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Adam Jerrett Theo JD Bothma Koos de Beer Department of Information Science Navigating the Information Landscape of an Educational Alternate Reality Game BOBCATSSS 2017 Tampere, Finland 25-27 January 2017

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Page 1: Adam Jerrett, Theo Bothma and Koos de Beer - Navigating the Information Landscape of an Educational Alternate Reality Game - BOBCATSSS 2017

Adam JerrettTheo JD Bothma

Koos de BeerDepartment of Information Science

Navigating the Information Landscape of an Educational Alternate Reality Game

BOBCATSSS 2017Tampere, Finland

25-27 January 2017

Page 2: Adam Jerrett, Theo Bothma and Koos de Beer - Navigating the Information Landscape of an Educational Alternate Reality Game - BOBCATSSS 2017

Overview

• Introduction• Background• Research methodology• The ARG – Nomad• Findings

Page 3: Adam Jerrett, Theo Bothma and Koos de Beer - Navigating the Information Landscape of an Educational Alternate Reality Game - BOBCATSSS 2017

Introduction

• Information literacy is important for navigating information landscapes

• Core information literacy is taught at a tertiary level at UP

• Engagement suffer as students struggle to understand importance of learning these skills

• Learning suffers with a lack of motivation• Using ARGs to teach information literacy

Page 4: Adam Jerrett, Theo Bothma and Koos de Beer - Navigating the Information Landscape of an Educational Alternate Reality Game - BOBCATSSS 2017

Background - Why ARGs?

• ARGs are multimedia rich experiences• ARGs unfold in both the digital and real world• Navigating the landscape of an ARG requires player

collaboration• The information landscape of an ARG– game elements in both real and digital platforms– a fragmented narrative scattered across these platforms– a large game world that requires collaboration to make

construct meaning

Page 5: Adam Jerrett, Theo Bothma and Koos de Beer - Navigating the Information Landscape of an Educational Alternate Reality Game - BOBCATSSS 2017

Background - Immersion through integration

• ARG is immersive• Game events feel more real• Educational content can be integrated into

both the game and the real world environment in which the content is applied

Page 6: Adam Jerrett, Theo Bothma and Koos de Beer - Navigating the Information Landscape of an Educational Alternate Reality Game - BOBCATSSS 2017

Background - Fragmented Narrative

• Solving the fragmentation of the narrative is one way ARGs teach information literacy skills– Locate the information by utilising search strategies– Determine information relevance– Retrieve relevant information– Contextualise the information within the context of the

game– Organise the information

• This information behaviour aids in completing information seeking

Page 7: Adam Jerrett, Theo Bothma and Koos de Beer - Navigating the Information Landscape of an Educational Alternate Reality Game - BOBCATSSS 2017

Background - Genre scope and collaboration

• Collaboration is required to construct a cohesive narrative due to the wide scope of an ARG

• Individuals work together to construct this “shared meaning”

• Achieved through communicating and examining the game information

• “The exercising of such communication skills reinforces the learning and exercise of the information literacy skills”

Page 8: Adam Jerrett, Theo Bothma and Koos de Beer - Navigating the Information Landscape of an Educational Alternate Reality Game - BOBCATSSS 2017

Research methodology

How does the navigation of an ARG’s information landscape engender the exercise of

information literacy competencies?• Examine an ARG created for teaching

information literacy, Nomad• Qualitative evaluation• Focused on player experience

Page 9: Adam Jerrett, Theo Bothma and Koos de Beer - Navigating the Information Landscape of an Educational Alternate Reality Game - BOBCATSSS 2017

Nomad

• Players– Students registered within a specific department– Certain assumptions could be made– Audience of 300, 90 unique users on the game site, 20 active

players• Narrative– A time traveller needs help from the students – Students access information from specific periods in time to

help him– Narrative was driven by a fictional character investigating the

time traveller

Page 10: Adam Jerrett, Theo Bothma and Koos de Beer - Navigating the Information Landscape of an Educational Alternate Reality Game - BOBCATSSS 2017

Nomad• Information landscape

– The game showed the game structure in an abstract and cryptic way– Seeing game structure allowed for transparency– Players unlocked, discovered and revealed nodes by participating in

the game

Page 11: Adam Jerrett, Theo Bothma and Koos de Beer - Navigating the Information Landscape of an Educational Alternate Reality Game - BOBCATSSS 2017

Nomad

• Game puzzles– Reinforce information literacy skills• Searching for books in the library (title, ISBN, etc.)• Topical searches of online journals• Referencing journal articles correctly

– Ciphers and riddles– Aided by web based technology

Page 12: Adam Jerrett, Theo Bothma and Koos de Beer - Navigating the Information Landscape of an Educational Alternate Reality Game - BOBCATSSS 2017

Findings

• Players were aware of the educational nature of the game - “when you’re playing a game, you’re focused on the play, not the learning”

• The game provided engaging framing and purpose to the skill exercises

• Provides authentic context in which to practice learned skills