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Interactive Fiction: Game Design Across the Curriculum Matthew Farber Steve Isaacs

Interactive fiction

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Interactive Fiction: Game Design Across the CurriculumMatthew FarberSteve Isaacs

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[email protected]@gmail.com

@MatthewFarber@mr_isaacs

Links: http://tinyurl.com/GIE-IF

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What Are Games?

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Games Are INTERCONNECTED SYSTEMS

1. A goal2. Challenge3. Rules4. Components5. Space (The Magic Circle)6. Core Mechanics

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A Game’s Core Mechanics Set the System of Play in Motion

Examples:ArguingTrading VotingExploringJumpingGuessingRole-PlayingResource management (time is a resource)Press your luck

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Game Design GrammarGames are designed with action verbs.Similarly, Bloom’s Taxonomy of Higher Order Thinking is built around verbs.Good games align core mechanics and learning goals.

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Oregon Trail

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Would you have students make the Globe Theater out of Popsicle sticks to teach about MacBeth?

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A Brief History of Text-Based Gaming

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Choose Your Own Adventure

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Bartle’s Player Types

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Interactive Fiction Today

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Device 6

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Mass Effect

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Choices MUST Appear to Matter

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The Walking Dead

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Mission U.S.

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Syrian Journey: Choose your own escape route

http://www.bbc.com/news/world-middle-east-32057601

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A Dark Room

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A Dark Room

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The Stanley Parable

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The Stanley Parable

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The Novelist

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“Explorable Explanations”

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Parable of the Polygons

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Spent

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80 Days

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Frankenstein

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Authoring Tools

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Inform 7

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Twine

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InkleWriter

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Student Example—Grade 6

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Fail/Lose State

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Reward Reader When Chivalry Choices are Chosen

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Authentic Assessment

From: https://oakridgelmc.wikispaces.com/Choose+Your+Own+Adventure

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“Create a player experience that’s fun first. If you remove the fun, [players] will feel like they’re being preached to and it’s not a game any more, there’s no agency.”

-Mary Flanagan, Tiltfactor

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Questions?

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[email protected]@gmail.com

@MatthewFarber@mr_isaacs

Links: http://tinyurl.com/GIE-IF