Jeff Borden, Chief Innovation Officer, St. Leo University
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Have you been playing? Want to start? This session will round out the “epic win” for some regarding an alternate reality learning experience started over 2 months earlier at the East Coast Games Conference. Join Dr. Jeff Borden, Chief Innovation Officer at St. Leo University, and his veteran team of ARG PM’s as they show you how to pitch, build, and use gameful learning for education. (TINAG) See how serious games can be controlled, outcomes driven, time sensitive, and even create the most authentic assessment in any classroom, with any subject, anywhere, any time. Come to the workshop and play while you learn, seeing examples and actually building something usable in the process.
5. http://innovation.saintleo.edu
Pick a number…
• Between 01 & 10
• Multiply by 9
• Add 2 digits of new number together
• Subtract 5
• Assign the corresponding letter to the number
(1=A, 2=B, etc)
• Pick a country that begins with that letter
(A=Argentina, etc)
• Think of an animal that begins with the 2nd letter of
the country
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Learning Innovation
• …the juxtaposition or remixing of old, new,
and/or associated methods, philosophies,
tools and/or contexts to create better ways by
which to replace old ways of thinking with
new, better ways.
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Creating an ARLE
1. Start a puppet master team!
2. Identify strengths and pick design roles:
(Include teachers…): story writer, researcher, game
director, media artist, puzzle designer,
actor/interactor
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Puppet Masters
• Jamie Verge: Web Designer
• Cecilia Bolich: Game Strategist / Learning
Designer
• Mitch Weisburgh: Networking Agent
• Frank Orlando: Political Guru
• Jennifer Toole: Video Director
• Monique Pickett-Walker: Criminologist
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3. Brainstorm:
- Get Inspiration: MMORPG, Existing
Simulations
- Theme / Story (What’s the experience about?)
- Protagonists? Antagonists?
- Context
- Conspiracies!
- Name the ARLE!
Then build an ARC
PLOT…
Creating an ARLE
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4. Identify Outcomes:
- What are the “verbs.”
- What are you asking players
to DO to level up, win,
succeed, or progress?
- solve / collect / create / go to
/ write / find / fix / produce /
stop / etc.
Creating an ARLE
Mission Guide
Complete a mission - 10 points
Log in three consecutive days - 10 points
Post to the community - 10 points
Complete all weekly missions - 25 points
Recruit a member - 50 points
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6. Timing:
- When will the experience launch (start of class /
mid-class / etc)?
- When is the last date the game will be played?
(Timing around final products, exams, etc)
- What milestones, plot points, missions, or
outcomes should be hit and when?
- Identify Game Changers (Injects)
- SCHEDULE OVERLAP
Creating an ARLE
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Teach Better: Recommended Reading
• How To Get An Idea (Foster, 2007)
• Drive (Pink, 2011)
• Mindset (Dweck, 2007)
• Brain Rules (Medina, 2014)
• Now You See It (Davidson, 2012)
• The Gamification of Learning and Instruction
(Kapp, 2012)
• Active Learning: 101 Activities to Teach any
Subject (Silberman, 1996)
• What the Best College Teachers Do (Bain, 2004)
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Teach Better: Good Follows
• Ken Robinson
• George Siemens
• Jeffrey Selingo
• Jackie Gerstein
• Larry Ferlazzo
• Dan Meyer
• Rob Letcher
• Geoff Leigh
• Edutopia
• Eduventures
• Educause
• NUTN
• ProfHacker
• WiredCampus
• Wired Innovations
• TheAtlanticEducation