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“Levels Of Learner Activity: 10 Points For Gryffindor”
Alternate Reality Games for Training
Charles PalmerExecutive DirectorProfessor of Interactive MediaHarrisburg University of Science & [email protected]/in/charleslpalmer/http://www.slideshare.net/charlespalmerhu/
Andy PetroskiSr. New Product Development ConsultantCorporate FacultyHarrisburg University of Science & [email protected]/in/apetroski/http://www.slideshare.net/apetroski
www.gamificationforperformance.com Twitter: @ARGGamificationFacebook: https://www.facebook.com/gamificationforperformance
Buy on Amazon: http://amzn.to/1RKPfJN
What is your main reason for attending this webinar?
Want to learn more about learner activity
To learn about alternate reality games
Gain general ID knowledge
Sounds interesting
Keep up on new trends
Levels Of Learner Activity: 10 Points For Gryffindor
Levels of Learning Activity
Levels of Activity
and Interaction
Supporting Technologies
Creating Specific
Interactions
Feedback Mechanisms
Alternate Reality Games
ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of physical and online resources, collaboration among game players and critical thinking related to the storyline and problem-based activities.
Your triumphs will earn you points, any rule-breaking and you will lose points”
Examples
http://playgen.com/play/floodsim/
http:
//pl
ayge
n.co
m/p
lay/
flood
sim/
Examples
Examples
Examples
Levels of Participation and Activities
Participation Activities
Passive Reading, watching, collecting
Active Puzzles, short challenge questions, light research or collaboration, two-way digital communication
Immersive World building and customization, asset crafting, extensive communication
Info Info Activity Info Quiz
Levels of Interactivity in eLearning
Now talking about eLearning
Levels of Interactivity in eLearning
Passive Active Immersive
Current activity in eLearning
Designing with players in mind
Designing with players in mind
http://www.gamificationperformance.com/ils
Well-Rounded
Passive
ActiveImmersive
Moving from Passive to Active to Immersive
Used with permission
Moving from Passive to Active to Immersive
Passive Design Active Design Immersive DesignWatch an animation about addressing security threats along a network.
Answer a series of questions about addressing network security threats. Click on elements of the network diagram to discover information that will assist in answering the questions.
Review a network diagram and select points along the network where security should be increased. Read a short case study and review a completed diagram to inform your decisions. Compare your updated network diagram with those from other learners when complete.
Define
• Goals• Criteria• Scope
Design
• Story• Interactions• Platform
Deliver
• Final production
• Testing• Launch• Close
Develop
• Plan• Media assets• Implement
technologies
Putting it All Together
Review: Hurricane Kit
Define phase
• Goals• Introduce ARG concept• Have players learn from each other• Have players contemplate their personal preparedness
• Criteria• Short• Rich• Paper only
• Scope• 30 minutes• Single room• Teams or individuals
Review: Hurricane Kit
Design phase
• Experience• Individual experience (personalization)• Non-immersive, physical (immersion)• Players paid to attend (motivation)• Short experience with periods of inactivity (pacing)
• Story• Players should learn the importance of home preparedness
(outcomes)• Compare items to determine their importance during and
evacuation (challenges)• Coastal city, daytime, just before the storm (setting)• Weathercaster, Game master and players (characters)
Review: Hurricane Kit
Design phase
• Interactions• Group discussion• Searching• No conflict, no penalty• Engagement
• Timed events• Hidden clues• Group negotiations
• Platform• Paper items
• List for each table• Hidden Post-it note clues
• Computer for video playback
Review: Hurricane Kit
Develop phase
• Plan• Production schedule• Policy documents• Execution chart• Event timeline
• Create media assets• World• Story• Experience
• Implement technologies• Print• Create social media accounts• Install web technologies
• Hosting• Servers• Pages
Review: Hurricane Kit
Delivery phase
• Final production• Verify and install media assets
• Testing• Final testing for user experience• Initiate backup technologies
• Launch• Initiate starting event• Monitor
• Close• Debrief• Archive• Remove technologies
Story 1
1a
1b
1c
User Experience
Event 1 Event 2 Event 3
Event 1
Event 2aEvent 3
Event 4
Event 2b Event 5
Story 2
2a
2b2b1
2b2
2c
Story 3
3b
3c
3d3e
3a
Beat Sheet
ARx – Deep Sleep Initiativehttp://etc.cmu.edu/projects/arx/index.html
Beat Sheet
Beat Sheet
Feedback Mechanisms
Progress Indicators
Technology & Platforms
Questions?
ResourcesGamificationforperformance.com
ARGNet: http://www.argn.com/
Immersive Learner Type Surveyhttp://www.gamificationperformance.com/ils
Resources
Shrock’s Gearshttp://www.schrockguide.net/bloomin-apps.html
Conducttrhttp://www.conducttr.com/
North American Simulation and Gaming Association: http://www.nasaga.org/page/our-conferences
CUNY Games Festival: https://gamesfest2016.commons.gc.cuny.edu/
www.gamificationforperformance.com Twitter: @ARGGamificationFacebook: https://www.facebook.com/gamificationforperformance
Buy on Amazon: http://amzn.to/1RKPfJN