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Larry McCalla UGA/COE/CIS/LDT 2nd yrHumble Games for Improving Online Learning
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…not required to possess an intimate knowledge of video game history or to devote weeks or months to play.
At the same time, many players of casual games show a dedication and skill that is anything but casual.- Jesper Juul
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Program for the International Assessment of Adult Competencies (PIAAC)
Literacy, Numeracy, and Problem Solving in Technology-Rich Environments Among U.S. Adults: Results from the Program for the International Assessment of Adult Competencies 2012. (2013, October 18). Retrieved February 27, 2014, from http://nces.ed.gov/pubsearch/pubsinfo.asp?pubid=2014008
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MOOC completion rate to date (2/4/2014)
http://www.katyjordan.com/MOOCproject.html
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* learner control of media* promote student reflection
Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning StudiesU.S. Department of EducationOffice of Planning, Evaluation, and Policy Development Policy and Program Studies ServiceRevised September 2010
Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies (2010)
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Are you going to show us your game idea?
Ummm…
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Noadministrative
chartjunk- Edward Tufte
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Noadministrative
chartjunk- Edward Tufte
• J.M. Carrol (MIT) – Minimalism• Sweller/Merrienboer (AUS/Twente)Cognitive Load Theory
Also these guys…
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Type in one word youmight use to researchthe problem…
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Let’s play a quick game!
Guess which search terms go with which researcher profile…
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• Online• At-risk• Games• Gender• Race• Learnin
g• Barriers
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• Online• At-risk• Games• Gender• Race• Learnin
g• Barriers
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• Online• At-risk• Games• Gender• Race• Learnin
g• Barriers
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You got 5 of 7 correct
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Online
At-risk
Gender
Race
Barriers
Learning
Games
7/7
7/7
5/7
5/7
3/7
2/7
1/7
Leaderboards
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ConceptSelf-conceptKeyword
1
ConceptSelf-concept
Keyword 1
This matching game uses text/concepts.
Many matching games use images.
This matching game is about user-defined content.
Many matching games use pre-defined content.
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Debriefing
What game mechanics or combo of game mechanics…
Can help players through a debriefing – reflection – process?
?
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Fiction – Story - Narrative
Can we use narrative to make this game more engaging?
What fictions are already established by gameplay?
How can we build a story?
Give players tools to build their own story??
?
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Campbell, J. (1993). The hero with a thousand faces / Joseph Campbell. London : Fontana, 1993.
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Dickey, M. D. (2005). Engaging By Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development, 53(2), 67–83.
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Huizinga, J. (1960). Homo ludens; a study of the play-element in culture. [Tr. from the German ed.]. Boston, Beacon Press [1962, c1950].
Johan Huizinga (1872– 1945)
“Play is older than culture…”
1938
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Huizinga, J. (1960). Homo ludens; a study of the play-element in culture. [Tr. from the German ed.]. Boston, Beacon Press [1962, c1950].
Johan Huizinga (1872– 1945)
1. Play is free, is in fact freedom.2. Play is not “ordinary” or “real” life.3. Play is distinct from “ordinary” life both as to locality and
duration.4. Play creates order, is order. Play demands order absolute and
supreme.5. Play is connected with no material interest, and no profit can
be gained from it.
1938
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Caillois, R., & Barash, M. (2001). Man, play, and games / Roger Caillois ; translated from the French by Meyer Barash. Urbana : University of Illinois Press, 2001.
Roger Caillois (1913 – 1978)
1958
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Jesse Schell (1970 - )
2008
Schell, J. (2008). The art of game design : a book of lenses. Morgan Kaufmann.
Aesthetics
Mechanics Story
Technology
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Jesper Juul (1970 - )
2005
Juul, J. (2005). Half-real : video games between real rules and fictional worlds / Jesper Juul. Cambridge, Mass. : MIT Press, c2005.
“Video games area combination ofrules and fiction.”
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Jesper Juul (1970 - )
2005Juul, J. (2005). Half-real : video games between real rules and fictional worlds / Jesper Juul. Cambridge, Mass. : MIT Press, c2005.
The Game The Player The World
Rules
Fiction
• Rules of the game• game tree
Signs that project a fictional world
• Gameplay• Learning
The way the player imagines the fictional world
• rule negotiations• repertoire of skills player brings• social interaction• Winning/losing• consequence negotiations
• film conventions• game conventions• world knowledge• interpretation conventions
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2004
Catalyzing Social
ImpactThrough
Digital Games
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Source: Kheel Center, Cornell University, Creative Commons
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Source: Kheel Center, Cornell University, Creative Commons
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