lrn2play
DESCRIPTION
This presentation by Rachel S. Smith of the New Media Consortium discusses games for learning, from paper-and-pencil games to MMOs.TRANSCRIPT
lrn2play
rachel smith the new media consortium
Zoelle has defeated Arex in a duel.
[Arex]: dang! pwnt! (Congratulations! That was impressive!)
[Zoelle]: that was close. vanish ftw (You were very good too. I only triumphed because I had a slight technological edge.)
[Arex]: I hate rogues /cry
(No, no, your technique was clearly superior.)
[Zoelle]: lol lrn2play noob (Keep trying -- practice makes perfect!)
how does this topic make you feel?
© Photospin.com Used with permission. Reproduction prohibited.
© Cartoonbank.com Used with permission. Reproduction prohibited.
so where do we start?
google: sudoku
google: miniclip, escapa
what they have in common
• games set up a situation by having rules
• players work within those rules to accomplish a goal or goals
• each game requires a certain amount of focus to succeed
…the previous examples are all entertainment games.
live long and prosper
google: MIT live long prosper
google: nmc campus
compare to comic books & manga
from My Cat Loki (Tokyopop.com)
google: educational comic books
remember learning objects?
AFRICA
what I’m not talking about
• unguided learning
• replacing teachers with games
• using games in places where they don’t make sense
• cramming education into entertainment-based games
study: students repeatedly said that it’s the teacher who makes the course – not the technology
looking deeper
google: horizon report, esa essential facts
www.nickyee.com/daedalus
research
how many people?
www.mmogchart.com
where the money is
www.mmogchart.com
game design degree programs
• Houston Community College – Southwest
• UC Santa Cruz
• Michigan State University
• University of Advancing Technology (UAT)
• Online programs (Kaplan University)
• George Brown College
google: game design degree
games & girls
Michigan State University aliengames.org
game theory
gametheory.net
for educators, students, professionals…
and geeks.
what can we learn from games?
. . . from playing games
• with any game, you learn the rules to play it • understanding of strategy comes later • cooperation for multi-player games; concentration
for solo games • physical coordination for sports, hand-eye
coordination for games involving manual dexterity • quick decision-making for fast-paced video games • hand-eye coordination & reflexes for “twitch”
games
games are more complicated than they used to be
are these useful leadership skills? • role assignment
• task delegation
• crisis management
• logistical planning
• determining how to share rewards among group members
• motivating group members
• dealing with negative attitudes
• dealing with group conflicts
• encouraging group loyalty and cohesion
Yee, 2006
engagement
• learning is assisted by engagement in the topic on the part of the learner
• games are engaging (good ones, anyway) – storytelling – flexibility – problem-solving
• games in the workplace – repetitive tasks – learning that involves repetition and practice
google: games2train, monkey wrench consipiracy, gaming workplace
accidentally educational
• music (Guitar Hero)
• business & economics (SimCity, Roller Coaster Tycoon, Rich Man Game)
• evolution & culture (Spore, Civilization)
• ecology (that one with the eagles and the mice)
• history (Call of Duty 2)
• physical skills (Dance Dance Revolution)
• cooperation, leadership, interpersonal skills (Everquest, Neverwinter Nights, World of Warcraft)
intentionally educational
google: arden, educational MOO, nmc campus
• Arden
• Simulations in Second Life
• Remember MOOs? – Meridian
– MediaMOO
– Language MOOs
learning occurs in and around these spaces
the community of MMOs
source: www.worldofwarcraft.com
new art forms: machinima
Billy McClure by Terran “Liadov” Gregory
The Ballad of the Noob by Jun Falkenstein source: www.youtube.com
Big Blue Dress by Cranius
. . . from designing games
• designing puzzles – researching answers, coming up with questions; teaching is a good way to learn
• designing simple games – game theory, rules, strategy
• designing paper-based worlds and adventures (like D&D) – geography, history, language, politics
• designing an online game – art & illustration; computer science; 3D modeling; working with game engines
new interfaces
google: wii, guitar hero, dance pad
the flip side
what’s problematic about games?
• understanding when they are appropriate
• making them
• creating good content (educational and fun)
• assessing progress and learning
• getting people to take them seriously
looking ahead
• more research & development • more studies, pilots, anecdotes • authoring tools
– game-editor.com (2D games for PCs and mobiles) – Neverwinter Nights modding tools – game engines (Multiverse, Croquet)
• more experimentation in online environments • more games • more people talking about, thinking about, writing
about educational gaming
new worlds, new possibilities… • exploration of identity
• relationship-building
• global communities
33 years | 40 years | 89%
source: Essential Facts about Games and Youth Violence, ESA, 2006
mmorpgs (MMOs)
virtual worlds: nmc campus
stay tuned . . .
we’re playing with the future.