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Global Social Problems

Local Action & Social Networks for
 Change - A “Gameful” Approach

         Jason Rosenblum, Bob Strong
             St. Edward’s University

           jasonr@stedwards.edu
          h/p://slidesha.re/rsyQAu
What’s a serious game?
• games famously resist definition(Wittgenstein)


• Therefore here’s one perspective:
  Serious games are games that
  prompt experiential learning through
  play, in ways that foster critical
  evaluation and participation.
Why are they relevant?
• Theoretical models & Research Perspectives
  provided by:


  Ian Bogost, James Gee, David Shaffer, Constance
  Steinkuehler, Sasha Barab, Kurt Squire...
  ...And Jane McGonigal
Gameful Participation
•   McGonigal, J. (2011). Reality is Broken: Why Games
    Make Us Better and How They Can Change the
    World: Penguin Press HC.

•   Jane McGonigal - Real play to take action to
    address large scale probs. 
Gameful participation via
  Superhero Gaming
•   Produced World Without Oil (an Alternate Reality Game)
    and more recently, Evoke (Alternate Reality/Superhero
    Gaming)

•   See: http://janemcgonigal.com/

•   Look for her Ted Talk: “Gaming can make a better
    world”
Gameful learning with
       serious games

• Strategy that applies “Serious” Games with
  Guided Experiential Participation
• To Foster: critical thinking, problem solving,
  instructor facilitation & reflection
• To Address: authentic, real-world problems
Gameful Learning with
          Superhero Gaming




From : http://www.urgentevoke.com
Learner as “Superhero”
Clever use of technology + game design
strategies to motivate players in ways that are
Challenge-Based.

http://www.urgentevoke.com
From: http://www.urgentevoke.com
Mission 1, Objective: Learn
From: http://www.urgentevoke.com
Mission 1, Objective: Act
From: http://www.urgentevoke.com
Mission 1, Objective: Imagine
From: http://www.urgentevoke.com
Blog post: Log your Evidence
From: http://www.urgentevoke.com
Blog post: http://www.urgentevoke.com/profiles/
blogs/saving-the-knowledge-about
From: http://www.urgentevoke.com
Origin Story: http://www.urgentevoke.com/page/
quest-list
From: http://www.urgentevoke.com
Agent Profile: Khayalethu Kuphu
What is Global Social
     Problems?
          &
Why Pilot this course?
Global Social Problems
• Local Action & Social Networks for Change
• Undergrad Cultural Foundations course
• Uses superhero gaming strategies &
  challenge-based learning approach.
• Inspired by McGonigal’s idea of gameful
  action and her ARG, Evoke.
Global Social Problems




http://vimeo.com/23934250
Three Missions

• Research an issue @ Global & Local Levels
• Participate online as well as at local levels
  to address the problem

• Imagine a possible way to address the
  issue, incorporating perspectives learned
  through research and participation.
What makes this
section unique?
Experiential Components
• Values-driven Superhero Gaming
  System: Peer Review + Profile Badges

• Social Media to Research and Act:
  Blogs + discussions + Twitter + Evri +
  Scoop.it + content aggregation & curation
• Immersive, project-based approach:
  Global Social Problem Analysis and Local
  Action
• Iterative writing: faculty/peer feedback
Values-driven
Peer Review: Students awarded “Experience Points”
by peers on how well they demonstrate Heroic
“Character Traits”
   Creativity        Tenacity        Perspective
    Clarity         Cooperation       Empathy
   Credibility       Precision        Persuasion
                     Courage


Badges awarded based on individual scores
Things to Note
•   Class site is 99% “open”, not
    within Blackboard
•   Based on Drupal “Commons”,
    but heavily modified
•   Course hash tag = #globsoc
Course Design
Course organization: 3
                         Values-based Approach
Missions
Assessment               Course Participation

Research Methods         Technologies

Events: Social Good      Local Action: 5 course
Summit                   group
What’s worked
• Iterative blog entries
• Guest Lecturer participation: Profs Vicki Totten
  and Kay Firth-Butterfield
• The Social Good Summit: a social media
  enabled conference
• Twitter participation
• Course values discussions
• Group project planning
Challenges
• Unfamiliar with: project-based course
  design
• Unfamiliar with : Peer review process
• Learning: Technology components
• Unaccustomed to: Incremental research
  tasks (Research Notes) & deadlines
• Requires: Constant Schedule adjustment
• Superhero-oriented theme
fin.
    jasonr@stedwards.edu
http://www.edtechresources.info
 h/p://slidesha.re/rsyQAu

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World Council for Curriculum & Instruction Presentation

  • 1. Global Social Problems Local Action & Social Networks for Change - A “Gameful” Approach Jason Rosenblum, Bob Strong St. Edward’s University jasonr@stedwards.edu h/p://slidesha.re/rsyQAu
  • 2. What’s a serious game? • games famously resist definition(Wittgenstein) • Therefore here’s one perspective: Serious games are games that prompt experiential learning through play, in ways that foster critical evaluation and participation.
  • 3. Why are they relevant? • Theoretical models & Research Perspectives provided by: Ian Bogost, James Gee, David Shaffer, Constance Steinkuehler, Sasha Barab, Kurt Squire... ...And Jane McGonigal
  • 4. Gameful Participation • McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World: Penguin Press HC. • Jane McGonigal - Real play to take action to address large scale probs. 
  • 5. Gameful participation via Superhero Gaming • Produced World Without Oil (an Alternate Reality Game) and more recently, Evoke (Alternate Reality/Superhero Gaming) • See: http://janemcgonigal.com/ • Look for her Ted Talk: “Gaming can make a better world”
  • 6. Gameful learning with serious games • Strategy that applies “Serious” Games with Guided Experiential Participation • To Foster: critical thinking, problem solving, instructor facilitation & reflection • To Address: authentic, real-world problems
  • 7. Gameful Learning with Superhero Gaming From : http://www.urgentevoke.com
  • 8. Learner as “Superhero” Clever use of technology + game design strategies to motivate players in ways that are Challenge-Based. http://www.urgentevoke.com
  • 13. From: http://www.urgentevoke.com Blog post: http://www.urgentevoke.com/profiles/ blogs/saving-the-knowledge-about
  • 14. From: http://www.urgentevoke.com Origin Story: http://www.urgentevoke.com/page/ quest-list
  • 16. What is Global Social Problems? & Why Pilot this course?
  • 17. Global Social Problems • Local Action & Social Networks for Change • Undergrad Cultural Foundations course • Uses superhero gaming strategies & challenge-based learning approach. • Inspired by McGonigal’s idea of gameful action and her ARG, Evoke.
  • 19. Three Missions • Research an issue @ Global & Local Levels • Participate online as well as at local levels to address the problem • Imagine a possible way to address the issue, incorporating perspectives learned through research and participation.
  • 21. Experiential Components • Values-driven Superhero Gaming System: Peer Review + Profile Badges • Social Media to Research and Act: Blogs + discussions + Twitter + Evri + Scoop.it + content aggregation & curation • Immersive, project-based approach: Global Social Problem Analysis and Local Action • Iterative writing: faculty/peer feedback
  • 22. Values-driven Peer Review: Students awarded “Experience Points” by peers on how well they demonstrate Heroic “Character Traits” Creativity Tenacity Perspective Clarity Cooperation Empathy Credibility Precision Persuasion Courage Badges awarded based on individual scores
  • 23. Things to Note • Class site is 99% “open”, not within Blackboard • Based on Drupal “Commons”, but heavily modified • Course hash tag = #globsoc
  • 24. Course Design Course organization: 3 Values-based Approach Missions Assessment Course Participation Research Methods Technologies Events: Social Good Local Action: 5 course Summit group
  • 25. What’s worked • Iterative blog entries • Guest Lecturer participation: Profs Vicki Totten and Kay Firth-Butterfield • The Social Good Summit: a social media enabled conference • Twitter participation • Course values discussions • Group project planning
  • 26. Challenges • Unfamiliar with: project-based course design • Unfamiliar with : Peer review process • Learning: Technology components • Unaccustomed to: Incremental research tasks (Research Notes) & deadlines • Requires: Constant Schedule adjustment • Superhero-oriented theme
  • 27. fin. jasonr@stedwards.edu http://www.edtechresources.info h/p://slidesha.re/rsyQAu

Hinweis der Redaktion

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  5. Give a broad overview here--no details about WWO\n http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html\n Incorporates problem-solving (how to address the problem through action) and can be described as an example of action learning--i.e. you can't solve a problem alone.  You need to collaborate with experts to come to a greater understanding of the issue. \nMcGonigal focuses on the larger picture of how and why games are relevant.\n \n Asks: How can we capture the positive, emotional qualities of ludic experiences that we get from games? \n The process of leveling through games gives a sense of accomplishment, not because saving a virtual world has “value”, rather the experience of being a part of an ‘epic’ undertaking has meaning.\n By adopting a gameful approach to school (like Q2L), we take some of the best elements of game participation and apply them in ways that make education meaningful and relevant.  It changes the game of education from something that is grade-focused (external reward) to achievement-focused (internal reward).  Gameful approaches to life that involve us in large-scale (epic) pursuits can help to give our lives meaning, particularly if we engage around real-world social problems.  It is us that make the difference—and it is us that benefit from a sense of ‘fiero!’ that comes with knowing that we’ve made a difference\n
  6. Extends McGonigal’s notion of gameful participation into the classroom--Jane doesn’t discuss teaching & learning per se.\n\nTeaching & learning approach that incorporates use of serious games -- computer game & game methodologies to promote experiential & discovery learning around authentic, real-world problems. \n \n--gameful learning is made possible through crit. thinking, instructor facilitation & student reflection\n\nNext: will show how research perspectives can inform *how* computer-based games might help foster gameful learning.\n
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  21. Jason: Values & Social Media\nBob: Project-based learning & Iterative Writing\n
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  24. * Twitter Use--> Social Good Summit --> Reflection #7 (see: Magz entry)---> Twitter use now\n* --> Values --> Blogs --> Peer Review\n* --> Profile --> badges\n* --> From individual to group --> Group Page --> Discussions --> Local Projects (Charity: Water, Scoop.it)\n* Activities: Mindmapping - group “storming”: GSP + Networks (based on Network theory concepts)\n* Expert participation: Non-profits (vickit) and Global Issues (Kay FB)\n
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