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Developing Teen Leaders Using 3D Games
1. Developing
Teen Leaders with
3D Games
Lisa Dawley, Ph.D.
Chris Haskell
Dept. of Educational Technology
Boise State University
2. 3D GameLab
Summer 2010 teen camp
Goal: teen leadership via meta-
gaming and multimedia production
17 teens, ages 13-17
2 teen teaching assistants
2 instructors, 2 teacher-player participants
Wiki with blog
Mobile mac lab and game stations
4. Design-based research
Plan, implement, and evaluate
based on anticipated student
needs
Generate back to
theory
Iterative cycles,
non-linear
Theory: games and media
production can be used to
develop teen leadership
5. Phase 1: Pre-planning
Bateman’s DGD1 player types
Architect, storyteller, socializer,
player, leader
Weekly themes:
1. Games & play
2. Games & learning
3. Games & leadership
40 quests, from simple to complex,
player choice
Room and equipment set-up
6.
7. Phase 2: Games & Play
Establishing self: Create a Mii
Learning to self-select roles and quests
Guildies like to help in-class and in-game
Social groups formed around specific games
Interested in specific characters within those
games
8. Phase 3: Games & Learning
The business of
educational games Analysis & Reflection
Focus group: what do we learn
by playing games?
Design: what elements make a
game fun?
How do we improve our
performance with real-time data?
Why are many educational
games boring?
How can we share our learning
with others through media
production?
9. Phase 4: Exploring Leadership
Leadership 1st: small group
discussions of digital
citizenship
Peer game evaluation
Tournaments as a meta-
game strategy to bring
participants together across
self-selected game
environments
Leadership 1st
11. Findings: Questing
Quests
158 completed
52 unfinished or abandoned
Preference for social component.
Some chose specific games, others
quests.
Some chose isolated gaming.
Consoles and computers, equal use
All 4 Bateman play-styles observed.
12. Findings: Leadership
coaching others
leading tournaments
selecting and completing quests
arriving early and staying late
contributing games/controllers/etc
creating games for others to play
collaborative scavenger hunt
alternative roles for quest achievement
contributed to quest design
13. Findings: Impact
Camp validated talents and interests
Students wanted parents and school
leaders…
involved in their social gaming
to meet parents of other gamers
to support the kids’ ability to game
They also expressed the desire …
to create a persistent community
for quests to continue
for their teachers to know what they had
done
A student applied to a high tech HS,
reported as more outgoing
“It was nice to know
there are other people
who are like me.”
14. Developing
Teen Leaders with
3D Games
Lisa Dawley, Ph.D.
Chris Haskell
Dept. of Educational Technology
Boise State University
Hinweis der Redaktion
Over the last decade the idea that video games can function as effective learning tools has taken hold within dialogues about education and digital media. While early work pointed to the potential these tools hold for informing educational practices, the last two years have seen significant advances in understanding the learning that takes place in games. Several researchers are examining the ability of games to support and promote leadership development. In the summer of 2010, we decided to offer a teen summer camp experience that would further explore teen leadership through a living game experience.
Needs: Teen leadership & community support for gamers
Design: a living meta-game
Data collection:
Software
Observations
Focus group
Felt the camp validated their talents and interests.
Students wanted parents and school leaders…
involved in their social gaming,
to meet parents of other gamers,
To support the kids’ ability to game.
The also expressed the desire …
create a persistent community after the end of the camp “it was nice to know there are other people who are like me”
for quests to continue after the camp.
for continued achievement through gaming after the camp.
for their teachers to know what they had done.
Student applied to a new school (high tech high) to achieve her new goals, was reported as more outgoing.
Over the last decade the idea that video games can function as effective learning tools has taken hold within dialogues about education and digital media. While early work pointed to the potential these tools hold for informing educational practices, the last two years have seen significant advances in understanding the learning that takes place in games. Several researchers are examining the ability of games to support and promote leadership development. In the summer of 2010, we decided to offer a teen summer camp experience that would further explore teen leadership through a living game experience.