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Dr. Konstantin Mitgutsch / Singapore-MIT Gambit Game Lab Challenges in Serious Game Design The Transfer is NOT the Transformation Twitter: @MitgutschK
Serious  Learning &  Media? Twitter: @MitgutschK
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Twitter: @MitgutschK
Serious Games@State - Mitgutsch - Singapore-MIT Gambit Game Lab -  05/27/2011 Twitter: @MitgutschK
Serious game design must  consider   the gap  between the  designed  experience and its  interpretation  by the players. Takeaway #1 Twitter: @MitgutschK
The players‘  prior experiences , the  context , their  connection  to the topic or problem, and scope of  action  all impact the serious play experience. Takeaway #2 Twitter: @MitgutschK
The transfer is  NOT  the transformation! Takeaway #3 Twitter: @MitgutschK
Serious games are  learning   tools  – but  not   teaching instruments. Takeaway #4 Twitter: @MitgutschK
Don’t teach answers, but  design provoking  questions Takeaway #5 Twitter: @MitgutschK

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Konstantin Mitgutsch tech@state

  • 1. Dr. Konstantin Mitgutsch / Singapore-MIT Gambit Game Lab Challenges in Serious Game Design The Transfer is NOT the Transformation Twitter: @MitgutschK
  • 2. Serious Learning & Media? Twitter: @MitgutschK
  • 3.
  • 4. Serious Games@State - Mitgutsch - Singapore-MIT Gambit Game Lab - 05/27/2011 Twitter: @MitgutschK
  • 5. Serious game design must consider the gap between the designed experience and its interpretation by the players. Takeaway #1 Twitter: @MitgutschK
  • 6. The players‘ prior experiences , the context , their connection to the topic or problem, and scope of action all impact the serious play experience. Takeaway #2 Twitter: @MitgutschK
  • 7. The transfer is NOT the transformation! Takeaway #3 Twitter: @MitgutschK
  • 8. Serious games are learning tools – but not teaching instruments. Takeaway #4 Twitter: @MitgutschK
  • 9. Don’t teach answers, but design provoking questions Takeaway #5 Twitter: @MitgutschK

Editor's Notes

  1. 1. In some cases mediated experiences may transform our understanding of ourselves, others and the world. We may watch a movie that opens up a new perspective on a topic, read a book that twists our prior beliefs or listen to a song that opens previously unexperienced emotions – we all go through these kinds of meaningful learning experiences. 2. Certain media-based experiences may strike our minds in particular phases of our lives, in relation to space and time and in the context of specific subjective experiences. Statements as "This book has changed my life", "That movie has opened my eyes" or "This song helped me get through this hard time" document how experiences made through media can foster the transformation of ourselves.
  2. Das Scheitern im Spiel ist eine freudige Herausforderung. Erproben, Scheitern, Reflektieren, Neuerproben sind im Spiel natürliche Lernprozesse. Gerade das produktive scheitern - das Lernen aus Fehlern wird im Spiel zum Vergnügen. Die Lernenden sind bereit Ihr Wissen und Könne gerne auf Spiel zu setzen. Im Alltag ist gerade dieser bedeutsame Aspekt des Scheiterns negative bestimmt. Zu groß sind die Sanktionen, zu tief sitzen die Verletztungen. Und hierbei sei angemerkt dass das Moto es nicht Spiel statt Alltag oder Schule lauten soll, sondern Spiel trotz oder gerade wegem dem Druck des Alltags.
  3. 1. So, what do we know about learning in games ....
  4. 1. So, what do we know about learning in games ....
  5. 1. So, what do we know about learning in games ....
  6. 1. So, what do we know about learning in games ....
  7. 1. So, what do we know about learning in games ....