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Games+Learning+Society
    University of Wisconsin-Madison
     http://www.glsconference.org
AUGMENTED REALITY
              GAMING
• Local   Games Lab

• Place-Based Adventures

• ARIS: Engine   Project

• ARIS: Game     Development

• MML: Community      Building
INFORMAL LEARNING
        • Pop.Cosmo: WoW        Boys
        • Pop.Cosmo: Tech     Savvy Girls
        • Pop.Cosmo: WoW        Science
        • Competitive     Fandom
        • Music/Rhythm     Studies
        • Immersive     Literature Project
        • Critical   and Ethical Reasoning
DIGITAL LITERACIES

• Youth     Film Making

• Digital   Poetry

• MML: Emergent Youth

• Media     Literacy & Youth

• New   Literacies in High School

• After-School    Game Clubs
LEADERSHIP AND PRACTICE
• SLG: Interactive   Narratives

• SLG: Teacher     Evaluation
 Tools

• SLG: Instructional   Lead.
 Game

• The   Kid Grid

• MMOs    Leadership Studies
GAMES AND FORMAL
             LEARNING
• MML: Classroom    Lessons
• CivIII: YLA, After-School, FLVS
 Curriculum Development
• WCATY World      History
• Language   Development
• PEOPLE   Program
• Urban/Hip-Hop    Games
GAME DESIGN

• Gamestar   Mechanic

• Gamers   as Designers

• Mad   Designers

• ARIS: Gamejams
 arisgames.org
Games+Learning+Society
    University of Wisconsin-Madison
     http://www.glsconference.org
winning at losing
how do they do it?
Tomb Raider Video
Leroy Jenkins Clip
from Mark Chen
  Summer ’08
‘looped’ play
feedback loops
feedback loops
feedback loops
feedback loops
  life bars           advisors

  scoring (top ten)   audience

  events/pop-ups      peers
vu




Multiple models of feedbck
vu




Multiple models of feedbck
iStan
iStan
feedback loops
feedback loops
  life bars           advisors

  scoring (top ten)   audience

  events/pop-ups      peers
educational implications
educational implications
   life bars           advisors

   scoring (top ten)   audience

   events/pop-ups      peers
educational implications
   progress bars   teach to actions

   recognition     expert attention

   just-in-time    cooperative ed
educational implications
   progress bars   teach to actions

   recognition     expert attention

   just-in-time    cooperative ed
educational implications
 progress bars       teach to actions

 recognition         expert attention

 just-in-time        cooperative ed


                 ‘cheats’ access
educational implications
 progress bars        teach to actions

 recognition          expert attention

 just-in-time         cooperative ed

 ‘cheats’ access

                   massive data
educational implications
 progress bars         teach to actions

 recognition           expert attention

 just-in-time          cooperative ed

 ‘cheats’ access       massive data


                   narrative
educational implications
 progress bars           teach to actions

 recognition             expert attention

 just-in-time            cooperative ed

 ‘cheats’ access         massive data

  narrative
                   flow
educational implications
 progress bars     teach to actions

 recognition       expert attention

 just-in-time      cooperative ed

 ‘cheats’ access   massive data

  narrative         flow
classrooms
classrooms
Differentiated
Instruction
Continuum
Assessment
Massive Data and
Feedback (IEP)
Game Mechanics
Audience
Connected
www.mobilemedialearning.org




www.mobilemedialearning.org
winning at losing
Seann M. Dikkers
http://web.me.com/seanndikkers/




sdikkers@gmail.com

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Research Overview at UW-Madison in GLS group

Notas del editor

  1. ...our question is How? and maybe seeing a vision for learning based on play and loss mechanics.
  2. 4) Perception of “Losers” Images of gaming and loss in popular culture... Are there other models? What might productive losers look like? Current research suggests other images
  3. impending loss
  4. Redundant, ever increasing “impending loss” games. $ limitations Limited audience (King of Kong) “Heavy” Penalty... and then...
  5. Redundant, ever increasing “impending loss” games. $ limitations Limited audience (King of Kong) “Heavy” Penalty... and then...
  6. Replayability Endless “lives” Shift in how we “die” in games
  7. Feature --> Standard/norm Semiotic system or part of the discourse.
  8. Feature --> Standard/norm Semiotic system or part of the discourse.
  9. Feature --> Standard/norm Semiotic system or part of the discourse.
  10. Feature --> Standard/norm Semiotic system or part of the discourse.
  11. Feature --> Standard/norm Semiotic system or part of the discourse.
  12. Feature --> Standard/norm Semiotic system or part of the discourse.
  13. Feature --> Standard/norm Semiotic system or part of the discourse.
  14. Pause/Saving the game Provided for partitions to the learning experience. +narrative +Cut scenes +Identity
  15. Pause/Saving the game Provided for partitions to the learning experience. +narrative +Cut scenes +Identity
  16. Pause/Saving the game Provided for partitions to the learning experience. +narrative +Cut scenes +Identity
  17. Developed, even funny death sequences as part of the game but this meant you had to be able to “save”!
  18. importance of interrupted time in learning (sid Meyer) RTS, Shooters, and “phases” of game play cycle endlessly (most popular games) Highlighting engaging content, and reducing tedium with each release
  19. importance of interrupted time in learning (sid Meyer) RTS, Shooters, and “phases” of game play cycle endlessly (most popular games) Highlighting engaging content, and reducing tedium with each release
  20. Part of the language of students today Creates a “balance mechanic” vs. “win”-”loss” Allows for complexity...
  21. video on Zoo Tycoon
  22. for ed, we can replace these strategies with classroom ones... ...plus add a couple
  23. for ed, we can replace these strategies with classroom ones... ...plus add a couple
  24. for ed, we can replace these strategies with classroom ones... ...plus add a couple
  25. for ed, we can replace these strategies with classroom ones... ...plus add a couple Good teachers have done these things forever We’re just starting to make applications that can do these things digitally.
  26. for ed, we can replace these strategies with classroom ones... ...plus add a couple Good teachers have done these things forever We’re just starting to make applications that can do these things digitally.
  27. for ed, we can replace these strategies with classroom ones... ...plus add a couple Good teachers have done these things forever We’re just starting to make applications that can do these things digitally.
  28. for ed, we can replace these strategies with classroom ones... ...plus add a couple Good teachers have done these things forever We’re just starting to make applications that can do these things digitally.
  29. for ed, we can replace these strategies with classroom ones... ...plus add a couple Good teachers have done these things forever We’re just starting to make applications that can do these things digitally.
  30. for ed, we can replace these strategies with classroom ones... ...plus add a couple Good teachers have done these things forever We’re just starting to make applications that can do these things digitally.
  31. for ed, we can replace these strategies with classroom ones... ...plus add a couple Good teachers have done these things forever We’re just starting to make applications that can do these things digitally.