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EDUCATORS AS GAME
DESIGNERS
Dr. Bernard Bull
@BernardBull
Bernard.Bull@cuw.edu
What is a Game?
What is a Game?
"When you strip away the genre differences
and the technological complexities, all games
share four defining traits: a goal, rules, a
feedback system, and voluntary
participation.
 Jane McGonigal
Educators as Game Designers Workshop - 1
A friend and the
flight simulator
...how many educators are able
to keep the undivided attention of
5th graders multiple hours straight
without a break...and yet video
games manage to do so...
Four Distinct Categories
 Games in Education
 Repurposing non-educational games for educational purposes
 Gameful Learning
 Taking inspiration from how good games function
 Gamification
 Using game features in non-game environments
 Game-based Learning
 Designing games that are intended to achieve one or more learning goals
Four Distinct Categories
 Games in Education - Minecraft
 Repurposing non-educational games for educational purposes
 Gameful Learning
 Taking inspiration from how good games function - Gradecraft
 Gamification
 Using game features in non-game environments - Fitbit
 Game-based Learning
 Designing games that are intended to achieve one or more learning goals
- Politicraft
 Constant Feedback in Easy to Understand Formats
 It Doesnt Choose the Goals forYou
 It Suggests Goals By Rewarding Certain Accomplishments
 It DoesntTellYou How to Step,When to Step, orWhere to Step
 The Online System Facilitates User-generated Interest Groups
 The Online System Has a Built-in Space for Journaling
Why does Fitbit work?
What are the game features that make
Angry Birds engaging?
 Set a Clear Goal and Expect 100% Mastery
 Reward Reaching the Goal with a New Challenge
 Allow an Unlimited Number of Attempts
 Provide the Player/Learner with the Flexibility of Reaching the Same Goal
 Provide FeedbackThat Goes Beyond SimplyWhether or NotYourAchieved the Baseline Goal at Using
Different Strategies
 Blend Repetition with Novelty &Variety
 Engage Multiple Senses
 Scaffold the Challenges, but Provide Easy Stages for Review
 Performance on the Original Baseline Goal Is ConstantThroughout the Game
 You Can Replay Any PastTheme
Why do games
keep people so
engaged?
Games and Learning
 Learning by doing
 Learning by thinking and strategizing
 Learning by collaborating
 Learning by establishing shared values
 Learning by persistent engagement
 Learning by experiencingbeing immersed in a role, being bound to the rules and values
of an environment (situated learning!)
Mih叩ly Cs鱈kszentmih叩lyi - Flow
1. Clear goals
2. High concentration on a limited area
3. Losing yourself in the activity
4. Lose track of time
5. Direct and immediate feedback
Cs鱈kszentmih叩lyi, M. (1996), Creativity: Flow and the Psychology of Discovery and Invention, New York: Harper.
Mih叩ly Cs鱈kszentmih叩lyi - Flow
6. Not too hard and not too easy
7. Sense that, I am in control of the situation.
8. Intrinsically rewarding
9. Dont notice bodily needs
10. Absorbed and fully focused on a specific activity
Cs鱈kszentmih叩lyi, M. (1996), Creativity: Flow and the Psychology of Discovery and Invention, New York: Harper.
Technology is Optional
 Mock court room
 Play the role of scientists studying the local wetlands and giving a report to the town board
 Newspaper staff serving different roles that help them learn about photography, editing,
writing, etc.
What if I want to
create my own
educational
simulation?
Educators as Game Designers Workshop - 1
Killers hit
people with
them.
Diamonds are
always seeking
treasure.
Explorers dig
around for
information.
Socializers
empathize with
other players.
Richard Bartle (1996), "Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs," http://www.mud.co.uk/richard/hcds.htm
What Type of Gamer are You? - http://www.neowin.net/forum/topic/792082-bartle-gamer-psychology-quiz-what-kind-of-gamer-are-you/
Gamified Learning Questions for
Educators
1. How can I make the learning pleasantly frustrating?
2. What if I gave quests and challenges instead of assignments?
3. What if I created a plan for constant and frequent feedback apart from grading?
4. What if I gave experience points, badges or titles to recognize achievement?
5. What if I rewarded success with a more difficult challenge?
6. What if I rewarded risk-taking, creativity, experimentation and strategic thinking?
7. What if I gave the learner/player the ability to customize the learning experience to match their needs,
preferences and style?
8. What if I require the learner/player to take constant action?
9. What if I expected learners to preform their way to competence?
10. What if I aimed for flow?
The Future
1. Video games / simulations will have a significant impact upon learning in the next 5
years that will be verified by hard data.
2. Games and simulations will transform learning in the next 10-15 years.
3. Institutions prepared to develop and use these simulations will have an edge.
4. There will be need to teach with, develop, and learn from these games and simulations.
Our whole life is solving puzzles.
-Erno Rubik
EDUCATORS AS GAME
DESIGNERS
Dr. Bernard Bull
@BernardBull
Bernard.Bull@cuw.edu

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Educators as Game Designers Workshop - 1

  • 1. EDUCATORS AS GAME DESIGNERS Dr. Bernard Bull @BernardBull Bernard.Bull@cuw.edu
  • 2. What is a Game?
  • 3. What is a Game? "When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation. Jane McGonigal
  • 5. A friend and the flight simulator
  • 6. ...how many educators are able to keep the undivided attention of 5th graders multiple hours straight without a break...and yet video games manage to do so...
  • 7. Four Distinct Categories Games in Education Repurposing non-educational games for educational purposes Gameful Learning Taking inspiration from how good games function Gamification Using game features in non-game environments Game-based Learning Designing games that are intended to achieve one or more learning goals
  • 8. Four Distinct Categories Games in Education - Minecraft Repurposing non-educational games for educational purposes Gameful Learning Taking inspiration from how good games function - Gradecraft Gamification Using game features in non-game environments - Fitbit Game-based Learning Designing games that are intended to achieve one or more learning goals - Politicraft
  • 9. Constant Feedback in Easy to Understand Formats It Doesnt Choose the Goals forYou It Suggests Goals By Rewarding Certain Accomplishments It DoesntTellYou How to Step,When to Step, orWhere to Step The Online System Facilitates User-generated Interest Groups The Online System Has a Built-in Space for Journaling
  • 11. What are the game features that make Angry Birds engaging?
  • 12. Set a Clear Goal and Expect 100% Mastery Reward Reaching the Goal with a New Challenge Allow an Unlimited Number of Attempts Provide the Player/Learner with the Flexibility of Reaching the Same Goal Provide FeedbackThat Goes Beyond SimplyWhether or NotYourAchieved the Baseline Goal at Using Different Strategies Blend Repetition with Novelty &Variety Engage Multiple Senses Scaffold the Challenges, but Provide Easy Stages for Review Performance on the Original Baseline Goal Is ConstantThroughout the Game You Can Replay Any PastTheme
  • 13. Why do games keep people so engaged?
  • 14. Games and Learning Learning by doing Learning by thinking and strategizing Learning by collaborating Learning by establishing shared values Learning by persistent engagement Learning by experiencingbeing immersed in a role, being bound to the rules and values of an environment (situated learning!)
  • 15. Mih叩ly Cs鱈kszentmih叩lyi - Flow 1. Clear goals 2. High concentration on a limited area 3. Losing yourself in the activity 4. Lose track of time 5. Direct and immediate feedback Cs鱈kszentmih叩lyi, M. (1996), Creativity: Flow and the Psychology of Discovery and Invention, New York: Harper.
  • 16. Mih叩ly Cs鱈kszentmih叩lyi - Flow 6. Not too hard and not too easy 7. Sense that, I am in control of the situation. 8. Intrinsically rewarding 9. Dont notice bodily needs 10. Absorbed and fully focused on a specific activity Cs鱈kszentmih叩lyi, M. (1996), Creativity: Flow and the Psychology of Discovery and Invention, New York: Harper.
  • 17. Technology is Optional Mock court room Play the role of scientists studying the local wetlands and giving a report to the town board Newspaper staff serving different roles that help them learn about photography, editing, writing, etc.
  • 18. What if I want to create my own educational simulation?
  • 20. Killers hit people with them. Diamonds are always seeking treasure. Explorers dig around for information. Socializers empathize with other players. Richard Bartle (1996), "Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs," http://www.mud.co.uk/richard/hcds.htm What Type of Gamer are You? - http://www.neowin.net/forum/topic/792082-bartle-gamer-psychology-quiz-what-kind-of-gamer-are-you/
  • 21. Gamified Learning Questions for Educators 1. How can I make the learning pleasantly frustrating? 2. What if I gave quests and challenges instead of assignments? 3. What if I created a plan for constant and frequent feedback apart from grading? 4. What if I gave experience points, badges or titles to recognize achievement? 5. What if I rewarded success with a more difficult challenge? 6. What if I rewarded risk-taking, creativity, experimentation and strategic thinking? 7. What if I gave the learner/player the ability to customize the learning experience to match their needs, preferences and style? 8. What if I require the learner/player to take constant action? 9. What if I expected learners to preform their way to competence? 10. What if I aimed for flow?
  • 22. The Future 1. Video games / simulations will have a significant impact upon learning in the next 5 years that will be verified by hard data. 2. Games and simulations will transform learning in the next 10-15 years. 3. Institutions prepared to develop and use these simulations will have an edge. 4. There will be need to teach with, develop, and learn from these games and simulations.
  • 23. Our whole life is solving puzzles. -Erno Rubik
  • 24. EDUCATORS AS GAME DESIGNERS Dr. Bernard Bull @BernardBull Bernard.Bull@cuw.edu