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Gameful Learning
Using games and game strategies to engage
                learners

          Jason Rosenblum, & Bob Strong

             jasonr@stedwards.edu
            h/p://slidesha.re/pxCZ4G
What’s a serious game?
• games famously resist definition     (Wittgenstein)


• Therefore here’s one perspective:
  Serious games are games that prompt
  experiential learning through play, in ways that
  foster critical evaluation and participation.
Why are they relevant?
• Theoretical models & Research Perspectives
  provided by:


  Ian Bogost, James Gee, David Shaffer, Constance
  Steinkuehler, Sasha Barab, Kurt Squire & Jane
  McGonigal
Gameful Participation
•   McGonigal, J. (2011). Reality is Broken: Why Games
    Make Us Better and How They Can Change the
    World: Penguin Press HC.

•   Jane McGonigal - Real play to take action to
    address large scale probs. 
Gameful participation via
  Superhero Gaming
•   Produced World Without Oil (an Alternate Reality Game)
    and more recently, Evoke (Alternate Reality/Superhero
    Gaming)

•   See: http://janemcgonigal.com/

•   Look for her Ted Talk: “Gaming can make a better
    world”
Gameful learning with
       serious games
• Strategy that applies “Serious” Games with
  Guided Experiential Participation
• To Foster: critical thinking, problem solving,
  instructor facilitation & reflection
• To Address: authentic, real-world problems
• With computer games (Fate of the World
  or Peacemaker) and game-based approaches
http://fateoftheworld.net/ 
http://fateoftheworld.net/ 
http://fateoftheworld.net/ 
http://fateoftheworld.net/ 
http://fateoftheworld.net/ 
http://fateoftheworld.net/ 
Fate of the World
•   Designed to heighten awareness of systemic effects of
    environmental, political, and cultural choices on climate
    change. 

•   Helps players confront the rhetorical gap between what they
    know and what the systems embodied in the game
    represent.

•   Relevance:  Provides experiential learning through a series
    of progressively harder problems, using Bogost’s procedural
    rhetoric

•   see: Persuasive Games,The Expressive Power of Video Games :
    http://www.bogost.com/books/persuasive_games.shtml.
Epistemic Games @ UW

David Shaffer
http://epistemicgames.org/
Shaffer, D., Gee, J. (2008). How Computer Games Help Children Learn: Palgrave
Macmillan.
According to David Shaffer...

An epistemic game is a game that deliberately creates the
epistemic frame of a socially valued community by re-creating
the process by which individuals develop the skills, knowledge,
identities, values, and epistemology of that community (Shaffer
& Gee, 2008, p. 164)

Shaffer, D., Gee, J. (2008). How Computer Games Help Children
Learn: Palgrave Macmillan.
Peacemaker as Epistemic Game
Presents players with the challenge of playing the
role of a peacemaker
...and more importantly challenges players to
*think* like a peacemaker to solve a difficult
problem--peace in the Mideast.  
Peacemaker Pilot

• Spring 2011 - Undergrad International
  Security & Conflict Resolution Course
• Students worked in teams of 2-4, appx 5-6
  teams, for appx 25 minutes.
• asked to consciously role-play a leader
  from a particular political position
Peacemaker Pilot
• Student teams did well--with some teams
  able to achieve positive ratings from both
  countries.
• Students studied material prior to class, and
  were prompted to write reflections on
  their experience
• Feedback was positive--wanted more time
  for play outside of class.
Gameful Learning with
 Alternate Reality Games
• Enterprise Education
• Simon Brookes
• University of Portsmouth, UK
Gameful Learning with
      Alternate Reality Games
"Alternate Reality Games for Enterprise Education - Bridging
the reality gap between simulation and authentic experience"

http://simonbrookes.wordpress.com
http://www.vimeo.com/22688990
Learner as “Superhero”
Clever use of technology + game design
strategies to motivate players in ways that are
Challenge-Based.

http://www.urgentevoke.com
From: http://www.urgentevoke.com
Mission 1, Objective: Learn
From: http://www.urgentevoke.com
Mission 1, Objective: Act
From: http://www.urgentevoke.com
Mission 1, Objective: Imagine
From: http://www.urgentevoke.com
Blog post: Log your Evidence
From: http://www.urgentevoke.com
Blog post: http://www.urgentevoke.com/profiles/
blogs/saving-the-knowledge-about
From: http://www.urgentevoke.com
Origin Story: http://www.urgentevoke.com/page/
quest-list
From: http://www.urgentevoke.com
Agent Profile: Khayalethu Kuphu
Learning is Experiential
An example of Gee's empowerment through identity (i.e.
your life) and through learner-defined play : origin story +
quest + outcome.  
Global Social Problems
• Local Action & Social Networks for Change
• Undergrad Cultural Foundations course
• Uses superhero gaming strategies &
  challenge-based learning approach.
• Inspired by McGonigal’s idea of gameful
  action and her ARG, Evoke.
Global Social Problems




http://vimeo.com/23934250
Three Missions

• Research an issue @ Global & Local Levels
• Participate online as well as at local levels
  to address the problem

• Imagine a possible way to address the
  issue, incorporating perspectives learned
  through research and participation.
Peer Ratings
Students awarded “Experience Points” by peers on
how well they demonstrate heroic “Character Traits”

    Creativity        Tenacity        Perspective
     Clarity        Cooperation        Empathy
   Credibility       Precision        Persuasion

A Badge-based reward system is implemented based
on individual scores
Technology Setup
• Class site is 99% “open”, not within Blackboard
• Based on Drupal “Commons”, but heavily
  modified
• Student blog syntheses will be posted to
  Twitter, using the course hash tag, #globsoc
• Support for group-based activities, individual
  blogs
fin.
    jasonr@stedwards.edu
http://www.edtechresources.info
   http://slidesha.re/pxCZ4G

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Gameful Learning - Using games & game strategies to engage learners

  • 1. Gameful Learning Using games and game strategies to engage learners Jason Rosenblum, & Bob Strong jasonr@stedwards.edu h/p://slidesha.re/pxCZ4G
  • 2. What’s a serious game? • games famously resist definition (Wittgenstein) • Therefore here’s one perspective: Serious games are games that prompt experiential learning through play, in ways that foster critical evaluation and participation.
  • 3. Why are they relevant? • Theoretical models & Research Perspectives provided by: Ian Bogost, James Gee, David Shaffer, Constance Steinkuehler, Sasha Barab, Kurt Squire & Jane McGonigal
  • 4. Gameful Participation • McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World: Penguin Press HC. • Jane McGonigal - Real play to take action to address large scale probs. 
  • 5. Gameful participation via Superhero Gaming • Produced World Without Oil (an Alternate Reality Game) and more recently, Evoke (Alternate Reality/Superhero Gaming) • See: http://janemcgonigal.com/ • Look for her Ted Talk: “Gaming can make a better world”
  • 6. Gameful learning with serious games • Strategy that applies “Serious” Games with Guided Experiential Participation • To Foster: critical thinking, problem solving, instructor facilitation & reflection • To Address: authentic, real-world problems • With computer games (Fate of the World or Peacemaker) and game-based approaches
  • 13. Fate of the World • Designed to heighten awareness of systemic effects of environmental, political, and cultural choices on climate change.  • Helps players confront the rhetorical gap between what they know and what the systems embodied in the game represent. • Relevance:  Provides experiential learning through a series of progressively harder problems, using Bogost’s procedural rhetoric • see: Persuasive Games,The Expressive Power of Video Games : http://www.bogost.com/books/persuasive_games.shtml.
  • 14. Epistemic Games @ UW David Shaffer http://epistemicgames.org/ Shaffer, D., Gee, J. (2008). How Computer Games Help Children Learn: Palgrave Macmillan.
  • 15. According to David Shaffer... An epistemic game is a game that deliberately creates the epistemic frame of a socially valued community by re-creating the process by which individuals develop the skills, knowledge, identities, values, and epistemology of that community (Shaffer & Gee, 2008, p. 164) Shaffer, D., Gee, J. (2008). How Computer Games Help Children Learn: Palgrave Macmillan.
  • 16. Peacemaker as Epistemic Game Presents players with the challenge of playing the role of a peacemaker ...and more importantly challenges players to *think* like a peacemaker to solve a difficult problem--peace in the Mideast.  
  • 17. Peacemaker Pilot • Spring 2011 - Undergrad International Security & Conflict Resolution Course • Students worked in teams of 2-4, appx 5-6 teams, for appx 25 minutes. • asked to consciously role-play a leader from a particular political position
  • 18. Peacemaker Pilot • Student teams did well--with some teams able to achieve positive ratings from both countries. • Students studied material prior to class, and were prompted to write reflections on their experience • Feedback was positive--wanted more time for play outside of class.
  • 19. Gameful Learning with Alternate Reality Games • Enterprise Education • Simon Brookes • University of Portsmouth, UK
  • 20. Gameful Learning with Alternate Reality Games "Alternate Reality Games for Enterprise Education - Bridging the reality gap between simulation and authentic experience" http://simonbrookes.wordpress.com http://www.vimeo.com/22688990
  • 21. Learner as “Superhero” Clever use of technology + game design strategies to motivate players in ways that are Challenge-Based. http://www.urgentevoke.com
  • 26. From: http://www.urgentevoke.com Blog post: http://www.urgentevoke.com/profiles/ blogs/saving-the-knowledge-about
  • 27. From: http://www.urgentevoke.com Origin Story: http://www.urgentevoke.com/page/ quest-list
  • 29. Learning is Experiential An example of Gee's empowerment through identity (i.e. your life) and through learner-defined play : origin story + quest + outcome.  
  • 30. Global Social Problems • Local Action & Social Networks for Change • Undergrad Cultural Foundations course • Uses superhero gaming strategies & challenge-based learning approach. • Inspired by McGonigal’s idea of gameful action and her ARG, Evoke.
  • 32. Three Missions • Research an issue @ Global & Local Levels • Participate online as well as at local levels to address the problem • Imagine a possible way to address the issue, incorporating perspectives learned through research and participation.
  • 33. Peer Ratings Students awarded “Experience Points” by peers on how well they demonstrate heroic “Character Traits” Creativity Tenacity Perspective Clarity Cooperation Empathy Credibility Precision Persuasion A Badge-based reward system is implemented based on individual scores
  • 34. Technology Setup • Class site is 99% “open”, not within Blackboard • Based on Drupal “Commons”, but heavily modified • Student blog syntheses will be posted to Twitter, using the course hash tag, #globsoc • Support for group-based activities, individual blogs
  • 35. fin. jasonr@stedwards.edu http://www.edtechresources.info http://slidesha.re/pxCZ4G

Notes de l'éditeur

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  6. http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html\n Incorporates problem-solving (how to address the problem through action) and can be described as an example of action learning--i.e. you can't solve a problem alone.  You need to collaborate with experts to come to a greater understanding of the issue. \nMcGonigal focuses on the larger picture of how and why games are relevant.\n \n Asks: How can we capture the positive, emotional qualities of ludic experiences that we get from games? \n The process of leveling through games gives a sense of accomplishment, not because saving a virtual world has “value”, rather the experience of being a part of an ‘epic’ undertaking has meaning.\n By adopting a gameful approach to school (like Q2L), we take some of the best elements of game participation and apply them in ways that make education meaningful and relevant.  It changes the game of education from something that is grade-focused (external reward) to achievement-focused (internal reward).  Gameful approaches to life that involve us in large-scale (epic) pursuits can help to give our lives meaning, particularly if we engage around real-world social problems.  It is us that make the difference—and it is us that benefit from a sense of ‘fiero!’ that comes with knowing that we’ve made a difference\n
  7. Extends McGonigal’s notion of gameful participation into the classroom--Jane doesn’t discuss teaching & learning per se.\n\nTeaching & learning approach that incorporates use of serious games -- computer game & game methodologies to promote experiential & discovery learning around authentic, real-world problems. \n \n--gameful learning is made possible through crit. thinking, instructor facilitation & student reflection\n\nNext: will show how research perspectives can inform *how* computer-based games might help foster gameful learning.\n
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  13. Game presents a possible future and immerses people in problem solving to address game probs.  Rooted in real contexts.  \n
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  37. \n