Successfully reported this slideshow.

Arising From Injustice - An Educational Alternate Reality Game

1

Share

Loading in …3
×
1 of 22
1 of 22

Arising From Injustice - An Educational Alternate Reality Game

1

Share

Download to read offline

Arising From Injustice is an educational alternate reality game about the history of Japanese Americans during World War II. The game delivers a fun and engaging way to not only learn about history but also develop language arts and 21st century learning skills, such as collaboration and creativity. In addition, the game is also a social learning experience in which players learn from and connect with their teammates and other players.

This presentation was given at the Southern California Technology in Education Conference in April 2012.

Arising From Injustice is an educational alternate reality game about the history of Japanese Americans during World War II. The game delivers a fun and engaging way to not only learn about history but also develop language arts and 21st century learning skills, such as collaboration and creativity. In addition, the game is also a social learning experience in which players learn from and connect with their teammates and other players.

This presentation was given at the Southern California Technology in Education Conference in April 2012.

More Related Content

Arising From Injustice - An Educational Alternate Reality Game

  1. 1. Arising From Injustice An Educational Alternate Reality Game
  2. 2. What is an Alternate Reality Game (ARG)?
  3. 3. The Beast ARG
  4. 4. The Beast ARG
  5. 5. ARG Characteristics • Play as yourself • Takes place in the real and virtual worlds • Uses a variety of media and technologies • Collaborative gameplay • (Emergent storyline and gameplay)
  6. 6. World Without Oil ARG
  7. 7. World Without Oil ARG
  8. 8. Learning Goals • Analyze the prejudice and discrimination against Japanese Americans during World War II • Evaluate primary source historical information, such as oral histories, photographs, and historical documents • Create collaborative projects using various online media and tools • Critique online media and text in a constructive, thought-provoking manner
  9. 9. Player’s Goal Win the game
  10. 10. GAMEPLAY Story – Puzzle – Mission
  11. 11. Story Overview • Alice Sasaki found unconscious while working on Memory History Cognition (MHC) device in her laboratory • You access Alice’s data on the MHC and find yourself in the 1940s reliving Alice’s life • You figure out that you need to help Alice recall her memories in order to bring her out of her coma • Puzzles – part of MHC security protocol • Missions – present Alice with memories of her past
  12. 12. Puzzles • Engage the teams in challenging, collaborative exercises • Expose the players to a variety of web resources that they can utilize in the Missions
  13. 13. Puzzles Each player emailed clues to find three individual characters embedded in various online media, such as an oral history about a Japanese American person’s wartime experience. t y D g F b M l r I b . http://bit.ly/rbDMgF
  14. 14. Missions • Teams create media and content relevant to Alice’s WWII memories • Requires players to utilize the online resources introduced by the Puzzles • Points awarded for creativity and feedback on other teams’ creations
  15. 15. Missions Create Word Cloud
  16. 16. Missions Create Video Slideshow http://bit.ly/HEIQQr
  17. 17. Prototype Results • Over 2,500 discussion board posts by 16 players in 5 week period • Pre- and post-game survey analysis showed some significant learning about history and use of primary sources • “…liked the fact that we were learning something meaningful while we were playing” • “…the game was well thought out in content and allowed the players to push the boundaries of creativity”
  18. 18. Edu ARG Benefits • Relatively inexpensive to develop • No programming skills required • Any subject/topic
  19. 19. Edu ARG Challenges • Embedding learning objectives into game • Competition vs. collaboration • Assessment • Creating an emergent, player- driven storyline vs. linear story
  20. 20. Edu ARG Future • Incorporate new media and technologies • New design ideas from entertainment ARGs • Teachers/trainers as game designers • Students as game designers
  21. 21. Arising From Injustice Randall Fujimoto Gametrain Learning, Inc. randyfuj@gmail.com Twitter: @randyfuj

×