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Shared Design Spaces: New Media, Games and Learning: New Media Centers June 2004 Vancouver, B.C.

Shared Design Spaces: New Media, Games and Learning: New Media Centers June 2004 Vancouver, B.C. Simon Fraser University. Jim Bizzocchi, School of Interactive Arts and Tech. Brad Paras, School of Interactive Arts and Tech. Dr. Dave Goodman, School of Kinesiology, P.I. Concussion Project

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Shared Design Spaces: New Media, Games and Learning: New Media Centers June 2004 Vancouver, B.C.

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  1. Shared Design Spaces:New Media, Games and Learning: New Media CentersJune 2004Vancouver, B.C.

  2. Simon Fraser University • Jim Bizzocchi, School of Interactive Arts and Tech. • Brad Paras, School of Interactive Arts and Tech. • Dr. Dave Goodman, School of Kinesiology, P.I. Concussion Project • Dr. David Kaufman, LIDC, P.I. SAGE Project

  3. Design Spaces • To design is “to turn existing situations into preferred ones…” - Herbert Simon • Are there relationships between the design of: • New Media • Games • Learning

  4. Overview • New Media Design • Relationship to Learning • Game Design • Games and Learning • SAGE Project • Concussion Project

  5. Some selectedNew Media Theorists • Jay David Bolter & Richard Grusin • Remediation • Lev Manovich • The Language of New Media • Janet Murray • Hamlet on the Holodeck

  6. Murray’s Propertiesof Digital Environments • Participatory • Procedural • Spatial • Encyclopedic

  7. Murray’s Pleasuresof Digital Environments • Immersion • Agency • Transformation

  8. New Media and Learning? • Multimedia Principle (R.E. Mayer, 2001) • Retention • Transfer • Seductive Details (Harp and Mayer, 1998) • interesting but irrelevant adjuncts inhibit learning

  9. Game Design • Rules of Play Katie Salen Eric Zimmerman MIT Press, 2003 • I have no words, I Must Design Greg Costikyan <www.costik.com/>

  10. Rules of PlayKatie Salen & Eric Zimmerman • A game is… • system • players • artificial conflict • rules • quantifiable outcome

  11. Rules of Play • The “Magic Circle” • Meaningful Play • Levels of Interactivity • Modes of Interactivity • Game Schema

  12. Rules of Play • The Magic Circle • “Lusory” attitude • commit to game experience and to the game-world • suspension of disbelief

  13. Rules of Play • Meaningful Play • Discernible • Integrated

  14. Rules of Play • Levels of Interactivity • interpretive interactivity • utilitarian interactivity • designed choice • macro-interactivity

  15. Rules of Play • Types of Interactivity • embedded • emergent

  16. Rules of Play • Game Schema • game as rule • game as play • game as culture

  17. Greg Costikyan:What is a game? • Decision making • Goals • Opposition • Managing Resources • Game Tokens • Information

  18. Greg Costikyan:What strengthens a game? • Diplomacy • Color • Simulation • Variety of Encounter • Positive Identification • Roleplaying • Socializing • Narrative Tension

  19. SAGE Project • Simulation and Advanced Game Environments • Health Sector Education • Project Leader: David Kaufman • Project Co-Leader: Louise Sauve • Fully bilingual national research network • 20 researchers, 10 universities, 15 partners

  20. SAGE Project • Two conceptual domains • Conceptual Foundations • Methodologies of Tools • Three structural domains • Games • Simulation-Games • Simulations

  21. SFU Concussion Project • SFU Kinesiology Department • Dave Goodman - P.I. - Kinesiology • Phil Winne - Education • Three Objectives: • Quantify • Assess • Educate

  22. SFU Concussion Project • Education: Test use of Electronic Games • Symptom Shock • Heads Up Hockey • Ice Hockey 3D

  23. SFU Concussion GameSymptom Shock • Tetris • Hockey scoring metaphor • Learning content not integrated into game mechanics

  24. SFU Concussion GameHeads Up Hockey • Single player game • Mimics 3-on-3 hockey • 2 roles: player and coach • Content built into game mechanics

  25. SFU Concussion GameIce Hockey 3D • 3-D first-person multi player hockey game • Mimics real hockey experience & POV • Content integrated into game play and representation

  26. Relevant models • Malone and Lepper (1987) • Challenge • Fantasy • Curiousity • Control • Csikzentmihalyi: Flow Theory • Challenge and Skill • If not in balance => anxiety or boredom • If balanced => State of Flow

  27. Issues - 1 • How can games and simulations support learning? • How do differing models and representations of games and simulations affect learning outcomes? • What is the role of narrative in: • Enhancing game play • Supporting Learning

  28. Issues - 2 • How to maintain game variables (challenge, balance, winning states) in educational context? • Should educational games incorporate the learning outcomes within the game design? • How can educators afford the development of well-designed learning games? • What are the appropriate roles for competition and for collaboration in educational gaming?

  29. Response • Other educators using games? • Critical issues? • Develop a broader discourse? • Jim Bizzocchi • jimbiz@sfu.ca • www.dadaprocessing.com

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