View
215
Download
1
Tags:
Embed Size (px)
Citation preview
CANHEIT | Power Through Collaboration | May 27-30, 2007 | **HardPlay**
HardPlay
Digital Game Based Learning and Information Literacy
CANHEIT | Power Through Collaboration | May 27-30, 2007 | **HardPlay**
Introduction
Average age is: 33• 31% are under 18, 44% are 18-49, 25% are
50+ years• 62% male 38% are women, Only 23% are
boys age 17 or younger• Entertainment Software Association (www.theesa.com)
“…many faculty who are earning their Ph.D.’s now are people who played games, and a nontrivial number are actually putting games into their research…” Gee in Joel Forman, Game-based learning. How to delight and instruct in the 21st Century. 2004
CANHEIT | Power Through Collaboration | May 27-30, 2007 | **HardPlay**
Digital Game Based Learning
What is DGBL?
Game Designers vs. Educators
“Growing consensus that educationalists and instructional designers stand to learn a great deal from professional game designers.” Russell Francis, Towards a Theory of a Games Based Pedagogy. 2006
CANHEIT | Power Through Collaboration | May 27-30, 2007 | **HardPlay**
Different Approaches
Digital Natives / Digital Immigrants– Prensky
Learning theories/styles– Becker
Situated learning– Shaffer, Gee, Squire
Games based pedagogy– Francis
Intelligent Learning Games– Van Eck
CANHEIT | Power Through Collaboration | May 27-30, 2007 | **HardPlay**
Information Literacy
Information literacy is a set of abilities requiring individuals to "recognize when information is needed and have the ability to locate, evaluate, and use effectively the needed information." Information Literacy Competency Standards for Higher Education." American Library Association.
Potential Outcomes– Identifies key concepts and terms that describe the information
need– Identifies keywords, synonyms, and related terms for the
information needed– Use various search systems to retrieve information in a variety of
formats
CANHEIT | Power Through Collaboration | May 27-30, 2007 | **HardPlay**
Using Games
COTS games in classroom – Civilization III
Building games for practice– Quarantined, The Information Literacy Game
Building games for research – Modding or scratch build– Altered Learning, Revolution, DoomEd
CANHEIT | Power Through Collaboration | May 27-30, 2007 | **HardPlay**
Quarantined
CANHEIT | Power Through Collaboration | May 27-30, 2007 | **HardPlay**
HardPlay Overview
Research objective
Research development – building the lab
Research communication: in the culture of the modding community
CANHEIT | Power Through Collaboration | May 27-30, 2007 | **HardPlay**
The Game Experience
“Fun (i.e. gameplay) first, learning second...users know the difference.” Marc Prensky in Handbook of Computer Game Studies, 2005 pg. 119
“We spent a lot of time on the storyboard…I would say spend a lot of time on the storyboard. :-)” Karl Royle, Wolverhampton University, DoomEd, 2007
“In Half-Life, the story is an important part of the flavor of the game, but aside from acting as a mechanism to allow the player to become more immersed in the game world, it bears no relevance to the actual gameplay. (And by this we mean that the gameplay of Half-Life is virtually identical to that of any other first-person shooter; it’s just the story and setting that give it the edge).” Rollings, et al. Andrew Rollings and Ernest Adams on Game Design, 2003. pg.90
CANHEIT | Power Through Collaboration | May 27-30, 2007 | **HardPlay**
The Story Spectrum
No StoryStory-Based Gameplay
Arcade Games Strategy Games First-Person Shooter Games
Role-Playing/ Adventure Games
Benevolent Blue
Increasing Importance of Story to Gameplay
Increasing Game Complexity
Adapted from Rollings A. & E. Adams (2004). Andrew Rollings and Ernest Adams on Game Design. Boston, New Riders. p. 90
CANHEIT | Power Through Collaboration | May 27-30, 2007 | **HardPlay**
Benevolent Blue - Features
1. First person point of view action adventure game2. Overcome explicit challenges: puzzle-solving, exploration,
reflex/reaction, coordination3. Trial and error learning4. Non-player characters respond with fluidity and intelligence
demonstrating the full array of human emotion 5. Objects obey the laws of mass, friction, and gravity making a
more realistic world 6. Players roam multiple floors of two library buildings
(MacKimmie Library Tower and MacKimmie Library Block) using a similar floor-plan of the University of Calgary Library
7. Heads-up display (HUD) to display computer information to the player
CANHEIT | Power Through Collaboration | May 27-30, 2007 | **HardPlay**
Implications for IT
Supporting the Development of DGBL– Financial – Skills– Software
Campus Implementation of DGBL– Documentation and training– Financial support– Infrastructure support
CANHEIT | Power Through Collaboration | May 27-30, 2007 | **HardPlay**
Further information
You can follow the progress of Benevolent Blue and our research at: www.ucalgary.ca/hardplay
Contact us at:– Jerremie Clyde
– Chris Thomas• [email protected]