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Examining Reflective Awareness in Gaming Experience Thomas Fennewald, David Phelps, Gabriel Recchia, Ellen Jameson, Brenden Sewell, Thomas Parmer, & Edward Castronova
Awareness games – Indiana University Research, Development, & Education
Passion for Introspection…
A love for Games…
Addiction to research… ?
Melded in Game design Experience…
A tool for Reflection? ?
Games supporting… Awareness of concepts Reflection on assumptions Testing of hypotheses
Awareness +Reflection +testing Reflective Awareness in Gaming experience
Mission: support Reflective experience  gather Feedback from Players
Mission: support  Reflective experience  gather  Feedback from Players
Mission: support  Reflective experience  And  stay  Fun! gather Feedback from players
Mission:
Mission: Moon
Mission: Moon 9 years…
Mission: Moon 9 years… Live ON TV!
Strategy: NASA
Strategy: Design reflection to be a fun experience NASA
Strategy: Design reflection to be a fun experience use the game as a researchinstrument NASA
Strategy: Design reflection to be a fun experience use the game as a research instrument Use feedback for systematic refinement NASA
happiness mindfulness personality
engagement impact
engagement
engagement
engagement
impact
impact
Embedded writing in educational games
Embedded Writing Whyville whyville.net Numedeon, Inc
Embedded Writing
Embedded Writing PAPER JOURNALS
Embedded Writing
Embedded Writing
Embedded Writing ,[object Object]
Chat
Mail,[object Object]
Embedded Writing Social Private motivation, reputation, introspection
Embedded Writing

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Examining Reflective Awareness in Gaming Experience

Editor's Notes

  1. In games that are designed specifically to help players to learn some type of content or skill
  2. WhyvilleWhyville is a forerunner amongeducational MMOs, founded in 1999 by researchers at CalTech who formed Numedon, Inc. In partnership with the Chicago Field Museum and funded by the MacArthur Foundatino, they created WhyReefJournaling opportunities include
  3. Quest AtlantisA major goal set up in Quest Atlantis is completing quests. Quests are writing prompts, consisting
  4. Quest AtlantisTeacher quest reviewTeachers are not only facilitating gameplay but they are part of it too (they can give out in-game rewards and provide reviews of student work which allow them to progress in the game storyline). In this context, writing at home and in the classroom that takes place around the game, outside of its immediate context, is still a part of gameplay; the game’s incentive structure is still involved. Even this could be considered to be embedded in the larger game context.
  5. Quest Atlantiscommunity quest reviewPeers can think critically about someone else’s writing, learn to find constructive solutions, and apply that process to their own writing as wellIncentives to do this
  6. Quest Atlantiscommunity collaborative problem-solvingLeast prompted/structured
  7. Many of these things are found in classrooms centered around activities other than games, too
  8. Difference in motivation and immediate goals... Getting something straight in your own mind vsOne is not necessarily more honest or dishonest than the other – a social context influencing desired perception always exists, but an audience can still influence what someone chooses to say, or how
  9. Future interest and development in this direction