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Rosenblum gaming workshop_v2
1. E-Games @ SEU
A Gaming workshop delivered in Spring 2010 designed
to highlight learning games research and applications.
By Jason Rosenblum
2. Many types of games
Delivery: Console, PC/Mac client, Flash-based, Mobiles
platform jumpers ďŹrst-person shooters
real-time strategy puzzles
casual games mini-games
sports games alternate reality games
massively-multiplayer games adventure / fantasy
action games (GTA) rhythm games
simulation (the Sims) ďŹghting
role-playing survival horror
virtual worlds racing games
From: Educause: Games for Higher Education, 2008; Pew/Internet: Teens, videogames & civics
3. How are games used in
learning?
⢠Motivation / Engagement
⢠Skill & task rehearsal
⢠Therapy for pain relief
⢠Role play jobs prior to employment
⢠Promote learners as content developers
from JISC: Learning in Immersive Worlds
4. Learning theory perspectives
⢠social constructivism (Vygotsky, 1978)
⢠situated learning (Lave & Wenger, 1991)
⢠discovery learning (Bruner, 1966)
⢠experiential learning (Bonwell & Eison, 1991)
⢠See: http://gaming.psu.edu/GamesRationale for a great
intro
5. What are educational games &
how are they relevant?
⢠Can apply to a wide range of game genres
⢠Also now called âserious gamesâ
⢠Resists strict deďŹnitions & borders*
⢠COTS games like WoW also count:
http://www.livescience.com/technology/081003-school-games.html
"It has worked ridiculously well...It shouldn't be working as
well as it is." (Steinkweller)
*(Wittgenstein, 1953)
6. Penn State
⢠Educational Gaming Commons : http://gaming.psu.edu/
⢠Causal Games Library : http://gaming.psu.edu/library
⢠Projects : http://gaming.psu.edu/Projects
⢠PSU School of Visual Arts:
- Interdisciplinary Visual Studio : B. Des. in IDS
http://www.sova.psu.edu/interdisciplinary_digital_studio_ids/interdisciplinary_digital_studio_ids
- New Media Program : MFA in New Media
http://www.sova.psu.edu/academics/studio_art/new_media/new_media
7. Univ. of Wisconsin, Madison
⢠Games Learning Society
⢠Games research program - Role games in society/culture:
http://www.gameslearningsociety.org/
⢠Grad research; AfďŹliated with several UW depts + ASU (incl.
James Gee), MIT + Filament Games
⢠ARIS Games - Augmented Reality &
Interactive Storytelling: http://www.arisgames.org
⢠Epistemicthe digital- ageâ players learn the ways of
thinking...of
games âhelp
http://epistemicgames.org/eg/
8. MIT
⢠Can a Game Save the World?
http://web.mit.edu/newsofďŹce/2010/cfcm-game.html
⢠Mass Extinction - âcuratedâ game around climate change - over 8 week
period in SP11
⢠Immersive ARG - to âunravelâ a mystery in a sci-ďŹ setting
⢠Education Arcade: http://www.educationarcade.org/
⢠Projects: http://www.educationarcade.org/projects
9. Quest Atlantis @ Indiana Univ.
⢠Design-based Research, headed by Dr. Sasha Barab
⢠3-D Immersive, problem-based learning game
⢠Built around 7 âSocial Commitmentsâ
⢠Based on Transformational Play, which situates discussion of
context, content & person from the perspectives of:
⢠Intentinality
⢠Consequentiality
⢠Legitimacy
⢠See: http://inkido.indiana.edu/barab_we/
http://atlantis.crlt.indiana.edu/site/view/Questers
11. Alternate Reality
Games
⢠ARGâs : Real play, Real participation in Real
life
⢠Situates play around a ďŹctional narrative,
but based around real issues, using clues in
the real world.
⢠Rules are sometimes not speciďŹed & must
be discovered...
⢠example: World Without Oil - http://www.worldwithoutoil.org
⢠see: 7 things you should know about...Alternate Realty Games , Educause
12. Evoke
⢠10 week âcrash course in changing the worldâ - solving real
problems (povery, conďŹict, water access, hunger, etc.
⢠Goal: "build up our global capacity to change the world
in as short a time as possible, for as many people as
possible", (Jane McGonigal)
⢠By Jane McGonigal, funded by World Bank Institute
⢠Real Dilemmas: everyone can be a hero
⢠New episode each week x 10 weeks, starting 3/3/2010
⢠http://www.urgentevoke.com/
⢠Trailer: Evoke Trailer
13. Todayâs examples of e-games
⢠Primarily Immersive (compared with âcasualâ)
⢠Promotes Role-play / Real-play
⢠Promotes attention to social issues
⢠Promote agency, intentionality &
consequentiality
15. Peacemaker
⢠Play the News, Solve the Puzzle
⢠http://www.peacemakergame.com/
⢠By Impact Games: http://www.impactgames.com/
⢠Peacemaker trailer: http://www.youtube.com/watch?v=b0RW7oOiqXE
16. Mentira - Creating dialogue
through place @ UNM
⢠Spanish language augmented reality for the iTouch /
iPhone: uses text, graphics (no GPS)
⢠Mystery based in Los Griegos in Albuquerqueâs North
Valley. People in neighborhood participate in the game.
⢠uses, âlanguage to determine who is giving them real clues and
who is lying in order to solve the mystery and successfully
complete the game.â http://www.unm.edu/~market/cgiâbin/archives/004442.html
⢠Design-based Research model
⢠Dept @ UNM: http://www.unm.edu/~spanport/
PEW Study: Gameplay is social & study finds link to civic outcomes
Reference: Pew/Internet : Teens/Videogames & Civics ?
* puzzles, racing, sports, action & adventure games top the list; fighting & shoot-em-ups were 9th/10th
* heavily social experience, with 65% of teens playing with people in room;47% play with people they know offline
* quality of gameplay related to civic outcomes--playing games in person was related to civic outcomes but playing with others wasn't, e.g.
--e.g. info about politics; 64% rased money for charity (compared with 55% who don't);
* teens with most civic gaming experiences (top 25%) more likely to report interest & engagement in civic political activities than teens with fewest (bottom 25%)
Pew/Internet survey
heavily social experience, with 65% of teens playing with people in room;47% play with people they know offline
* quality of gameplay related to civic outcomes--playing games in person was related to civic outcomes but playing with others wasn't, e.g.
--e.g. info about politics; 64% rased money for charity (compared with 55% who don't);
* teens with most civic gaming experiences (top 25%) more likely to report interest & engagement in civic political activities than teens with fewest (bottom 25%)
Also, NSF funds game-based learning @ UW Madison: http://www.news.wisc.edu/17149
WoW: Constance Steinkweller found that dialogues that support/explain/justify actions in quest demonstrate a level of scientific literacy. others are interested in WoW for teambuilding, commun. skills. Quote..."it shouldn't be working as well as it is..."
This hub is a place where Penn State faculty, staff and students working with educational games and virtual worlds can communicate and collaborate.
Gaming Engagement Initiative
- games dev by EGC staff - use of COTS games & small, casual games
- faculty apply to develop
causal games listing in games library--vetted
resources on games/virtual worlds
info on gaming lab--course work & research for COTS & game authoring
some features restricted
Bach. of Des in IDS & MFA in New Media offer students chance to design games. PSU has gaming lab to support this.
The epistemic games group publishes research in academic journals, technical reports, books, and online.
How can we make sure that our kids are learning to be creative thinkers in a world of global competition?
Chronicling more than a decade of research in technology, game science, and education, the work of the Epistemic Games Group speaks to the ongoing debate about the pros and cons of digital learning.
research on games--such as Urban Science, developed @ UW MAdison--teaches kids to think like urban planners
grant-funded - McCarthur, NSF. Some games developed by MIT/Harvard
MIT educ. arcade - resesarch group of comparative media studies program; with NSF, developing “curated” game around climate change. Mass Extinction -
Over eight weeks in the spring of 2011, Mass Extinction players will explore a series of web pages, simulations, and live events at the Smithsonian and affiliate museums around the country. Together, players will solve puzzles, collect data, do web searches, and engage in on-line debate, all in the process of unraveling a mystery that blends a science-fiction scenario with the all-too-real issue of climate change.
game that demonstrates “social responsiveness” (re: Dede @ Harvard)
"build up our global capacity to change the world in as short a time as possible, for as many people as possible"
3 missions/week - to imagine how they would solve real-world problems
dept-based, grass-roots effort
Uses branching node structure to create dialogue in game, to create dialogue about place
Highlights learner engagement, rooted in design-based research (DBR) model
Players encouraged to work together