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Gameful Learning - Using games & game strategies to engage learners

Presentation on Gameful Learning at St. Edward's University. Designed for the 2011 SEU Teaching Showcase.

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Gameful Learning - Using games & game strategies to engage learners

  1. 1. Gameful LearningUsing games and game strategies to engage learners Jason Rosenblum, & Bob Strong h/p://
  2. 2. What’s a serious game?• games famously resist definition (Wittgenstein)• Therefore here’s one perspective: Serious games are games that prompt experiential learning through play, in ways that foster critical evaluation and participation.
  3. 3. Why are they relevant?• Theoretical models & Research Perspectives provided by: Ian Bogost, James Gee, David Shaffer, Constance Steinkuehler, Sasha Barab, Kurt Squire & Jane McGonigal
  4. 4. Gameful Participation• McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World: Penguin Press HC.• Jane McGonigal - Real play to take action to address large scale probs. 
  5. 5. Gameful participation via Superhero Gaming• Produced World Without Oil (an Alternate Reality Game) and more recently, Evoke (Alternate Reality/Superhero Gaming)• See:• Look for her Ted Talk: “Gaming can make a better world”
  6. 6. Gameful learning with serious games• Strategy that applies “Serious” Games with Guided Experiential Participation• To Foster: critical thinking, problem solving, instructor facilitation & reflection• To Address: authentic, real-world problems• With computer games (Fate of the World or Peacemaker) and game-based approaches
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  13. 13. Fate of the World• Designed to heighten awareness of systemic effects of environmental, political, and cultural choices on climate change. • Helps players confront the rhetorical gap between what they know and what the systems embodied in the game represent.• Relevance:  Provides experiential learning through a series of progressively harder problems, using Bogost’s procedural rhetoric• see: Persuasive Games,The Expressive Power of Video Games :
  14. 14. Epistemic Games @ UWDavid Shaffer, D., Gee, J. (2008). How Computer Games Help Children Learn: PalgraveMacmillan.
  15. 15. According to David Shaffer...An epistemic game is a game that deliberately creates theepistemic frame of a socially valued community by re-creatingthe process by which individuals develop the skills, knowledge,identities, values, and epistemology of that community (Shaffer& Gee, 2008, p. 164)Shaffer, D., Gee, J. (2008). How Computer Games Help ChildrenLearn: Palgrave Macmillan.
  16. 16. Peacemaker as Epistemic GamePresents players with the challenge of playing therole of a peacemaker...and more importantly challenges players to*think* like a peacemaker to solve a difficultproblem--peace in the Mideast.  
  17. 17. Peacemaker Pilot• Spring 2011 - Undergrad International Security & Conflict Resolution Course• Students worked in teams of 2-4, appx 5-6 teams, for appx 25 minutes.• asked to consciously role-play a leader from a particular political position
  18. 18. Peacemaker Pilot• Student teams did well--with some teams able to achieve positive ratings from both countries.• Students studied material prior to class, and were prompted to write reflections on their experience• Feedback was positive--wanted more time for play outside of class.
  19. 19. Gameful Learning with Alternate Reality Games• Enterprise Education• Simon Brookes• University of Portsmouth, UK
  20. 20. Gameful Learning with Alternate Reality Games"Alternate Reality Games for Enterprise Education - Bridgingthe reality gap between simulation and authentic experience"http://simonbrookes.wordpress.com
  21. 21. Learner as “Superhero”Clever use of technology + game designstrategies to motivate players in ways that areChallenge-Based.
  22. 22. From: http://www.urgentevoke.comMission 1, Objective: Learn
  23. 23. From: http://www.urgentevoke.comMission 1, Objective: Act
  24. 24. From: http://www.urgentevoke.comMission 1, Objective: Imagine
  25. 25. From: http://www.urgentevoke.comBlog post: Log your Evidence
  26. 26. From: http://www.urgentevoke.comBlog post:
  27. 27. From: http://www.urgentevoke.comOrigin Story:
  28. 28. From: http://www.urgentevoke.comAgent Profile: Khayalethu Kuphu
  29. 29. Learning is ExperientialAn example of Gees empowerment through identity (i.e.your life) and through learner-defined play : origin story +quest + outcome.  
  30. 30. Global Social Problems• Local Action & Social Networks for Change• Undergrad Cultural Foundations course• Uses superhero gaming strategies & challenge-based learning approach.• Inspired by McGonigal’s idea of gameful action and her ARG, Evoke.
  31. 31. Global Social Problems
  32. 32. Three Missions• Research an issue @ Global & Local Levels• Participate online as well as at local levels to address the problem• Imagine a possible way to address the issue, incorporating perspectives learned through research and participation.
  33. 33. Peer RatingsStudents awarded “Experience Points” by peers onhow well they demonstrate heroic “Character Traits” Creativity Tenacity Perspective Clarity Cooperation Empathy Credibility Precision PersuasionA Badge-based reward system is implemented basedon individual scores
  34. 34. Technology Setup• Class site is 99% “open”, not within Blackboard• Based on Drupal “Commons”, but heavily modified• Student blog syntheses will be posted to Twitter, using the course hash tag, #globsoc• Support for group-based activities, individual blogs
  35. 35. fin. jasonr@stedwards.edu