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READY TO PLAY?
SHALL WE PLAY A GAME?


      NO SERIOUSLY…..
Overview
• What are Serious Games?

• What are we trying to do here?

• How can I use them?

• Sample Serious Games
What are Serious Games?
• Serious Games are games with a purpose
  beyond entertainment, including but not
  limited to games for learning, games for
  health, and games for policy and social
  change.




                                                 Source:
                             http://seriousgames.msu.edu/
Serious Games
• Henry Jenkins, MIT
   – Exploration
   – Experimentation
   – Problem solving




                                                                 Source:
 http://www.henryjenkins.org/2007/11/from_serious_games_to_serious_1.html
Serious Games
• Henry Jenkins, MIT
   – Harness the metagaming, the active discussion
     and speculation that take place around the game,
     to inform other learning activities.




                                                                 Source:
 http://www.henryjenkins.org/2007/11/from_serious_games_to_serious_1.html
What does this mean?




                                         Source:
               http://clarkaldrich.blogspot.com/
Or as Michigan State puts it…




                                       Source:
                   http://seriousgames.msu.edu/
The New Literacies
• Play — the capacity to experiment with one’s surroundings
  as a form of problem-solving

• Performance — the ability to adopt alternative identities
  for the purpose of improvisation and discovery

• Simulation — the ability to interpret and construct dynamic
  models of real-world processes

• Appropriation — the ability to meaningfully sample and
  remix media content
The New Literacies
• Multitasking — the ability to scan one’s environment
  and shift focus as needed to salient details.

• Distributed Cognition — the ability to interact
  meaningfully with tools that expand mental capacities

• Collective Intelligence — the ability to pool knowledge
  and compare notes with others toward a common goal

• Judgment — the ability to evaluate the reliability and
  credibility of different information sources
The New Literacies
• Transmedia Navigation — the ability to follow the
  flow of stories and information across multiple
  modalities

• Networking — the ability to search for,
  synthesize, and disseminate information

• Negotiation — the ability to travel across diverse
  communities, discerning and respecting multiple
  perspectives, and grasping and following
  alternative norms.
Source: http://www.digitallearning.macfound.org/atf/cf/%7B7E45C7E0-A3E0-4B89-AC9C-E807E1B0AE4E
                                                                 %7D/JENKINS_WHITE_PAPER.PDF
Game Genres
• Mini games:
   – Small, easy-to-access game built to be simple and
     addictive, which often focuses on mastering an action
     and can provide awareness of more complicated
     issues.

• Interactive metrics:
   – Simulation in which students typically try to impact
     critical metrics by allocating resources along
     competing categories and getting feedback of their
     decisions through graphs and charts.
Game Genres
• Frame games:
  – Students engage familiar games and puzzles such
    as Wheel of Fortune®, solitaire, or memory, with
    important pieces of awareness or task-based
    content replacing trivia or icons.

• Branching story:
  – Simulation in which students make a series of
    decisions via a multiple choice interface to
    progress through and impact an event.
Game Genres
• Practice ware:
  – Real-time, often 3D sims that encourages
    participants to repeat actions in high fidelity
    situations until the skills become natural in the
    real-world counterpart

• Virtual product or virtual lab :
  – A series of challenges/puzzles to be solved using
    on-screen representations of real-world objects
    and software.
STUDENT ENGAGEMENT
•   Content
•   Mode of Information
•   Metagaming
•   CYTIE
Vocabulary
• Simulation v. Game



• Engagement v. Fun
How can I use Serious Games?
Before using Serious Games
• Determine what your objectives are.

• Determine simulation requirements and
  reasonable computer capacity.
  – This will determine if students will encounter
    simulation in class / on campus or off campus
Before using Serious Games
• Use the simulation yourself
  – Student’s will expect that you have done this and
    can solve any of their problems
Before using Serious Games
• Develop grading and task rubric
  – Student’s will want clear goals and objectives
     • Pre-survey
     • Actual task
     • Discussion
Before using Serious Games
• Assign task with realistic timeframe
  – If simulation is too large, cut it down


• Request feedback / post survey
  – Student’s want to know that you are doing this for
    a reason
  – Survey’s allow students to vent and point out
    issues and areas for improvement
Using Serious Games
1. Ice breakers
  – Utilize serious games/ simulations to introduce
    class to new topics and stimulate discussion


• Projects
  – Group or individual work
  – Use to reinforce class concepts and assess
    mastery
Using Serious Games
1. Competitions
  – Break students into groups and have them
    compete for prizes / extra credit

  – Set up a computer lab for real time competition/
    tournaments. ****

  – Show screen on SmartBoard, so teams can share
    tactics/ learn new methods. *****
Place
• On the SmartBoard before class

• On the SmartBoard during class

• In computer classroom

• Computer Commons

• Student’s personal Computers
Games for You to Test
Dafur is Dying
Intro to Games Based Learning Course
Intro to Games Based Learning Course
Eye of the Donkey
Intro to Games Based Learning Course
Viking Quest
Intro to Games Based Learning Course
REST OF THE WEEK
• Play one or all of the games
  – Darfur is Dying
  – Eye of the Donkey
  – Viking Quest
REST OF THE WEEK
• Show us or tell us about it.

  – Post in Forums
  – Use a Screen capture?
  – Would you use it?
  – Why? Why not?
  – Found something better? Share!
Wednesday – 7 pm MST
• TWEETCHAT

  – 60 minutes of twitter discussion
  – Start with quick intro
  – Then 4 questions
  – #gamemooc
Thursday – 7 pm MST
• Broadcast over Google On Air
• Second Life on Front Range
• Discussion of Jim Gee’s “Big G Games”
  – Marianne Maelstrom
  – Peggy Sheehy
  – Bron Stuckey
Saturday Virtual Field Trip
• World of Warcraft
  – Google Air
  – Sisters of Elune, U.S. Server

  – If you don’t already have a WoW account, we
    suggest watching this Saturday and next Saturday
    we will do an orientation.

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Intro to Games Based Learning Course

  • 2. SHALL WE PLAY A GAME? NO SERIOUSLY…..
  • 3. Overview • What are Serious Games? • What are we trying to do here? • How can I use them? • Sample Serious Games
  • 4. What are Serious Games? • Serious Games are games with a purpose beyond entertainment, including but not limited to games for learning, games for health, and games for policy and social change. Source: http://seriousgames.msu.edu/
  • 5. Serious Games • Henry Jenkins, MIT – Exploration – Experimentation – Problem solving Source: http://www.henryjenkins.org/2007/11/from_serious_games_to_serious_1.html
  • 6. Serious Games • Henry Jenkins, MIT – Harness the metagaming, the active discussion and speculation that take place around the game, to inform other learning activities. Source: http://www.henryjenkins.org/2007/11/from_serious_games_to_serious_1.html
  • 7. What does this mean? Source: http://clarkaldrich.blogspot.com/
  • 8. Or as Michigan State puts it… Source: http://seriousgames.msu.edu/
  • 9. The New Literacies • Play — the capacity to experiment with one’s surroundings as a form of problem-solving • Performance — the ability to adopt alternative identities for the purpose of improvisation and discovery • Simulation — the ability to interpret and construct dynamic models of real-world processes • Appropriation — the ability to meaningfully sample and remix media content
  • 10. The New Literacies • Multitasking — the ability to scan one’s environment and shift focus as needed to salient details. • Distributed Cognition — the ability to interact meaningfully with tools that expand mental capacities • Collective Intelligence — the ability to pool knowledge and compare notes with others toward a common goal • Judgment — the ability to evaluate the reliability and credibility of different information sources
  • 11. The New Literacies • Transmedia Navigation — the ability to follow the flow of stories and information across multiple modalities • Networking — the ability to search for, synthesize, and disseminate information • Negotiation — the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms. Source: http://www.digitallearning.macfound.org/atf/cf/%7B7E45C7E0-A3E0-4B89-AC9C-E807E1B0AE4E %7D/JENKINS_WHITE_PAPER.PDF
  • 12. Game Genres • Mini games: – Small, easy-to-access game built to be simple and addictive, which often focuses on mastering an action and can provide awareness of more complicated issues. • Interactive metrics: – Simulation in which students typically try to impact critical metrics by allocating resources along competing categories and getting feedback of their decisions through graphs and charts.
  • 13. Game Genres • Frame games: – Students engage familiar games and puzzles such as Wheel of Fortune®, solitaire, or memory, with important pieces of awareness or task-based content replacing trivia or icons. • Branching story: – Simulation in which students make a series of decisions via a multiple choice interface to progress through and impact an event.
  • 14. Game Genres • Practice ware: – Real-time, often 3D sims that encourages participants to repeat actions in high fidelity situations until the skills become natural in the real-world counterpart • Virtual product or virtual lab : – A series of challenges/puzzles to be solved using on-screen representations of real-world objects and software.
  • 15. STUDENT ENGAGEMENT • Content • Mode of Information • Metagaming • CYTIE
  • 16. Vocabulary • Simulation v. Game • Engagement v. Fun
  • 17. How can I use Serious Games?
  • 18. Before using Serious Games • Determine what your objectives are. • Determine simulation requirements and reasonable computer capacity. – This will determine if students will encounter simulation in class / on campus or off campus
  • 19. Before using Serious Games • Use the simulation yourself – Student’s will expect that you have done this and can solve any of their problems
  • 20. Before using Serious Games • Develop grading and task rubric – Student’s will want clear goals and objectives • Pre-survey • Actual task • Discussion
  • 21. Before using Serious Games • Assign task with realistic timeframe – If simulation is too large, cut it down • Request feedback / post survey – Student’s want to know that you are doing this for a reason – Survey’s allow students to vent and point out issues and areas for improvement
  • 22. Using Serious Games 1. Ice breakers – Utilize serious games/ simulations to introduce class to new topics and stimulate discussion • Projects – Group or individual work – Use to reinforce class concepts and assess mastery
  • 23. Using Serious Games 1. Competitions – Break students into groups and have them compete for prizes / extra credit – Set up a computer lab for real time competition/ tournaments. **** – Show screen on SmartBoard, so teams can share tactics/ learn new methods. *****
  • 24. Place • On the SmartBoard before class • On the SmartBoard during class • In computer classroom • Computer Commons • Student’s personal Computers
  • 25. Games for You to Test
  • 29. Eye of the Donkey
  • 33. REST OF THE WEEK • Play one or all of the games – Darfur is Dying – Eye of the Donkey – Viking Quest
  • 34. REST OF THE WEEK • Show us or tell us about it. – Post in Forums – Use a Screen capture? – Would you use it? – Why? Why not? – Found something better? Share!
  • 35. Wednesday – 7 pm MST • TWEETCHAT – 60 minutes of twitter discussion – Start with quick intro – Then 4 questions – #gamemooc
  • 36. Thursday – 7 pm MST • Broadcast over Google On Air • Second Life on Front Range • Discussion of Jim Gee’s “Big G Games” – Marianne Maelstrom – Peggy Sheehy – Bron Stuckey
  • 37. Saturday Virtual Field Trip • World of Warcraft – Google Air – Sisters of Elune, U.S. Server – If you don’t already have a WoW account, we suggest watching this Saturday and next Saturday we will do an orientation.