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Green Economy
Liping Liu
Wilian Gatti Jr
Xingru Lai
Project
A board/card or other hands-on (non-digital game) game
prototype that will provide opportunities to play with
rules, context, characters, and so forth as the players
engage in this game. This game should allow players to
understand how possibilities are created and
transformed in a game. I would also like it to be easy to
reproduce as I would like to use it in multiple contexts
with multiple groups.
Idea
Theme: sustainable development
Important for future generations (children in elementary
school) identifies as a target group for our
intervention.
Sustainable development: "incompatibility between
continuous economic growth and environmental
conservation" (Veiga, 2005, p.189).
Learning Theories
Flow (Csikszentmihalyi, 1993)
● Clear goals and immediate feedback
● Focused concentration
● Equilibrium between challenge and personal skills
● The feeling of control
● Sense of growth and of being part of some greater entity
● Time distortion
● Merging of action and awareness
● Self-rewarding experience
Learning Theories
Constructivism
● Interaction among players
● A social process
Learning Theories
Cognitive foundations of game-based learning
Situatedness
Transfer of learning
Information design
Interaction design
Design
Design and Learning Theories
Cognitivism
Learning is situated in a meaningful and relevant context
Our theme grounded on sustainable development: Different elements
to reproduce the sustainable development (Resources)
Prior knowledge plays an important role in learning
Procedures based on well-known board games (Procedures)
Learning should be organized from simple to complex order
Concept of stages and evolution of a “society” to reach the final
objective (Objectives)
Logical thinking/Process and organize information
Strategy to win the game and change in final goals (Outcome. Bring
together: Rules, Procedures, Boundaries, Resources, and Conflict)
Design and Learning Theories
Constructivism
Learning is a social process
Rules provide opportunities to players’ interactions (Rules:
negotiations/agreements)
Learners construct their own meaning through interaction with and
interpretation of the environment
Struggles to access resources and to win the game (Conflict)
Lessons learned about sustainable development (Outcomes)
Stage ONE
* A factory = 2 minera+1 Tech+G$1
(leading to G$1 & -1EP each turn)
* An army = 1 mineral+1 Tech+G$2
* one factory on one land
* A land = G$1/army & -1EP
* Army for attack = -2EP
* Chance cards = Possibilities
* Negotiation among players
What’s New at the Stage TWO
* Building A new factory = 2 clean
energy+1 researcher+G$4
(Leading to G$1 & +2EP each turn)
* Upgrade an old factory=1 tech+
2 researcher+2 clean energy+G$3
(Leading to G$2 & +2EP each turn)
New
Look
Lessons Learned
From Design to Theory = theory in practice
Importance of diversity in a project team = richer brainstorms
Importance of prototyping (play fast) = test, fail, improve, and test again
Keep simple = a playable game

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Green Economy

  • 1. Green Economy Liping Liu Wilian Gatti Jr Xingru Lai
  • 2. Project A board/card or other hands-on (non-digital game) game prototype that will provide opportunities to play with rules, context, characters, and so forth as the players engage in this game. This game should allow players to understand how possibilities are created and transformed in a game. I would also like it to be easy to reproduce as I would like to use it in multiple contexts with multiple groups.
  • 3. Idea Theme: sustainable development Important for future generations (children in elementary school) identifies as a target group for our intervention. Sustainable development: "incompatibility between continuous economic growth and environmental conservation" (Veiga, 2005, p.189).
  • 4. Learning Theories Flow (Csikszentmihalyi, 1993) ● Clear goals and immediate feedback ● Focused concentration ● Equilibrium between challenge and personal skills ● The feeling of control ● Sense of growth and of being part of some greater entity ● Time distortion ● Merging of action and awareness ● Self-rewarding experience
  • 5. Learning Theories Constructivism ● Interaction among players ● A social process
  • 6. Learning Theories Cognitive foundations of game-based learning Situatedness Transfer of learning Information design Interaction design
  • 7.
  • 9. Design and Learning Theories Cognitivism Learning is situated in a meaningful and relevant context Our theme grounded on sustainable development: Different elements to reproduce the sustainable development (Resources) Prior knowledge plays an important role in learning Procedures based on well-known board games (Procedures) Learning should be organized from simple to complex order Concept of stages and evolution of a “society” to reach the final objective (Objectives) Logical thinking/Process and organize information Strategy to win the game and change in final goals (Outcome. Bring together: Rules, Procedures, Boundaries, Resources, and Conflict)
  • 10. Design and Learning Theories Constructivism Learning is a social process Rules provide opportunities to players’ interactions (Rules: negotiations/agreements) Learners construct their own meaning through interaction with and interpretation of the environment Struggles to access resources and to win the game (Conflict) Lessons learned about sustainable development (Outcomes)
  • 11. Stage ONE * A factory = 2 minera+1 Tech+G$1 (leading to G$1 & -1EP each turn) * An army = 1 mineral+1 Tech+G$2 * one factory on one land * A land = G$1/army & -1EP * Army for attack = -2EP * Chance cards = Possibilities * Negotiation among players What’s New at the Stage TWO * Building A new factory = 2 clean energy+1 researcher+G$4 (Leading to G$1 & +2EP each turn) * Upgrade an old factory=1 tech+ 2 researcher+2 clean energy+G$3 (Leading to G$2 & +2EP each turn)
  • 13. Lessons Learned From Design to Theory = theory in practice Importance of diversity in a project team = richer brainstorms Importance of prototyping (play fast) = test, fail, improve, and test again Keep simple = a playable game