Presentation is loading. Please wait.

Presentation is loading. Please wait.

NLII2004 Michigan State Universitymindgames.msu.edu What Should Higher Education Learn from Games? Brian Winn Carrie Heeter Patrick Dickson Copyright 2004.

Similar presentations


Presentation on theme: "NLII2004 Michigan State Universitymindgames.msu.edu What Should Higher Education Learn from Games? Brian Winn Carrie Heeter Patrick Dickson Copyright 2004."— Presentation transcript:

1 NLII2004 Michigan State Universitymindgames.msu.edu What Should Higher Education Learn from Games? Brian Winn Carrie Heeter Patrick Dickson Copyright 2004. This work is the intellectual property of the authors. Permission is granted for this material to be shared for non-commercial, educational purposes, provided that this copyright appears on the reproduced materials and notice is given that the copying is by permission of the author. To disseminate otherwise or to republish requires written permission from the authors.

2 Michigan State Universitymindgames.msu.edu Why do we care about games? Engage today’s youth in learning Potential for new kinds of learning Harness addictive quality of gameplay Environments for research on learning Teach game design Tidal wave of interest by faculty Potential to transform culture, society, education

3 Michigan State Universitymindgames.msu.edu Today’s Interactions What is a Game What is an Educational Game Audience, Gender, Culture Fun Factor Quandary Integrating Games into Higher Ed Guided Brainstorm Idea Sharing

4 Michigan State Universitymindgames.msu.edu What is a Game? Definition of Play and Games Relation between Play and Games Mark Prensky, Digital Game-Based Learning, 2003

5 Michigan State Universitymindgames.msu.edu What is a Game? Rules Goals and Objectives Outcomes and Feedback Conflict, Competition, Challenge, and/or Opposition Interaction Representation/Story Mark Prensky, Digital Game-Based Learning, 2003

6 Michigan State Universitymindgames.msu.edu What is a Game? The Game of “Rock-Paper-Scissors” –Rules Say “1-2-3 Throw” On “Throw” show Rock, Paper, Scissors with hand signals Rock crushes Scissors, Scissors cuts Paper, Paper covers rock If tie, repeat –Goal Outwit your opponent with a throw that beats theirs –Outcome and Feedback Immediate visual feedback Outcome determined by rules and nature of play

7 Michigan State Universitymindgames.msu.edu What is a Game? The Game of “Rock-Paper-Scissors” –Conflict, Interaction, and Representation “ RPS is a decision making game of wits, speed, dexterity and strategy between players who are unable to reach a decision using other means. The result of a game is considered a binding agreement between the players. RPS is a game played by honorable people and therefore every effort should be made to commit to the outcome. The game is played by substituting the elements of: Rock, Paper and Scissors with standard hand signals.” World RPS Society

8 Michigan State Universitymindgames.msu.edu What is a Game? MMRPSG Massively Multiplayer Rock-Paper-Scissors Game Rock Paper Scissors

9 Michigan State Universitymindgames.msu.edu What is a Game? The “Magic Circle” of the Game Playing the Game Not Playing the Game

10 Michigan State Universitymindgames.msu.edu Why do YOU care about games? Introduce Yourself…

11 Michigan State Universitymindgames.msu.edu Game Genres Important classifications of digital game features Akin to Movie Genres Focus on nature of the 'activity’ Lets player know what to expect Gives publisher a target market Gives developer standard design patterns to follow

12 Michigan State Universitymindgames.msu.edu Strategy Turn-based RTS Modern Digital Game Genres Action FPS 2D Space Platform Games Side-Scrollers Fighting Classics RPG Single Player Multi-Player MMORPG E&B

13 Michigan State Universitymindgames.msu.edu Modern Digital Game Genres Construction Management Adventure Text-based Graphical Sports Player Management/Coach

14 Michigan State Universitymindgames.msu.edu Modern Digital Game Genres Casual Board games Card games Trivia/Game Show Puzzle Flight/Driving Arcade Sims Reality-based Sims

15 Michigan State Universitymindgames.msu.edu Process or Content as Goal? Educational Game Genres? It makes more sense to think of educational games in terms of pedagogy Didactic or Discovery Pedagogy Quiz Show vs. SimCity

16 Michigan State Universitymindgames.msu.edu Educational Game Genres? Process or Content as Goal? Didactic or Discovery Pedagogy What are games best for teaching?

17 Michigan State Universitymindgames.msu.edu Learning games should be audience-specific Educational Games are culture and age specific. Know your audience! Mark Prensky, Digital Game-Based Learning, 2003 Game Magazine/Culture

18 Michigan State Universitymindgames.msu.edu Game Culture: Your Study Abroad Know your customers! Understand your clients! What do you know about games? How does your knowledge differ from today’s students’? Developmental (age). Cohort (year of birth). Culture. On your way home: Give yourself a “junior year” abroad to study the game culture. Buy one gamer magazine. Read as if your intelligence on an exotic culture. Game Magazine/Culture

19 Michigan State Universitymindgames.msu.edu Games Disadvantage Females Today’s games are not girl-friendly. Most computer games today are designed by men for boys and men. They often have subject matter of interest to boys, or feature styles of interaction known to be comfortable for boys. American Association of University Women, 2000

20 Michigan State Universitymindgames.msu.edu Gender Inclusive Game Design? MOTIVATION FOR PLAYING winning is often not enough of a reward. Wants to accomplish something rather than win, something mutually beneficial and socially significant winning is enough motivation CONSEQUENCES FOR MISTAKES wants errors forgiven, continue game from that point wants punishment for errors, have to start over Sheri Ray (2004): Gender Inclusive Game Design: Expanding the Market F M F M

21 Michigan State Universitymindgames.msu.edu Girls as Designers Dr. Evil Stinky and the Poison Cake

22 Michigan State Universitymindgames.msu.edu Play factors take precedence over teaching??? It must first be a great game, and only then a teacher. Mark Prensky, Digital Game-Based Learning, 2003

23 Michigan State Universitymindgames.msu.edu The Fun Factor Quandary Can a learning game include fantasy? Stealth learning or overt teaching? Is it ever ok to include aliens or magic? How important is fun?

24 Michigan State Universitymindgames.msu.edu Commercial Games Commercial games are hard to harder to learn. Playing time is long and requires reading & keyboarding Most involve combat and competition but half also extensively involve altruism. World-building is almost always part of the game. Social interaction is more common, as are discovery and exploration, thrill of danger/high stakes, a sense of personal power, teammates and opponents to compete/cooperate with Commercial games are science fiction in the distant future In commercial games it is never clear what few aspects of the game are real science

25 Michigan State Universitymindgames.msu.edu Educational Games Educational games are easier to learn, less complex, shorter, and less challenging to play than commercial games They involve less reading, less social interaction, and no typing or other use of the keyboard They include 30% fewer forms of fun Educational games are more grounded in reality, less imaginary and less imaginative Educational games are science fact and they avoid leaps of imagination into fantasy or science fiction. They are carefully set within the bounds of what is likely to be possible someday

26 Michigan State Universitymindgames.msu.edu Designing Games for Higher Education Supplementary or integral part of course? In class, in lab, or at home? Duration: 1 class or entire semester?

27 Michigan State Universitymindgames.msu.edu Prelude to Brainstorm Contemporary digital games do not even begin to scratch the surface of how the game form might influence every aspect of human culture and behavior. Emma Wescott, Zero Games Studio

28 Michigan State Universitymindgames.msu.edu Guided Brainstorming Grouping Break into 2 or 3 groups per table At least one “content expert” in the group Brainstorm Process (see worksheet) Freeform - skip Pedagogy - 8 minutes Scope and Resources - 2 minutes Game Elements - 15 minutes Prepare Poster - 5 minutes Poster Walk - 10 minutes

29 Michigan State Universitymindgames.msu.edu Thank You! mindgames.msu.edu summary, resources, further discussion


Download ppt "NLII2004 Michigan State Universitymindgames.msu.edu What Should Higher Education Learn from Games? Brian Winn Carrie Heeter Patrick Dickson Copyright 2004."

Similar presentations


Ads by Google