Problem to Solve
  19. 19. EDISON V. TESLA THEME
  20. 20. RABBITHOLE
  21. 21. ARG PRIMEALTERNATE REALITY GAME
  22. 22. ARG Prime Gmail YouTube Wordpress Tagwhat Logins and Accounts
  23. 23. PUPPETMASTER
  24. 24. Rabbithole Structure the Door Door for students/educators First artifact that draws the player in……..instead may be the first bit of information Immersion
  25. 25. CURTAIN
  26. 26. TINAG

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