Gate StoryBOX

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Gate StoryBOX

  1. 1. Serious Game Designfor Playful LearningKeimpe de HeerDirector Creative Learning Lab Carkit (HKU)Waag Society StoryBOX (Waag)
  2. 2. CARKIT PILOT Research cluster Games & Interaction Applied Game Design AIMS Problem with physics education on paper: static representation of dynamic system Level: 4 HV Aim: ‘feel’ or ‘experience’ the formula Mass, Friction, Force and its interplay
  3. 3. CARKIT PILOT Research cluster Games & Interaction Applied Game Design CONCEPT Classroom reality: 1. Practice at home: iterative learning 2. Bring best design to school 3. Race against others (multiviewer race) 4. Analyse success factors 5. Back to 1 6. Transfer (what did you learn)Concept art 2nd iteration
  4. 4. CARKIT PILOT Research cluster Games & Interaction Applied Game Design FEATURES Configure your vehicle RESULTS RACE Plan a testrun
  5. 5. CARKIT PILOT Research cluster Games & Interaction Applied Game DesignLESSONS LEARNED NECESSITY ITERATIVE DESIGN BRIDGE THE CONCEPTUAL GAP between subject matter experts and designers MARKET CONDITIONS FOR SCALABILITY many roadblocks from prototype to market
  6. 6. StoryBOXGoals Playful Explorative Physical
  7. 7. Blocks
  8. 8. Stethoscope Phonemic Awareness V–I–S
  9. 9. Headphones
  10. 10. Radio
  11. 11. Touchpad
  12. 12. Wordbutton
  13. 13. Chimney
  14. 14. Observations1.) Embedded research and users as designers methodologies provide valuableinsights in the process through which pupils engage with playful learning situations a.) Impact studies2.) Applied research agents play a key role in transferring fundamental research tomeaningful innovations a.) Learn about each others contextsFollow-up1.) Master classes2.) From tactile playful interaction to gesture based playful learning
  15. 15. Embodied LearningHuman cognition is embodied cognition.Cognitive processes are deeply rooted andcome from the body’s interactions with itsphysical environment(Deirdre Wilson, 2002) Photo: ‘funky Forrest’, Theodore Watson

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