The 3D GameLab program allows learner choice in which modules to study. This fit's today's knowledge workers. But it also makes it key to make choices attractive. In learning and implementing a Quest Group in 3D GameLab, what are some of the best practices and did I follow them in designing my first quest chain? Presented at the VWBPE 2013 conference on education.
6. Programmed Instruction
Skinner, BF (1968), "Index", Technology of Teaching.
Squad Leader. 1977. 36 pages. Read a few then play
a scenario (bite sized)
The Avalon Hill
Game Company
now
Multi-Man Publishing
Compare w/
Dungeons & Dragons
Read 169 / 317 pages
Necessitates ‘basic’ version
Are “games” for
Simulation or fun?
11. Approach 1
1. Do this
2. Then do this
3. Then do this
4. Then do this
5. Then do this
6. Then do this
7. Then do this
8. Then do this
9. Then do this
12. Approach 2
1. Do this
2. Then do this
3. Then do this
4. Then do this
5. Then do this
6. Then do this
7. Then do this
8. Then do this
9. Then do this
Choose from these
A
B
C
Now you can choose some of
these
D E F
G H I J
K
You have earned a Badge
15. Polar Caps
Rotates, but is tilted a little bit
Covered with clouds that are moving around
Revolves around the Sun
It is night at the other side
But you can see lights from cities
The Moon revolves around the Earth
Why is it grey?
Where did it come from?
Do we ever get to see the far side?
Visit soon, because the inhabitants are trying to make the planet devoid of life
(Recommended: towel, sun screen, food rations, breathing apparatus, and NBC suit)
About the Earth
18. Pragma
Noun. Does not perform any action
in the language itself, only change the
behavior of the compiler.
Or Best Practice
19. Pragma 1
Give Choice
Choice of Worlds
Choice of Activities in each World
Choice of criteria for capstone Atlas
Confession
“I did not make a tree,
only a spreadsheet
with Prereqs”
(and I love topology!)
21. Pragma 2
Give Structure
3 Syncup quest points
Prereqs
Example Atlas
agiledimensions.com/web/a3datlas.html
22. Pragma 3
Keep up with
learners
Check forum
Respond to ever post
Check e-mail notifications
Check Quest menu
Confession
“I slowed down after
the quest track
formally ended”
23. Pragma 4
Mine Data
Some of the value of a MOOC is
in mining big data
3D GameLab collects some Key
Data
Confession
“I did not look at the
numbers until the track
was over”
26. Pragma 5
Be consistent
across quest
groups
Used similar number of quests
Used similar XP budget
Used similar quest format
Uses similar live cadence
Confession
“I did not try any of my
peer’s quests during
the track”
27. Pragma 6
Challenge
them when
needed
Where do you draw the line
between encouraging people
and challenging them to redo
their work?
3D GameLab lets you approve or
reject quests – auto or manual.
Confession
“I feel bad when I have
to return a poor quest”
28. What Best Practices would
you add?
1. _____________________________________________
2. _____________________________________________
3. _____________________________________________
4. _____________________________________________
30. Read More
Kapp, K. M., & O'Driscoll, T. (2009, December 30). Learning in 3D: Adding a new dimension to enterprise learning and collaboration. Pfeiffer.
Hinrichs, R., & Wankel, C. (2011, October 3). Transforming virtual world learning (R. Hinrichs & C. Wankel) (Vol. 4). Emerald Group Publishing.
Heiphetz, A., & Woodill, G. (2010). Training and Collaboration with Virtual Worlds: How to Create Cost-Saving, Efficient and Engaging Programs.
Hinrichs, R. J., & Wankel, C. (2012, February 15). Engaging the avatar: new frontiers in immersive education. Iap.
Gibson, D., Aldrich, C., & Prensky, M. (2007). Games and simulations in online learning: Research and development frameworks. Information Science Publishing.
Aldrich, C. (2009, September 17). The complete guide to simulations and serious games: how the most valuable content will be created in the age beyond Gutenberg to
Google. Pfeiffer.
Sheldon, L. (2012). The Multiplayer Classroom: designing coursework as a game. Course Technology.
Blascovich, J., & Bailenson, J. (2011, April 5). Infinite reality: Avatars, eternal life, new worlds, and the dawn of the virtual revolution. HarperCollins e-books.
Erlandson, B. E., Nelson, B. C., & Savenye, W. C. (2010). Collaboration modality, cognitive load, and science inquiry learning in virtual inquiry environments.
Educational Technology Research and Development, 58(6), 693-710.
Nelson, B. C., & Erlandson, B. E. (2012, May). Design for learning in virtual worlds. Routledge.Design for E-Learning in Virtual Worlds. Melson & Erlandson
Dawley, L. (2009). Social network knowledge construction: emerging virtual world pedagogy. On the Horizon, 17(2), 109-121.
Dawley, L. (2007). The tools for successful online teaching. Information Science Publishing.
Charles Christopher Haskell. 2012.
"Design Variables of Attraction in Quest-Based Learning" Boise State University
Theses and Dissertations
Available at: http://works.bepress.com/chris_haskell/14