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Beyond the Page
            Digital Storytelling through Games




Cathie Howe
Macquarie ICT Innovations Centre
SMART Teachers Conference 2012
See Share Shape the Future
Who am I?

       Professional Learning &
       Leadership Coordinator

       Manager Macquarie ICT Innovations Centre
Our Community
DEC & non-DEC schools across NSW
 Students K-12
    Teachers K - 12      DEC Regional staff
      School Executives      University students
                               Academic partners
                                 Industry Partners
What do you want
learning to look like?
How To Vote                                            How To Vote
             via Texting                                            via Twitter

                                                                    Tweet @poll

                                                               435977 and your
                 61429883481
                                                                  message
                435977
                Learning should
                look like …




       1.   Standard texting rates only
TIPS   2.   We have no access to your phone number
       3.   Capitalization doesn’t matter, but spaces and spelling do
What could learning look like?
       • Student centred
                                                                     • Abstractness
       • Independence valued
                                                                     • Complexity (inter
       • Agile                                                        relationships)
       • Open & accepting                                            • Variety
       • Complex (rich variety of                                    • Study of people
        resources, media, ideas,
        methods, tasks)               Learning                       • Study of methods of
       • Physical/virtual           Environment       Content         inquiry
                                    Where students   What students
                                        learn           learn


                                                                         • Higher levels of
   • Real problems                                                        thinking
   • Real audiences                  Product          Process            • Creative /critical
   • Real deadlines                                                       /divergent thinking
                                                       Thinking
                                      Result of                          • Open-endedness
   • Transformations (rather                          processes
                                      learning                           • Group interaction
    than regurgitation)                              used to learn
   • Appropriate evaluation                                              • Variable pacing
                                                                         • Variety of learning
                                                                         • Debriefing
                                                                         • Freedom of choice
Maker Model
Imagine having our students being so
engaged in a complex, goal orientated
    activity, that self-consciousness
disappears and time becomes distorted
and they do it, not for external rewards
but simply for the exhilaration of doing!
What is a digital story?




“Digital Storytelling is the modern expression of the ancient art of
storytelling. Digital stories derive their power by weaving images, music,
narrative and voice together, thereby giving deep dimension and
vivid color to characters, situations, experiences, and insights.”

Leslie Rule
Digital Storytelling Association
Elements for the creation
of classic digital stories:

  Point of view
  Dramatic Question
  Voice
  Pacing
  Soundtrack
  Economy
  Emotional Content

 The challenge…
 How to get students to display them in their own stories?
Example| Google Chrome
Example | Google Search Stories
Why use games to tell stories?
                    “Video games are increasingly
                     recognised as becoming the
                      literacy of the 21st century”
                                              Chris Swain
                              Associate Research Professor



                  A unique platform to address essential
                  skills for learning:
                  • creativity and innovation
                  • critical thinking,
                  • communication, collaboration
                  • iterative problem solving
                  • information, media and ICT literacy
Video Game Facts
In Australia:

    92% households have a gaming device

    95% homes with children <18 have a
     gaming device

    47% of gamers are female

    Average age of video game players is 32

    57% of gamers play every day

    88% of parents who play games, play with
     their children
Key Findings DA12
Bond University/iGEA
Video games have more story telling
    potential than any other medium

                                                      Positive Emotions

                                                      Relationships

                                                      Meaning

                                                      Accomplishment

                                                                  P.E.R.M.A
                                                           Dr. Martin Seligman



                    Make decisions
Interactive
              Invested in story at a personal level

  Live the experience     Choose own path
What do we learn when we
                   play, design and build games?



                             Judgement,
   Problem
                              analysis &    Communication
solving skills &
                               strategic   skills & networking
 negotiation
                               thinking




                                             Improved
Narrative skills            Non–linear       attention,
& transmedia                 thinking         vision &
 navigation                  patterns        cognition
Where do you start?| Good Game Design


                            WILL YOU SAVE US?


                  Goal   World       Challenge    Story

                   Player feedback     Difficulty curve

                    Decision making    Intuitive play
The Next Step: Core Loop

                            Staring Position:
                           New World -what
                           does it look like?

                            Main Character:            Goal:
                               Who am I?         What is the main
                              Where am I?        goal of the game?
    Solution:
                                                What do I have to do
How do I overcome                               to achieve this goal?
  the obstacle?
                                                      Reward:
                                                What is the reward
                              Challenge/         for doing this?
                               Obstacle
                           What is stopping
                           me from achieving
                               my goal?
World Map
Example | Video Game Design
2011 Kodu Kup winner:
Jacen Sherman
Game: The Vortex




  The world under nuclear attack. While humanity has found a way to “upload” itself to a
  virtual world and launch into space to avoid extinction, one of the creators of this
  virtual world wasn’t able to make it into the virtual world on time. Out of anger, she
  unleashed a virus – Vira X – which the player must defeat.

  Jacen was inspired both by the programming experience, and by the movie Tron.
Kodu: New Hope: by bwilliams




Over the years the Kodus have made some break throughs in technology. After
crowding their planet they turned toward the only thing they could, space. They
travelled to different planets populating them and mining precious resources. After
exploring a new planet they found something. It was a Golden Apple. After finding
the apple the Kodus took it back to one of their planets to study it. One day they
came into contact with a group of aliens of many species. They demanded the
Kodus to give them the apple but the Kodus resisted. The aliens waged war against
them, destroying their civilizations and planets. The Kodus managed to keep the
apple safe and fled to a far away planet. They called this planet, New Hope, as a
reminder that they still had something left...
What is Transmedia story telling?
The successful organic flow of narrative over a host of platforms, each one
excelling at what it does best.
                                                                Alison Norrington
                                                          accomplished novelist,
                                                        playwright, and journalist




Originally published at www.thedigitalshift.com
Example | Transmedia story




 Unfolds over time and on multiple platforms,

 Connects technologies, languages, cultures, generations
  and curricula within a sweeping narrative

 Becomes increasingly interactive and game-like

 Highly collaborative

 Takes advantage of participatory nature of online
  environments
What are Alternate Reality games?

 Alternate Reality Game (ARG)…an interactive story-
 based game, delivered through multiple “real world”
 modes (i.e., text, phone, Internet, print, and others)
 within which players must participate interactively
 and work collectively to solve “real world” problems
 the story presents.

 http://janetclarey.com/2012/01/13/args-part-1-a-good-fit-for-ld/
Use of collective
                            intelligence
                             (cognition,
                           cooperation,
                           coordination



         Solving ‘real                         Multimodal
            world’         Elements           play over time
        problems the
        story presents
                            of ARG            (online & real
                                                  world)



                            Participatory
                            storytelling &
                            collaboration
Janet Clarey
Spinning the Social Web
Example | Alternate reality game

Students as Learning Designers   Project Leader   Year 7 Global
Manly Selective HS               Ms Kate Farrow   Citizenship Project




                                          Year 10 students
                                          created an
                                          alternate reality
                                          game played by
                                          120 Year 7 students
                                          over 3 consecutive
                                          school days.
Some technologies that support digital storytelling
                through games
                                                   polls
                                 codes                             survey



                   puzzles                                                     images




               Game                                                                  audio
              engines                           Interactive
                                           Technologies


                Digital
                                                                                    wiki
                posters



                          maps                                              forum

                                         blog              video
Resources:
http://bit.ly/QWIaHF
Reimagining learning through games

Core principles of how games work that can transform learning.
They:

1. Create a need to know organising learning around solving
   complex problems set in engaging contexts.

2. Offer a space of possibility through the design of rules for
   learners to tinker, explore, hypothesise and test assumptions.

3. Build opportunities for authority and expertise to be shared
   and distributed, i.e. learning is reciprocal among learners,
   mentors and teachers.

4. Support multiple overlapping pathways towards mastery


Professor Katie Salen
Do games have the power to solve the
                world’s problems?


                             What if we immersed
                                our students in
                             designing games to
                              tackle the world’s
                                 most urgent
                                 problems?



Photo by xJason.Rogersx’s
“What will it take to move classroom literacy practices
          and instruction into the 21st century?


It will take teachers who are skilled, excited, passionate
about the effective use of ICT for teaching and learning.


   It will take a curriculum that integrates new, exciting
                   literacies and instruction.


  It will take courageous and bold initiatives that include
      yet unimagined information and communication
 technologies and these will result in the development of
                 unimagined new literacies.”


Associate Professor Kaye Lowe
Summary

     What learning should look like


                             Active

                             Self-directed

                             Goal orientated

                             Authentic

                             Interest driven

                           Just-in-time
Summary

 What learning environments should look like

                          Be interactive
                          Provide ongoing feedback
                          Grab and sustain attention
                          Have appropriate and
                           adaptive levels of challenge
                          Multiple pathways to
                           success
                          Be agile
Contact details

          catherine.howe@det.nsw.edu.au


          http://au.linkedin.com/in/cathiehowe


          @cathie_h
          @macict


          http://web2.macquarieict.schools.nsw.edu.au


          Macquarie ICT Innovations Centre
          Building C5B, Macquarie University
          NSW, 2109
          Ph | 02 9850 4310

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Beyond the page digital storytelling through games

  • 1. Beyond the Page Digital Storytelling through Games Cathie Howe Macquarie ICT Innovations Centre SMART Teachers Conference 2012 See Share Shape the Future
  • 2. Who am I? Professional Learning & Leadership Coordinator Manager Macquarie ICT Innovations Centre
  • 3. Our Community DEC & non-DEC schools across NSW Students K-12 Teachers K - 12 DEC Regional staff School Executives University students Academic partners Industry Partners
  • 4. What do you want learning to look like?
  • 5. How To Vote How To Vote via Texting via Twitter Tweet @poll 435977 and your 61429883481 message 435977 Learning should look like … 1. Standard texting rates only TIPS 2. We have no access to your phone number 3. Capitalization doesn’t matter, but spaces and spelling do
  • 6.
  • 7. What could learning look like? • Student centred • Abstractness • Independence valued • Complexity (inter • Agile relationships) • Open & accepting • Variety • Complex (rich variety of • Study of people resources, media, ideas, methods, tasks) Learning • Study of methods of • Physical/virtual Environment Content inquiry Where students What students learn learn • Higher levels of • Real problems thinking • Real audiences Product Process • Creative /critical • Real deadlines /divergent thinking Thinking Result of • Open-endedness • Transformations (rather processes learning • Group interaction than regurgitation) used to learn • Appropriate evaluation • Variable pacing • Variety of learning • Debriefing • Freedom of choice Maker Model
  • 8. Imagine having our students being so engaged in a complex, goal orientated activity, that self-consciousness disappears and time becomes distorted and they do it, not for external rewards but simply for the exhilaration of doing!
  • 9. What is a digital story? “Digital Storytelling is the modern expression of the ancient art of storytelling. Digital stories derive their power by weaving images, music, narrative and voice together, thereby giving deep dimension and vivid color to characters, situations, experiences, and insights.” Leslie Rule Digital Storytelling Association
  • 10. Elements for the creation of classic digital stories:  Point of view  Dramatic Question  Voice  Pacing  Soundtrack  Economy  Emotional Content The challenge… How to get students to display them in their own stories?
  • 12. Example | Google Search Stories
  • 13. Why use games to tell stories? “Video games are increasingly recognised as becoming the literacy of the 21st century” Chris Swain Associate Research Professor A unique platform to address essential skills for learning: • creativity and innovation • critical thinking, • communication, collaboration • iterative problem solving • information, media and ICT literacy
  • 14. Video Game Facts In Australia:  92% households have a gaming device  95% homes with children <18 have a gaming device  47% of gamers are female  Average age of video game players is 32  57% of gamers play every day  88% of parents who play games, play with their children Key Findings DA12 Bond University/iGEA
  • 15. Video games have more story telling potential than any other medium Positive Emotions Relationships Meaning Accomplishment P.E.R.M.A Dr. Martin Seligman Make decisions Interactive Invested in story at a personal level Live the experience Choose own path
  • 16. What do we learn when we play, design and build games? Judgement, Problem analysis & Communication solving skills & strategic skills & networking negotiation thinking Improved Narrative skills Non–linear attention, & transmedia thinking vision & navigation patterns cognition
  • 17. Where do you start?| Good Game Design WILL YOU SAVE US? Goal World Challenge Story Player feedback Difficulty curve Decision making Intuitive play
  • 18. The Next Step: Core Loop Staring Position: New World -what does it look like? Main Character: Goal: Who am I? What is the main Where am I? goal of the game? Solution: What do I have to do How do I overcome to achieve this goal? the obstacle? Reward: What is the reward Challenge/ for doing this? Obstacle What is stopping me from achieving my goal?
  • 20. Example | Video Game Design
  • 21. 2011 Kodu Kup winner: Jacen Sherman Game: The Vortex The world under nuclear attack. While humanity has found a way to “upload” itself to a virtual world and launch into space to avoid extinction, one of the creators of this virtual world wasn’t able to make it into the virtual world on time. Out of anger, she unleashed a virus – Vira X – which the player must defeat. Jacen was inspired both by the programming experience, and by the movie Tron.
  • 22. Kodu: New Hope: by bwilliams Over the years the Kodus have made some break throughs in technology. After crowding their planet they turned toward the only thing they could, space. They travelled to different planets populating them and mining precious resources. After exploring a new planet they found something. It was a Golden Apple. After finding the apple the Kodus took it back to one of their planets to study it. One day they came into contact with a group of aliens of many species. They demanded the Kodus to give them the apple but the Kodus resisted. The aliens waged war against them, destroying their civilizations and planets. The Kodus managed to keep the apple safe and fled to a far away planet. They called this planet, New Hope, as a reminder that they still had something left...
  • 23. What is Transmedia story telling? The successful organic flow of narrative over a host of platforms, each one excelling at what it does best. Alison Norrington accomplished novelist, playwright, and journalist Originally published at www.thedigitalshift.com
  • 24. Example | Transmedia story  Unfolds over time and on multiple platforms,  Connects technologies, languages, cultures, generations and curricula within a sweeping narrative  Becomes increasingly interactive and game-like  Highly collaborative  Takes advantage of participatory nature of online environments
  • 25.
  • 26. What are Alternate Reality games? Alternate Reality Game (ARG)…an interactive story- based game, delivered through multiple “real world” modes (i.e., text, phone, Internet, print, and others) within which players must participate interactively and work collectively to solve “real world” problems the story presents. http://janetclarey.com/2012/01/13/args-part-1-a-good-fit-for-ld/
  • 27. Use of collective intelligence (cognition, cooperation, coordination Solving ‘real Multimodal world’ Elements play over time problems the story presents of ARG (online & real world) Participatory storytelling & collaboration Janet Clarey Spinning the Social Web
  • 28. Example | Alternate reality game Students as Learning Designers Project Leader Year 7 Global Manly Selective HS Ms Kate Farrow Citizenship Project Year 10 students created an alternate reality game played by 120 Year 7 students over 3 consecutive school days.
  • 29.
  • 30. Some technologies that support digital storytelling through games polls codes survey puzzles images Game audio engines Interactive Technologies Digital wiki posters maps forum blog video Resources: http://bit.ly/QWIaHF
  • 31. Reimagining learning through games Core principles of how games work that can transform learning. They: 1. Create a need to know organising learning around solving complex problems set in engaging contexts. 2. Offer a space of possibility through the design of rules for learners to tinker, explore, hypothesise and test assumptions. 3. Build opportunities for authority and expertise to be shared and distributed, i.e. learning is reciprocal among learners, mentors and teachers. 4. Support multiple overlapping pathways towards mastery Professor Katie Salen
  • 32. Do games have the power to solve the world’s problems? What if we immersed our students in designing games to tackle the world’s most urgent problems? Photo by xJason.Rogersx’s
  • 33. “What will it take to move classroom literacy practices and instruction into the 21st century? It will take teachers who are skilled, excited, passionate about the effective use of ICT for teaching and learning. It will take a curriculum that integrates new, exciting literacies and instruction. It will take courageous and bold initiatives that include yet unimagined information and communication technologies and these will result in the development of unimagined new literacies.” Associate Professor Kaye Lowe
  • 34. Summary What learning should look like  Active  Self-directed  Goal orientated  Authentic  Interest driven  Just-in-time
  • 35. Summary What learning environments should look like  Be interactive  Provide ongoing feedback  Grab and sustain attention  Have appropriate and adaptive levels of challenge  Multiple pathways to success  Be agile
  • 36. Contact details catherine.howe@det.nsw.edu.au http://au.linkedin.com/in/cathiehowe @cathie_h @macict http://web2.macquarieict.schools.nsw.edu.au Macquarie ICT Innovations Centre Building C5B, Macquarie University NSW, 2109 Ph | 02 9850 4310