educational alternate reality games - namle 2013 conference

13
Educational Alternate Reality Games Randall Fujimoto GameTrain Learning

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Presentation given at the National Association for Media Literacy Education conference in July 2013.

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Page 1: Educational Alternate Reality Games - NAMLE 2013 Conference

EducationalAlternate Reality

Games

Randall Fujimoto

GameTrain Learning

Page 2: Educational Alternate Reality Games - NAMLE 2013 Conference

• 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

Page 3: Educational Alternate Reality Games - NAMLE 2013 Conference

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)

Page 4: Educational Alternate Reality Games - NAMLE 2013 Conference

Arising From Injustice

Page 5: Educational Alternate Reality Games - NAMLE 2013 Conference

Why Educational ARGs?

• Low cost

• No programming required

• Situated/Contextual learning

• Flexible

• Teachers and students can be designers

Page 6: Educational Alternate Reality Games - NAMLE 2013 Conference

Educational vs. Entertainment ARG

Design Considerations

• Learning Objectives

• Players

• Gameplay

• Assessment

Page 7: Educational Alternate Reality Games - NAMLE 2013 Conference

Educational vs. Entertainment ARG

Learning Objectives

• Biggest difference

• Common Core / State standards, 21C skills, etc.

• Fun (vs.) (and) Learning

Page 8: Educational Alternate Reality Games - NAMLE 2013 Conference

Educational vs. Entertainment ARG

Players

• Classroom of players

• Everyone must play(no inverted pyramid)

• Multiple team play (competition vs. collaboration)

Page 9: Educational Alternate Reality Games - NAMLE 2013 Conference

Educational vs. Entertainment ARG

Gameplay

• Sequence, Timing

• Linear vs. Emergent

• Story, Puzzles, Missions

• Research → Create → Share → Reflect

Page 10: Educational Alternate Reality Games - NAMLE 2013 Conference

Educational ARGs

Assessment – Types

• Formative (in-game)

• Summative (post-game)

• Peer assessment

Page 11: Educational Alternate Reality Games - NAMLE 2013 Conference

Educational ARGs

Assessment – Areas

• Subject Matter Content

• 21C Learning Skills

• Social-Emotional Learning

• Character Education

• Literacy Education

Page 12: Educational Alternate Reality Games - NAMLE 2013 Conference

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?

Page 13: Educational Alternate Reality Games - NAMLE 2013 Conference

EducationalAlternate Reality

Games

Randall FujimotoGameTrain Learning, Inc.

[email protected]: @gametrainlearn