Gdc06 Galarneau2


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Game Developers Conference

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Gdc06 Galarneau2

  1. 1. Collateral Learning: Online Games for 21st Century Skills Lisa Galarneau Ph.D. Candidate The University of Waikato New Zealand
  2. 2. The future seldom looks like we expect it to…
  3. 3. Or hope…
  4. 4. The future is often imagined within existing paradigms…
  5. 5. And yes, the future is written in the present…
  6. 6. But hints often come from surprising corners… Pop culture…
  7. 7. Sub-culture…
  8. 8. Technological innovations…
  9. 9. Early adoption…
  10. 10. Apparently bad ideas…
  11. 11. Perhaps just before their time…
  12. 12. So what does our present say about our future?
  13. 13. Virtual Worlds…
  14. 14. The face of work is changing
  15. 15. Knowledge workers…
  16. 16. What skills do we need? How do we learn them?
  17. 17. We most often learn without meaning to…
  18. 18. Collateral learning…
  19. 19. Can games help us develop so- called 21st century skills?  Soft skills, emotional intelligence, enterprise skills  Problem-solving, decision- making, team-work, communication, collaboration, managing self, information literacy, relating to others, entrepreneurship
  20. 20. Even single player games are often played cooperatively
  21. 21. Because games have always been primarily social…
  22. 22. Social play is particularly good for learning…
  23. 23. How can online games facilitate 21st century skill development? Dede’s critical skills:  Manage information  Comfort with diversity  Thrive on chaos
  24. 24.  The U.S. Military (Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education, 2005) - Who believes? /ExperientalLearningPapers/ GameReport_Bonk_final.pdf  Researchers: Katie Livingston Vale, Constance Steinkuehler, Toru Fujimoto, Nick Yee, Aaron Delwiche
  25. 25. Periodic  Storypath/story-based curricula (content)  Team-building/cooperation/ communication (skills)  Research (skills) How might it  Simulation/synthetic worlds (systems thinking) look? Ongoing  Communities of practice united around play (content/skills/ sociocultural literacy)  Lifelong learning (content/skills)
  26. 26. Principles (Bonk and Dennen)
  27. 27. Industry Player
  28. 28.  Join an existing group of at least 4 members. After gaining their trust and loyalty, persuade the group to hunt at a different spot.  Start a group, and then get the group to Leadership a designated location deep within a level-appropriate dungeon to get a drop Training (as from a specific mob. imagined by Nick  The leader of a guild that is about to fracture over a long-standing issue has Yee*) just stepped down from the position. Keep this leaderless guild together while keeping attrition to a minimum.  Create a guild of at least 50 active members with a weekly attrition of not more than 5%. *
  29. 29. Galarneau, Lisa and Melanie Zibit. (In Press) The future is written in the present: Online games for 21st century competency. Much, much In Games and simulations in online more in learning: Research and development forthcoming frameworks. book chapter! David Gibson, Clark Aldrich, Marc Prensky (Eds.) Draft available at: Galarneau_Zibit_OnlineGames.pdf
  30. 30. To ponder…  Will online games/virtual worlds become mainstream activities?  Will we all inhabit a variety of worlds?  Will we sign up for lifelong learning? Like sports, will online games be not only fun but good for us, too?  Might our educational system develop an appreciation for informal, collateral learning?
  31. 31. QUESTIONS? Vintage Images from Tales of Future Past: