Scholar's Quest is designed by Dr Joey J. Lee fromTeachers College, Columbia University. It is a set of paper-based tools and processes that adds a gamification layer to a course to encourage motivation, engagement, individual choice and mastery through competitive and collaborative learning experiences.
Scholar's Quest - a gamification layer to a course.
1. Video Games and Education:
Theory and Practice of Game Design
MSTU 4039 Fall 2013
TEACHERS COLLEGE
Columbia University, in the City of New York
Dr. Joey Lee
2. Today’s Class
• Welcome and introductions
• Overview of course (goals, policies, etc.)
• Scholar’s Quest
• What are games?
• Game play analysis activity
3.
4. Gamifying the classroom
This course will be taught like a game. We are
striving for a learning environment in which we:
•Promote meta-level thinking and reflection
•Value creativity, autonomy, self-directedness, collaboration and risk-
taking
•Learn through failure
•Promote mastery, not performance
12. • battling creatures/monsters (in-class challenges)
• Crafting (Play Analysis paper and other papers)
• completing quests (Lightning Design and Iterative
Game Design projects)
14. Quests:
• 5 minute optional presentation (done solo or in pairs;
pending instructor approval - limited slots, first come first
serve) = earn 1 green card
• Design Challenge 1 (done in groups) – worth up to 2 red, 2
green, 2 blue cards
• Lightning Design 1 (solo) = worth up to 2 red, 2 green, 2 blue
cards
• Get involved in Game Design Research projects (see the
Research/Real Project Involvement Missions section below) -
worth up to 4+ green cards
• Play Analyses (done in groups) – earn up to 2 red, 2 green
cards
15. Research/Real-Project Involvement Missions
– potential to earn Green cards.
Ask me how to get involved in these opportunities.
• Greenify/Arctic Saga/EcoChains - Games for Climate Change Education Project
• Scholar’s Quest/Science City Heroes - Gamification of Education Project
• Cross-Cultural Games/ESL/Test Prep for Asian High School Students
16. Boss Level:
• Final game design project (done in groups)
= worth 3 red, 3 green, 3 blue
18. Provide tools to understand, analyze, and design
games
• rules, interactivity, play, social interaction, balance and
flow, narrative, etc.
• view games through three theoretical perspectives:
cognitive, social, and persuasive
• create educational games and new kinds of games beyond
“drill and kill”;“how to do things with games”:
• games to inform, educate, persuade, promote positive values, motivate
positive behaviors, etc.
Goals of the course
19. Questions to explore
• What makes a game fun? What makes a game effective?
• How do people learn in games? how can games get people to
become active learners, critical thinkers, problem solvers?
• What are the strengths and limitations of games compared
to books, video, and other media? How do we take advantage
of the strengths?
• How can games address real-world problems?
Can games help people exercise? do painful/boring tasks?
• Are games positive tools for motivation -- or evil, addictive,
mind/behavior enslaving machines?
20. Questions to explore
• If we cheat (in games or life) is that the system’s fault, or a fault
of our character?
• Are games art?
• How can games leverage identities in powerful ways? How
can games change the way players see themselves?
• How can games make the world a better place / have
social impact? How can games get people to change their
behaviors for good?
• What is the role of games within classrooms / for learning
purposes?
• Your questions?