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2 Curious Chimeras present... models for Educational Practitioners Pedagogy & Play in Teaching Today Hello! We are the Curious Chimeras. We are here because we design playable experiences and create game worlds. You can find us on


  1. 2 Curious Chimeras present... models for Educational Practitioners Pedagogy & Play in Teaching Today

  2. Hello! We are the Curious Chimeras. We are here because we design playable experiences and create game worlds. You can find us on Facebook and Instagram: @curiouschimeras 2

  3. What We Do Products Events & Services Consultancy Tabletop roleplaying games Public games and Corporate team building; including standalone experiences; games for education; tabletop games and weekly game sessions; storytelling experiences derivative works customised game nights 3

  4. Meet Shao! Master of Arts from the Department of ➔ Southeast Asian Studies, National University of Singapore (NUS) Research: Community engagement, ➔ education and culture Master’s Thesis on tabletop role-playing ➔ games and their ability to engage, empower and educate Game designer at the National Institute ➔ of Education, designing and producing games for science education 4

  5. Meet Alanna! Master of Arts in Communication from ➔ Purdue University Research: Importance of play and the ➔ power of games; games & reality Master’s Thesis on community building, ➔ collaboration and sensemaking in alternate reality games General Paper and Project Work ➔ lecturer at Hwa Chong Institution (College) for seven years 5

  6. Today’s Discussion Playable Moments, Two Models of Pedagogy Learning Games in Teachable Moments and Play: Gamification Everyday Life and Simulation 6

  7. Playable Moments, Teachable Moments Understanding how Play can be a part of the classroom 7

  8. Why are gamers so motivated to do the things that they do? Why are they so engaged with games, and so eager to participate in their community? How can we tap into that for the greater good? What’s in a Game? What is Play? 8

  9. A Short Overview of Pedagogy and Play Gamification Game-based of Learning Learning Introduction of game mechanics Design and usage of games and elements into learning specifically for learning purposes environments 9

  10. A Short Overview of Pedagogy and Play Gamification of Learning “Making the classroom game-like” Game elements as motivational and facilitation tools 10

  11. A Short Overview of Pedagogy and Play Game-based Learning “Making games for the classroom” Different emphasis in different games Content Skills Perspective 11

  12. Playable Moments, Teachable Moments & Today’s Classrooms In today’s classrooms, we can draw from both aspects for our needs as educators: Gamification of Learning Game-based Learning Game elements in learning Create situations to practice environments to positively different skills and approaches motivate learners 12

  13. Pedagogy and Play in the Classroom 1. Gamification & 2. Simulation Game Mechanics & Game Experiences 13

  14. Two Models: Gamification & Simulation Gamification Simulation Games as means to teach about Usage of game mechanics and "worlds" of operational culture, elements to inspire motivation, providing simulation and scaffolding. encourage engagement and establish purpose. 14

  15. “ gamification gam· i· fi· ca· tion | \ ˌ gā-m ə -f ə - ˈ kā-sh ə n \ Definition of gamification : the process of adding games or gamelike elements to something (such as a task) so as to encourage participation - Merriam-Webster Dictionary 15

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  17. Character Choice Quest List Experience Bar 17

  18. Tutorials 18

  19. Immense Skill Tree 19

  20. Meaningful Choice 20

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  24. Some Game-like Elements Challenges Game narratives Points Meaningful choices Progress bars Starting with a tutorial Badges & Achievements Increasing task difficulty Leaderboards & High Scores Competitive Play 24

  25. http://fold.it 25

  26. Samsung Health 26

  27. Bringing it to the Classroom Thinking about setting and necessary skills/content transfer 27

  28. Some Limitations of Gamification Excludes storytelling methods and experiences ◍ Can be overly simplified ◍ 28

  29. “ simulation sim· u· la· tion | \ ˌ sim-y ə - ˈ lā-sh ə n Definition of simulation : the imitative representation of the functioning of one system or process by means of the functioning of another - Merriam-Webster Dictionary 29

  30. Model 2: Simulation of Experiences Humans make tools for the affordances - their ◍ range of possible meaningful interactions - that complement the abilities of our bodies and minds. Games are good tools for simulating ◍ experiences that are impractical or otherwise undesirable to enact in earnest. 30

  31. Examples of Simulated Experiences Flight Simulator at the Singapore Flyer 31

  32. Key Ideas of Simulation What are the human abilities at work when playing a game? Imagination Insight Curiosity When playing a game, people see possibilities as realities, consider the actions and experiences taken and are compelled to ask “what can go differently?” 32

  33. Key Ideas of Simulation What are the affordances of using a game as a tool? Safety Distance Ambience Allowing for lighter repercussions, less scrutiny from others and the possibility of learning from the environment. 33

  34. Optimal Conditions for Simulation of Experiences This requires buy-in ; the learners have to be ◍ invested/ have to want to learn In other words, this requires the learners to ◍ be active and to be agents in their own learning 34

  35. Linking the Two Models: A Possibility Motivation: gamification’s potential to ◍ develop/ provide motivation for players Consequences: games allow for players to ◍ explore consequences safely, to learn from success and failure Agency: motivated learners - with ownership ◍ of their experiences and actions - may thus gain stronger sense of agency and engagement in their lives 35

  36. 36 Saladin’s House of Wonders

  37. 37 The Cake is a Life

  38. Thanks for Playing! Any questions? You can find us at curiouschimeras.com alanna@curiouschimeras.com shao@curiouschimeras.com 38

  39. Further Reading Reality is Broken: Why Games Make us Better and How they Can Change the World - Jane McGonigal From Ritual to Theatre: The Human Seriousness of Play - Victor Turner The Player's Power to Change the Game - Ludic Mutation - Anne-Marie Schleiner 39

  40. References gamification. 2018. In Merriam-Webster.com . Retrieved 5 March, 2019, from https://www.merriam-webster.com/dictionary/gamification simulation. 2018. In Merriam-Webster.com . Retrieved 5 March, 2019, from https://www.merriam-webster.com/dictionary/simulation Flight Experience. Retrieved 10 April, 2019, from https://singapore.flightexperience.com.sg/ 40

  41. Credits Special thanks to all the people who made and released these awesome resources for free: ◍ Presentation template by SlidesCarnival ◍ Various design assets by Freepik and FlatIcon 41

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