Gaming Technology in the Classroom
Transcription
Gaming Technology in the Classroom
Entertainment and Arts Management Program Program Director: Larry Epstein Presented by: Dr. Xela Batchelder Understanding our Digital Students “Mini” games and “Complex” games Touring Class Problem Touring Board Game Problem Process of creating a computer game Resources / Games for other programs Game research in Entertainment and Arts Management Program by Larry Epstein (Performing Arts Department, Westphal College) DIGITAL NATIVE Digital Native Ian Jukes Neo-Millennial learning styles Dieterle-Dede-Schrier Digital Immigrant Ian Jukes Screenagers DFL (Digital as a First Language) (Prensky) Native Learners DIGITAL Vs. IMMIGRANT Teachers (Prensky) Ian Jukes Parents Digital as a Second Language Grew up in digital world – never without cell phones, internet, etc. 24/7/365 world Both parents work – Gadgets as Babysitters Role models and social skills through digital means As comfortable with screen to screen relationships as face to face 82% play video games, average of 8.2 hours a week, 70% of dollars spent by children and teenagers on electronic games 600 TV channels, 10,000 radio stations, trillions of internet sites TWITCH SPEED (Prensky) – children accept as normal instantaneous access to information, goods and services – expect to communicate with anyone, anywhere (globally) at anytime (day or night) MTV isn’t multimedia for this generation it is monomedia (Dr. David Thornburg) Used to simultaneous images, texts and sounds, because it can portray more information in a shorter time period Passive Viewing does not cut it anymore – They expect, want and need interactive information, interactive resources, and relevant real life experiences Does not apply just to North America Even in countries that have not changed in hundreds of years, the children still have access to digital media Just like an immigrant to who need to reside in the country to learn the language, customs and culture, we need a more than superficial understanding of the digital landscape. We need a deeper understanding of the language, customs, culture and learning styles of our students. Students hear our Digital Accents (We’re digital as a Second Language DSL) Brains of the digital generation continue to change physically and chemically – They are actually wired differently than our generation Particularly enhancing visual memory and visual processing skills The natives’ brain processes information differently than the immigrants’ brain Article entitled: In Educational Games, Complexity Matters Mini-games are Trivial - but “Complex” Games Are Not An important Way for Teachers, Parents and Others to Look At Educational Computer and Video Games Ludology = study of games History of non-sports games before 1981 mostly board or card games to distract or play for a few hours (a few exceptions such as Bridge or Chess were played more seriously) Last popular board game in 1980s was Trivial Pursuit - learned “trivial” facts if anything Monopoly – some economic lessons learned MINI-GAMES 2 hours or less to play Single challenge Treat one subject, puzzle or gameplay type in a small way Good for relaxation or breaks COMPLEX GAMES 8 hours and up (100) Sophisticated mixture of difficult challenges that typically intertwine and support each other Have several minigames embedded in them for specific learning purposes Good for exercising the brain making specific points Motivation to practice particular focused skills Relaxation or breaks Most educational Games = Mini-Games because they are designed by Digital Immigrants who understand games this way… “game” = mini games or trivial distractions Computer Games Often computer versions of card or board games: scrabble, solitaire, Monopoly, Clue (all mini games) Educational Computer Games – Carmen Sandiego, Oregon Trail, Math Blaster simple games, teaching basic facts, over short time periods When Digital Immigrant thinks of GAMES – they think of MINI-GAMES Computer Games (almost new species of game) Digital Immigrants – never seriously played Require hours of concentrated attention to master Require enormous amounts of skills, effort, and most important to us… LEARNING Which is great because… Multiplayer Creative Collaborative Challenging Competitive COMPLEX! Learn a wide variety of often new and difficult skills and strategies Master these skills and strategies (by advancing “levels”) Often requires outside research and collaboration with others while playing Make large number of decisions What is it about them that makes them want to play for 100+ hours? Most important feature (cited by players) is “leveling-up” or getting to the next level Emotionally this means feeling yourself getting better at the game They love the feeling of mastery over something difficult and complex (How we feel improving in our sports, hobbies or jobs) Games must balance between “I give up” and “I’m not challenged at all” Artificial Intelligence is used in games to keep people with different individual “Flow Zones” in the right zone Goals that players want to achieve Goals are determined at different levels Not “learning geometry” But “be the hero” or “the entire span of human history is in your hands” Short term goals – I need to find X Medium term goals – finishing a level Long term goals – beat or win the game or reach very high levels Some – allow player to provide goals – Goals we set or ourselves are often the ones we are most motivated to reach! (The Sims) Don’t judge potential of FUTURE educational games on mini games you have seen Must distinguish between Mini Games & Complex Games Mini Games are Trivial Complex games are great teachers To understand what complex games are capable of Importance of building a network to make booking easier? Decision Making? Best financial choice for the show? Cost of a zig-zag Waiting for a better offer or not Best marketing choice for the show? Better to get a show in that city and lose money? Plays in about 1 hour and 30 minutes Only could deal with booking the shows, and the simplified financial consequences Really only taught a few basic concepts Building up contacts through networking and marketing Keeping a tour as tight as possible Consequences of turning down too many bookings, or not enough Consequences of empty days without performances The Board Game did a better job than a Lecture, but… During the creation of the board game, I had to ditch a list of other goals – especially all those after the tour starts But the computer game offered the potential for More complexity Better simulation (feel like you’re really booking shows) More consequences for decisions More IF – THENs Additional Levels (next > managing the tour AFTER you book) Find organization or someone to work with Ideally someone that can take your basic ideas and expand on them without every detail from yourself (you have to teach too!) Get them to understand your goals and objectives Not as easy as it sounds Board game was helpful for us, now challenge will be in adding all the complexities Write / conceive of all the variables (start small you can always add complexity, but your base needs to be able to accommodate new complexities) Characters Goals Scenarios Possible outcomes IF/ Then Scenarios Plot Mathematical Formulas Design Visuals Design Audio http://nobelprize.org/educational_games/ http://www.filamentgames.com/home http://www.thinkingworlds.com/ http://serc.carleton.edu/introgeo/games/digig bl.html Roller Coaster Tycoon 3 Capsim Capitalism II TV Tycoon Great Cities Cinema Tycoon The Turnaround Game Money Means Business Bizz Fun Quandary Second Life Hotel Giant Restaurant Empire TV Station Manager Hollywood Mogul 3 The Movies Hollywood Mogul 3 Great Cities TV Station Manager The Movies Cinema Tycoon