Post on 24-May-2015
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DESIGNING AN ARG
How to frame it! Epistemic Games
A game where an epistemic frame is set that requires the student to act as a member of the professional community. They are expected to use the vocabulary, jargon, and act as if a member of this community
How to frame it!
Jim Gee Knowledge takes on a different
life when students use this knowledge in a coherent practice such as a game rather than a traditional test or paper assignment
Lave & Wenger Community of Practice
How to frame it!
Keller’s ARCs Motivation Model of Instructional Design
Attention Relevance Confidence Success
Examples to reference
Epistemic games http://www.innovateonline.info/pdf/vol1_issue6/Epistemic_Games.pdf
Ecomuve http://ecomuve.gse.harvard.edu/
HARPS projects http://isites.harvard.edu/icb/icb.do?keyword=harp&pageid=icb.page69587
Mentira http://www.mentira.org/
Place Based Learning http://website.education.wisc.edu/kdsquire/tenure-files/16-squire-shelton-book.pdf
7 Things You Should Know about Alternate Reality Games http://net.educause.edu/ir/library/pdf/ELI7045.pdf
Games-based Learning Research
AldridgePrensky Jenkins Gee
Lesson plan or Instructor notes
Unit Goals Learning Objectives Objectives & Standards from your
Common Course Curriculum Technology requirements Field trip permissions Accessibility
Basics
Subject Students Purpose
What do you want them to learn? Skills or knowledge?
What is the conflict/challenge?
Okay, so now different types of games
Augmented Reality Game Augmented Reality Simulation Pervasive Game Location-Based Game Murder Mystery
Differences
Fiction Interactive Narrative – player actions
change the game Puppetmaster Claim to be real Alter the World…don’t step into the Magic
Circle TINAG Transmedia Movement
ARG Design
Narrative NPC/Pedagogical Agents Game Design Challenges Transmedia Tech Tools
Game Design for ARGs
Story driven Pieces distributed in multiple places Layers Problem solving Hard and soft scaffolding Hard fun Incomplete Information
Rabbithole
Structure the Door Door for students/educators First artifact that draws the player
in…….. instead may be the first bit of information
Immersion
Activity
Concept…….. Subject ………. Purpose…….. Door/Rabbithole………….
Qualitative Factors for Game Play (Malone, 1981)
Challenge Curiosity Fantasy (Fiction) Flow
Kellers’ ARCS Model
Attention Relevance Competence Satisfaction
FIERO & FLOW
CONSTRUCTIVISM & CONNECTIVISM
Challenges
Flow/Fiero Solving a puzzle Picking up clues to a mystery
Dealing with a character
Interactive Narrative
Keep designing while playing Storyboard – the narrative Flowchart the action – clues,
puzzles, character interactions
Challenge
Puzzle Mathematical Formula Message to Decipher Problem to Solve