Cultivation of KODO MILLET . made by Ghanshyam pptx
Autenrieth&wechselberger ract15
1. From Chaos to Structure
Theorycrafting as a playful method to engage Critical
Thinking
Autenrieth/Wechselberger for RACT15
2. Kelvin Autenrieth
M.A. Logic and Theory of Science
Leipzig, Germany
Independant Researcher, Game
Designer and Lecturer
Experimental Game Design, Game
Analytics, Game Mechanics,
Philosophy of Games
autenrieth@edu-gaming.de
About Us
Ulrich
Wechselberger
PhD in Educational Science
Koblenz, Germany
Institute for Web Science and
Technologies
Gamification,
E-Learning/Blended Learning,
Serious Games
wechselberger@uni-koblenz.de
14. Cognitive Skills
Resources management
Problem solving
Deliberated planning
Decision making
Information acquisition
Pattern recognition
Logical thinking
Civilization 5 (2010) Monkey Island (1990)
Antichamber (2013)
15. Theorycrafting (1)
Derives from the game Starcraft and Game Theory
“By using statistical analysis and mathematical
modeling, theorycrafters seek out the underlying
formulae that govern [a game], largely in an attempt to
play [a game] better.” (Paul 2011)
19. Schell 2008
To build a viable strategy, a player must
know the (underlying) game rules
20. Schell 2008
To build a viable strategy, a player must
know the (underlying) game rules
Explicit Information is what you know
FIFA 15 (2014)
21. Schell 2008
To build a viable strategy, a player must
know the (underlying) game rules
Explicit Information is what you know
Implicit Information is what the game knows
22. To build a viable strategy, a player must
know the (underlying) game rules
Explicit Information is what you know
Implicit Information is what the game knows
How can we
get this
information?
Super Mario Bros. (1985)
23. Theorycrafting (2)
Derives from crafting (creating) a theory (model) of the
game world
Theorycrafting is playful experimentation in order to get
an understanding of the underlying rules to build a model
of a game
27. Doing Theorycraft
1. Entering thinking mode
2. Questioning
Why does my theory not apply anymore?
Are there any hidden rules I don’t know about?
Did I overlook something?
28. 1. Entering thinking mode
2. Questioning
3. Observating, analyzing, experimenting
Try to find a possible solution
Replaying and testing ideas
Doing Theorycraft
29. Doing Theorycraft
1. Entering thinking mode
2. Questioning
3. Observation, analyzing, Experimenting
4. Hypothesis building
If A, then B
A causes B
Doing A results in B
30. Doing Theorycraft
1. Entering thinking mode
2. Questioning
3. Observating, Analyzing, Experimenting
4. Hypothesis building
5. Hypothesis Testing
Setup test scenario
Controlling the external variance
Verification or falsification of the hypothesis
32. Instructional Teaching with Theorycrafting
1. Find out as many rules of the game as possible and
answer the following questions
How are the different variables interlocked?
Could anything else have caused the effect I just observed?
Based on your findings, what are fruitful strategies?
If you encounter unpredictable effects, can they be tied to specific
causes?
2. Debate about the models found (relations, consistency,
dependencies)
3. Try to find a real-life phenomena that can be analyzed
with these strategies
33. What is the movement pattern of the
ghosts?
Pac-Man (1980)
34. What are the consequences of the actions?
What determines the resource generation?
A dark room (2013)
35. Make the fan move and the display
show an 8
Designed with LogicLab
36. Open Questions and Challenges
Is the method transferable into real life
situations/examples?
Can these special situations adapted for an educational
setting?
Can we transfer the playful approach of theorycrafting to
(in-)formal learning environments?
Theorycrafting as a playful way to teach the scientific
method?
Lacking heavily in research and theories
37. Literature
Gee, J. P. (2008): Good video games + good learning. Collected essays on video games, learning,
and literacy. Lang, New York.
Paul, C. A. (2011): Optimizing Play: How Theorycraft Changes Gameplay and Design.
Online: http://gamestudies.org/1102/articles/paul.
Schell, J. (2008): The art of game design. A book of lenses. Amsterdam.
Sykes, J. (2006): Affective Gaming: Advancing the Argument for Game-Based Learning, in: Pivec,
M. (ed.). Affective and Emotional Aspects of Human-Computer Interaction. IOS Press, Amsterdam,
p. 3–7.
Notes de l'éditeur
→ It depends
Sometimes we need to gather hidden information. Impliziten Taktiken der AI
Sometimes we need to gather hidden information. Impliziten Taktiken der AI
Sometimes we need to gather hidden information. Impliziten Taktiken der AI
Sometimes we need to gather hidden information. Impliziten Taktiken der AI
hypothis generation and testing
beispiel DE3
beispiel DE3
beispiel DE3
beispiel DE3
beispiel DE3
beispiel DE3
beispiel DE3
beispiel DE3
Fragekatalog entwickeln wie man regeln rausfindet. anwendung auf alltagssituationen mit Propogandagefahr (Werbung, politische Kommunikation/Propaganda, Sensationsjournalismus, Lobbyarbeit)
Spiel spielen (motivational raffiniert!)
Regeln rausfinden
Fragen zum Regel-Rausfinden zusammentragen und diskutieren, Fragekatalog bilden (kognitiv raffiniert!)
Fragenkatalog auf Real Life anwenden
How do the ghosts behave? Is there a moving pattern?
What do the comments mean? What determines the resource generating? What exactly happens when you execute the possible actions?