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Teaching like a Zelda
Dungeon
Using game structure to affect better learning
Why should we care?
Why should we care?
Hello!
● Rose (she/her)
● Game Designer, Educator, Artist, Advocate, Etc.
● Shape of the Industry
○ Games Industry
○ Education Industry
● How this all affects you
○ Games and Education on campus
Name a game you have played.
What did it teach you?
Entering the Dungeon – Setting the Scene
● What do you need before
entering?
● What might be foreshadowed
by the entrance?
● How do you start your
sessions?
● How do you transition into the
material?
● Insert fancy main room reveal here
○ Probably the ancient cistern, that one is pretty.
The Learning Octopus
● Body and Arms
● Options for path choice:
○ Keys and Locks
○ Linear
○ Non-linear
○ Backtracking
I’m the learning
octopus!
Arm of the Octopus: Keys and Locks
● Keys and locks as analogy for tools
● For each lock a key
● Using Keys in your lessons
● How can you apply this?
Arm of the Octopus: Linear Puzzles
● The use of limiting choices
● The consequences of
limiting choices
● When is it too much?
● How can you apply this?
Arm of the Octopus: Non-Linear Puzzles
● Providing choices
● The danger of overwhelming
learners
● The achievement of puzzle
solving
● How can you apply this?
Arm of the Octopus: Backtracking
● Making an old space new
● Cultivating a sense of
proficiency
● Problem space mastery
● How can you apply this?
Mini-Boss: Assessment as a filter
● Entrance assessment as
checkpoint
● Required knowledge or skill
● Formative assessment
● The many forms of assessment
Changing perspectives
● Revealing the octopus head: looking
at things differently
● Introducing old problems with new
context
● Connecting back to previous
problems
● Showing the complexity
I always had
a head.
Regroup yourself by which class you
work with
Thank you!
@rosequartzklein
rosequartzklein@gmail.com

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Teaching like a Zelda Dungeon

  • 1. Teaching like a Zelda Dungeon Using game structure to affect better learning
  • 2.
  • 3.
  • 4.
  • 7. Hello! ● Rose (she/her) ● Game Designer, Educator, Artist, Advocate, Etc. ● Shape of the Industry ○ Games Industry ○ Education Industry ● How this all affects you ○ Games and Education on campus
  • 8. Name a game you have played. What did it teach you?
  • 9. Entering the Dungeon – Setting the Scene ● What do you need before entering? ● What might be foreshadowed by the entrance? ● How do you start your sessions? ● How do you transition into the material?
  • 10. ● Insert fancy main room reveal here ○ Probably the ancient cistern, that one is pretty.
  • 11. The Learning Octopus ● Body and Arms ● Options for path choice: ○ Keys and Locks ○ Linear ○ Non-linear ○ Backtracking I’m the learning octopus!
  • 12. Arm of the Octopus: Keys and Locks ● Keys and locks as analogy for tools ● For each lock a key ● Using Keys in your lessons ● How can you apply this?
  • 13. Arm of the Octopus: Linear Puzzles ● The use of limiting choices ● The consequences of limiting choices ● When is it too much? ● How can you apply this?
  • 14. Arm of the Octopus: Non-Linear Puzzles ● Providing choices ● The danger of overwhelming learners ● The achievement of puzzle solving ● How can you apply this?
  • 15. Arm of the Octopus: Backtracking ● Making an old space new ● Cultivating a sense of proficiency ● Problem space mastery ● How can you apply this?
  • 16. Mini-Boss: Assessment as a filter ● Entrance assessment as checkpoint ● Required knowledge or skill ● Formative assessment ● The many forms of assessment
  • 17. Changing perspectives ● Revealing the octopus head: looking at things differently ● Introducing old problems with new context ● Connecting back to previous problems ● Showing the complexity I always had a head.
  • 18. Regroup yourself by which class you work with
  • 19.

Editor's Notes

  1. The legend of Zelda is a game series that began with the release of its first title in 1986. Since then, the series has been known for their sense of exploration, their focus on growth of skill, and their incredible dungeon design. For those of you unfamiliar with the series, I’m not sure I can tell you in a single sentence what these games are about.
  2. Action adventure game, you play as link – what you do changes but the theme is the same Link is always green
  3. Zelda is always pink and white
  4. Ganon is always red and black THIS IS A WHOLE CONVERSATION but I don’t have time so we’re going to skip it. Needless to say, representation of marginalized groups in games is still very lacking.
  5. ACADEMY AWARD vs GOTY Learning and culture – these games are more impactful than film and music for reasons beyond just their interactivity. Potential tie-ins. We talk about this with other stuff like activities outside of academics.
  6. Take a moment and write on your schedules This could be anything from that one niche game that you know all the lore for – to rock paper scissors and the principles of guessing what others will do.
  7. -Engage- your students
  8. Upon entering, we are given a view of the scope of our puzzle – a hub which we must return to and which evolves around us. Previews of the puzzles to come
  9. The main room acts as a hub, as the body of the octopus. Inherent limitation – I am currently lecturing, and you do not have as much of a choice of paths… Spoiler alert – lecturing is counter to this. Exploration connections 5e All of the paths offer Exploring, Explaining, and Elaborating in their own mini cycle
  10. Vah Naboris – 64 possible combinations of this central area. A large puzzle space, can be overwhelming but also very satisfying.