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Larry McCalla UGA/COE/CIS/LDT 2nd yr
Humble Games for Improving Online Learning
…not required to possess an intimate
knowledge of video game history or
to devote weeks or months to play.

At the same time, many players of
casual games show a dedication and
skill that is anything but casual.
- Jesper Juul
Program for the
International
Assessment of
Adult
Competencies
(PIAAC)

Literacy, Numeracy, and
Problem Solving in
Technology-Rich
Environments Among U.S.
Adults: Results from the
Program for the International
Assessment of Adult
Competencies 2012. (2013,
October 18). Retrieved
February 27, 2014, from
http://nces.ed.gov/pubsearch/
MOOC completion rate to date (2/4/2014)

http://www.katyjordan.com/MOOCproject.html
Evaluation of Evidence-Based Practices in Online
Learning: A Meta-Analysis and Review of Online Learning
Studies (2010)

* learner control of media
* promote student reflection

Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of
Online Learning Studies
U.S. Department of Education
Office of Planning, Evaluation, and Policy Development Policy and Program Studies Service
Revised September 2010
Ummm…

Are you going to show us your game idea?
Hello!
Welcome to the site,
please sign in!
User:
Password:

Text entry
Text entry
Please make a profile.
Name?:
Avatar?:
What’s the
problem?:
What might
you do about
it?:

Save & continue

Save &
come back later
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed quis diam lacus. Maecenas lacus
risus, porta nec hendrerit et, congue eu dolor. Integer congue metus nec dictum ornare.
Lore
m
ipsum
dolor
sit
amet,
conse
ctetur
adipis
cing
elit.
Sed
quis
diam
lacus.
Maec
enas

Please make a profile.
Name?:
Avatar?:
What’s the No
problem?:
administrative
What might
chartjunk - Edward Tufte
you do about
it?:

Save & continue

Save &
come back later

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed quis diam lacus. Maecenas

Lore
m
ipsum
dolor
sit
amet,
conse
ctetur
adipis
cing
elit.
Sed
quis
diam
lacus.
Maec
enas
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed quis diam lacus. Maecenas lacus
risus, porta nec hendrerit et, congue eu dolor. Integer congue metus nec dictum ornare.
Lore
m
ipsum
dolor
sit
amet,
conse
ctetur
adipis
cing
elit.
Sed
quis
diam
lacus.
Maec
enas

Please make a profile.
No
Name?:
administrative
Avatar?:
chartjunk - Edward Tufte
What’s the
problem?:
What might
Also these guys…
you do about
• J.M. Carrol (MIT) – Minimalism
it?: (AUS/Twente)
• Sweller/Merrienboer
Cognitive Load Theory

Save & continue

Save &
come back later

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed quis diam lacus. Maecenas

Lore
m
ipsum
dolor
sit
amet,
conse
ctetur
adipis
cing
elit.
Sed
quis
diam
lacus.
Maec
enas
Please make a profile.
Name?:
Avatar?:
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problem?:
What might
you do about
it?:

Save & continue

Save &
come back later
Type in one word you
might use to research
the problem…

Save & continue

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come back later
Let’s play a quick game!
Guess which search terms
go with which researcher
profile…

Save & continue

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come back later
Researcher profile x

•
•
•
•
•
•
•

Online
At-risk
Games
Gender
Race
Learning
Barriers

Researcher profile x
Researcher profile x

Researcher profile x
Researcher profile x
Researcher profile x
Researcher profile x

Save & continue

Save &
come back later
Researcher profile x

•
•
•
•
•
•
•

Online
At-risk
Games
Gender
Race
Learning
Barriers

Researcher profile x
Researcher profile x

Researcher profile x
Researcher profile x
Researcher profile x
Researcher profile x

Save & continue

Save &
come back later
You got 5 of 7
correct
•
•
•
•
•
•
•

Online
At-risk
Games
Gender
Race
Learning
Barriers

Researcher profile x
Researcher profile x
Researcher profile x

Researcher profile x
Researcher profile x
Researcher profile x
Researcher profile x

Save & continue

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come back later
Leaderboards
7/7

Researcher profile x

Online

7/7

Researcher profile x

Learning

5/7

Researcher profile x

Race

5/7

Researcher profile x

At-risk

3/7

Researcher profile x

Barriers

2/7

Researcher profile x

Gender

1/7

Researcher profile x

Games

Save & continue

Save &
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Keyword 1

Concept
Self-concept

Keyword 1

Concept
Self-concept

Many matching games use images.
This matching game uses text/concepts.
Many matching games use pre-defined content.
This matching game is about userdefined content.
Debriefing
What game mechanics or combo of game mechanics…
Can help players through a debriefing – reflection – process?

?
Fiction – Story - Narrative
Can we use narrative to make this game more engaging?
What fictions are already established by gameplay?

How can we build a story?
Give players tools to build their own story??

?
Campbell, J. (1993). The hero with a thousand faces / Joseph Campbell. London  Fontana,
:
Dickey, M. D. (2005). Engaging By Design:
How Engagement Strategies in Popular
Computer and Video Games Can Inform
Instructional Design. Educational
Technology Research and Development,
53(2), 67–83.
Johan Huizinga (1872– 1945)

“Play is older than culture…”
1938

Huizinga, J. (1960). Homo ludens; a study of the play-element in culture. [Tr. from the
German ed.]. Boston, Beacon Press [1962, c1950].
Johan Huizinga (1872– 1945)
1. Play is free, is in fact freedom.
2. Play is not “ordinary” or “real” life.
3. Play is distinct from “ordinary” life both as to locality and
duration.
4. Play creates order, is order. Play demands order absolute and
supreme.
5. Play is connected with no material interest, and no profit can
be gained from it.

1938
Huizinga, J. (1960). Homo ludens; a study of the play-element in culture. [Tr. from the
German ed.]. Boston, Beacon Press [1962, c1950].
Roger Caillois (1913 – 1978)

1958
Caillois, R., & Barash, M. (2001). Man, play, and games / Roger Caillois  translated from
;
the French by Meyer Barash. Urbana  University of Illinois Press, 2001.
:
Jesse Schell (1970 -

)

Aesthetics

Mechanics

Story

Technology

2008
Schell, J. (2008). The art of game design  a book of lenses. Morgan Kaufmann.
:
Jesper Juul (1970 -

)

“Video games are
a combination of
rules and fiction.”
2005
Juul, J. (2005). Half-real  video games between real rules and fictional worlds / Jesper
:
Juul. Cambridge, Mass.  MIT Press, c2005.
:
Jesper Juul (1970 The Game

Rules

Fiction

)

The Player

• Rules of the game
• game tree

• Gameplay
• Learning

Signs that project
a fictional world

The way the
player imagines
the fictional world

The World
• rule negotiations
• repertoire of skills
player brings
• social interaction
• Winning/losing
• consequence
negotiations
• film conventions
• game conventions
• world knowledge
• interpretation
conventions

Juul, J. (2005). Half-real  video games between real rules and fictional worlds / Jesper
:
Juul. Cambridge, Mass.  MIT Press, c2005.
:

2005
Catalyzing
Social
Impact
Through
Digital
Games

2004
Source: Kheel Center, Cornell University, Creative Commons
Source: Kheel Center, Cornell University, Creative Commons
games.chiensolutions.com

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Present wed march05_2014

  • 1. Larry McCalla UGA/COE/CIS/LDT 2nd yr Humble Games for Improving Online Learning
  • 2.
  • 3.
  • 4.
  • 5. …not required to possess an intimate knowledge of video game history or to devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. - Jesper Juul
  • 6. Program for the International Assessment of Adult Competencies (PIAAC) Literacy, Numeracy, and Problem Solving in Technology-Rich Environments Among U.S. Adults: Results from the Program for the International Assessment of Adult Competencies 2012. (2013, October 18). Retrieved February 27, 2014, from http://nces.ed.gov/pubsearch/
  • 7. MOOC completion rate to date (2/4/2014) http://www.katyjordan.com/MOOCproject.html
  • 8. Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies (2010) * learner control of media * promote student reflection Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies U.S. Department of Education Office of Planning, Evaluation, and Policy Development Policy and Program Studies Service Revised September 2010
  • 9. Ummm… Are you going to show us your game idea?
  • 10. Hello! Welcome to the site, please sign in! User: Password: Text entry Text entry
  • 11. Please make a profile. Name?: Avatar?: What’s the problem?: What might you do about it?: Save & continue Save & come back later
  • 12. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed quis diam lacus. Maecenas lacus risus, porta nec hendrerit et, congue eu dolor. Integer congue metus nec dictum ornare. Lore m ipsum dolor sit amet, conse ctetur adipis cing elit. Sed quis diam lacus. Maec enas Please make a profile. Name?: Avatar?: What’s the No problem?: administrative What might chartjunk - Edward Tufte you do about it?: Save & continue Save & come back later Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed quis diam lacus. Maecenas Lore m ipsum dolor sit amet, conse ctetur adipis cing elit. Sed quis diam lacus. Maec enas
  • 13. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed quis diam lacus. Maecenas lacus risus, porta nec hendrerit et, congue eu dolor. Integer congue metus nec dictum ornare. Lore m ipsum dolor sit amet, conse ctetur adipis cing elit. Sed quis diam lacus. Maec enas Please make a profile. No Name?: administrative Avatar?: chartjunk - Edward Tufte What’s the problem?: What might Also these guys… you do about • J.M. Carrol (MIT) – Minimalism it?: (AUS/Twente) • Sweller/Merrienboer Cognitive Load Theory Save & continue Save & come back later Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed quis diam lacus. Maecenas Lore m ipsum dolor sit amet, conse ctetur adipis cing elit. Sed quis diam lacus. Maec enas
  • 14. Please make a profile. Name?: Avatar?: What’s the problem?: What might you do about it?: Save & continue Save & come back later
  • 15. Type in one word you might use to research the problem… Save & continue Save & come back later
  • 16. Let’s play a quick game! Guess which search terms go with which researcher profile… Save & continue Save & come back later
  • 17. Researcher profile x • • • • • • • Online At-risk Games Gender Race Learning Barriers Researcher profile x Researcher profile x Researcher profile x Researcher profile x Researcher profile x Researcher profile x Save & continue Save & come back later
  • 18. Researcher profile x • • • • • • • Online At-risk Games Gender Race Learning Barriers Researcher profile x Researcher profile x Researcher profile x Researcher profile x Researcher profile x Researcher profile x Save & continue Save & come back later
  • 19. You got 5 of 7 correct • • • • • • • Online At-risk Games Gender Race Learning Barriers Researcher profile x Researcher profile x Researcher profile x Researcher profile x Researcher profile x Researcher profile x Researcher profile x Save & continue Save & come back later
  • 20. Leaderboards 7/7 Researcher profile x Online 7/7 Researcher profile x Learning 5/7 Researcher profile x Race 5/7 Researcher profile x At-risk 3/7 Researcher profile x Barriers 2/7 Researcher profile x Gender 1/7 Researcher profile x Games Save & continue Save & come back later
  • 21. Keyword 1 Concept Self-concept Keyword 1 Concept Self-concept Many matching games use images. This matching game uses text/concepts. Many matching games use pre-defined content. This matching game is about userdefined content.
  • 22.
  • 23. Debriefing What game mechanics or combo of game mechanics… Can help players through a debriefing – reflection – process? ?
  • 24. Fiction – Story - Narrative Can we use narrative to make this game more engaging? What fictions are already established by gameplay? How can we build a story? Give players tools to build their own story?? ?
  • 25. Campbell, J. (1993). The hero with a thousand faces / Joseph Campbell. London  Fontana, :
  • 26. Dickey, M. D. (2005). Engaging By Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development, 53(2), 67–83.
  • 27.
  • 28. Johan Huizinga (1872– 1945) “Play is older than culture…” 1938 Huizinga, J. (1960). Homo ludens; a study of the play-element in culture. [Tr. from the German ed.]. Boston, Beacon Press [1962, c1950].
  • 29. Johan Huizinga (1872– 1945) 1. Play is free, is in fact freedom. 2. Play is not “ordinary” or “real” life. 3. Play is distinct from “ordinary” life both as to locality and duration. 4. Play creates order, is order. Play demands order absolute and supreme. 5. Play is connected with no material interest, and no profit can be gained from it. 1938 Huizinga, J. (1960). Homo ludens; a study of the play-element in culture. [Tr. from the German ed.]. Boston, Beacon Press [1962, c1950].
  • 30. Roger Caillois (1913 – 1978) 1958 Caillois, R., & Barash, M. (2001). Man, play, and games / Roger Caillois  translated from ; the French by Meyer Barash. Urbana  University of Illinois Press, 2001. :
  • 31. Jesse Schell (1970 - ) Aesthetics Mechanics Story Technology 2008 Schell, J. (2008). The art of game design  a book of lenses. Morgan Kaufmann. :
  • 32. Jesper Juul (1970 - ) “Video games are a combination of rules and fiction.” 2005 Juul, J. (2005). Half-real  video games between real rules and fictional worlds / Jesper : Juul. Cambridge, Mass.  MIT Press, c2005. :
  • 33. Jesper Juul (1970 The Game Rules Fiction ) The Player • Rules of the game • game tree • Gameplay • Learning Signs that project a fictional world The way the player imagines the fictional world The World • rule negotiations • repertoire of skills player brings • social interaction • Winning/losing • consequence negotiations • film conventions • game conventions • world knowledge • interpretation conventions Juul, J. (2005). Half-real  video games between real rules and fictional worlds / Jesper : Juul. Cambridge, Mass.  MIT Press, c2005. : 2005
  • 35. Source: Kheel Center, Cornell University, Creative Commons
  • 36. Source: Kheel Center, Cornell University, Creative Commons

Editor's Notes

  1. Intro – current position in doc pursuit
  2. Report came out in May 2009, revised in 2010
  3. Report came out in May 2009, revised in 2010
  4. Report came out in May 2009, revised in 2010; lit rev. conceptual base - general
  5. Intro – current position in doc pursuit