Educational alternate reality games (ARGs) are transmedia storytelling games that take place both in the real world and online. They involve collaborative gameplay where participants play as themselves to advance an emergent storyline. ARGs were originally developed for entertainment but can also be used educationally. Some benefits of educational ARGs include being low-cost, not requiring programming skills, and allowing for situated and contextual learning. Key differences when designing educational versus entertainment ARGs include focusing on learning objectives, ensuring all classroom students can participate, emphasizing collaboration over competition, and incorporating formative and summative assessments.
2. • Takes place in an “alternate
reality” (real world or online)
• Transmedia storytelling
• Collaborative gameplay
• Play as yourself
• (Emergent storyline and
gameplay)
• (TINAG = This is not a game)
ARG Definition
3. ARGs Entertainment Roots
• The Beast (A.I.) (2001)
• Majestic (video game) (2001)
• I Love Bees (Halo 2) (2004)
• Perplex City (collectible
puzzle cards) (2005)
• Year Zero (Nine Inch Nails)
(2007)
7. Educational vs. Entertainment ARG
Learning Objectives
• Biggest difference
• Common Core / State
standards, 21C skills, etc.
• Fun (vs.) (and) Learning
8. Educational vs. Entertainment ARG
Players
• Classroom of players
• Everyone must play
(no inverted pyramid)
• Multiple team play
(competition vs. collaboration)
9. Educational vs. Entertainment ARG
Gameplay
• Sequence, Timing
• Linear vs. Emergent
• Story, Puzzles, Missions
• Research → Create → Share
→ Reflect
12. Educational ARGs
Future
• What do you see for the
future of ARGs in education?
• What challenges do you see
for widespread use of
ARGs in education?
• How can you possibly use
educational ARGs in your
school?