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COMP 585/185: Serious Games. learning. Experiential learning used to build mental models in long-term memory Extend learning by using models to create hypotheses and run simulations. learning. Goal directed Immediate feedback Repeated experiences

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  1. COMP 585/185: Serious Games learning

  2. Experiential learning used to build mental models in long-term memory • Extend learning by using models to create hypotheses and run simulations learning

  3. Goal directed Immediate feedback Repeated experiences Interpreting experiences and analyzing failures Sharing and mentoring Good learning Experiences

  4. What is science about? • Deducing unknown rules • How do you play a game? • Deduce unknown rules • What is the scientific method? • Make a hypothesis • Test it • How do you beat a boss? • Guess what might beat him • Test it Learning the Scientific Method Steinkuehler

  5. James Gee Learning properties of games

  6. Learning how rules can be used • Both built-in rules and emergent properties for one’s advantage • Problem solving with self-interest (self-established goals) to accomplish goals to which one is personally and emotionally attached • Emotional attachment increases learning Psyching out rules

  7. Control • Movements and actions at a fine-grained detailed level gives rise to embodied intimacy • Single avatar: personal attachment or power and vision • Broader reach: less intimate, more powerful microcontrol

  8. Beneficial cognitive effects Body extends as far as you have control Can get it both from avatar or god-view Importance of microcontrol

  9. Mechanisms • Affordance: needed tools or resources • Effectivity: skill to use • Learning is finding and using the matches • Interpret world to find • See the artifacts • Unlike the real world, the novice gets to have skills Effectivity-affordance matches

  10. Learning from concrete experience Extrapolating to more general and abstract Need both concrete experience and abstract view and opportunities to interpret Models: extract key components and deep meaning Games: remove eye-candy to reach concepts Simulations differ in veracity and importance Modeling

  11. Designed story: player-enacted trajectory Trajectory makes it different and personal Replayability Player-enacted stories

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