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“Levels Of Learner Activity: 10 Points For Gryffindor”
Alternate Reality Games for Training
Charles Palmer
Executive Director
Professor of Interactive Media
Harrisburg University of Science & Technology
@charlespalmer
www.linkedin.com/in/charleslpalmer/
http://www.slideshare.net/charlespalmerhu/
Andy Petroski
Sr. New Product Development Consultant
Corporate Faculty
Harrisburg University of Science & Technology
@apetroski
www.linkedin.com/in/apetroski/
http://www.slideshare.net/apetroski
www.gamificationforperformance.com
Twitter: @ARGGamification
Facebook: https://www.facebook.com/gamificationforperformance
Buy on Amazon: http://amzn.to/1RKPfJN
What is your main reason for attending this webinar?
Want to learn more about learner activity
To learn about alternate reality games
Gain general ID knowledge
Sounds interesting
Keep up on new trends
Levels Of Learner Activity: 10 Points For Gryffindor
Levels of Learning
Activity
Levels of
Activity
and
Interaction
Supporting
Technologies
Creating
Specific
Interactions
Feedback
Mechanisms
Alternate Reality Games
ARGs combine real-world experience with fictional
clues, puzzles and communication in a collaborative
game format. The story-based and problem-based
experience promotes the use of physical and online
resources, collaboration among game players and
critical thinking related to the storyline and problem-
based activities.
Your triumphs will earn you points, any rule-breaking and
you will lose points”
Examples
http://playgen.com/play/floodsim/
http://playgen.com/play/floodsim/
Examples
Examples
Examples
Levels of Participation and Activities
Participation Activities
Passive Reading, watching, collecting
Active Puzzles, short challenge questions, light
research or collaboration, two-way digital
communication
Immersive World building and customization, asset
crafting, extensive communication
Info Info Activity Info Quiz
Levels of Interactivity in eLearning
Levels of Interactivity in eLearning
Passive Active Immersive
Designing with players in mind
Designing with players in mind
http://www.gamificationperformance.com/ils
Well-Rounded
Passive
ActiveImmersive
Moving from Passive to Active to Immersive
Used with permission
Moving from Passive to Active to Immersive
Passive Design Active Design Immersive Design
Watch an animation
about addressing
security threats along a
network.
Answer a series of
questions about
addressing network
security threats. Click
on elements of the
network diagram to
discover information
that will assist in
answering the
questions.
Review a network
diagram and select
points along the
network where
security should be
increased. Read a
short case study and
review a completed
diagram to inform your
decisions. Compare
your updated network
diagram with those
from other learners
when complete.
Define
• Goals
• Criteria
• Scope
Design
• Story
• Interactions
• Platform
Deliver
• Final
production
• Testing
• Launch
• Close
Develop
• Plan
• Media assets
• Implement
technologies
Putting it All Together
Review: Hurricane Kit
Define phase
• Goals
• Introduce ARG concept
• Have players learn from each other
• Have players contemplate their personal preparedness
• Criteria
• Short
• Rich
• Paper only
• Scope
• 30 minutes
• Single room
• Teams or individuals
Review: Hurricane Kit
Design phase
• Experience
• Individual experience (personalization)
• Non-immersive, physical (immersion)
• Players paid to attend (motivation)
• Short experience with periods of inactivity (pacing)
• Story
• Players should learn the importance of home preparedness
(outcomes)
• Compare items to determine their importance during and
evacuation (challenges)
• Coastal city, daytime, just before the storm (setting)
• Weathercaster, Game master and players (characters)
Review: Hurricane Kit
Design phase
• Interactions
• Group discussion
• Searching
• No conflict, no penalty
• Engagement
• Timed events
• Hidden clues
• Group negotiations
• Platform
• Paper items
• List for each table
• Hidden Post-it note clues
• Computer for video playback
Review: Hurricane Kit
Develop phase
• Plan
• Production schedule
• Policy documents
• Execution chart
• Event timeline
• Create media assets
• World
• Story
• Experience
• Implement technologies
• Print
• Create social media accounts
• Install web technologies
• Hosting
• Servers
• Pages
Review: Hurricane Kit
Delivery phase
• Final production
• Verify and install media assets
• Testing
• Final testing for user experience
• Initiate backup technologies
• Launch
• Initiate starting event
• Monitor
• Close
• Debrief
• Archive
• Remove technologies
Story
1
1a
1b
1c
User Experience
Event 1 Event 2 Event 3
Event 1
Event 2a
Event 3
Event 4
Event 2b Event 5
Story
2
2a
2b
2b1
2b2
2c
Story
3
3b
3c
3d
3e
3a
Beat Sheet
ARx – Deep Sleep Initiative
http://etc.cmu.edu/projects/arx/index.html
Beat Sheet
Beat Sheet
Feedback Mechanisms
Progress Indicators
Technology & Platforms
Questions?
Resources
Gamificationforperformance.com
ARGNet:
http://www.argn.com/
Immersive Learner Type Survey
http://www.gamificationperformance.com/ils
Resources
Shrock’s Gears
http://www.schrockguide.net/bloomin-apps.html
Conducttr
http://www.conducttr.com/
North American Simulation and Gaming Association:
http://www.nasaga.org/page/our-conferences
CUNY Games Festival:
https://gamesfest2016.commons.gc.cuny.edu/
www.gamificationforperformance.com
Twitter: @ARGGamification
Facebook: https://www.facebook.com/gamificationforperformance
Buy on Amazon: http://amzn.to/1RKPfJN

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Levels Of Learner Activity: 10 Points For Gryffindor