Participatie en Educatief Ontwerp v3

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    Kim van den Heuvel & Kimberley OConnor

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    Ingedeeld naar inhoudelijke-, verdiepings-, begrips- enoverige vragen.Opvallend: Nauwelijks dezelfde vragenMeest interessante vragen en onderwerpen uitgekozen.

    The Magic CircleLusory AttitudeGame Design & Narratief

    20 november 2008 3Kim van den Heuvel & Kimberley O'Connor

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    Feldspar Epstein, The Magic Circle - is not so helpful, actually. TheMetaverse Journal, 9-11-2008,http://www.metaversejournal.com/2008/11/09/the-magic-circle-is-not-so-h

    Markus Montola, Exploring the Edge of the Magic Circle: DefiningPervasive Games, University of Tampere Game Research Lab,http://users.tkk.fi/mmontola/exploringtheedge.pdf

    Pervasive gaming is a genre of gaming systematically blurring and breaking the traditional boundaries of game. The limits of the magic circleare explored in spatial, temporal and social dimensions. These ways of expanding the game are not new, since many intentional and unintentional examples of similar expansions can be found from earlier games, but the recently emerged fashion of pervasive gaming isdifferentiated with the use of these expansions in new, efficient ways to

    produce new kinds of gameplay experiences. These new game genresinclude alternate reality games, reality games, trans-reality games and

    crossmedia games.20 november 2008 4Kim van den Heuvel & Kimberley O'Connor

    http://www.metaversejournal.com/2008/11/09/the-magic-circle-is-not-so-helpful-actually/http://users.tkk.fi/mmontola/exploringtheedge.pdfhttp://users.tkk.fi/mmontola/exploringtheedge.pdfhttp://www.metaversejournal.com/2008/11/09/the-magic-circle-is-not-so-helpful-actually/
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    Thomas Hurka, Games and the Good, University of Toronto,http://www.chass.utoronto.ca/~thurka/docs/pass_games.pdf

    But first Suitss analysis. It says that a game has three main elements,

    which he calls the prelusory goal, the constitutive rules, and the lusory attitude. [] These first two elements involve pursuing a goal by less thanthe most efficient means, but they are not sufficient for playing a game.This is because someone can be forced to use these means by circumstances he regrets and wishes were different. If this is the case if,for example, a farmer harvests his field by hand because he cannot afford the mechanical harvester he would much rather use he is not playing agame. Hence the need for the third element in Suitss analysis, the lusory attitude, which involves a persons willingly accepting the constitutiverules, or accepting them because they make the game possible.

    20 november 2008 Kim van den Heuvel & Kimberley O'Connor 5

    http://www.chass.utoronto.ca/~thurka/docs/pass_games.pdfhttp://www.chass.utoronto.ca/~thurka/docs/pass_games.pdf
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    Michael Mateas and Andrew Stern, Build It to Understand It: LudologyMeets Narratology in Game Design Space ,http://www.lcc.gatech.edu/~mateas/publications/MateasSternDIGRA05.pdf

    Building experimental games offers an alternative methodology for

    researching and understanding games, beyond what can be understood by playing and studying existing games alone. Through a simultaneous process of research and artmaking in the construction of the interactivedrama Faade, new theoretical and design insights into several gamestudies questions were realized, including the hotly debated question of ludology vs. narratology. This paper describes some of the ways that building games can inform researchers about what game scholarshipshould be focused on and why, and ways that building games can offer new perspectives on existing forms and genres..

    20 november 2008 Kim van den Heuvel & Kimberley O'Connor 6

    http://www.lcc.gatech.edu/~mateas/publications/MateasSternDIGRA05.pdfhttp://www.lcc.gatech.edu/~mateas/publications/MateasSternDIGRA05.pdf
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    A child educated only at school is an uneducated child.

    ~ George Santayana

    20 november 2008 7Kim van den Heuvel & Kimberley O'Connor

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    Big Brain Academy: Wii Degreehttp://nl.youtube.com/watch?v=IR23QQ1Dy_4

    20 november 2008 9Kim van den Heuvel & Kimberley O'Connor

    http://nl.youtube.com/watch?v=IR23QQ1Dy_4http://nl.youtube.com/watch?v=IR23QQ1Dy_4http://nl.youtube.com/watch?v=IR23QQ1Dy_4
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    Food Forcehttp://nl.youtube.com/watch?v=8cUbslBMioo

    Kim van den Heuvel & Kimberley O'Connor

    http://nl.youtube.com/watch?v=8cUbslBMioohttp://nl.youtube.com/watch?v=8cUbslBMioohttp://nl.youtube.com/watch?v=8cUbslBMioo
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    Industry Playerhttp://nl.youtube.com/watch?v=LEyT_ago4ic

    Kim van den Heuvel & Kimberley O'Connor

    http://nl.youtube.com/watch?v=LEyT_ago4ichttp://nl.youtube.com/watch?v=LEyT_ago4ichttp://nl.youtube.com/watch?v=LEyT_ago4ic
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    Sporehttp://nl.youtube.com/watch?v=YiDQPZcW_i4

    Kim van den Heuvel & Kimberley O'Connor

    http://nl.youtube.com/watch?v=YiDQPZcW_i4http://nl.youtube.com/watch?v=YiDQPZcW_i4http://nl.youtube.com/watch?v=YiDQPZcW_i4
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    One of the best lessons children learn through video gamesis standing still will get them killed quicker than anythingelse.

    ~ Jinx Milea

    20 november 2008 13Kim van den Heuvel & Kimberley O'Connor

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    Naar aanleiding van deze vraag:

    Doordat er juist onbeperkte participatie is bij Wikipedia, ishet fenomeen niet betrouwbaar en kan het net zo goedniet gebruikt worden als informatiebron. Dit is eenvoorbeeld van een bottum-up cultuur. Hoe zou hetfenomeen moeten veranderen, zodat het wel alswetenschappelijke bron gebruikt zou kunnen worden, maardat er toch sprake zou kunnen zijn van participatie?

    20 november 2008 14Kim van den Heuvel & Kimberley O'Connor

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    Om de betrouwbaarheid vaninformatie te garanderen moet

    gebruikersparticipatie in de mediazoveel mogelijk beperkt worden.

    20 november 2008 15Kim van den Heuvel & Kimberley O'Connor

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    E-learning in virtual worlds

    I recently learned something quite interesting about videogames. Many young people have developed incredible hand,eye and brain coordination in playing these games. The AirForce believes these kids will be our outstanding pilots,should they fly our jets.

    ~ Ronald Reagan

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    Virtual Social Worlds and the Future of Learning

    Dr. Tony O'Driscoll describes the 7 Sensibilities that Differentiate Virtual SocialWorlds from other interactive media and makes the argument that these

    sensibilities provide us with unprecedented freedom to create true experentiallearning opportunities

    (10 min.)

    http://nl.youtube.com/watch?v=O2jY4UkPbAc

    Education in Second LifeA video I (Joe Sanchez) made in 2006 for educators who have never heard of or

    seen virtual worlds. Though some of the information is now old, I thought Iwould post it in case someone found it useful. See my blog for more

    information http://educatorscoop.org/blog(3 min.)

    http://nl.youtube.com/watch?v=4R1SrZua5ww20 november 2008 17Kim van den Heuvel & Kimberley O'Connor

    http://nl.youtube.com/watch?v=O2jY4UkPbAchttp://educatorscoop.org/bloghttp://nl.youtube.com/watch?v=4R1SrZua5wwhttp://nl.youtube.com/watch?v=4R1SrZua5wwhttp://nl.youtube.com/watch?v=4R1SrZua5wwhttp://educatorscoop.org/bloghttp://nl.youtube.com/watch?v=O2jY4UkPbAc
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    20 november 2008 18Kim van den Heuvel & Kimberley O'Connor