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Gaming To Go Clark N. Quinn
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Page 1: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Gaming To GoClark N. Quinn

Page 2: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

What is Learning?

Page 3: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Retention& Transfer

Page 4: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

NOT an ‘event’

Page 5: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

7 C’s of Natural Learning

• Choose

• Commit

• Create

• Crash

• Copy

• Converse

• Collaborate

Page 6: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

What is Gaming?

Page 7: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

A game is a series of interesting decisions.

- Sid Meier

Page 8: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

What is Game Learning?

Page 9: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Sim versus Game?

• Sim: • Just a model of a system

• Scenario:• Start state & goal state

• (typically with a story)

• Game• ʻTunedʼ scenario

Page 10: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

NOT about tarted-up quiz shows

Page 11: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Story Setting

Decision

Correct Answer

WrongAnswer

Consequence

Consequence

Situation

Game ‘Model’

Page 12: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Alignment

Page 13: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Situated, Challenging, & MeaningfulApplication

Page 14: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

What is Mobile?

Page 15: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Common

Processor

MemoryKeys

Touchscreen

Trackwheel

JogDial

Text

Audio

Vibration

Video

Camera Microphone GPS ...

Bluetooth WiFi GSM/CDMA

...

Cable

PIM

Media Play

Content Display

Document Editing

Time

Data Access

Games

Data Collection

Communi-cation

...

Connectivity

Sensing

Input

Output

OS

Core Model

Page 16: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Augmentation

Page 17: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Content Compute

CaptureCommunicate

4 C’s of Mobile

Page 18: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Performance Support

Page 19: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Cognitive Augmentation

Page 20: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

What is Mobile Learning?

Page 21: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Learning:Augmentation

• Reconceptualization

• Recontextualization

• Reapplication

Page 22: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Knowledge Test

Page 23: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’
Page 24: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Learning:Augmentation

Page 25: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

What, then, are Mobile Learning

Games?

Page 26: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

(Um, CAN be about spaced practice…)

Page 27: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Practice Scenarios

Page 28: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

XYAP

Freight CodeGood

Bad

Start Chute

Freight Landing

M3BP2 BP3

+

-

-

+

BP2

+

-

+

-

Target Identifed:Disarm

Next

Assessment

Page 29: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Beyond convenience

Page 30: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

5th C: Context

Page 31: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Ideal:Contextualized Augmentation

Page 32: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Mobile: Contextualized AugmentationGames: Situated, Challenging, & Meaningful Application

Mobile Learning & Learning Gaming

Page 33: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Mobile Games: Contextualized, Challenging, Meaningful, & Augmented Application

Mobile Learning Gaming

Page 34: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Augmented Reality Game

Page 35: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Distributed Games

Page 36: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Alternate Reality Games

Page 37: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Alternate Reality Game

Page 38: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

...but wait, there’s more!

Page 39: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Social Goals:

• Competition

• Cooperation

• Collaboration

Page 40: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Social Goals: Competition

Page 41: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Social Goals: Cooperation

Page 42: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Social Goals: Collaboration

Page 43: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

ARG Design• Storytelling as archeology

• Platformless narrative

• Designing for a hive mind

• A whisper is sometimes louder than a shout

• The TINAG Aesthetic

• Real life as medium

• Collaborative Storytelling

• Not a hoaxhttp://en.wikipedia.org/wiki/Alternate_reality_game

Page 44: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Alternate Reality Game

Page 45: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

NOT about Kumbaya

Page 46: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

Social Learning:

• Reexpression

• Renegotiation

• Reconstruction

Page 47: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

LARG Design?Decisions leadStory settingRequire negotiationSeduce misconceptionsLeverage contextBe unpredictableKiller backstoryUnfold strategically?

Page 48: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

The Dream

Transformational Learning

Page 49: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

• Consider Games

• Consider Mobile

• Consider Mobile Games

• (Consider Social, etc)

Action!

Page 50: Gaming To Go - elearningsymposium.gmu.eduelearningsymposium.gmu.edu/2010/GamingToGo_Quinn.pdf · Gaming To Go Clark N. Quinn. What is Learning? Retention & Transfer. NOT an ‘event’

[email protected]+1-925-200-0881site: quinnovation.comblog: learnlets.combook: engaginglearning.comtwitter: @quinnovator

Learning can, and should, be ‘hard

fun’!

And, coming soon to a bookstore near you...


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