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Players and Builders:
Digital Games and
University Learning.
Jon Saklofske
Department of English and Theatre
Acadia University
Email:
jon.saklofske@acadiau.ca
Homepage:
http://socrates.acadiau.ca/courses/engl/saklofske
Infographic developed by Melissa Terras and @4Hum
Image from: http://mahindrahumanities.fas.harvard.edu/sites/default/files/Digital Humanities.JPG
Image from : http://writeaboutnowjt.wordpress.com/2011/05/24/divine-wright/
Image created by: Jon Saklofske
http://www2.macleans.ca/wp-content/uploads/2011/04/video-game-kid.jpg
From: http://www.well-rendered.com/2010/06/video-game-taxonomy.html
From: http://blogs.aftrs.edu.au/screenculture/?p=229
From: http://blogs.aftrs.edu.au/screenculture/?p=229
The Natural Daughter Game
Found at: (http://moo.acadiau.ca:7000)
Register as 2386 student user, then log in and move North to start game…
Game editor found at: http://moo.acadiau.ca:7001
(email jon.saklofske@acadiau.ca for builder access.)
Multiple-media literacy
…leading to a greater awareness of more traditional forms and functions
…transmedia awareness/ability
Beyond the essay
…as a way to gain a new perspective on the essay form
…increasing the scope of your productive/creative academic energies
Non-linear narrative
Narrative as rhetorical argumentation
Collaboration / collective intelligence
Games:
…play , presence, performance, process and narrative
Players
Builders
…interactive critical response
Image from: http://thebookartblog.blogspot.ca/2010/05/what-is-book-art.html
I consider players to be agents of
change. Often, a player's use and
understanding of mechanics can lead
to stories we didn't know were there.
-Chris Avellone (Obsidian Games)
"I think a beginning, a middle and an end are
fundamental to any story you want to tell. The
non-linearity of open-world games arises from
the way in which you explore the plot, turning
the player into a sort of editor, who 'assembles'
parts of the story. “
-Christian Cantamessa
(lead designer and co-writer, Red Dead Redemption)
Key Concepts of Experimental Learning
(From Lewis and Williams’ “Best Practice in Experimental Learning)
• learn by doing
• not compartmentalized
• student run learning
• provides skills to transition into workplace (3)
• REFLECTION!!
• problem solving throughout entire process
• instructor as member of the group (10)
• instructor as a resource, cheerleader and
facilitator (11)
• Assessment of students as more than just
outcome (13)
• student involved assessment (16)
ARIS app and content creator for mobile AR gamespaces
Locative, technology-enhanced
gaming at Walt Disney World
Taking game-based learning beyond the classroom
Players and Builders: Digital Games and University Learning

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Players and Builders: Digital Games and University Learning