Designing Science and Literacy Games for Nintendo DS

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Games For Health: Mobile Serious Games Thursday, June 9, 2011

description

This slide deck accompanied a talk I gave a Games for Health 2011: Mobile Serious Games day. IT covers CCT's research and development of Nintendo DS games for middle school science and literacy learning.

Transcript of Designing Science and Literacy Games for Nintendo DS

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Games For Health: Mobile Serious Games

Thursday, June 9, 2011

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Games For Health: Mobile Serious Games

What I’m Playing

Little Big Planet World of Goo Algebra Touch

Katamari RoboGEN

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Two Research and Development Efforts

US Department of Education IES

Bill and Melinda GatesFoundation

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Improving Comprehension for Struggling Readers

Two Instructional Challenges

Possible Worlds Portable Word Play

Dislodging misconceptions in science

Middle Grades 6 - 8

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Playing with Language

Different Play OpportunitiesPossible Worlds Portable Word Play

Enacting Visualizations

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• What aspects of the domain are most difficult for students to grasp?

• How is the subject taught?

• What misconceptions or learning challenges do students bring to instruction?

• How can we design a game and supporting materials to support teachers’ efforts?

Instructional Approach

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As game players, different children bring specific perspectives to their engagement with a game.

As gamers, adolescents may have certain kinds of media and game knowledge, but they are not “naturals” or “natives.”

As learners, early adolescents are working through developmental transitions that must be accommodated.

Instructional Approach

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As learners, adolescents have widely varying strengths and weaknesses (including literacy levels and motivation).

As learners, adolescents are working in specific and highly constrained environments.

As learners, adolescent’s experiences are being mediated by other adolescents and adults.

Instructional Approach

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Why Mobile Game Platforms?

• Flexible• Low Cost• Installed Base (at home!)

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• Flexible• Low Cost• Installed Base (at home!)

Why Mobile Game Platforms?

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• Single Player• Out of class time• Homework

Instructional Models

• Multi player / Team Play• Class time / Whole class• Out of class / Small groups

In Class, Teacher Based Bridging and Extension Activities

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Cipher Force

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Alien invaders have subjugated much of the world’s population. A group of freedom

fighters organizes a resistance movement. But they’re unable to keep their operations secret because the aliens easily decipher their codes.

Cipher Force

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Each player gets a word and chooses three images that he or she thinks will best communicate its meaning to the

other players.

Cipher ForceCode Masters: Creating the Code

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Players chooses from a library of 65 images.

They can also annotate images and make simple drawings.

Cipher ForceCode Masters: Creating the Code

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At the hardest level, the team has nine possibilities to choose from—three words

with three definitions each.

Cipher ForceSolvers: Deciphering the Code

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The team must agree on which word and definition the Code Master was trying to convey...

Cipher ForceSolvers: Deciphering the Code

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...they discuss and debate each option before reaching a group decision.

Cipher ForceSolvers: Deciphering the Code

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Cipher Force

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Next Steps: DS Platform

3DAugmented RealityStreetPass

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Next Steps: Accessible Worlds

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More Information

portablewordplay.edc.org

cct.edc.org

posibleworlds.edc.org

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