alternate reality games for orientation, socialisation and induction [names]
Post on 19-Dec-2015
216 views
TRANSCRIPT
By the end of the session participants will
Have experienced an ARG first hand
Recognise the components that make up the game
Be aware of the ARGOSI design framework and customizable artefacts
Have developed challenges for their own learning outcomes
Overview[times] Introduction
[times] Playing the game
[times] The ARGOSI framework
[times] Developing challenges
[times] Conclusion
What are ARGs?Emerging game form - 2001Viral marketing toolReal world and online - variety of mediaNarrative unfolds over timeBuilt by the players - user-created artifactsCollaborative challenges‘This is not a game’ Typically niche but with high engagement
Why ARGs for education?
It’s a gaming environment Provides challenge, context and purpose Creates engagement and mystery
They’re collaborativeThey support active learning Problem-based, experiential, authentic
They’re lo-fidelity Encourages use of range of technologies Less development effort to produce and extend
They use ‘actual reality’ Enables orientation in the real-world Uses the best of each medium Links to community and other organisations
The ARGOSI projectARG to support student induction – one year JISC funded project Integrated gaming environment Meet InfoSkills learning outcomes Create social networks Improve student orientation confidence Engage in, and enjoy induction
Induction Lack of context Information overload ‘Pub’ focussed Little orientation to the city
Narrative structureOverarching storyline Regular plot points when challenges released
Customisable sub-plots Related to learning outcome sets
ChallengesOnline and offline
Individual and group
Different levels of difficulty
Linked to InfoSkills learning outcomes Use Library catalogue to find specific items – call
number challenge Identify SSOs – door stickers Use online reading lists – hidden book
Range of ways to provide evidence