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COM 427 October 17

Learning from Games. COM 427 October 17. 1. “Under the right conditions, ____________, like sex, is biologically motivating and pleasurable for humans (and other primates).” cooking playing twerking learning.

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COM 427 October 17

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  1. Learning from Games COM 427 October 17

  2. 1. “Under the right conditions, ____________, like sex, is biologically motivating and pleasurable for humans (and other primates).” cooking playing twerking learning

  3. 2. Gee: “One key feature of the virtual characters and objects that game players manipulate is that they are _________’. The character the player controls – Lara Croft, for example – knows things the player doesn’t, for instance, how to climb ropes, leap chasms, and scale walls”. • smart tools • totally unrealistic • stereotypes • assemblages

  4. 3. Linderoth: “This paper criticizes the argument that video games by their nature are _________.” violent good learning environments good for you unrealistic

  5. 4. Linderoth argues that games may not be that great at letting players learn, despite claims to the contrary. What is the name of the theoretical perspective that he uses? Virtual sociology Make believe Ecological psychology Political economy

  6. Bonus What is the name of the games researcher whose work Linderoth specifically takes issue with? Helen Kennedy James P. Gee Robert L. Schrag EspenAarseth

  7. Upcoming work • PARATEXTUAL PRACTICES (Individual) • Due October 24 by 11:59 PM • Double up with the ‘Scavenger Hunt’ Journal and/or with Public Displays of Gaming • DESIGN DOCUMENT (Final project group) • Due October 31 by 11:59 PM • Class on October 29 will be given over to group-based work on this assignment

  8. There is a HUGE body of literature on the educational outcomes of gaming…. • - Foster leadership skills • - Help cultivate “technical registers” • - Teach domain-specific ‘content’ • (e.g. SimCityUrban Planning; Call of DutyWW2 History) • Develop spatial orientation & navigation abilities • Understand another perspective / point of view / experience None of these educational outcomes are “LITERAL”.

  9. Play ME Play Me play me play me PleeeeeeeeeeeEEEEEEEEase

  10. Games have to teach you how to play… TO THE EXTENT that the game’s processes are similar to other processes (whether in certain ‘real world’ contexts or in other games), the game may teach you something beyond how to play it

  11. http://www.comedycentral.com/video-clips/tceadl/chappelle-s-show-life-like-a-video-gamehttp://www.comedycentral.com/video-clips/tceadl/chappelle-s-show-life-like-a-video-game

  12. VS • Gee: ‘Good’ games are great at teaching you • You’re just good enough to get by; if you’re not, the game invites you to improve • Allow you to ‘pair up’ with an expert (characters as ‘smart tools’) • Don’t explain things to you (or at least not all at once); ‘just in time’ info • Let you practice before you are ‘tested’ • Linderoth: Games often hold your hand too much • Really powerful tools (characters, in-game resources) do all the work for us • GUI elements make our job of ‘reading the environment’ easier

  13. Blindness Moses Ifamose, Nijel Jones, Dakota Jakobi, TJ Matthews Starvation Lauren Magnum, Andrew Enloe, John Labelle, Sam Regalado Feed The World Cameron McCarty, Luke Nadkarni, Michael Atz, Harold S. Nunn Waking Up Hungry Christopher Nielson, Matt Horne, Conner Nordstrom, Scott McWhirter. Deceit William Jackson, Logan Sawyer, Alex Heisey Sound Guy Scott Shelton, Scott Hunter, Charlie Brewer, Ryan Butler Starving Artist Anna Wolfe, Matt Morelock, Shakil Jefferson, Daniel Gallagher Final project groups! • Focus on your CORE MECHANIC. • What EXPERIENCE are you creating; What will the player DO? • 2. How will you TEACH that mechanic? • No text allowed. • 3. How will you ensure BALANCE? • What will you do to encourage players to get better (Gee) without holding their hand (Linderoth)?

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