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Madrid 15-17 April 2013 European Commission Information Society and Media GaLA Game and Learning Alliance The European Network of Excellence on Serious Games SG Mechanics & Ontology WP2 T2.1 Theo Lim, Sandy Louchart, Alasdair Thin Heriot-Watt University t.lim@hw.ac.uk, S.Louchart@hw.ac.uk, A.G.Thin@hw.ac.ukt.lim@hw.ac.ukS.Louchart@hw.ac.uk A.G.Thin@hw.ac.uk 1
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Madrid 15-17 April 2013 European Commission Information Society and Media Activities for Year 3 5 Serious Games Mechanics (SGMs) –Building case studies towards a process for identifying SGMs –Focus on Narrative/Storytelling SGMs
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Madrid 15-17 April 2013 European Commission Information Society and Media Activities for Year 3 5 Case Study - Shortfall Question 1: Shortfall increased my knowledge of the automotive supply chain. Question 2: Shortfall increased my knowledge of supply chain management. Question 3: Shortfall increased my knowledge of manufacturing practices. Question 4: Shortfall increased my knowledge of environmentally benign manufacturing practices. Question 5: Shortfall helped me be more confident in my ability to lead others on a team. Question 6: Shortfall helped me to understand the importance of working collaboratively within a team. Question 7: Shortfall confirmed my preference to work individually when possible. Question 8: Playing Shortfall again would further increase my knowledge of environmentally benign automotive manufacturing.Question 9: Playing Shortfall again would further increase my ability to work on a team. Question 10: I would enjoy playing Shortfall in tandem with class lectures about environmentally benign manufacturing and/or supply chain management.
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Madrid 15-17 April 2013 European Commission Information Society and Media Activities for Year 3 5 Case Study - Shortfall We can therefore see that the LOs (based on the above questions cited in papers on Shortfall) are listed in LM-GM... LM: Participation (pertains to collaborative working), Generalisation/Discrimination (pertains to decision making), Identify/discover (pertains to increasing knowledge), plan/objectify (pertains to identifying trade-offs and therefore decision making), analyse (pertains to strategic thinking), assessment (pertains to understanding and current events). – GM: Role play (pertains to individual management and engagement within the team), collaboration (pertains to learning how to work in groups/teams), goods/information (pertains to understanding policies and impact), communal discovery (pertains to knowledge acquisition both individually and as a team), appointment (pertains to responsibility), strategy/planning (pertains to decision making), resource management (pertains to strategic thinking), pavlovian interactions (pertains to responding under operant schedules), status (pertains to achievement).
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Madrid 15-17 April 2013 European Commission Information Society and Media Activities for Year 3 5
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Madrid 15-17 April 2013 European Commission Information Society and Media Activities for Year 3 5 Serious Games Mechanics (SGMs) SGMs can be described in terms of Process, Structure and Purpose. Any SG element is designed for a reason and has a purpose with regards to a gaming experience. This purpose is achieve through a process in which activities, information or events represent the structural tangible elements of the overall element described. Game elements
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Madrid 15-17 April 2013 European Commission Information Society and Media Activities for Year 3 5 Narrative Serious Games Mechanics (SGMs) A SGM is identified as a narrative SGM (NSGM) when aspects of narrative/storytelling such as dialogue, plot events or character actions/behaviours are purposely used in order to achieve specific and identified pedagogical outcomes. A Narrative SGM is represented by a narrative element which contributes directly or supports indirectly identified pedagogical outcomes towards a successful SG gaming experience.
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Madrid 15-17 April 2013 European Commission Information Society and Media Example - NSGM - Exposure 5 Purpose Narrative SGM DescriptionGame purposeSG purpose ExposureThe plans for a SkatePark have been cancelled because of a big multinational wanting the land - It is important to demonstrate to the local authorities that the SkatePark is good for generating local businesses and need Entrepreneurs. In terms of game play this introduction is a classic example of exposure and serves to introduce a sequence of events leading to action being taken - In this case the player getting involved. Game Purpose - Play Motivation Game - The player is being told that Entrepreneurial activities are of benefit for local communities and the overall local economy. SG purpose - Information DiscourseThe game style is non- threatening and cartoonish. The characters address the player on a first person basis and are friendly and supportive. The purpose from a game perspective is to present the game as a non threatening experience. From a pedagogical perspective, the game is presented as a supportive, friendly and above all safe environment for one to experiment with business enterprising.
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Madrid 15-17 April 2013 European Commission Information Society and Media Example - NSGM - Exposure 5 Process & Structure ExperienceNarrative SGM Process Narrative Element DescriptionImpact DuringKnowledge transferInformation element The player is given information about his target audience (like local products) Game - Immediately indirect - helps to set the scene Could be direct if it influences the choice of company name in a subsequent action. Learning - Information communication DuringKnowledge transferInformation element The player is given information about financing Game - Direct as this will influence the player’s behaviour in choosing a financing mode. Learning - Information communication DuringDecision-makingInvitation to actThe player is invited to make a decision about financing Game - Direct as this will influence the setup of game activities and the player’s gaming experience. Learning - None DuringStory element ownership Invitation to author narrative element The player is invited to choose a name for his company Game - Direct as this will be used throughout the game to refer to the player’s identity. Learning - None
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Madrid 15-17 April 2013 European Commission Information Society and Media Collaboration 5 2.1 - 2.8 –SGM identification process for Narrative SGMs 2.1 - 2.6 –Identification of SGMs for Education role-play
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