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Challenge #1: To start this presentation,
everyone must be in the first eight rows,
with the same number of people in each row.
Skeletons in the right closet
Alex Moseley,
University of Leicester
Image: Dwaas, Foolish Lego. http://foolishlego.com/?p=822
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
Method
s
Problems
Processe
s
Tool
s
Skill
s
Brookes & Moseley, 2012
Arden, in Neverwinter Nights
The Great History Conundrum, University of Leicester
Of Course! boardgame, University of Leicester
Mutation! boardgame, University of Leicester
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
• 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
• Real context / activity
• museum digital curator
• museum artefacts
curate an online exhibition
• Narrative:
• funding opportunity
• quick-fire pitch
Graded
problem-
solving
Progress
and
rewards
Narrative
devices
Influence
on outcomes
Regular new
events
Large, active
community
??? ✓ ⤐
↜ ! ☺
☺☺
Based on simple,
existing technology
Moseley, 2012
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
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
Alex Moseley
alex.moseley@le.ac.uk
moerg.wordpress.com
@AlexM11

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Skeletons in the right closet

Notes de l'éditeur

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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
  6. Moseley, A. & Whitton, N. (2013) eds "New Traditional Games for Learning: A Case Book". Routledge: New York.