Educational Games Games that T t Teach,not P t reach Paul Wa Paul el e chi pwaelchl@dbq.edu
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1 Educational Games Games that t Teach, not Preach Paul Waelchi Paul Waelchi pwaelchl@dbq.edu
2 WHICH GAME IS A BETTER TEACHER?
3 Game Design: Learning Principles Small increasingly gy difficult problems Successive challenges Provides tutorial practice Skills taught just in time
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9 Analytical thinking
10 Problem Solving
11 /696080/viva-pinata jpg Adaptation
12 Clear goals
13 Practice of skills
14 Monitored practiced
15 Continuous feedback
16 Individual id adjustment by patryck.net:
17 Motivation
18 Learning through Video Games How to learn Game design as educational theory What to learn Procedural literacy and gaming experience
19 Game Design: Learning Principles Simulate specific experiences provide understanding to other learning relationships Games are a metaphor & model
20 Learning Principle - Just in Time New skills introduced when needed Provide context for skills Solving abstract problems Pieces fitting together
21 IF A GAME PROVIDES A TUTORIAL WITHOUT A CONTEXT, HOW EFFECTIVE IS THE TEACHING?
22 Game Design: Learning Principles Identity Create personal investment Captures a player Vs.
23 Game Design: Learning Principles Interaction
24 Game Design: Learning Principles Production
25 Game Design: Learning Principles Which genres lend themselves to this? What genres could?
26 Game Design: Learning Principles Customization ti Photos via jackcheng,
27 Game Design: Learning Principles Risk Taking Infinite patience
28 Write down one game for each of the learning principles discussed that provides a clear example. Write down one class where these principles are experienced.
29 Game Design: Learning Principles Agency
30 Game Design: Learning Principles Well Ordered Problems Build on previous skills for solving current problems pobe Scaffolding
31 Game Design: Learning Principles Challenges Cycles of Expertise
32 Game Design: Learning Principles Situated Meaning Knowledge gained from concepts, reading, and terminology
33 Game Design: Learning Principles Pleasantly Frustrating Edge of abilities
34 Go back through the last 6 principles p and an element from your case study game for each of these
35 Game Design: Learning Principles Explore, Think, Rethink
36 Game Design: Learning Principles Distributed Knowledge Understanding skills needed to succeed across players / NPCs
37 Game Design: Learning Principles Cross Functional Teams Collaboration necessary for success
38 Game Design: Learning Principles Performance before Competence Thrown into action before mastery Is competence possible in controlled environments?
39 Game Design: Learning Principles System Thinking Relationships, not specific facts
40 Small group activity Look at notes from former check points How does the case study game match up to the principles? Identify 8 more principles in your case study games Be prepared to discuss results
41 What to learn Procedural Literacy Games create opportunities for players to empathize with real world situations that they would not normally experience Ayiti: The Cost of Life free online
42 Procedural Literacy Interaction with abstract models of specific real or imagined processes in gameplay
43 Ian Bogost Video games teach biased perspectives p about how things work. And the way they teach such perspectives p is through direct engagement and criticism. The Redistricting Game
44 Games that Teach Video games do more than just provide meaning and metaphor Create meaning for worlds and relationships
45 Games that Teach - Procedural Learning experiences go beyond simulation History RTS games may help teach specific events, but more learning happens from the process Less about the moments and more about the underlying conditions
46 Procedural Experience McDonald s Game vs. PETA s Super Chick Bros. Serious content doesn t mean serious experience
47 Procedural Experience Window dressing Abstract rules Serious skin doesn t make serious game
48 rules and fiction Jasper Juul s Procedural representation using traditional gameplay can still evoke powerful learning experiences Genocide Tetris
49 Developing Procedural Literacy What are the rules of the system?
50 Developing Procedural Literacy What is the significance of these rules?
51 Developing Procedural Literacy What claims about the world do these rules make?
52 Developing Procedural Literacy How does the player respond to those rules?
53 What do games teach? How to think How to play How to view each other How to view each other How to view the world
54 How do games teach? Game design = learning principles p Procedural Literacy learn by doing
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