Upload
publiclibraryservices
View
986
Download
0
Embed Size (px)
DESCRIPTION
This presentation was given at the Games and libraries seminar 13 July 2011 at the State Library of NSW
Citation preview
Learning from GamesDr. Joanne O’Mara, Deakin University
Computer games and Me
• Playing “Sim City” in Vanuatu in 2001 on the Visor
• “The Sims” - dollhouse games
• ipod- ipad
Part of Gregor’s eurogame collection...
Boardgaming Resources• Games in libraries
with Scott Nicholson podcasts
• Everyone Plays at the Library-N025.5/57 (Available Mon!!!)
• The Geek
Drama/Virtual Worlds
• Drama teaching and research background
• Process Drama/Virtual worlds/Architect/Character/”as if” in world learning
Research Projects
• Literacy in the Digital world of the 21st Century: Learning from Computer Games Catherine Beavis, Clare Bradford, Joanne O’Mara and Chris Walsh --ARC with DEECD (Vic), VATE and ACMI
• Public Institution - ACMI- as a partner
New Project• July 2011- 2014 Serious Play: Using digital
games in school to promote literacy and learning in the twenty first century
LP110200309 Prof Catherine A Beavis, Dr Michael L Dezuanni, Dr Joanne A O'Mara, Dr Sarah Prestridge, Dr Leonie Rowan, Prof Claire M Wyatt-Smith, Dr Jason A Zagami, Prof Yam San Chee Partners:Department of Education and Early Childhood Development, Victoria and Queensland Schools (Lutheran Church of Australia QLD District -‐ Pacific Lutheran College, Marymount Primary School ,Merrimac State School , St Aidan's School Council Limited , St Catherine's Catholic Primary School, St Joseph's Nudgee College , St Laurence's College
“Both the making of text and the reading of text require greater attention to all possible means of
meaning making” Kress (2005)
Kress, G. (2005). Communication now and in the future. Discussion paper for the English 21 project. United Kingdom Qualifications and Curriculum Authority. Retrieved March 21, 2010, from http://www.qca.org.uk/
12292.html
Kress (2005)new textual dispositions
• Traditional disposition to text
Text is monomodal/linguistic
Mode of approach: linguistic
Text is stable
Text is composed by producer
Text is interpreted by reader
Text has sequential, linear order
Authority/Authorship underpins
Text is site of knowledge
New disposition to text
Text is multimodal/semiotic
Mode of approach: semiotic
Text is radically unstable
Text is designed by producer
Text is designed by reader
Text has spatial ordering
Potential usefulness underpins
Text is site of informationEnglish 21 project. United Kingdom Qualifications and Curriculum Aut
Game Making with Year 8
• Game Maker: yoyogames.com
• Every boy (last 4 years) has made a playable game
• Game mechanics and narrative
John Richards from yoyogames.com
GameMaking Outcomes
• “Blank slate of potential”: Creative, engaging, technical, narratives
• Kids as Producers: Their games have currency
• Designers
• Critique and “Borrow” from Commercial games
Joanne O’Mara and John Richards “A Blank Slate: Using Game Maker to Create Computer Games” in Beavis, C., O’Mara, J., and McNeice, L. (Eds) (2012) Digital Games: Literacy in Action Adelaide: AATE/ WakeOield Press
Game Making in Public Spaces
• Range of Programs: Cahoots, GameMaker.
• ACMI Games Lab Workshops, developing your game idea-online resources
• Your Library: Workshop then a group???
Game Plan: Engage the Disengaged
Getting them to write anything down was a real challenge. So I really had nothing to lose in trying to engage them. It was time to bite the bullet, and as there were so many boys in my group it was time to capitalise on their interest in computer games.
Paul Byrne
A repertoire of literacy practices
! !"!!#$%&'()&*+,-.'/0&'1*2&"!#$%!&$!'$(!)*+'!,-.!/+0.1!2-+,!+3.!,-.!3(*.41!3"''4*+,-.'4&*-,-.'$5'/0&'1*2&5!#+6.!'$(!4..7!+!/+0.!*89.!,-84!:.;$3.1!2-+,!%+4!8,!<+**.&1!2-+,!%+4!,-.!$,-.3!/+0.!(4.&!;$31!#$%!&8&!'$(!(4.!8,1!#$%!%+4!8,!4808*+3=&8;;.3.7,!,$!,-84!$7.1!#+6.!'$(!)*+'.&!,-84!/+0.!%8,-!$,-.3!).$)*.1!6"''78,-.'/0&'1*2&9!2-+,!84!,-.!/+0.>4!)(3)$4.1!2-+,!84!'$(3!3$*.!87!,-.!/+0.!%-.7!'$(!)*+'!!!8,1!2-.7!&$!'$(!7$30+**'!)*+'!,-.!/+0.1!2-+,!84!,-.!/.73.!$;!,-.!/+0.1!#$%!&$!'$(!97$%!,-841!:"'';-*<=8,-.'/0&'1*2&"!2-'!&$!'$(!,-879!,-.!/+0.!&.48/7.34!<-$4.!,$!&.48/7!,-.!/+0.!,-84!%+'1!!2-+,!80)3$6.0.7,4!<$(*&!'$(!4..!,-+,!%$(*&!0+9.!,-84!/+0.!:.,,.31!!
Students were enthusiastic and involved. Writing for them became less of a chore because it involved writing about something they didn’t see as work but as play.
Byrne, Paul “Game Plan: Using Computer Games in English to Engage the Disengaged” in Beavis, C., O’Mara, J., and McNeice, L. (Eds) (2012) Digital Games: Literacy in Action Adelaide: AATE/ WakeOield Press
Console Games as Texts
• Year Nine Boys
• analyse tape of seven year old playing console game
• review and discuss game-deconstruct game actions
• deconstruction of Simpsons Hit and Run
Mark Cuddon
Mark Cuddon “‘Gamer Hands’ – Console Games as Texts” in Beavis, C., O’Mara, J., and McNeice, L. (Eds) (2012) Digital Games: Literacy in Action Adelaide: AATE/ WakeOield Press
The beauty of whole-class and small-group discussions on gaming is the enthusiasm and excitement it engenders in the class. In turn, students are willing to document, write and reflect on their experiences in an individual writing folio piece based on a ‘text’ they had an interest in and an experience they were willing to share.
Mark Cuddon
Archetypes & Quests• Examine critically how games designers
transgress, replicate or challenge the quest narrative, archetypes and stereotypes
• Playing games alongside reading novels, watching films- texts on multiple platforms
! !" #$%&'()*+,(-&./(0)&1" #$%&2,00&3/&4)5%+36(%&7" 8%96:,0&/9&3$%&2,00&;" <%%3*+=&>*3$&3$%&<%+3/(&?" 2(/::*+=&3$%&@*(:3&
#$(%:$/0)&A" #%:3:B&400*%:B&,+)&C+%D*%:&E" #$%&4FF(/,G$&3/&3$%&H+D/:3&
2,5%&I" #$%&J6F(%D%&'()%,0&K" 8%>,()&!L" #$%&8/,)&M,GN&!!" 8%:6((%G3*/+&!1" 8%36(+&>*3$&3$%&C0*O*(!
Stages in the quest narrative, adapted from Joseph Campbell by Christopher Vogler, a Hollywood script consultant
Lisa McNeice, Andrea Smith & Toby Robison
Lisa McNeice, Andrea Smith and Toby Rob i son “Computer Games , Archetypes and the Narrative Quest”in Beavis, C., O’Mara, J., and McNeice, L. (Eds) (2012) Digital Games: Literacy in Action Adelaide: AATE/ WakeOield Press
Pitching a Game Idea• Presented a “Pitch”
of a new game to a panel of judges to secure funding
• narrative, plot, mechanics game characters. Emphasis on multiple narrative possibilities
Serious Games
• Prof. Yam San Chee, Nanyung
University, Singapore (Legends of Alkhemia: Fostering Authentic Learning of Chemistry Within fictionalised Game Contexts; Statecraft: Trans-contextual Learning: Student Learning with Mobile Devices in a Persistent world game to construct meanings and identities
• School Projects in Victoria and Queensland: Making and using games in curriculum.
• Victorian Ultranet game making software: Cahoots, GameMaker
virtual/real worlds• narrative writing/
construction from “virtual worlds” experiences
• Drama research- experience in dramatic world improves narrative writing