The Game-based Learning TOOLKIT Mag. Alexander Pfeiffer, MA, MBA Dr. Nikolaus König Center for Applied Game Studies, Danube University Krems, Austria
Books & Literature 2
Books & Literature 3
Books & Literature Educational Topic 4
Books & Literature Educational Tool Educational Topic Competences 5
Movies & Audiovisual Media 6
Movies & Audiovisual Media Educational Tool 7
Movies & Audiovisual Media Educational Tool Educational Topic 8
Movies & Audiovisual Media Educational Tool Educational Topic Competences 9
Games / rule-based systems 10
Games / rule-based systems Educational Tool 11
Games / rule-based systems Educational Tool Educational Topic 12
Games / rule-based systems Educational Tool Educational Topic Competences 13
Educational Games
Games with Educational Potential
„Inappropriate“ Games
Effect Transfer
Escape
Play?
A Theory of Play and Fantasy (Gregory Bateson, 1955)
“play is a phenomenon in which the actions of ‘play’ are related to, or denote, other actions of ‘not play’.”
„Thus in giving expression to life man creates a second, poetic world alongside the world of nature“. Johan Huizinga, Homo Ludens (1938), p. 4
„The word, ‚cat‘, has no fur and cannot scratch“. Gregory Bateson, A Theory of Play and Fantasy (1955), p. 315
Direct
Direct
Abstract
Abstract
Indirect
Confrontation? Appropriation?
The Project 39
But how to... • …Enable Game-based Learning in educational practice? • …incorporate the media -specific properties of digital games? • …meet the needs of students ? • …help educators develop an according skill -set? 40
should we provide a catalog?? • top-down (who compiles it?) • unflexible (general suggestions are not helpful in specific situations) • item-oriented (I need to know WHAT TO DO with it first) 41
should we provide a catalog?? • top-down (who compiles it?) • unflexible (general suggestions are not helpful in specific situations) • item-oriented (I need to know WHAT TO DO with it first) 42
a dynamic online-platform • bottom-up: educators create their own Game-entries • Flexible and expandable, dynamic and discursive • offers guidance for location-specific application • Skill-oriented: and education tool for educators 43
a dynamic online-platform 44
a dynamic online-platform 2: retrieving Game-entries and GBL-Scenarios 1: Creating Game-entries and GBL-Scenarios 45
a dynamic online-platform ? 46
Dimensions 47
Dimensions 48
Didactic/pragmatic: Trigger and guide learning experiences Dimensions Media-specific/pedagogical: Identify learning-potential of specific games 49
The GBL Toolkit and its Categories
MDA
MDA Mechanics
MDA Mechanics Dynamics
MDA Mechanics Dynamics Aesthetics
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)
Form & Technology Technical Requirements Presentation Topic (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)
Form & Technology (Game Product) Content Setting Facts & Information Narratives (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)
Form & Technology (Game Product) Content (Game World) Mechanics Game System & Learning Core Mechanics Flexibility Experience (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics Cooperation vs. Verbs & Complexity Roles & Identity Competition (Game Actions) Aesthetics (Game Experience)
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics Taxonomy of experiential Reflecting on one’s own Gauging gaming experience possibilities of OTHERS gaming experiences (Game Experience)
Form & Technology Technical Requirements Presentation Topic (Game Product) Content Setting Facts & Information Narratives (Game World) Mechanics Game System & Learning Core Mechanics Flexibility Experience (Game System) Dynamics Cooperation vs. Verbs & Complexity Roles & Identity Competition (Game Actions) Aesthetics Taxonomy of experiential Reflecting on one’s own Gauging gaming experience possibilities of OTHERS gaming experiences (Game Experience)
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Thank You!
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