Present wed march05_2014

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Larry McCalla UGA/COE/CIS/LDT 2 nd yr Humble Games for Improving Online Learning

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Larry McCalla UGA/COE/CIS/LDT 2nd yrHumble Games for Improving Online Learning

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…not required to possess an intimate knowledge of video game history or to devote weeks or months to play.

At the same time, many players of casual games show a dedication and skill that is anything but casual.- Jesper Juul

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Program for the International Assessment of Adult Competencies (PIAAC)

Literacy, Numeracy, and Problem Solving in Technology-Rich Environments Among U.S. Adults: Results from the Program for the International Assessment of Adult Competencies 2012. (2013, October 18). Retrieved February 27, 2014, from http://nces.ed.gov/pubsearch/pubsinfo.asp?pubid=2014008

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MOOC completion rate to date (2/4/2014)

http://www.katyjordan.com/MOOCproject.html

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* learner control of media* promote student reflection

Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning StudiesU.S. Department of EducationOffice of Planning, Evaluation, and Policy Development Policy and Program Studies ServiceRevised September 2010

Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies (2010)

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Are you going to show us your game idea?

Ummm…

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User:Password:

Text entry

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Noadministrative

chartjunk- Edward Tufte

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Noadministrative

chartjunk- Edward Tufte

• J.M. Carrol (MIT) – Minimalism• Sweller/Merrienboer (AUS/Twente)Cognitive Load Theory

Also these guys…

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• Online• At-risk• Games• Gender• Race• Learnin

g• Barriers

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• Online• At-risk• Games• Gender• Race• Learnin

g• Barriers

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• Online• At-risk• Games• Gender• Race• Learnin

g• Barriers

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You got 5 of 7 correct

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Online

At-risk

Gender

Race

Barriers

Learning

Games

7/7

7/7

5/7

5/7

3/7

2/7

1/7

Leaderboards

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ConceptSelf-conceptKeyword

1

ConceptSelf-concept

Keyword 1

This matching game uses text/concepts.

Many matching games use images.

This matching game is about user-defined content.

Many matching games use pre-defined content.

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Debriefing

What game mechanics or combo of game mechanics…

Can help players through a debriefing – reflection – process?

?

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Fiction – Story - Narrative

Can we use narrative to make this game more engaging?

What fictions are already established by gameplay?

How can we build a story?

Give players tools to build their own story??

?

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Campbell, J. (1993). The hero with a thousand faces / Joseph Campbell. London : Fontana, 1993.

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Dickey, M. D. (2005). Engaging By Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development, 53(2), 67–83.

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Huizinga, J. (1960). Homo ludens; a study of the play-element in culture. [Tr. from the German ed.]. Boston, Beacon Press [1962, c1950].

Johan Huizinga (1872– 1945)

“Play is older than culture…”

1938

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Huizinga, J. (1960). Homo ludens; a study of the play-element in culture. [Tr. from the German ed.]. Boston, Beacon Press [1962, c1950].

Johan Huizinga (1872– 1945)

1. Play is free, is in fact freedom.2. Play is not “ordinary” or “real” life.3. Play is distinct from “ordinary” life both as to locality and

duration.4. Play creates order, is order. Play demands order absolute and

supreme.5. Play is connected with no material interest, and no profit can

be gained from it.

1938

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Caillois, R., & Barash, M. (2001). Man, play, and games / Roger Caillois ; translated from the French by Meyer Barash. Urbana : University of Illinois Press, 2001.

Roger Caillois (1913 – 1978)

1958

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Jesse Schell (1970 - )

2008

Schell, J. (2008). The art of game design : a book of lenses. Morgan Kaufmann.

Aesthetics

Mechanics Story

Technology

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Jesper Juul (1970 - )

2005

Juul, J. (2005). Half-real : video games between real rules and fictional worlds / Jesper Juul. Cambridge, Mass. : MIT Press, c2005.

“Video games area combination ofrules and fiction.”

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Jesper Juul (1970 - )

2005Juul, J. (2005). Half-real : video games between real rules and fictional worlds / Jesper Juul. Cambridge, Mass. : MIT Press, c2005.

The Game The Player The World

Rules

Fiction

• Rules of the game• game tree

Signs that project a fictional world

• Gameplay• Learning

The way the player imagines the fictional world

• rule negotiations• repertoire of skills player brings• social interaction• Winning/losing• consequence negotiations

• film conventions• game conventions• world knowledge• interpretation conventions

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2004

Catalyzing Social

ImpactThrough

Digital Games

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Source: Kheel Center, Cornell University, Creative Commons

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Source: Kheel Center, Cornell University, Creative Commons

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games.chiensolutions.com