educational alternate reality games - namle 2013 conference
Post on 19-Oct-2014
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Presentation given at the National Association for Media Literacy Education conference in July 2013.TRANSCRIPT
EducationalAlternate Reality
Games
Randall Fujimoto
GameTrain Learning
• Takes place in an “alternate reality” (real world or online)
• Transmedia storytelling
• Collaborative gameplay
• Play as yourself
• (Emergent storyline and gameplay)
• (TINAG = This is not a game)
ARG Definition
ARGs Entertainment Roots
• The Beast (A.I.) (2001)
• Majestic (video game) (2001)
• I Love Bees (Halo 2) (2004)
• Perplex City (collectible puzzle cards) (2005)
• Year Zero (Nine Inch Nails) (2007)
Arising From Injustice
Why Educational ARGs?
• Low cost
• No programming required
• Situated/Contextual learning
• Flexible
• Teachers and students can be designers
Educational vs. Entertainment ARG
Design Considerations
• Learning Objectives
• Players
• Gameplay
• Assessment
Educational vs. Entertainment ARG
Learning Objectives
• Biggest difference
• Common Core / State standards, 21C skills, etc.
• Fun (vs.) (and) Learning
Educational vs. Entertainment ARG
Players
• Classroom of players
• Everyone must play(no inverted pyramid)
• Multiple team play (competition vs. collaboration)
Educational vs. Entertainment ARG
Gameplay
• Sequence, Timing
• Linear vs. Emergent
• Story, Puzzles, Missions
• Research → Create → Share → Reflect
Educational ARGs
Assessment – Types
• Formative (in-game)
• Summative (post-game)
• Peer assessment
Educational ARGs
Assessment – Areas
• Subject Matter Content
• 21C Learning Skills
• Social-Emotional Learning
• Character Education
• Literacy Education
Educational ARGs
Future
• What do you see for the future of ARGs in education?
• What challenges do you see for widespread use ofARGs in education?
• How can you possibly use educational ARGs in your school?
EducationalAlternate Reality
Games
Randall FujimotoGameTrain Learning, Inc.
[email protected]: @gametrainlearn