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From learning design to game design and back; the Cyberdam example Stichting RechtenOnline Project Leren in een Virtuele Wereld Projectleiding: Diny Peters Pieter van der Hijden Projectpartners: E-Merge Hogeschool Rotterdam Hogeschool Utrecht Strathclyde University Glasgow TU-Delft Universiteit Leiden Thieme Meulenhoff IJsfontein Pieter van der Hijden MSc ( [email_address] )  Stichting RechtenOnline (Foundation Law Online) Sofos Consultancy, Amsterdam, The Netherlands Presentation at 39 th  ISAGA Annual Conference, Kaunas, Lithuania, 7-11 July 2008
Introduction www.cyberdam.nl
Introduction www.cyberdam.nl
Many game design tools exist ,[object Object],[object Object],[object Object]
Patterns in Game Design; Staffan Björk & Jussi Holopainen; 2005
Relation design tools <-> external goals of game are vague
Learning designers use thei own tools and concepts ,[object Object],[object Object],[object Object],[object Object]
Towards a Pattern Language for Networked Learning; Peter Goodyear et al.; NLC 2004
The on-line report on pedagogical techniques for computer-mediated communication; M.Paulsen; 1995
Training complex cognitive skills: a four component instructional design model for technical training; J. van Merriënboer; 1997
Digital Didactics
Where can game design and learning design meet?
A pattern language; Christopher Alexander et al.; 1977 ,[object Object]
Educational institutes ask to justify the use of games ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
How are requirements on learning objectives met by game?
How are requirements on learning objectives met by game? ,[object Object],[object Object],http://pages.cpsc.ucalgary.ca/~jadalow/seng613/qfd_summary.html
How are requirements on learning objectives met by game? http://www.pd-trak.com/devtools.htm
Lessons from the Cyberdam project ,[object Object]
Welcome to Cyberdam ,[object Object],[object Object],[object Object],[object Object],[object Object]
Welcome to Cyberdam
Welcome to Dharadam Dharadam was created during the  5th ISAGA Summer School  in Delhi, India, 21-30 June 2008 by  Aashish   Bhardwaj  (India),  Vinod   Dumblekar  (India),  Renata  Furman  (Poland),  Monica  Mor  (India),  Vladimir  Solodov  (Russian Federation),  Joanna  Woźniakiewicz  (Poland) and team manager  Pieter van der Hijden  (The Netherlands). This work is licensed under a  Creative Commons Attribution- Noncommercial -Share Alike 3.0  Unported  License .
Cyberdam screenshot
Definition phase Set boundaries and external requirements Define the game Explore the domain of possible games Identify basic learning opportunities Know the topic of the game Deep reading Know the gaming environment Cyberdam demo Assessment of available resources Offered/wanted exercise Design relevance Activity
Definition phase
Design phase 1/2 Exploring possible actions between roles Filling the communications matrix Identify relevant roles in the game Assessment of stakeholders (max. 7) Completing and reducing set of stakeholders Categorising stakeholders Diverging complexity Brainstorming on stakeholders Design relevance Activity
Design phase
Design phase 2/2 Set the boundaries for the playground map Determine the magic circle Guard internal consistency All roles: cross check Global specification of activities from step to step Per role: plausible scenario to go from A to B Materials for briefing, individual targets Per role: initial state A and end state B Design relevance Activity
Design phase
Realisation phase NA Make the playground map NA Per role – per step: write instructions NA Realise playground characters NA Recapitulate the design, resolve any issues Design relevance Activity
Realisation phase
Implementation phase NA Preparing first run and launch NA Preparing introduction, briefing, debriefing Design relevance Activity
Implementation phase
Conclusions ,[object Object],[object Object],[object Object],[object Object]
Discussion www.cyberdam.nl
www.cyberdam.nl www.cyberdam.nl 2008 – Stichting RechtenOnline Pieter van der Hijden ( [email_address] )

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From learning design to game design and back; the Cyberdam example

  • 1. From learning design to game design and back; the Cyberdam example Stichting RechtenOnline Project Leren in een Virtuele Wereld Projectleiding: Diny Peters Pieter van der Hijden Projectpartners: E-Merge Hogeschool Rotterdam Hogeschool Utrecht Strathclyde University Glasgow TU-Delft Universiteit Leiden Thieme Meulenhoff IJsfontein Pieter van der Hijden MSc ( [email_address] ) Stichting RechtenOnline (Foundation Law Online) Sofos Consultancy, Amsterdam, The Netherlands Presentation at 39 th ISAGA Annual Conference, Kaunas, Lithuania, 7-11 July 2008
  • 4.
  • 5. Patterns in Game Design; Staffan Björk & Jussi Holopainen; 2005
  • 6. Relation design tools <-> external goals of game are vague
  • 7.
  • 8. Towards a Pattern Language for Networked Learning; Peter Goodyear et al.; NLC 2004
  • 9. The on-line report on pedagogical techniques for computer-mediated communication; M.Paulsen; 1995
  • 10. Training complex cognitive skills: a four component instructional design model for technical training; J. van MerriĂ«nboer; 1997
  • 12. Where can game design and learning design meet?
  • 13.
  • 14.
  • 15. How are requirements on learning objectives met by game?
  • 16.
  • 17. How are requirements on learning objectives met by game? http://www.pd-trak.com/devtools.htm
  • 18.
  • 19.
  • 21. Welcome to Dharadam Dharadam was created during the 5th ISAGA Summer School in Delhi, India, 21-30 June 2008 by Aashish Bhardwaj (India), Vinod Dumblekar (India), Renata Furman (Poland), Monica Mor (India), Vladimir Solodov (Russian Federation), Joanna WoĹşniakiewicz (Poland) and team manager  Pieter van der Hijden (The Netherlands). This work is licensed under a Creative Commons Attribution- Noncommercial -Share Alike 3.0 Unported License .
  • 23. Definition phase Set boundaries and external requirements Define the game Explore the domain of possible games Identify basic learning opportunities Know the topic of the game Deep reading Know the gaming environment Cyberdam demo Assessment of available resources Offered/wanted exercise Design relevance Activity
  • 25. Design phase 1/2 Exploring possible actions between roles Filling the communications matrix Identify relevant roles in the game Assessment of stakeholders (max. 7) Completing and reducing set of stakeholders Categorising stakeholders Diverging complexity Brainstorming on stakeholders Design relevance Activity
  • 27. Design phase 2/2 Set the boundaries for the playground map Determine the magic circle Guard internal consistency All roles: cross check Global specification of activities from step to step Per role: plausible scenario to go from A to B Materials for briefing, individual targets Per role: initial state A and end state B Design relevance Activity
  • 29. Realisation phase NA Make the playground map NA Per role – per step: write instructions NA Realise playground characters NA Recapitulate the design, resolve any issues Design relevance Activity
  • 31. Implementation phase NA Preparing first run and launch NA Preparing introduction, briefing, debriefing Design relevance Activity
  • 33.
  • 35. www.cyberdam.nl www.cyberdam.nl 2008 – Stichting RechtenOnline Pieter van der Hijden ( [email_address] )