Rosenblum gaming workshop_v2

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Version of a presentation for St. Edward's University faculty on Educational Gaming.

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  • PEW Study: Gameplay is social & study finds link to civic outcomes

    Reference: Pew/Internet : Teens/Videogames & Civics ?
    * puzzles, racing, sports, action & adventure games top the list; fighting & shoot-em-ups were 9th/10th
    * heavily social experience, with 65% of teens playing with people in room;47% play with people they know offline
    * quality of gameplay related to civic outcomes--playing games in person was related to civic outcomes but playing with others wasn't, e.g.
    --e.g. info about politics; 64% rased money for charity (compared with 55% who don't);
    * teens with most civic gaming experiences (top 25%) more likely to report interest & engagement in civic political activities than teens with fewest (bottom 25%)
  • Pew/Internet survey
    heavily social experience, with 65% of teens playing with people in room;47% play with people they know offline
    * quality of gameplay related to civic outcomes--playing games in person was related to civic outcomes but playing with others wasn't, e.g.
    --e.g. info about politics; 64% rased money for charity (compared with 55% who don't);
    * teens with most civic gaming experiences (top 25%) more likely to report interest & engagement in civic political activities than teens with fewest (bottom 25%)

  • Also, NSF funds game-based learning @ UW Madison: http://www.news.wisc.edu/17149
    WoW: Constance Steinkweller found that dialogues that support/explain/justify actions in quest demonstrate a level of scientific literacy. others are interested in WoW for teambuilding, commun. skills. Quote..."it shouldn't be working as well as it is..."
  • This hub is a place where Penn State faculty, staff and students working with educational games and virtual worlds can communicate and collaborate.

    Gaming Engagement Initiative
    - games dev by EGC staff - use of COTS games & small, casual games
    - faculty apply to develop

    causal games listing in games library--vetted
    resources on games/virtual worlds
    info on gaming lab--course work & research for COTS & game authoring
    some features restricted
    Bach. of Des in IDS & MFA in New Media offer students chance to design games. PSU has gaming lab to support this.
  • The epistemic games group publishes research in academic journals, technical reports, books, and online.
    How can we make sure that our kids are learning to be creative thinkers in a world of global competition?
    Chronicling more than a decade of research in technology, game science, and education, the work of the Epistemic Games Group speaks to the ongoing debate about the pros and cons of digital learning.
    research on games--such as Urban Science, developed @ UW MAdison--teaches kids to think like urban planners
    grant-funded - McCarthur, NSF. Some games developed by MIT/Harvard
  • MIT educ. arcade - resesarch group of comparative media studies program; with NSF, developing “curated” game around climate change. Mass Extinction -
    Over eight weeks in the spring of 2011, Mass Extinction players will explore a series of web pages, simulations, and live events at the Smithsonian and affiliate museums around the country. Together, players will solve puzzles, collect data, do web searches, and engage in on-line debate, all in the process of unraveling a mystery that blends a science-fiction scenario with the all-too-real issue of climate change.
  • game that demonstrates “social responsiveness” (re: Dede @ Harvard)


  • "build up our global capacity to change the world in as short a time as possible, for as many people as possible"
    3 missions/week - to imagine how they would solve real-world problems



  • dept-based, grass-roots effort
    Uses branching node structure to create dialogue in game, to create dialogue about place
    Highlights learner engagement, rooted in design-based research (DBR) model
    Players encouraged to work together

  • Rosenblum gaming workshop_v2

    1. 1. E-Games @ SEU Jason Rosenblum
    2. 2. Many types of games Delivery: Console, PC/Mac client, Flash-based, Mobiles platform jumpers first-person shooters real-time strategy puzzles casual games mini-games sports games alternate reality games massively-multiplayer games adventure / fantasy action games (GTA) rhythm games simulation (the Sims) fighting role-playing survival horror virtual worlds racing games From: Educause: Games for Higher Education, 2008; Pew/Internet: Teens, videogames & civics
    3. 3. How are games used in learning? • Motivation / Engagement • Skill & task rehearsal • Therapy for pain relief • Role play jobs prior to employment • Promote learners as content developers from JISC: Learning in Immersive Worlds
    4. 4. Learning theory perspectives • social constructivism (Vygotsky, 1978) • situated learning (Lave & Wenger, 1991) • discovery learning (Bruner, 1966) • experiential learning (Bonwell & Eison, 1991) • See: http://gaming.psu.edu/GamesRationale for a great intro
    5. 5. What are educational games & how are they relevant? • Can apply to a wide range of game genres • Also now called “serious games” • Resists strict definitions & borders* • COTS games like WoW also count: http://www.livescience.com/technology/081003-school-games.html "It has worked ridiculously well...It shouldn't be working as well as it is." (Steinkweller) *(Wittgenstein, 1953)
    6. 6. Penn State • Educational Gaming Commons : http://gaming.psu.edu/ • Causal Games Library : http://gaming.psu.edu/library • Projects : http://gaming.psu.edu/Projects • PSU School of Visual Arts: - Interdisciplinary Visual Studio : B. Des. in IDS http://www.sova.psu.edu/interdisciplinary_digital_studio_ids/interdisciplinary_digital_studio_ids - New Media Program : MFA in New Media http://www.sova.psu.edu/academics/studio_art/new_media/new_media
    7. 7. Univ. of Wisconsin, Madison • Games Learning Society • Games research program - Role games in society/culture: http://www.gameslearningsociety.org/ • Grad research; Affiliated with several UW depts + ASU (incl. James Gee), MIT + Filament Games • ARIS Games - Augmented Reality & Interactive Storytelling: http://www.arisgames.org • Epistemicthe digital- age” players learn the ways of thinking...of games “help http://epistemicgames.org/eg/
    8. 8. MIT • Can a Game Save the World? http://web.mit.edu/newsoffice/2010/cfcm-game.html • Mass Extinction - “curated” game around climate change - over 8 week period in SP11 • Immersive ARG - to “unravel” a mystery in a sci-fi setting • Education Arcade: http://www.educationarcade.org/ • Projects: http://www.educationarcade.org/projects
    9. 9. Quest Atlantis @ Indiana Univ. • Design-based Research, headed by Dr. Sasha Barab • 3-D Immersive, problem-based learning game • Built around 7 “Social Commitments” • Based on Transformational Play, which situates discussion of context, content & person from the perspectives of: • Intentinality • Consequentiality • Legitimacy • See: http://inkido.indiana.edu/barab_we/ http://atlantis.crlt.indiana.edu/site/view/Questers
    10. 10. Gaming resources @ IU • http://atlantis.crlt.indiana.edu/site/view/ Educators • http://www.iub.edu/videos/Gaming-in- Education.shtml
    11. 11. Alternate Reality Games • ARG’s : Real play, Real participation in Real life • Situates play around a fictional narrative, but based around real issues, using clues in the real world. • Rules are sometimes not specified & must be discovered... • example: World Without Oil - http://www.worldwithoutoil.org • see: 7 things you should know about...Alternate Realty Games , Educause
    12. 12. Evoke • 10 week ‘crash course in changing the world’ - solving real problems (povery, conflict, water access, hunger, etc. • Goal: "build up our global capacity to change the world in as short a time as possible, for as many people as possible", (Jane McGonigal) • By Jane McGonigal, funded by World Bank Institute • Real Dilemmas: everyone can be a hero • New episode each week x 10 weeks, starting 3/3/2010 • http://www.urgentevoke.com/ • Trailer: Evoke Trailer
    13. 13. Today’s examples of e-games • Primarily Immersive (compared with “casual”) • Promotes Role-play / Real-play • Promotes attention to social issues • Promote agency, intentionality & consequentiality
    14. 14. Global Conflicts • http://www.globalconflicts.eu/ • Mid East • Latin America • Sweatshop trailer: http://www.youtube.com/watch?v=mf9Ju86IVYw
    15. 15. Peacemaker • Play the News, Solve the Puzzle • http://www.peacemakergame.com/ • By Impact Games: http://www.impactgames.com/ • Peacemaker trailer: http://www.youtube.com/watch?v=b0RW7oOiqXE
    16. 16. Mentira - Creating dialogue through place @ UNM • Spanish language augmented reality for the iTouch / iPhone: uses text, graphics (no GPS) • Mystery based in Los Griegos in Albuquerque’s North Valley. People in neighborhood participate in the game. • uses, “language to determine who is giving them real clues and who is lying in order to solve the mystery and successfully complete the game.” http://www.unm.edu/~market/cgi-bin/archives/004442.html • Design-based Research model • Dept @ UNM: http://www.unm.edu/~spanport/
    17. 17. fin.

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