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EDTECH532 THE GAME
USING DESIGN-BASED RESEARCH
Game Design Project
Chris Haskell
Overview
Concept Design-based Research (DBR) Learning & Design Theories Delivery Comparisons Course Design
Additional Aims Broader Narrative Changes to the Game
Exploration
Concept
A class about game-based learning and simulations taught through game-based learning and simulations.
Broader Narrative
Design-based research (DBR) provides the researcher/designer the opportunity to overlay instructional design with a research-oriented focus in order to extend learning theory. Wang & Hannifin (2005) have proposed design-based research for studying technological interfaces.
Learning Theory & Design
Social Constructivism Knowledge constructed in social groups,
collaboratively, we shared artifacts and meaning. Experiential learning
Quest-based Learning Design Authentic student choice Ongoing formative assessment Quests, XP, ranks, badges, achievements, etc.
Project-based learning Interactive and collaborative projects
Comparison of Delivery
Test 1 Test 2 Test 3 Test 40
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FirstSecondThird
Course design
Demonstrate an awareness of current trends and research in educational gaming.
Analyze various social issues and factors associated with educational games and simulations.
Identify and evaluate games and simulations appropriate to various teaching and learning contexts.
Identify features of virtual worlds appropriate for teaching and learning.
Design educational gaming activities and/or applications that successfully engage learners and are appropriate to their discipline.
Support the professional development of other educators in the area of educational games and simulations.
Create a virtual world resource to support educational technologists, emphasizing educational gaming and simulations.
Additional Aims (Game Redux) More Immersive Experience
Role-play throughout Narrative in Episodes Embedded interactive Quests
Quest-based Learning Design Authentic student choice Ongoing formative assessment XP, Ranks,
Broader Narrative
“You and your colleagues will serve a 16 week tour aboard Prometheus ET, a state-of-the-art vessel as the basis for our research into game and simulation-based learning. You have each been sent to construct your own understanding of gaming and learning to take back to your various institutions and stakeholders, so the outcome of your research will vary. However, working together with your Prometheus ET colleagues you will hopefully share experiences that stretch the bounds of our collective understanding of what role gaming and learning play in the future of education, how current tools can be brought to bear, and what pedagogical approaches look like. Our aim is to create a virtual space where this learning can exist. You are the pioneers.”
Changes to Current Curriculum Change of venue to Prometheus
Closed environment, safer scaffolding Better scripting Stronger environment for role-play CAVE Island is too expensive
Embedded labs and projects. Direct links from artwork and posters to quests New adventures
A weekly episodes to answer questions (i.e. “What characteristics of MMORPG’s does Gagne ignore)
New Tool
Explore
Drop Pods, for short away trip Explore the ship (15 minutes) Wrap up (this is deck 1) Bridge is on Deck 4
Change in Roles
Roles/Ranks Description Job Positions available
Captain Teacher Leadership n/a
1st Officer Student Leadership and support
1
2nd Officer Student Role-play leadership
1
Bridge Officer Student Leadership, support, study
3
Theorist Student Study and testing 5
Researcher Student Study and reflection
5
Research Assistant Student Study in support 5
* All participants will have the opportunity to fill roles of pilot, navigator, security, deck crew, engineering, etc. in the role-play activities. This new version will not differentiate people into permanent roles unless they request them.
Questions and Discussion