1) The document discusses secondary worlds, which are detailed fictional settings that sustain imaginative exploration beyond basic narratives.
2) It focuses on how computer games can create persistent secondary worlds that allow players to influence and change the world, share experiences with others, and contribute to the mythology in a way that literature and film cannot.
3) The popularity of computer games is examined, noting they provide temporary escape, even if worlds are shallow, and some games do not engage imagination as fully as a well-developed secondary world could.
Os Elfos fizeram muitos anéis – Tolkien e videojogosLeonel Morgado
This document appears to be slides from a presentation about J.R.R. Tolkien's influence on video games. It discusses how early role-playing games like Dungeons & Dragons took inspiration from Tolkien's works by including elements like elves, orcs, and the Shire. However, the creators also distanced themselves by claiming they only borrowed superficial elements to attract fans of Tolkien's books. The document argues Tolkien's detailed worlds in works like Lord of the Rings provided inspiration for Dungeon Masters to create their own rich fantasy worlds. In turn, these games have influenced newer works that combine and hybridize different fantasy elements and settings.
“Transmedia” has become the new buzzword for multi-platform narratives, but in the digital age, transmedia isn’t just how we consume entertainment narratives, it’s how we experience the narrative of our lives.
Story, Sci-Fi & Transmedia to develop Corporate Technology Strategies.Hubbub Media
This document discusses using science fiction and transmedia storytelling to develop corporate technology strategies and visions of the future. It provides examples of how sci-fi concepts and speculative fiction have been used to explore philosophical ideas and future technologies. The document also discusses using experience design, transmedia structures and storytelling to engage audiences across multiple platforms and media. The goal is to help companies and organizations envision and communicate future experiences in an immersive, interactive way.
The document discusses concepts related to digital narratives and video games, including immersion, transformation, agency, and interactivity. It summarizes the work of theorists like Janet Murray who described how video games can provide immersive experiences through transformation and a sense of agency. Interactivity is distinguished from agency, and the concepts of immersion, transformation, and agency are defined in the context of digital environments.
Murray analyzes the potential of digital environments for immersive storytelling in her book "Hamlet on The Holodeck". She discusses four essential properties of digital media - procedural, participatory, spatial and encyclopedic storytelling. Murray also examines how immersion and agency can be achieved through virtual world design, and argues these spaces may transform from places of gameplay to constructive collaborative environments for collective world-building.
Star Trek is an effective modern mythology that helps people identify with humanity as a whole rather than just a local group. It presents aspirational visions of human progress and values like tolerance. Some key elements that make it mythological include its philosophical themes, archetypal heroes like Kirk that model human ideals, and use of allegory to discuss social issues. It also incorporates symbolic and villain elements found in classic mythology to teach moral lessons. An episode like "Darmok" shows how mythology can promote cross-cultural understanding through shared stories and metaphors.
This document discusses how Pokemon is an example of successful transmedia storytelling. It introduced its fictional world across multiple platforms, including video games, anime, films, and trading cards. Each medium contributed uniquely to unfolding the overall story and filling narrative gaps, while still allowing each part to be enjoyable on its own. This encouraged fans to engage with the different forms and immerse themselves more deeply in the Pokemon universe. The multi-platform approach created opportunities for additive comprehension and community involvement.
Os Elfos fizeram muitos anéis – Tolkien e videojogosLeonel Morgado
This document appears to be slides from a presentation about J.R.R. Tolkien's influence on video games. It discusses how early role-playing games like Dungeons & Dragons took inspiration from Tolkien's works by including elements like elves, orcs, and the Shire. However, the creators also distanced themselves by claiming they only borrowed superficial elements to attract fans of Tolkien's books. The document argues Tolkien's detailed worlds in works like Lord of the Rings provided inspiration for Dungeon Masters to create their own rich fantasy worlds. In turn, these games have influenced newer works that combine and hybridize different fantasy elements and settings.
“Transmedia” has become the new buzzword for multi-platform narratives, but in the digital age, transmedia isn’t just how we consume entertainment narratives, it’s how we experience the narrative of our lives.
Story, Sci-Fi & Transmedia to develop Corporate Technology Strategies.Hubbub Media
This document discusses using science fiction and transmedia storytelling to develop corporate technology strategies and visions of the future. It provides examples of how sci-fi concepts and speculative fiction have been used to explore philosophical ideas and future technologies. The document also discusses using experience design, transmedia structures and storytelling to engage audiences across multiple platforms and media. The goal is to help companies and organizations envision and communicate future experiences in an immersive, interactive way.
The document discusses concepts related to digital narratives and video games, including immersion, transformation, agency, and interactivity. It summarizes the work of theorists like Janet Murray who described how video games can provide immersive experiences through transformation and a sense of agency. Interactivity is distinguished from agency, and the concepts of immersion, transformation, and agency are defined in the context of digital environments.
Murray analyzes the potential of digital environments for immersive storytelling in her book "Hamlet on The Holodeck". She discusses four essential properties of digital media - procedural, participatory, spatial and encyclopedic storytelling. Murray also examines how immersion and agency can be achieved through virtual world design, and argues these spaces may transform from places of gameplay to constructive collaborative environments for collective world-building.
Star Trek is an effective modern mythology that helps people identify with humanity as a whole rather than just a local group. It presents aspirational visions of human progress and values like tolerance. Some key elements that make it mythological include its philosophical themes, archetypal heroes like Kirk that model human ideals, and use of allegory to discuss social issues. It also incorporates symbolic and villain elements found in classic mythology to teach moral lessons. An episode like "Darmok" shows how mythology can promote cross-cultural understanding through shared stories and metaphors.
This document discusses how Pokemon is an example of successful transmedia storytelling. It introduced its fictional world across multiple platforms, including video games, anime, films, and trading cards. Each medium contributed uniquely to unfolding the overall story and filling narrative gaps, while still allowing each part to be enjoyable on its own. This encouraged fans to engage with the different forms and immerse themselves more deeply in the Pokemon universe. The multi-platform approach created opportunities for additive comprehension and community involvement.
Presentation by Dr Jason Zagami to the Information Communication Technology Educators New South Wales (ICTENSW) conference on 15 March 2014 in Sydney, NSW.
This document outlines a university course on teaching technologies education. It discusses key topics like what technology and educational technologies are, and introduces the technologies learning area. The course covers teaching digital technologies, design technologies, and systems, futures, and strategic thinking over 10 weeks. Students complete a log of learning activities and portfolio of their work which is due at the end. Tutorials involve exploring the Australian curriculum and hands-on challenges in design and programming.
The company was founded in 2006 by entrepreneurs from a university research group and business school to apply grid computing technology to machine-to-machine communications. They have developed proprietary grid computing software over 3 years and are now implementing it for 2 customers. The 6 person international team has experience from companies like Apple, IBM, and ESADE. Their software provides a common infrastructure to easily integrate heterogeneous devices into networks and access them for various uses such as security, logistics, and health applications. They plan to offer an open source version and license the platform to integrators while partnering with hardware manufacturers. They have received some funding and are seeking a 300,000 investment at this stage as they work towards commercial launch and internationalization.
Vietnam is located in East-South Asia, bordering China, Laos, and Cambodia. While Vietnam has a smaller GDP and population than its neighbors, it has a long history and culture with many UNESCO World Heritage sites. Vietnamese is the official language, and the country has a diverse landscape and climate from northern mountains to central coastlines to southern beaches. Traditional arts like embroidery, dance, music, and festivals remain an important part of Vietnamese culture and identity.
This document discusses genre analysis and fantasy as a genre. It provides context on how genres originated in ancient Greece as classification systems for different forms of literature and performance. Genres have evolved over time in response to changes in audiences and creators. Fantasy is defined as a genre of fiction that commonly uses magic and supernatural elements as primary aspects of the plot, themes, or settings. Examples are given of some popular fantasy films.
Keynote lecture notes for the University of Cincinnati, "Focus on German Studies" Conference, November 9th, 2013. Features a discussion of polyphony, conflicts and ambiguous heterogeneity in cultural texts and in cultural identities, concludes with an example of transmedial storyworld design from "LEGO the Lord of the Rings" video game.
69 A METHoDoLogICAL PLAYgRoUND 5. A METHODOLOGICALP.docxtroutmanboris
69 A METHoDoLogICAL PLAYgRoUND
5.
A METHODOLOGICALPLAYGROUnD:
FICTIOnAL wORLDs
AnD THOUGHT EXPERIMEnTs
The universe of possible worlds is constantly expanding and diversifying
thanks to the incessant world-constructing activity of human minds and
hands. Literary fiction is probably the most active experimental
laboratory of the world-constructing enterprise.
1
Although design usually references sculpture and painting for material,
formal and graphic inspiration, and more recently the social sciences for
protocols on working with and studying people—if we are interested in shifting
design’s focus from designing for how the world is now to designing for how
things could be—we will need to turn to speculative culture and what Lubomír
Doležel has called an “experimental laboratory of the world-constructing
enterprise.”
9808.indb 69 9/23/13 5:48 PM
Co
py
ri
gh
t
@
20
13
.
Th
e
MI
T
Pr
es
s.
Al
l
ri
gh
ts
r
es
er
ve
d.
M
ay
n
ot
b
e
re
pr
od
uc
ed
i
n
an
y
fo
rm
w
it
ho
ut
p
er
mi
ss
io
n
fr
om
t
he
p
ub
li
sh
er
,
ex
ce
pt
f
ai
r
us
es
p
er
mi
tt
ed
u
nd
er
U
.S
.
or
a
pp
li
ca
bl
e
co
py
ri
gh
t
la
w.
EBSCO : eBook Collection (EBSCOhost) - printed on 3/5/2019 7:43 PM via MONASH UNIVERSITY LIBRARY
AN: 672907 ; Dunne, Anthony, Raby, Fiona.; Speculative Everything : Design, Fiction, and Social Dreaming
Account: s8849760.main.ehost
70 CHAPTER 5
Speculating is based on imagination, the ability to literally imagine
other worlds and alternatives. In Such Stuff as Dreams Keith oatley writes
that “[i]magination gives us entry to abstraction, including mathematics.
We gain the ability to conceive alternatives and hence to evaluate. We
gain the ability to think of futures and outcomes, skills of planning.
The ability to think ethically also becomes a possibility.”
2
There are many kinds of imagination, dark imaginations, original
imaginations, social, creative, mathematical. There are also professional
imaginations—the scientific imagination, the technological imagination,
the artistic imagination, the sociological imagination, and of course
the one we are most interested in, the design imagination.
fictionAl WorldS
As Lubomír Doležel writes in Heterocosmica: Fiction and Possible Worlds,
“our actual world is surrounded by an infinity of other possible worlds.”
3
once we move away from the present, from how things are now, we enter
this realm of possible worlds. We find the idea of creating fictional worlds
and putting them to work fascinating. The ones we are most interested in
are not just for entertainment but for reflection, critique, provocation,
and inspiration. Rather than thinking about architecture, products,
and the environment, we start with laws, ethics, political systems,
social beliefs, values, fears, and hopes, and how these can be translated
into material expressions, embodied in material culture, becoming little
bits of .
PowerPoint prepared for a presentation at the “Sémiotiques et Rhétorique” workshop in Algeria in 2008, at which it was, in the end, unfortunately impossible to participate
Presentation by Dr Jason Zagami to the Information Communication Technology Educators New South Wales (ICTENSW) conference on 15 March 2014 in Sydney, NSW.
This document outlines a university course on teaching technologies education. It discusses key topics like what technology and educational technologies are, and introduces the technologies learning area. The course covers teaching digital technologies, design technologies, and systems, futures, and strategic thinking over 10 weeks. Students complete a log of learning activities and portfolio of their work which is due at the end. Tutorials involve exploring the Australian curriculum and hands-on challenges in design and programming.
The company was founded in 2006 by entrepreneurs from a university research group and business school to apply grid computing technology to machine-to-machine communications. They have developed proprietary grid computing software over 3 years and are now implementing it for 2 customers. The 6 person international team has experience from companies like Apple, IBM, and ESADE. Their software provides a common infrastructure to easily integrate heterogeneous devices into networks and access them for various uses such as security, logistics, and health applications. They plan to offer an open source version and license the platform to integrators while partnering with hardware manufacturers. They have received some funding and are seeking a 300,000 investment at this stage as they work towards commercial launch and internationalization.
Vietnam is located in East-South Asia, bordering China, Laos, and Cambodia. While Vietnam has a smaller GDP and population than its neighbors, it has a long history and culture with many UNESCO World Heritage sites. Vietnamese is the official language, and the country has a diverse landscape and climate from northern mountains to central coastlines to southern beaches. Traditional arts like embroidery, dance, music, and festivals remain an important part of Vietnamese culture and identity.
This document discusses genre analysis and fantasy as a genre. It provides context on how genres originated in ancient Greece as classification systems for different forms of literature and performance. Genres have evolved over time in response to changes in audiences and creators. Fantasy is defined as a genre of fiction that commonly uses magic and supernatural elements as primary aspects of the plot, themes, or settings. Examples are given of some popular fantasy films.
Keynote lecture notes for the University of Cincinnati, "Focus on German Studies" Conference, November 9th, 2013. Features a discussion of polyphony, conflicts and ambiguous heterogeneity in cultural texts and in cultural identities, concludes with an example of transmedial storyworld design from "LEGO the Lord of the Rings" video game.
69 A METHoDoLogICAL PLAYgRoUND 5. A METHODOLOGICALP.docxtroutmanboris
69 A METHoDoLogICAL PLAYgRoUND
5.
A METHODOLOGICALPLAYGROUnD:
FICTIOnAL wORLDs
AnD THOUGHT EXPERIMEnTs
The universe of possible worlds is constantly expanding and diversifying
thanks to the incessant world-constructing activity of human minds and
hands. Literary fiction is probably the most active experimental
laboratory of the world-constructing enterprise.
1
Although design usually references sculpture and painting for material,
formal and graphic inspiration, and more recently the social sciences for
protocols on working with and studying people—if we are interested in shifting
design’s focus from designing for how the world is now to designing for how
things could be—we will need to turn to speculative culture and what Lubomír
Doležel has called an “experimental laboratory of the world-constructing
enterprise.”
9808.indb 69 9/23/13 5:48 PM
Co
py
ri
gh
t
@
20
13
.
Th
e
MI
T
Pr
es
s.
Al
l
ri
gh
ts
r
es
er
ve
d.
M
ay
n
ot
b
e
re
pr
od
uc
ed
i
n
an
y
fo
rm
w
it
ho
ut
p
er
mi
ss
io
n
fr
om
t
he
p
ub
li
sh
er
,
ex
ce
pt
f
ai
r
us
es
p
er
mi
tt
ed
u
nd
er
U
.S
.
or
a
pp
li
ca
bl
e
co
py
ri
gh
t
la
w.
EBSCO : eBook Collection (EBSCOhost) - printed on 3/5/2019 7:43 PM via MONASH UNIVERSITY LIBRARY
AN: 672907 ; Dunne, Anthony, Raby, Fiona.; Speculative Everything : Design, Fiction, and Social Dreaming
Account: s8849760.main.ehost
70 CHAPTER 5
Speculating is based on imagination, the ability to literally imagine
other worlds and alternatives. In Such Stuff as Dreams Keith oatley writes
that “[i]magination gives us entry to abstraction, including mathematics.
We gain the ability to conceive alternatives and hence to evaluate. We
gain the ability to think of futures and outcomes, skills of planning.
The ability to think ethically also becomes a possibility.”
2
There are many kinds of imagination, dark imaginations, original
imaginations, social, creative, mathematical. There are also professional
imaginations—the scientific imagination, the technological imagination,
the artistic imagination, the sociological imagination, and of course
the one we are most interested in, the design imagination.
fictionAl WorldS
As Lubomír Doležel writes in Heterocosmica: Fiction and Possible Worlds,
“our actual world is surrounded by an infinity of other possible worlds.”
3
once we move away from the present, from how things are now, we enter
this realm of possible worlds. We find the idea of creating fictional worlds
and putting them to work fascinating. The ones we are most interested in
are not just for entertainment but for reflection, critique, provocation,
and inspiration. Rather than thinking about architecture, products,
and the environment, we start with laws, ethics, political systems,
social beliefs, values, fears, and hopes, and how these can be translated
into material expressions, embodied in material culture, becoming little
bits of .
PowerPoint prepared for a presentation at the “Sémiotiques et Rhétorique” workshop in Algeria in 2008, at which it was, in the end, unfortunately impossible to participate
Hamlet Sample Essay English Advanced - Year 12 HSC Thinkswap. Hamlet Essay Literature - Year 11 WACE Thinkswap. Hamlet Essay English Advanced - Year 12 HSC Thinkswap. Hamlet Essay PDF. Essay quot;Hamlet Analysisquot; - Grade B - A philosophical rendering of the .... Hamlet essay prompts. Advanced Hamlet Essay English Advanced - Year 11 HSC Thinkswap. Introduction to hamlet essay. College Essay: Hamlet analysis essay. Hamlet Essay. Hamlet essay English Advanced - Year 12 HSC Thinkswap. Hamlet Essay PDF Hamlet Revenge. Hamlet Literary Analysis Essay. Hamlet Essay Hamlet Tragedy. Hamlet Practice Essay English Advanced - Year 12 HSC Thinkswap. OCR A-Level English Literature - Hamlet Exemplar Essays Teaching .... Hamlet amp; Ibsen/Coleridge essay English Literature - A Level ALevels .... Essay on hamlet second sample. Hamlet Essay Questions. Hamlet, by William Shakespeare Hamlet Literary Analysis Essay Hamlet Literary Analysis Essay
"Narratology vs Ludology" by Sherry Jones (July 29, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 2 Lecture on the "Narratology vs. Ludology" debate in Game Studies.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Second Life -brief introduction (my PhD project)Eivind Kalvatn
This document provides an introduction and overview of Second Life, a 3D virtual world. It discusses the creator's inspiration from cyberpunk literature. It describes some of the key aspects of Second Life, including how users can build and customize their virtual environments. It also discusses research on player typologies and behaviors in Second Life, such as how they socialize, represent themselves through avatars, and interact with others.
This document discusses various sub-genres of science fiction, providing examples for each. It covers alternate history stories that feature divergent historical paths, alternate humanity stories about animals that act human, apocalyptic stories about humanity struggling after devastation, and post-apocalyptic stories set after a catastrophe where survivors rebuild society. It also discusses artificial intelligence stories about sentient machines, bio-robotics involving robotics inspired by biology, and cybernetic revolt stories where machines assert their independence.
This dissertation analyzes the genre of interactive fiction (IF), which involves typing commands to interact with a simulated text world. The study examines aesthetic and technical developments in IF from 1977 to the present. It focuses on recent independent works that have explored computational narration but received little attention. The dissertation will provide close analyses of selected contemporary IF authors to help define this "problem child" genre and address the question "What is IF?". IF involves a cycle of text generation, as the interactor types commands and the program responds by narrating outcomes in the simulated world.
This document discusses postmodern perspectives on virtual identities and worlds. It explores how in virtual spaces like Second Life, people can take on fluid identities through avatars, blurring boundaries between real and virtual. This challenges traditional concepts of identity and experience. The document also discusses how some view virtual spaces not as an escape from reality but as an extension of ways to express oneself. Businesses are increasingly using virtual worlds for activities normally done in real life, showing how virtual templates can enable serious uses.
002 Raisin In The Sun Essay ~ Thatsnotus. A Raisin in the Sun Essay Prompts. 007 Raisin In The Sun Essay Example 008004507 1 ~ Thatsnotus. A Raisin in the Sun Response to Literature Essay. essay examples: a raisin in the sun essay. “Raisin in the Sun | 06880. A raisin in the sun - GCSE English - Marked by Teachers.com. A Raisin in the Sun Essay | Essay on A Raisin in the Sun for Students .... A Raisin in the Sun Analysis - Free Essay Example - 645 Words .... a raisin in the sun. Frightening Raisin In The Sun Essay ~ Thatsnotus. ⇉A Raisin in the Sun: Beneatha's Dreams s Essay Example | GraduateWay.
How to Write a Definition Essay: Writing Guide with Sample Essays. Definition Essay - A Complete Guide and Examples. Writing a definition essay - College Homework Help and Online Tutoring.. Definition Essay Writing Tips [+Universal Guide] | Pro Essay Help. How to Write a Definition Essay: Outline, Thesis, Body, and Conclusion. 006 Sample Definition Essay Example ~ Thatsnotus. Definition essay writing examples. Page 3 for Explore Free Definition Essay Examples: Topics, Outlines ....
Massively Multiplayer Online Games as Utopian SpacesJulian Kücklich
The document discusses massively multiplayer online games and whether they can function as utopian or dystopian spaces. It examines concepts like textuality, narrativity, dialogism, and realism in relation to how they are used or challenged in online games. It also discusses the relationship between players and game developers/administrators and the issue of player rights and control within these virtual environments.
Essay Websites Cause And Effect Model EssayTracy Jimenez
The document provides instructions for how to use an essay writing service website called HelpWriting.net. It outlines a 5-step process: 1) Create an account with an email and password. 2) Complete an order form with instructions, sources, and deadline. 3) Review bids from writers and choose one based on qualifications. 4) Review the completed paper and authorize payment. 5) Request revisions until satisfied with the work. The document promotes HelpWriting.net by saying writers will provide original, high-quality content or offer a full refund.
The document discusses the relationship between myth and science fiction. While they overlap in some ways, such as both telling stories of extraordinary events to answer existential questions, they differ in key aspects. Myth deals with the transcendent, while science fiction focuses on immanent scientific explanations. Both genres also aim to process information and make judgments about good and evil. However, myth and science fiction should not be conflated or considered interchangeable, as they seek explanations through different means - myth through transcendent causes and science fiction through scientific causes. Each requires its own disciplinary approach.
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
Crucible Theme Essay. An essay about the crucible. 50 The Crucible Essay Top...Ashley Mason
The Crucible Essay English Standard - Year 12 HSC Thinkswap. 009 Essay Example The Crucible Theme Thatsnotus. The Crucible essay Year 12 HSC - English Advanced Thinkswap. Fearsome The Crucible Theme Essay Thatsnotus. The Crucible Essay Prompts. quot;The Cruciblequot; essay question help?. Crucible Study Guide - Themes, Essay, Characters and Quotes - HubPages. The Crucible essay - GCSE English - Marked by Teachers.com. The crucible essay - College Homework Help and Online Tutoring.. Crucible Essay by Jon Perry Teachers Pay Teachers. The Crucible in-class essay topics - TJ. An essay on the crucible theme - bibliographyquizlet.x.fc2.com. The Crucible - Themes - Document in A Level and IB English Language .... Literature: Essay on The Crucible - GCSE English - Marked by Teachers.com. CRUCIBLE ESSAY. An essay about the crucible. 50 The Crucible Essay Topics, Titles .... The crucible theme essay. The Crucible Essay - Google Docs. The Crucible Essay Religion And Belief Philosophical Science. Final Crucible Writing Assignments - Ms. Feldmanns Class. Essay On The Crucible. The Crucible Essay Essay, Crucible, Research paper. The Crucible Essay. Crucible Essay English Literary Studies - Year 11 SACE Thinkswap. The Crucible Essay Essay on The Crucible for Students and Children in .... Essay on The Crucible English Advanced - Year 12 HSC Thinkswap. The Crucible Essay Year 12 HSC - English Advanced Thinkswap. The Crucible Sample Essay. Crucible Theme Essay/Outline by Miss Cottom Teachers Pay Teachers. THE CRUCIBLE Essays.doc. Crucible Essay English Advanced - Year 12 HSC Thinkswap. The Crucible Suggested Essay Topics Crucible Theme Essay Crucible Theme Essay. An essay about the crucible. 50 The Crucible Essay Topics, Titles ...
Both Deus Ex (2000) and The Matrix (1999) follow protagonists that embody characteristics of Nietzsche's Übermensch concept and undergo a journey of enlightenment to rebel against oppressive systems and authorities. Both stories involve themes of controlled populations breaking free from ignorance and themes of transcending human limitations. While the designers of Deus Ex may not have intended to create a "superman fantasy," the games do allow players to explore existential questions about what it means to be human in a technological world and take responsibility for one's actions in a godless universe, in line with Nietzschean philosophy.
12 Angry Men Essay. Analysis of the Film 12 Angry Men Essay Example Topics a...Annie Chen
12 Angry Men Analysis Free Essay Example. Twelve Angry Men Argumentative Essay Example StudyHippo.com. Twelve angry men ch. 4. Twelve Angry Men Text, Film, amp; Essay Unit Plan by Porters Possibilities. Reading Activities: Twelve Angry Men - 10th Grade: World Literature: Lozano. Twelve Angry Men Essay English - Year 11 VCE Thinkswap. 12 Angry Men Analysis Essay Telegraph. 12 Angry Men Essay Essay on 12 Angry Men for Students and Children in .... 12 Angry Men Writing Assignment. 12 angry men essay. Persuasive Essay- 12 Angry Men - GCSE English - Marked by Teachers.com. Twelve angry men essay. Twelve Angry Men free essay sample. 2019-01-31. Twelve angry men juror 3 essay. Reflection Essay on Twelve Angry Men - PHDessay.com. Analysis of quot;12 Angry Menquot; Essay Example GraduateWay. Analysis of the Film 12 Angry Men Essay Example Topics and Well .... Twelve Angry Men Essay Topics and Extra Credit Projects by Ritasue29. An analysis of 12 angry men Essay Example Topics and Well Written .... Twelve Angry Men Essay Year 12 VCE - English Thinkswap. Impressive 12 Angry Men Essay Thatsnotus. Twelve Angry Men and TKAM Comparative Essay English - Year 11 VCE .... twelve angry men essay Reasonable Doubt Knowledge. Critique of Twelve Angry Men Free Essay Example. 12 Angry Men 1957 - Essay Example Topics and Well Written Essays .... 12 Angry Men - GCSE English - Marked by Teachers.com. Prejudice and Stereotypes in 12 Angry Men Free Essay Example. Higher English Model Essay: Twelve Angry Men 18/20 - Concluding Scene .... 12 Angry Men English Essay English Studies - Year 11 NTCE Thinkswap. School essay: 12 angry men analysis essay. 12 Angry Men Essay.docx - Virgilio Manalo Prof. Lyrse Comm 132 sec. 12 ... 12 Angry Men Essay 12 Angry Men Essay. Analysis of the Film 12 Angry Men Essay Example Topics and Well ...
Similar to Acec2014 secondary worlds and computer gaming in education (20)
Zagami, J. (2016, October). Digital Solutions Response. Presentation at the accessIT - ACS Qld State Conference 2016, Brisbane, Australia. Retrieved from http://www.slideshare.net/j.zagami/digital-solutions-response
This document discusses moonshot projects, xThinking labs, and inquiry-based project-based learning (iPBL) led by Dr. Jason Zagami of Griffith University. Dr. Zagami's email and website are provided for further contact.
Zagami, J. & Becker, S. (2016, September). ACCE Leadership Forum Summary. Presentation at the Australian Council for Computers in Education Conference, Brisbane, Australia.
Zagami, J. & Becker, S. (2016, September). ACCE Leadership Forum. Forum conducted at the Australian Council for Computers in Education Conference, Brisbane, Australia.
Three key trends are discussed in the document:
1. Redesigning learning spaces to be more hands-on and support new models like flipped classrooms. Wireless bandwidth and large displays are being upgraded.
2. Rethinking how schools work by making them more flexible, project-based, and multidisciplinary to prepare students for the real world.
3. Increasing collaborative learning both in person and online to improve engagement and allow global collaboration between students and teachers.
Horizon Report K12: What are the trends, challenges and developments in techn...Jason Zagami
Zagami, J. (2016, June) Horizon Report K12: What are the trends, challenges and developments in technology. Keynote presentation presented to Digital Technologies Summit 2016: Initial Teacher Education, Brisbane, Queensland, Australia. https://www.griffith.edu.au/conference/digital-technologies-summit-2016
This document discusses teaching computational thinking through technologies education. It emphasizes developing students' thinking skills like design thinking, computational thinking, systems thinking and futures thinking through project-based learning. The document outlines curriculum outcomes, contexts, challenges and expectations for developing solutions across different year levels. It also discusses integrating different models of thinking, evaluating solutions, and the importance of creativity, innovation and accepting failure in the learning process.
This document discusses teaching design thinking, computational thinking, systems thinking, strategic thinking, and futures thinking through challenge-based learning. It outlines approaches like the Stanford d.school design process and Daylight Design Thinking process. Key aspects covered include organizing learning environments, contextualizing challenges, the design process, solution types, assessments, expectations for students, and sample contexts in engineering, food production, and materials technologies. Competitions and 2-4 activities/projects are suggested to teach these various thinking approaches.
Lecture 4 Teaching Futures, Systems and Strategic Thinking 2016Jason Zagami
The document provides an overview of different types of thinking that can be taught, including systems thinking, computational thinking, design thinking, futures thinking, strategic thinking, and solutions thinking. It then focuses on futures thinking, outlining why studying the future is important and some tools used in futures thinking like environmental scans, trend analysis, scenarios, and backcasting. Finally, it discusses systems thinking and key concepts like stocks, flows, feedback loops, causal loops, and system dynamics modeling. The document aims to introduce various thinking approaches and tools that can be taught to help students develop important skills for understanding complex systems and creating preferred futures.
This document provides an overview of teaching design technologies. It discusses key concepts like systems thinking, design thinking, and contexts. Engineering principles and systems, food and fibre production, food specializations, and materials technologies are presented as contexts. The design process of investigating problems, generating solutions, producing solutions, evaluating solutions, and collaborating is explained. Types of designed solutions like products, services, and environments are also summarized. Overall, the document outlines the main approaches and concepts used for teaching design technologies.
Lecture 2 Teaching Digital Technologies 2016Jason Zagami
This document provides an overview of key concepts related to teaching digital technologies, including computational thinking, systems thinking, design thinking, and futures thinking. It discusses important problems in the world like global warming, armed conflicts, and overpopulation that could be addressed through computational thinking. The document also outlines key concepts for different year levels, including creating interactive games, databases, and computer systems. It provides examples of concepts like algorithms, binary search, and the travelling salesman problem.
Trends, challenges and developments in technologies that will influence the f...Jason Zagami
Keynote presentation by Dr Jason Zagami to the ASLA conference on 29 September 2015 at Brisbane, Queensland.
Zagami, J. (2015, September) Trends, challenges and developments in technologies that will influence the future of libraries. Keynote presentation presented to ASLA conference, Brisbane, Queensland, Australia. http://www.slideshare.net/j.zagami/trends-challenges-and-developments-in-technologies-that-will-influence-the-future-of-libraries
Teaching the Technologies learning area using a thinking skills approachJason Zagami
Presentation by Dr Jason Zagami to the QSITE2015 conference on 24 September 2015 at Townsville, Queensland.
Zagami, J. (2015, September) Teaching the Technologies learning area using a thinking skills approach. Presentation presented to QSITE2015 conference, Townsville, Queensland, Australia. http://www.slideshare.net/j.zagami/teaching-the-technologies-learning-area-using-a-thinking-skills-approach
The Technologies learning area provides an opportunity to develop in students five distinct but complementary ways of thinking about and understanding the world: Systems Thinking, Design Thinking, Computational Thinking, Futures Thinking, and Strategic Thinking. This session will explore approaches to teaching the Technologies learning area through problem-solving activities that develop these thinking approaches.
The document discusses key concepts in systems thinking. It explains that systems thinking views phenomena holistically by considering large numbers of interactions, rather than isolating smaller parts. Mental models are used to understand complex systems, and dynamic models with stocks, flows, and feedback loops can simulate how systems change over time. Several examples are given to illustrate systems thinking concepts like balancing and reinforcing feedback, and how systems can be viewed from different perspectives.
Teaching the Technologies learning area using a thinking skills approachJason Zagami
This document outlines an approach to teaching digital technologies and design and technologies using thinking skills such as systems thinking, computational thinking, design thinking, futures thinking, and strategic thinking. It discusses each of these thinking skills in detail and provides examples of how they can be applied across the curriculum areas of digital technologies and design and technologies. The overall approach is to engage students in challenge-based learning projects that focus on solving complex problems using various thinking skills and collaborative processes.
Developing a Preferred Futures perspectiveJason Zagami
The document discusses developing a preferred futures perspective in technologies education. It aims to conceptualize more just and sustainable human and planetary futures by developing knowledge and skills in exploring probable and preferred futures scenarios. Students learn to understand the dynamics of human, social, and ecological systems and their influence on alternative futures, while also developing a sense of responsibility and action toward creating better futures through techniques like trend analysis, environmental scanning, visioning, and backcasting.
This document discusses creativity, failure, and innovation in technology education. It provides information about how students at different primary school levels (early, middle, upper) approach design tasks and develop their design thinking. For early primary students, design processes are flexible and initial designs may differ significantly from final products. Middle primary students recognize processes used and how they could be improved. They draw on resources to inform design. Upper primary students identify issues and research alternative designs. The document also covers models of the creative process, techniques to inspire creativity like brainstorming, and how innovation involves new solutions rather than just improvements. Failure is presented as an opportunity to learn.
The document discusses teaching technologies education and pedagogical diversity. It covers organizing learning environments, design challenges, contextualizing, personalizing, localizing, and modernizing learning. It also addresses assessing student achievement, cooperative learning models, persistence, unit planning, and common unit planning problems. Key aspects of design thinking are defined, including investigating problems, generating designs, producing solutions, evaluating, and collaborating in an iterative process.
This document discusses several thinking approaches that can be applied to education including design thinking, systems thinking, computational thinking, futures thinking, and strategic thinking. It notes some of the big global problems they could help address such as global warming, food scarcity, and health issues. It also provides an overview of design thinking processes, challenge-based learning approaches, and integrating curriculum into classroom projects and competitions.
This document discusses design thinking and the design process in technologies education. It defines design thinking as using strategies to understand problems, generate creative ideas, and evaluate solutions. It outlines key concepts like contexts, design briefs, and types of designed solutions (products, services, environments). The design process involves investigating problems, generating solutions, producing a solution, evaluating it, and collaborating. Each step of the process is explained in more detail. The document also discusses engineering, food/fiber production, food specializations, and materials/technologies as contexts for design projects.
Acec2014 secondary worlds and computer gaming in education
1. Secondary Worlds and Computer Gaming in Education Author Name: Dr Jason Zagami
SECONDARY WORLDS AND COMPUTER GAMING IN EDUCATION
Dr Jason Zagami
Griffith University
Abstract
Fantasy worlds have long enthralled and engaged learner imaginations with Tolkien
defining those of sufficient detail as Secondary Worlds, distinct from the Primary World of
our everyday experience. Within such worlds learners can imaginatively explore beyond
the narratives provided and by combining such worlds with the interactivity of games,
particularly computer games, extending this ability to explore persistent Secondary Worlds
that learners can influence and change, share experiences with others, and contribute to
the mythologies of these worlds. This rich exploration provides opportunities to learn by
enhancing the mental models constructed by our explorations of Secondary Worlds and
transferring this learning to the mental models held of similar concepts in the Primary
World. Two examples are briefly described to clarify the concepts presented, firstly the use
of a Year 8 Social Studies simulation of the world of StatecraftX in which empire building,
resource management, and refugee dilemmas provided a context for student engagement
with a Secondary World and transfer concepts developed in world to those under study;
and secondly, the use of the Secondary world of the Simpsons, particularly the Springfield
Primary School, as a familiar Secondary World setting in which to explore teacher
education situations and transfer learning to real world practice.
Secondary Worlds
There lies a space between the world of the mundane, of muggles, the ordinary, and of fantasy, of
Middle Earth, Star Wars, Hogwarts, of Faërie. It is in this space that the magic of each can intermingle
and interact in the minds of learners. Our world is full of technological marvels, grand social and
political dramas, and epic tales writ large in movie theatres and TV screens, such that learners may
seem poor actors with few opportunities to contribute to the play.
Learners are however imbued with the power of creation, to shape worlds apart from their own in
which to explore and participate, through their minds, in all aspects of life that they may deny
themselves or are denied to them. Where they lack the inclination or capacity to create such worlds
themselves, writers and producers craft for them worlds to explore. Tolkien first described the literary
subcreation of Secondary Worlds (Tolkien, 1938), as created, consistent, fictional worlds or settings,
more recently also called conworlds or fictional universes, in contrast to reality, the Primary World.
Not every fiction however provides sufficient depth to sustain fanciful explorations. What
distinguishes a Secondary World from a simple setting is the level of detail, complexity and
consistency that makes this world believable. Not as a replacement for the Primary World, but as a
plausible possibility with sufficient internal strength that such a world could exist, if only in our minds
(Tolkien, 1938). The detail and complexity of Secondary Worlds must be sufficient to facilitate
learners’ mental exploration. When constrained to a single location, set of characters, or isolated event,
learners may reinterpret such settings in their minds but they lack the depth required to sustain their
exploration of the world itself, going beyond constructed narratives to create their own stories within
this world. However for this to be a Secondary World, we must believe that these stories could exist in
the Secondary World. Belief is not required that monsters, magic or aliens exist in the Primary World,
but that in the subcreation, the Secondary World, they can exist, and are consistent with the laws and
nature of this World. It is when this belief breaks down and fails, where we disbelieve in the essential
nature of the Secondary World, that a “suspension of disbelief” (Coleridge, 1817) is necessary to
remain engaged in the fantasy of the Secondary World, but at a poor substitute for true belief (Tolkien,
1956, 60-61).
Page 1 of 6
2. Secondary Worlds and Computer Gaming in Education Author Name: Dr Jason Zagami
Since Tolkien’s exposition on Secondary Worlds in 1938, they now commonly transcend (Klastrup &
Tosca, 2004) literary works (List of fictional universes in literature, n.d.) to include a range and
combination of media. TV series, movies (List of fictional universes in film and television, n.d.),
comics (List of fictional universes in animation and comics, n.d.) and games (List of fictional
universes in games, n.d), all contribute to a wide range of literary Secondary Worlds. While initially
criticism existed of their contribution to the imaginative mental exploration of Secondary Worlds
because of their explicit visualisations (Tolkien, 1966, 80), some Secondary Worlds now emerge first
in other media. The Star Wars, Batman, and Stargate universe's are as rich as any literary world, and
various game based Secondary Worlds greatly exceed the complexity of literary, film or TV
subcreations.
Games
Drawing richly upon Tolkien’s world of Arda, the Secondary Worlds of the Dungeons and Dragons
Role Playing Game (RPG), known as campaign worlds, began with the world of Greyhawk and now
encompass a dozen distinct worlds. Likewise the Traveller RPG defines an entire galaxy of worlds,
their histories, inhabitants and technologies. Board Games such as Star Fleet Battles, Trading Card
Games such as Pokemon, and War Games such as Warhammer, each have complex Secondary Worlds
with derivative literary works, movies and TV series. Computer games, while initially replicating
other game formats, now create their own Secondary Worlds, such as World of Warcraft, Halo, and
Final Fantasy, each of which has with their own literary and film spin offs.
Games in their various formats however can bring something new to Secondary Worlds (Wolf, 2002).
Something that literature, TV and film based works cannot contribute. Interaction. Game Play. The
ability for the player to engage with and shape the Secondary World, not just in their imagination, but
of the media that describes the Secondary World itself. It is as if the player can contribute and rewrite
paragraphs and chapters of literary texts, or modify and make additional scenes to film and TV series.
Not all games permit this, most follow a traditional literary trajectory in which players are bound by
the authors vision of the world and the narrative they are permitted to experience. Gameplay in such
games cannot shape this narrative beyond having to redo events until the correct activity to progress
the narrative is achieved, victory is always certain with sufficient tenacity, and exploration constrained
to that necessary for the predetermined narrative to unfold. The settings created in these cases often
fall short of becoming Secondary Worlds, just as can occur with other media. Games in which learners
can imagine themselves beyond the narratives woven by authors, exploring that which is detailed but
not described in specific narratives, can create Secondary Worlds of great depth and complexity.
Computer game based Secondary Worlds have the added advantage of allowing immediate
contributions by players, interactively shaping the world in which they are playing, and in this
reshaping, make changes persistent, existing when a player next enters the world, and for multiplayer
games, changes that affect other players in a shared Secondary World.
Popularity of Computer Games
Despite the criticism of many computer games to build effective Secondary Worlds, they are
undoubtedly phenomenally popular. One reason is that they provide a temporary escape from the
constraints of the Primary World. Players can go, be and do things they cannot in the Primary World
and are content to suspend their disbelief to the inconsistencies and shallowness of these worlds to do
so. Unlike imagination, game players do not need to build their own interpretation of the Secondary
World in order to conduct flights of fantasy, game developers have provided this step, albeit at a low
level. Yet despite these failings, players can still escape for a short while into these worlds and interact
with them even when they would not otherwise be of sufficient depth to engage them imaginatively in
the manner a fully developed Secondary World would enable.
Page 2 of 6
3. Secondary Worlds and Computer Gaming in Education Author Name: Dr Jason Zagami
Tolkien (1997) described two forms of such escapism. The deserter who wants to escape his duties,
and the prisoner escaping to freedom. Tolkien criticises the first as unjustified and includes the
proponents of scepticism, romanticism and postmodernism with their cynical denunciation of reality,
as escaping to private fantasy worlds without responsibilities, and leaving the problems of the Primary
World to others (Konzack, 2006). Such criticism can be similarly levelled at computer games that
focus on gameplay, of introspection on a narrow personal world without consideration of the
underlying forces and morality at play that shape the deeper and more complex aspects of such worlds.
The second is presented as justified and a critique of modernist views on escapism as an illegal act.
Tolkien argues that there is nothing wrong with fantasising, delving into a secondary world of
imagination, neither socially nor psychologically. “Fantasy is a natural human activity. It certainly
does not destroy or even insult reason; and it does not either blunt the appetite for, nor obscure the
perception of, scientific verity. On the contrary. The keener and the clearer is the reason, the better
fantasy will it make“ (Tolkien, 1997).
When players participate in this creative process, the negotiation and co-construction of a Secondary
World can highlight the power relationships that so concern postmodernists. Gamers however need not
retreat into their own personally constructed worlds, but in facing the challenge of understanding and
overcoming difficulties in collective subcreation and of the interplay of players within these worlds,
better understand such forces in the Primary World.
Games that reach the level of complexity of a Secondary World provide their players with a rich
means of exploring complex moral, philosophical and religious issues. They challenge players at the
level of historic myth, of epic heroes facing complex moral dilemmas, of the corrupting influence of
power, and Machiavellian strategies to obtain and retain such power. Computer games at this level do
not reject such power plays, they democratise them, with opportunities for anyone to participate.
Unlike other media however, gamers do not need to await further works to expand the corpus of such
Secondary Worlds. They can take their imaginative contributions and place them into the game
environment, adding to the subcreation themselves. In this means the Secondary World transcends
being the product of a single author or publisher, it becomes a community activity. Some gamers find
fulfilment in making imaginative contributions, subcreating additions to the world, others enjoy
exploration of the world for its own sake, or overcoming the immediate challenges and problem
solving in the game world, and some will undertake to better understand the nature of power within
the rules and philosophies of the fictional universe.
Games can empower us to explore the philosophic nature of complex Secondary Worlds and influence
this nature with contributions to the epic narratives of these worlds. In doing so, Secondary Worlds
provide a lens upon which to view and understand the Primary World, or in simpler terms, to learn.
Education through Secondary Worlds
Exploration of Secondary Worlds, at various levels, has the potential to help us better understand the
Primary World. It is this aspect that makes computer games particularly applicable to education.
Learning about and within a Secondary World provides a necessarily simplified and abstracted
application of skills and knowledge that can be potentially transferred to the Primary World. These can
range from ‘soft skills’ such as perseverance, resilience, etc. through problem solving, teamwork,
creative thinking, etc. to ‘hard skills’ in studies of Geography, English, Mathematics, Physics, etc. The
important facet is that within the Secondary World, knowledge and skill development can be achieved
and transferred to contexts in the Primary World.
A problem exists however, the engagement that players have with games is what often drives their
personal learning of game world concepts, students wishing to better succeed in a game will seek to
Page 3 of 6
4. Secondary Worlds and Computer Gaming in Education Author Name: Dr Jason Zagami
learn concepts in the Primary World to take into the Secondary for application in a game. Teachers
however often look at games in terms of what concepts students can learn in a games Secondary
World to apply this learning to the Primary World. What is oft lacking is an understanding of the
processes and mechanisms, from both student and teacher perspectives, to efficiently and reliably
transfer learning between these Worlds.
Mental Models
In our journey so far we have seen that Secondary Worlds can exist in our minds as macroscopic
constructs, integrating many different concepts and processes to form coherent and consistent worlds.
Craik (1943) however proposed approaching this in another way, the idea that small scale constructs,
mental models, can build to give us an explanation of the world, allowing us to reason and anticipate
events. In this way we can see Secondary Worlds as being the sum of many parts, many concepts, and
many opportunities to learn through experiencing these part in clearer ways than in the Primary World
because they are necessarily simplified and codified with explicit rules, particularly when simulated as
a computer game.
Exploration of such Secondary Worlds provides us with many opportunities to compare and contrast
our experiences with those in the Primary World. It is when these experiences differ that we have
cognitive dissonance, our experiences of the Primary World do not sync with our experiences in the
Secondary. Even when such differences are part of the fantasy nature of the Secondary World, we still
have opportunities for learning. In attempting to reconcile Secondary and Primary world concepts,
ideas, beliefs, and values, we are driven to minimise and resolve such conflicts (Festinger, 1957). This
process of modifying our mental models forms the basis of cognitive conflict pedagogy (Stavy &
Berkovitz, 1980).
We can also learn through the use of Secondary Worlds without necessarily relying upon conflicts
between concepts held in each world. Transferring learning from one context to another (Thorndike &
Woodworth, 1901) has long been the subject of educational research and when applied to the transfer
of learning between worlds, primary to secondary or secondary to primary, there exists opportunities
to support learning. Ideally there should be no need to transfer learning, with all learning in Secondary
or Primary Worlds contributing to the same mental model developed by the learner for a particular
concept. It is only when different mental models are constructed for the same concept that transfer is
required, or in terms of neuroscience, that the two models are either integrated by making sufficient
connections between the two networks in the brain to make them one, or one model is neglected to the
point that it is no longer used when applying the concept. Computer games can be used to facilitate
these processes at multiple levels of mental model development.
StatecraftX
The application of Secondary Worlds to transfer learning from computer games to concepts in the
Primary World can be illuminated briefly through two examples. The first was within a case study of
the Serious Play ARC funded research project in which 26 year 8 students studying social studies in a
metropolitan Queensland high school played the iPod computer game StatecraftX over a three week
period. Students primarily played the game outside of school time with class time used to link
gameplay with the curriculum. In this game students undertook leadership roles of a small kingdom
that faced various economic, social, cultural and military challenges. Students collaboratively engaged
with the Secondary World of Velar in the kingdom of Bellalonia, its king had passed away, leaving the
young Prince Judio as the sole heir. In order to prevent chaos in the kingdom, the Grand Sage of
Bellalonia had proposed that the governors (student players) of the kingdom undergo various
challenges and help Prince Judio rule the kingdom until he comes of age. Combined with a detailed
geographical map, complex economic system, and comprehensive history, a fictional setting was
provided with sufficient depth to generate a Secondary World. Within this world player interactions
and collaborations developed a continuing narrative with several epic arcs produced by the game
Page 4 of 6
5. Secondary Worlds and Computer Gaming in Education Author Name: Dr Jason Zagami
software, their teacher, and player interactions.
This depth of interaction provided a rich experience of a wide range of social studies concepts from
economics and trading systems, social mobility, racial interactions, colonization, refugee challenges,
political and diplomatic dispute resolution, to the causes and effects of warfare. Transference of the
experiential learning occurring within the Secondary World, made rich by student engagement with
and ‘belief’ in this world, was assessed through multiple classroom observations, pre and post
interviews with students and teacher, transcript analysis of chat logs, and analysis of player actions
and choices within the computer game. Student engagement with the game and classroom learning
tasks was higher overall amongst those students that engaged with the game as a Secondary World
than those who treated it abstractly as just a game, though initial engagement was stronger for those
who focused on competitive gameplay as engagement with the Secondary World took time to develop.
Ultimately the complexities of existing classroom social dynamics strongly influenced gameplay and
resulted in a mixing of Secondary World and Primary World interactions, highlighting the difficulties
of any attempts to insulate the influences of one world on the other, and the need to accommodate
such influences in the use of computer games in education.
SimSchool
The second example of Secondary Worlds to transfer learning was explored through an EDUCAUSE
funded research project into the use of the computer game SimSchool where over 1000 preservice
teachers over two years at a metropolitan Australian university experienced the complexity of
managing a differentiated learning classroom environment. SimSchool generates a classroom
simulation for preservice teachers to use an experimental inquiry process to analyse student
differences, adapting instruction to individual learner needs, gathering data about the impacts of
instruction, and seeing the results of their teaching choices. In the first year of the study preservice
teachers had difficulty believing in the simulated world of SimSchool, with the caricatured students
and simple, stylized classroom environment of insufficient depth to generate a Secondary World. To
address this, the game characters were replaced with characters from the television series The
Simpsons. Having run over 25 seasons, most preservice teachers had spent their entire life watching
the show and knew the student characters and classroom setting of the fictional school in great detail.
By using the Secondary World of The Simpsons, preservice teacher engagement with the SimSchool
game increased by 34% (comparison with the previous years usage data over the ten week usage
period) and scores in gameplay of their effectiveness in differentiating learning improved by 28%.
Preservice teacher surveys, interviews, screen recordings, and focus groups indicated a strong
preference for the change and future analysis aims to determine the degree of improvement in learning
of differentiated instruction as a result of activity engagement or support to cognitive processes,
including transfer, of the Secondary World.
Conclusion
Journeying between worlds is not for the faint hearted, and creating Secondary Worlds for learning is
difficult and not without risk. Games however provide opportunities to go well beyond the scope to
which they were created, where their Secondary Worlds become far greater than their initial narrative
and game play, to become subcreations with their own existence. Teachers and students can build
upon such foundations, to produce complex Secondary Worlds that can sustain deep learning and
engagement. Tolkien first envisaged a Secondary World of sufficient depth in which he could
comfortably place the mythical languages that were his passion. The Secondary Worlds that teachers
and students create should be no less a space for their passions and interests to grow and flourish, safe
from the vicissitudes of the real world, and used in preparing students for the Primary World by
teaching them the extent to which they can master, control and contribute to all worlds.
Page 5 of 6
6. Secondary Worlds and Computer Gaming in Education Author Name: Dr Jason Zagami
Acknowledgement
This work was supported by the Australian Research Council under Linkage Grant LP110200309:
Serious Play: Using digital games in school to promote literacy and learning in the twenty first
century.
Acknowledgement is made to the students and teachers in the six Queensland schools who are
Industry Partners in this research and the Serious Play Research Team: Catherine Beavis, Michael
Dezuanni, Joanne O’Mara, Leonie Rowan, Sarah Prestridge, Jason Zagami, Yam San Chee. Research
Assistance: Roberta Thompson, Christy McGillivray and Colleen Stieler-Hunt. Statistical consultant:
Sandy Muspratt. Additional research assistance: David Elliot, Monash University.
References
Coleridge, S. (1817). Biographia Literaria, Chapter XIV.
Craik, K. (1943). The nature of explanation. Cambridge, UK: Cambridge University Press.
Festinger, L. (1957). A theory of cognitive dissonance. Stanford, CA: Stanford University Press.
Klastrup, L. & Tosca, S. (2004). Transmedial Worlds – Rethinking Cyberworld Design. In
proceedings from Cyberworlds, 2004 International Conference, 18 November 2004 (pp.409-416).
Retrieved from http://www.itu.dk/people/klastrup/klastruptosca_transworlds.pdf
List of fictional universes in animation and comics. (n.d.). Retrieved from
http://en.wikipedia.org/wiki/List_of_fictional_universes_in_animation_and_comics
List of fictional universes in film and television. (n.d.). Retrieved from
http://en.wikipedia.org/wiki/List_of_fictional_universes_in_film_and_television
List of fictional universes in games. (n.d). Retrieved from
http://en.wikipedia.org/wiki/List_of_fictional_universes_in_games
List of fictional universes in literature. (n.d.). Retrieved from
http://en.wikipedia.org/wiki/List_of_fictional_universes_in_literature
Konzack, L. (2006). Sub-creation of Secondary Game Worlds. In proceedings of the Games 2006
congress: 1st International Digital Games Conference (iDiG), held in Portalegre, Portugal, 26-28
September 2006 (pp.115-122).
Stavy, R., & Berkovitz, B. (1980). Cognitive conflict as a basis for teaching quantitative aspects of the
concept of temperature. Science Education, 64(5), 679-692.
Thorndike, E. & Woodworth, R. (1901). The influence of improvement in one mental function upon
the efficiency of other functions (I). Psychological Review, 8, 247-261. Retrieved from
http://psychclassics.yorku.ca/Thorndike/Transfer/transfer1.htm
Tolkien, J. R. R. (1938). On fairy-stories. Andrew Lang Lecture. Lecture conducted from the
University of St. Andrews, Fife, Scotland.
Tolkien, J. R. R. (1956). On fairy-stories. Tree and leaf. London. UK: Unwin Books.
Tolkien, J. R. R. (1997): On fairy-stories. In C. Tolkien (ed.), The Monsters and the Critics and Other
Essays. London, UK: HarperCollins.
Wolf, M. (2002). Interactive: Virtual sub-creation: Two top computer games were made by Christians.
Leadership U.
Page 6 of 6