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Josephine Dorado                      Immersive Learning:
#TechCamp Mumbai, February 2013
Twitter: @funksoup www.funksoup.com       Tying Virtual to Real
Over 80 million
Virtual goods  Real-world relief




                     Players raised over
                   $1.5 million in just five
                            days
Foldit: crowdsourcing health solutions
gamers deciphered the structure of an enzyme of an
This Spartan Life
What do these experiences have
in common?

      Collaboration
       Immersion
Tying online actions to ‘real
          world’
What do these experiences have
in common?

      Collaboration
       Immersion
Tying online actions to ‘real
          world’

    Deep engagement
Immersive Learning

 integrative approach
 collaborative processes
 physical and online
 presence

 examples:
 games, virtual worlds, blended
 learning, mixed reality,
 augmented reality
Game culture
There’s a reason our desktops look like this
Because we really want this…
Our brain thrives in 3D
Key ingredients

 the game keeps people interested:
 persistent, episodic

 the virtual world platform =
 immersive

 the NGO community that evolves
 around the social actions –
 connects it to the feel-good factor
 and sustains it
Consent!
Genome Island
Taking it to the ‘real’ world
Mapping real-world actions to games
Transmedia storytelling
Breakthrough’s America 2049
DIY mobile storytelling




        http://7scenes.com
http://gamesforchange.org
Hard Fun                                               Easy Fun
Master                                                 Chase Wonder
Challenges                                             Curiosity
Frustration                                            Wonder
Fiero                                                  Surprise




People Fun                                             Serious Fun
Work Together                                          Create Meaning
Amusement Amici                                        Excitement

  Interaction Unlocks Emotion
Admiration Ameiro                                      Relaxation
Schadenfreude                                          Values

            http://4k2f.com
  Game Design Create Engagement with Emotion and Fun




    Four keys to fun and engagement
WoW
Online == Offline Collaboration
 Strangers in the fight
 Structured collaborations with
 friends and strangers
   Parties, raids, friends list;
   guilds, battlegrounds, duels
   and trades
 Random acts of fun
Epic win recipe
4 Keys to Fun http://4k2f.com
Gamebuilding platforms




   encouraging creative problem-solving
        & social entrepreneurship
http://gameful.org
International exchange
Cultural awareness
Inspiration
Knowledge
                   Tolerance




       Curiosity
Not everybody can go abroad




                        Problem
Virtual cultural exchange
Playback Theatre
Opening the window
Opening the window
Mixed reality
Exploring identity
Exploring communities
Mixed reality dance
Differences…




               and sameness
Immersive identity
#IdentityMashup
Movement games




        Immersive identity
Collaboration through movement
Collaboration through movement
Failure is good
Josephine Dorado
#TechCamp Mumbai
www.funksoup.com
josephine@funksoup.com Twitter: @funksoup
Josephine Dorado                      Immersive Learning:
#TechCamp Mumbai, February 2013
Twitter: @funksoup www.funksoup.com       Tying Virtual to Real

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Immersive Learning: Tying Virtual to Real

Notas del editor

  1. image sources: social media map edited into globe in hands social media map: http://xkcd.com/802/ globe in hands: http://www.flickr.com/photos/charamelody/4546946888/
  2. This probably looks familiar – can someone tell me what it is? It’s Farmville, a social game played mainly within Facebook - now played by over 80 million people [population of Vietnam, Egypt, Germany] Source: http://www.joystiq.com/2010/02/20/farmville-community-surpasses-80-million-players Image source: http://www.flickr.com/photos/grahamstanley/4262900832/
  3. Twelve hours after the earthquake struck Japan on Friday, March 11 th , 2011, Zynga launched in-game initiatives that made donations possible across a number of our most popular games, including Farmville. Zynga asked its FarmVille players to pitch in and help by making donations in the form of purchasing a special permit to grow an exclusive Daikon crop. 100% of all the went to Japan’s Save the Children Earthquake Emergency Fund . Players raised over $1.5 million in just five days.
  4. Fold it – a game that crowdsources health solutions by tapping into players to solve scientific puzzles. In 2011, players helped unlock the structure of an AIDS-related enzyme that the scientific community had been unable to unlock for a decade. * Contributing to genuine scientific research Sources: Peckham, Matt. “Foldit Gamers Solve AIDS Puzzle That Baffled Scientists for a Decade.” 19 September 2011. Time.com. < http://techland.time.com/2011/09/19/foldit-gamers-solve-aids-puzzle-that-baffled-scientists-for-decade/>. Yong, Ed. “Foldit – tapping the wisdom of computer gamers to solve tough scientific puzzles.” DiscoverMagazine.com. 4 August 2010. <http://blogs.discovermagazine.com/notrocketscience/2010/08/04/foldit-%E2%80%93-tapping-the-wisdom-of-computer-gamers-to-solve-tough-scientific-puzzles/
  5. Machinima (machine+cinema) is filmmaking within real-time, 3D virtual environment using video game technologies. Convergence of filmmaking, animation and games. Machinima makes for a very cost- and time-efficient way to produce films, with a large amount of creative control. This screenshot is from This Spartan Life , a talk show in the Halo game space, created/directed by Chris Burke Image source: by permission of Chris Burke, This Spartan Life
  6. Immersive learning: an integrative approach towards communicating and sharing knowledge that involves collaborative processes along with integrating physical and online presence
  7. there are a couple of myths that exist about gamers… Like gamers are young & they wouldn’t be interested – well… Average gamer is 30 yrs old And the population is not as skewed as you’d think, 47% of all players are women 55% play games on their smartphones or handheld devices Sources: “ 2012 Essential Facts About the Computer and Video Game Industry.” Entertainment Software Association (ESA). http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf “ 2010 Essential Facts About the Computer and Video Game Industry.” Entertainment Software Association (ESA). http://www.theesa.com/facts/index.asp Image source: http://www.flickr.com/photos/loudmusiccausescarpetburn/4328204147/
  8. Slide courtesy of John Lester http://www.slideshare.net/PathfinderLester/agile-worlds-2012-conference
  9. Slide courtesy of John Lester http://www.slideshare.net/PathfinderLester/agile-worlds-2012-conference
  10. Our brain is designed to thrive in a 3 dimensional environment full of people and places. Interesting places kick our brain into high gear. What we experience in a virtual environment feels real because our brain fills in the gaps. Image source: digitalbob8 via http://www.flickr.com/photos/44568283@N02/4097561067/
  11. Immersive learning: an integrative approach towards communicating and sharing knowledge that involves collaborative processes along with integrating physical and online presence
  12. CONSENT! is a game in Second Life produced with Global Kids Youth leaders in the Global Kids Playing 4 Keeps program that offers a simulation of life as an African-male prisoner confronting five decades of medical racism.
  13. Genome Island: Run by Texas Wesleyan University, and another member of the SciLands, this island features a number of exhibits about genetics, inheritance, and molecular and cell biology. Visit the display on protein replication, transport yourself inside a huge 3D model of a cell, stroll through the Abbey with exhibits about the laws of inheritance discovered by Gregor Mendel, explore cat genetics in the Cattery, or play (and contribute to) a fledgling genetics trivia game. A wonderful island with a nice atmosphere and a lot to entertain and illuminate somebody interested in biology. Image source: http://www.sonic.net/~rknop/blog/wp-content/uploads/2008/03/genome.jpg
  14. Take it to the streets – interact with urban environment with mobile, locative games Pac-Manhattan uses area in and around Washington Square Park to play a real live version of Pacman. Players communicate their position via mobile phones. Image source: http://www.pacmanhattan.com
  15. Geocaching is an outdoor activity in which the participants use a Global Positioning System (GPS) receiver or other navigational techniques to hide and seek containers, called "geocaches" or "caches", anywhere in the world. “high-tech hide and seek” How many people checked-in to this venue in Foursquare today? Foursquare: location-based social networking in a game structure. Users "check-in" and are awarded points and sometimes "badges” and “mayorships” – next steps, connecting check-ins to social actions Image sources: Geocaching: http://www.flickr.com/photos/beejjorgensen/19286183/
  16. America 2049: transmedia alternate reality game on Facebook that plunges you into a dark vision of our near-future nation: human rights are in peril, democracy in the dust. ARG – happens in a dystopic future where human rights are in peril
  17. Source: Nicole Lazzaro http://www.slideshare.net/NicoleLazzaro/chasing-wonder-and-the-future-of-engagement Four ways games make us happy. Each uses actions in the game to create emotions in a player These basic kinds of fun mingle, work together, and compliment each other throughout our game playing and living. Consider the similarities between playing with Tag and playing  WOW .    Lazzaro looked at player’s favorite games, everything from Tetris to Halo The four kinds of fun involved in each are: 1 Easy Fun Chase Wonder: Vehicles for the imagination, driving the race track backwards, putting all The Sims in the pool and pull out the ladder to see what happens. Just dribbling the ball without keeping score or pretending to be a Harlem Globe Trotter. 2 Hard Fun Master Challenges: The opportunity for challenge and mastery. Frustration and the feeling of winning. 3 People Fun Work Together: The excuse to hang out with friends, playing Rock Band and Wii Sports in the same room. 4 Serious Fun Create Meaning: To change how think feel and behave. Excitement Relaxation. Playing Dance Center to loose weight or Brain Age to get smarter These four keys are the building blocks for the larger systems of player engagement. Specifically the Four Keys to Fun are how goals actions motivations emotions work together to create the deeply engaging experience we call play. Together they form activity loops that create engagement. Engagement is a System. These are 4 Ways to Increase Engagement. Don’t believe me? The wizards at Apple have been doing this for years. This is why you love your iPhone.
  18. Immersive learning: an integrative approach towards communicating and sharing knowledge that involves collaborative processes along with integrating physical and online presence
  19. Jane McGonigal’s Epic Win recipe
  20. Each 4 Keys access different neural pathways to create engagement, but they work better together Connect the 4 Keys to Tap into the full potential of video games and create even deeper engagement by connecting the loops. Create viral engagement loops. Best selling games connect each of the 4 Keys together to reengage players by offering a different set of emotions in each loop. Likewise at work these four types of engagement loop together so brands and businesses can connect them. Nicole Lazzaro summarized twenty years of research on the 4 Keys to Fun: Games create engagement by creating emotions from players actions. Best selling games offer mystery, mastery, membership, and meaning. The different emotions from novelty, challenge, social interaction, and the player's own set of values intrigue, refresh, and engage the player in different ways take players through this engagement loop again and again. When a player tires of one play style they simply pick up another key. Download this image and more resources from 4k2f.com.
  21. Source: http://xeodesign.com/4k2f/4k2fchasingwondermap.jpg
  22. Source: http://xeodesign.com/4k2f/xeo_game_plan.jpg
  23. Source: http://xeodesign.com/4k2f/xeo_game_plan_example.jpg
  24. In 2003-4 I was lucky enough to have gotten a Fulbright scholarship that took me to Amsterdam. It was a watershed year, being able to immerse myself in what I loved to do and to learn about another culture in an awesome city.
  25. At first there was culture shock (bike garage. ding bell bike story)  cultural awareness – integrate oneself into the fabric of that culture.
  26. What I gained most from this time period was not just knowledge and understanding but inspiration as well – I made new friends and collaboration partners, and to this day we’re still close and collaborate together.
  27. Knowledge/awareness Understanding of connectedness Powerful steps toward building peace
  28. Problem: not everybody can go abroad. Cultural exchange is at the heart of international conflict resolution, yet the experience of cultural exchange through traveling is not accessible for many youth. As migration flows fluctuate and connectivity increases, the meaning of community is fluid, and acknowledging our differences and sameness is key to cultural understanding. Image source: http://www.flickr.com/photos/charamelody/4546946888/
  29. Soluton: virtual cultural exchange. Kidz Connect is a virtual cultural exchange program that connects youth in different countries through creative collaboration and theatrical performance in virtual worlds.
  30. In the virtual world, they craft a 3D sculptural representation of their shared spaces which reflects the real life cities in which they live. In this collaboratively created space, students creatively explore their own histories, and through innovative approaches to identity exploration, such as avatar role-playing and other theater-based activities, students engage in cross-cultural learning and interaction, playing the game of constructing who they are and making a mixed reality performance based on their interactions. In our pilot program, participants connected and created with other students in New York and Amsterdam via video streaming and in Second Life, the online virtual world. This is the first meeting in which the New York and Amsterdam students met each other inside Second Life. In this shot, you can see them watching the video stream from NY which is being broadcast into our virtual performance space inside Second Life.
  31. One of the backbones of our pilot program was Playback Theatre , which is a type of social theatre that uses storytelling and improvisation. One person tells a story, and the group “plays it back” to them via improvisational performance. This is a shot of our students rehearsing the Playback Theatre technique inside Second Life.
  32. Optimize the platform of the virtual world to leverage things like avatar customization for identity exploration. Worked w drama therapists to create roleplaying exploration through avatars: explore diff skin color, body shape, gender.
  33. Continuation of trying on alter identities: mapping live video of faces to onto avatars.
  34. Continuation of trying on alter identities: mapping live video of faces to onto avatars.
  35. Using theater/dance games for online collab: the Mirroring game
  36. Using theater/dance games for online collab: the Fluid Sculptures game
  37. Using theater/dance games for online collab: the Machines game
  38. Gamers are not afraid to fail, repeatedly. In games, failure is what leads to innovation and learning. It also leads eventually to success and fiero. We are often afraid to let people fail. It lowers retention rates, which lowers our funding, but it also leads to grade inflation and degradation of our degrees. It’s a slippery slope and we may be denying students the opportunity to feel real satisfaction. Source: “Persist or Die: Learning in World of Warcraft.” 16 September 2011. http://wowlearning.org/2011/09/16/persist-or-die/
  39. 1700’s: Curator of Experiments to the Royal Society had salons Part research, part ice breaker, part theater “ electrical machine,” essentially an evacuated glass globe which was turned on an axle and to which friction (a hand, a cloth, a piece of fur) was applied to produce a static electrical charge” – improved device, added mercury, produced a glow – age of candles – source of artificial light Sensational, entertainment – later, Franklin, Volta, Faraday – foundation for electricity – this took decades of toolbuilding, experimentation Playing is essential to understanding what the technology is and where it will go Building blocks: inspiration, incubation, play, refinement – games (thinking about our larger world as a game that we can build on, remix) is a part of that process
  40. image sources: social media map edited into globe in hands social media map: http://xkcd.com/802/ globe in hands: http://www.flickr.com/photos/charamelody/4546946888/