5. …not required to possess an intimate
knowledge of video game history or
to devote weeks or months to play.
At the same time, many players of
casual games show a dedication and
skill that is anything but casual.
- Jesper Juul
6. Program for the
International
Assessment of
Adult
Competencies
(PIAAC)
Literacy, Numeracy, and
Problem Solving in
Technology-Rich
Environments Among U.S.
Adults: Results from the
Program for the International
Assessment of Adult
Competencies 2012. (2013,
October 18). Retrieved
February 27, 2014, from
http://nces.ed.gov/pubsearch/
7. MOOC completion rate to date (2/4/2014)
http://www.katyjordan.com/MOOCproject.html
8. Evaluation of Evidence-Based Practices in Online
Learning: A Meta-Analysis and Review of Online Learning
Studies (2010)
* learner control of media
* promote student reflection
Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of
Online Learning Studies
U.S. Department of Education
Office of Planning, Evaluation, and Policy Development Policy and Program Studies Service
Revised September 2010
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• J.M. Carrol (MIT) – Minimalism
it?: (AUS/Twente)
• Sweller/Merrienboer
Cognitive Load Theory
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•
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Online
At-risk
Games
Gender
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Learning
Barriers
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23. Debriefing
What game mechanics or combo of game mechanics…
Can help players through a debriefing – reflection – process?
?
24. Fiction – Story - Narrative
Can we use narrative to make this game more engaging?
What fictions are already established by gameplay?
How can we build a story?
Give players tools to build their own story??
?
25. Campbell, J. (1993). The hero with a thousand faces / Joseph Campbell. London Fontana,
:
26. Dickey, M. D. (2005). Engaging By Design:
How Engagement Strategies in Popular
Computer and Video Games Can Inform
Instructional Design. Educational
Technology Research and Development,
53(2), 67–83.
27.
28. Johan Huizinga (1872– 1945)
“Play is older than culture…”
1938
Huizinga, J. (1960). Homo ludens; a study of the play-element in culture. [Tr. from the
German ed.]. Boston, Beacon Press [1962, c1950].
29. Johan Huizinga (1872– 1945)
1. Play is free, is in fact freedom.
2. Play is not “ordinary” or “real” life.
3. Play is distinct from “ordinary” life both as to locality and
duration.
4. Play creates order, is order. Play demands order absolute and
supreme.
5. Play is connected with no material interest, and no profit can
be gained from it.
1938
Huizinga, J. (1960). Homo ludens; a study of the play-element in culture. [Tr. from the
German ed.]. Boston, Beacon Press [1962, c1950].
30. Roger Caillois (1913 – 1978)
1958
Caillois, R., & Barash, M. (2001). Man, play, and games / Roger Caillois translated from
;
the French by Meyer Barash. Urbana University of Illinois Press, 2001.
:
31. Jesse Schell (1970 -
)
Aesthetics
Mechanics
Story
Technology
2008
Schell, J. (2008). The art of game design a book of lenses. Morgan Kaufmann.
:
32. Jesper Juul (1970 -
)
“Video games are
a combination of
rules and fiction.”
2005
Juul, J. (2005). Half-real video games between real rules and fictional worlds / Jesper
:
Juul. Cambridge, Mass. MIT Press, c2005.
:
33. Jesper Juul (1970 The Game
Rules
Fiction
)
The Player
• Rules of the game
• game tree
• Gameplay
• Learning
Signs that project
a fictional world
The way the
player imagines
the fictional world
The World
• rule negotiations
• repertoire of skills
player brings
• social interaction
• Winning/losing
• consequence
negotiations
• film conventions
• game conventions
• world knowledge
• interpretation
conventions
Juul, J. (2005). Half-real video games between real rules and fictional worlds / Jesper
:
Juul. Cambridge, Mass. MIT Press, c2005.
:
2005