1. Challenge #1: To start this presentation,
everyone must be in the first eight rows,
with the same number of people in each row.
2. Skeletons in the right closet
Alex Moseley,
University of Leicester
Image: Dwaas, Foolish Lego. http://foolishlego.com/?p=822
3. a) activities which are aligned with the outside world;
b) assessment which is aligned with instruction;
c) topics which are aligned with what learners want to know;
d) methods of enquiry which are aligned with the discipline.
Shaffer & Resnick, 1999
thickly
authentic
11. 1.Identify key concepts & constraints
2.Situate them in real activities
3.Think of a real problem or challenge
4.Add narrative to deepen the context
5.Create a prototype
6.Test it with colleagues/visitors
7.Refine, retest and release
12.
13. • Key concepts - to demonstrate:
• simple contextual games
• education through games
• social games
• low budget solutions
• Constraints:
• fun, quick to explain, 50+ people
• playable in 10-15 minutes
• playable standing, with one hand
14. • Real context / activity
• museum digital curator
• museum artefacts
curate an online exhibition
• Narrative:
• funding opportunity
• quick-fire pitch
22. everyone brings different skills;
working together helps refine ideas;
as do iterative design processes;
new tools or methods can open up new avenues.
knowledge
exchange
23. 1.Identify key concepts & constraints
2.Situate them in real activities
3.Think of a real problem or challenge
4.Add narrative to deepen the context
5.Create a prototype
6.Test it with colleagues/visitors
7.Refine, retest and release
Shaffer, D.W., and Resnick, M. (1999). "Thick" Authenticity: New Media and Authentic Learning. Journal of Interactive Learning Research, vol. 10, no. 2, pp. 195-215.
Brookes, S. & Moseley, A. (2012) “Authentic Contextual Games for Learning” in N. Whitton and A. Moseley eds. Using Games to Enhance Learning and Teaching: A Beginner’s Guide. Routledge: London, pp91-107.
Moseley, A. (2010), "Roll, Move Two Steps Back, and Admire the View: Using a Games-Based Approach for Effective Course Design". Proceedings of the 4th European Conference on Games Based Learning, Copenhagen, Denmark, 20-21 October 2010.
Moseley, A. (2012) "An Alternate Reality for Education?: Lessons to be Learned from Online Immersive Games", International Journal of Games Based Learning, Vol 2, No. 3, pp32-50. Available: http://www.igi-global.com/article/alternate-reality-education/69784
Moseley, A. (2012) "An Alternate Reality for Education?: Lessons to be Learned from Online Immersive Games", International Journal of Games Based Learning, Vol 2, No. 3, pp32-50. Available: http://www.igi-global.com/article/alternate-reality-education/69784
Moseley, A. & Whitton, N. (2013) eds "New Traditional Games for Learning: A Case Book". Routledge: New York.