The document summarizes a workshop on digital game-based learning. The workshop covers introducing learning through digital games, choosing and using games in lessons, and game design basics. Participants will discuss games they play, how games can be used in class, and game design. Key topics include the learning potential of games, serious games designed for purposes beyond entertainment, and analyzing and designing games. The agenda includes introducing games for learning, principles of game design, and developing game concepts using paper prototyping.
3. Agenda
30 January 2018
09:00 – 10:30 Introduction
11:00 – 13:00 Learning potential of digital games
13:30 – 15:00 Choosing and using games in lessons
1 February 2018
09:00 – 13:00 Game-design basics
13:30 – 17:00 Teaching concepts
5. • Which games do you play?
• How often do you play games?
• Have you ever used games in class?
• Have you ever designed your own games?
• Have you ever had your pupils/students design games?
13. Essential factors for learning
•Motivation
•Exercise
•Individualised feedback at the right time
•Ability to use knowledge when we need it
•Fun
14.
15. 13 Principles (J. P. Gee)
1. Co-design
2. Customization
3. Identity
4. Manipulation
5. Well-Ordered
Problems
6. Pleasantly Frustrating
7. Cycles of Expertise
8. Information just in
Time & on Demand
9. Fish Tanks
10.Sandboxes
11.Skills as Strategies
12.Systems Thinking
13.Meaning as Action
16. Serious Games
Serious games are games whose primary goal is
not entertainment but teaching, changing
behavior and attitudes.
17. Serious Games can be categorised:
• Games for Health / Exergames
• Games for Resilience: mental health
• Advergames (Marketing)
• Politics (NGO) and culture
• Military
• Jobtraining
• Games for Education
23. How to analyse games
Finding out if a game is useful for lessons
24. A well-designed game entices players into
the “reality” of the game world and keeps
them there until the goals of the game
have been met (Salen & Zimmerman,
2004).
28. Game-based learning seems to be a misnomer,
as the learning is not based on games, but
enhanced by them. Commercial games are
repurposed and modified to support curricular
goals, as opposed to driving them.
(http://blogs.kqed.org/mindshift/2014/07/literature-ethics-physics-its-all-in-video-
games-at-this-norwegian-school/)
30. Agenda
30 January 2018
09:00 – 10:30 Introduction
11:00 – 13:00 Learning potential of digital games
13:30 – 15:00 Choosing and using games in lessons
1 February 2018
09:00 – 13:00 Game-design basics
13:30 – 17:00 Teaching concepts
36. How games are developed
• Game design basically is the development of the basis of a game
– especially rules, objectives, contents and story of the game
• Without interesting game design, there is no fun
• A game design document („concept“) summarizes the idea and is
the basis for developing the game
• Mostly, paper and handicraft materials are used to check if the
basic idea works (“Prototyping”)
39. Analysing game design
• Work with a partner.
• Play the game according to the instructions.
• Identify the formal elements of this game:
- Players: How many? Any requirements? Special knowledge, roles …?
- Objective: What is the objective of the game?
- Procedures: What are the required actions for play?
- Rules: Any limits on player actions? Rules regarding behavior? What are they?
- Challenge: What creates challenge in the game?
- Fun: Is there any fun element in the game?
40. Game design exercise
• Work in groups of three.
• Write down the rules of
TicTacToe.
• Change the game and the
rules so that three players
can play TicTacToe (and it
still makes sense).
• Test the new game.
41. GAME DESIGN ELEMENTE
The challenge, the rules,
the objective …
The story accompanying
the game
The part giving sense ,
in „Serious Games“
44. •4-5 people per group
•Choose a topic which might be suitable for a
serious game
•Work on the game design concept
•Result: Rough design concept: purpose,
mechanics, story
•Mechanics should be shown in a protoype (paper,
cards …)
DESIGN TEAMS
48. Competences
• Game design = active work with media
• Media literacy – „reading“ games and understanding production
processes
• Realize your own ideas in games
• Project management
• Teamwork – game design, texts, graphics, sound, animation, coding
• Communication - feedback
51. SERIOUS GAMES
• More than just entertainment
• Provide a purpose and a serious topic
• Enable gamers:
• Experiences
• Change their point of view
• New approaches towards a topic
• Traditionally are less expensive (less budget)
• Transfer from game into reality is difficult
53. Why do I play the game? What’s the topic?
PURPOSE
54. PURPOSE
Data Dealer
Make gamers aware of: internet security and data abuse in an
ironic way
CURE Runners
Training of behavior: teach most important rules for sustainable
approach to money
55. MECHANICS
Was do I have to do in the game? What are the rules and the
objective?
56. Data Dealer
• Collect
• Trade
• Expand
CURE Runners
• Run (against time)
• Collect
• Assess
MECHANICS
58. Data Dealer
In Data Dealer players take on the role of unscrupulous "data dealers", collect personal data all
over the internet, and learn how to turn this information into cash. They run all kinds of
companies and online ventures - from dating sites and mobile apps to search engines and their
own social web. On the way to becoming the world's most powerful data tycoon, they obtain
data from a variety of sources – whether legal or illegal - and ruthlessly sell it to insurance
companies, human resources departments or governmental agencies. Their growing data
empires have to be defended against hackers, complaining citizens, critical media and pesky
privacy activists.
STORY
59. CURE Runners
CURE Runners is an exciting story centred on the mysterious elixir CURE. In the
contaminated deserts of "the Zone", the industrial plants of Rayne City and jungle
dens, players must prove their prowess, learn to deal with scare CURE reserves and
reveal Raynecoat Corporation's real plans.
STORY
60. What are your suggestions for improvement?
….
….
ANY IMPROVEMENTS?
61. Some Serious Games
• CURE Runners (mobile)
• Data Dealer (in-browser)
• ELUDE (download)
• Every Day The Same Dream (in-browser)
• Finding Home (mobile)
• I love Potatoes (mobile/in-browser)
• MacDonald’s Game (download)
• NNC News with Tom Vandercar (in-browser)
• Quandary (in-browser)
• WAY (download)
72. Thank you for your attention!
sonja.gabriel@kphvie.ac.at
Hinweis der Redaktion
HopeLab conducted an international, multicenter randomized controlled trial to gauge the efficacy of Re-Mission as it relates to compliance with prescribed chemotherapy and antibiotic treatments, cancer-related knowledge, and self-efficacy. The study enrolled 375 cancer patients aged 13–29 at 34 medical centers in the United States, Canada, and Australia. Subjects received either computers pre-loaded with a popular commercial video game (the control group) or computers preloaded with the same control game plus Re-Mission. Study results indicated that playing Re-Mission led to more consistent treatment adherence, faster rate of increase in cancer knowledge, and faster rate of increase in self-efficacy in young cancer patients. These findings were published in August 2008 in the peer-reviewed medical journal Pediatrics. Notably, to ascertain treatment compliance, researches used objective blood tests to measure levels of prescribed chemotherapy in the bodies of study participants rather than subjective self-report questionnaires, and electronic pill-cap monitors were used to determine utilization of prescribed antibiotics. Researches concluded that a carefully designed video game can have a positive impact on health behavior in young people with chronic illness and that video-game–based interventions may constitute a component of a broader integrative approach to healthcare that synergistically combines rationally targeted biological and behavioral interventions to aid patients in the prevention, detection, treatment, and recovery from disease.[1]