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In this presentation, I delineate the interactive experience of videogames (playing videogames from the perspective of a player) through a series of three experiential steps: initial involvement, immersion, and finally, investment. I then apply these steps as an interpretative lens of my own playing experience of the videogame Ico.
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Presenter: Leanna Prater, District Technology Resource Teacher, Fayette County Public Schools The Can You Create a Game Challenge is a framework to help educators bridge the gap between a student’s need to play, create and explore new digital tools while addressing state mandated standards for assessment. When carefully written, the Can You Create a Game Challenge uses a combination of game development/ designer constraints, player goals, narrative structures of a game and a student plan sheet for teachers to intentionally plan for and assess specific learning targets within student created digital games. In addition, students demonstrate understanding of skills, content knowledge, computation thinking, problem solving and creativity. Recent results of teacher creation and use of Can You Create a Game Challenge, the framework and classroom applications will be shared, as well as the 5E inquiry based instructional design model which can be use with existing games in the classroom.
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High Life! How six Real Talk teens, two RPI professors, a smattering of grad students, and three clueless staff worked together to create a game app that addresses the negative, positive, and neutral consequences of pot, tobacco, and alcohol use among Black/Latino urban teens, ages 13-17. Participants in this workshop will hear via Skype from the six youth who created first the board game and then the game app, "High Life," and the professors who taught them how. Real Talk youth share ways to teach other teens about behavior change and risk/harm reduction in a nonjudgmental way, how to playtest a game, game app creation including the mechanics, marketing via social media, and more! Professor Chang (Department of the Arts Director, Games and Simulation Arts and Sciences), and, Laquana Cooke (PhD Candidate in Communication and Rhetoric), will discuss some of their research and experiences associated with this project.
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In this presentation, I delineate the interactive experience of videogames (playing videogames from the perspective of a player) through a series of three experiential steps: initial involvement, immersion, and finally, investment. I then apply these steps as an interpretative lens of my own playing experience of the videogame Ico.
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Fun & Frustration = Learning & Games
1.
rustration Fun &F
mes rning & Ga Lea avidson Drew D
2.
Fun & Frustration
3.
Flow & Failure
4.
On Game Design
5.
Interest Curves
6.
Procedural
7.
Interactivity
8.
Gamepocalypse
9.
On Learning
10.
Failure
11.
Doubt
12.
Curiosity
13.
Articulations
14.
Ecologies
15.
Learning & Games
16.
Creation
17.
Distribution
18.
Assessment
19.
WorkingExamples.org
20.
Fun & Frustration
= Learning & Games
21.
On Games &
Learning
22.
Thanks!
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