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Developing
Teen Leaders with
3D Games
Lisa Dawley, Ph.D.
Chris Haskell
Dept. of Educational Technology
Boise State University
3D GameLab
 Summer 2010 teen camp
 Goal: teen leadership via meta-
gaming and multimedia production
 17 teens, ages 13-17
 2 teen teaching assistants
 2 instructors, 2 teacher-player participants
 Wiki with blog
 Mobile mac lab and game stations
Guildies
Design-based research
 Plan, implement, and evaluate
based on anticipated student
needs
 Generate back to
theory
 Iterative cycles,
non-linear
 Theory: games and media
production can be used to
develop teen leadership
Phase 1: Pre-planning
Bateman’s DGD1 player types
Architect, storyteller, socializer,
player, leader
Weekly themes:
1. Games & play
2. Games & learning
3. Games & leadership
40 quests, from simple to complex,
player choice
Room and equipment set-up
Phase 2: Games & Play
 Establishing self: Create a Mii
 Learning to self-select roles and quests
 Guildies like to help in-class and in-game
 Social groups formed around specific games
 Interested in specific characters within those
games
Phase 3: Games & Learning
The business of
educational games Analysis & Reflection
 Focus group: what do we learn
by playing games?
 Design: what elements make a
game fun?
 How do we improve our
performance with real-time data?
 Why are many educational
games boring?
 How can we share our learning
with others through media
production?
Phase 4: Exploring Leadership
 Leadership 1st: small group
discussions of digital
citizenship
 Peer game evaluation
 Tournaments as a meta-
game strategy to bring
participants together across
self-selected game
environments
Leadership 1st
Tournaments &
Active Gaming
Findings: Questing
 Quests
 158 completed
 52 unfinished or abandoned
 Preference for social component.
 Some chose specific games, others
quests.
 Some chose isolated gaming.
 Consoles and computers, equal use
 All 4 Bateman play-styles observed.
Findings: Leadership
 coaching others
 leading tournaments
 selecting and completing quests
 arriving early and staying late
 contributing games/controllers/etc
 creating games for others to play
 collaborative scavenger hunt
 alternative roles for quest achievement
 contributed to quest design
Findings: Impact
 Camp validated talents and interests
 Students wanted parents and school
leaders…
 involved in their social gaming
 to meet parents of other gamers
 to support the kids’ ability to game
 They also expressed the desire …
 to create a persistent community
 for quests to continue
 for their teachers to know what they had
done
 A student applied to a high tech HS,
reported as more outgoing
“It was nice to know
there are other people
who are like me.”
Developing
Teen Leaders with
3D Games
Lisa Dawley, Ph.D.
Chris Haskell
Dept. of Educational Technology
Boise State University

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Developing Teen Leaders Using 3D Games

  • 1. Developing Teen Leaders with 3D Games Lisa Dawley, Ph.D. Chris Haskell Dept. of Educational Technology Boise State University
  • 2. 3D GameLab  Summer 2010 teen camp  Goal: teen leadership via meta- gaming and multimedia production  17 teens, ages 13-17  2 teen teaching assistants  2 instructors, 2 teacher-player participants  Wiki with blog  Mobile mac lab and game stations
  • 4. Design-based research  Plan, implement, and evaluate based on anticipated student needs  Generate back to theory  Iterative cycles, non-linear  Theory: games and media production can be used to develop teen leadership
  • 5. Phase 1: Pre-planning Bateman’s DGD1 player types Architect, storyteller, socializer, player, leader Weekly themes: 1. Games & play 2. Games & learning 3. Games & leadership 40 quests, from simple to complex, player choice Room and equipment set-up
  • 6.
  • 7. Phase 2: Games & Play  Establishing self: Create a Mii  Learning to self-select roles and quests  Guildies like to help in-class and in-game  Social groups formed around specific games  Interested in specific characters within those games
  • 8. Phase 3: Games & Learning The business of educational games Analysis & Reflection  Focus group: what do we learn by playing games?  Design: what elements make a game fun?  How do we improve our performance with real-time data?  Why are many educational games boring?  How can we share our learning with others through media production?
  • 9. Phase 4: Exploring Leadership  Leadership 1st: small group discussions of digital citizenship  Peer game evaluation  Tournaments as a meta- game strategy to bring participants together across self-selected game environments Leadership 1st
  • 11. Findings: Questing  Quests  158 completed  52 unfinished or abandoned  Preference for social component.  Some chose specific games, others quests.  Some chose isolated gaming.  Consoles and computers, equal use  All 4 Bateman play-styles observed.
  • 12. Findings: Leadership  coaching others  leading tournaments  selecting and completing quests  arriving early and staying late  contributing games/controllers/etc  creating games for others to play  collaborative scavenger hunt  alternative roles for quest achievement  contributed to quest design
  • 13. Findings: Impact  Camp validated talents and interests  Students wanted parents and school leaders…  involved in their social gaming  to meet parents of other gamers  to support the kids’ ability to game  They also expressed the desire …  to create a persistent community  for quests to continue  for their teachers to know what they had done  A student applied to a high tech HS, reported as more outgoing “It was nice to know there are other people who are like me.”
  • 14. Developing Teen Leaders with 3D Games Lisa Dawley, Ph.D. Chris Haskell Dept. of Educational Technology Boise State University

Notas del editor

  1. Over the last decade the idea that video games can function as effective learning tools has taken hold within dialogues about education and digital media. While early work pointed to the potential these tools hold for informing educational practices, the last two years have seen significant advances in understanding the learning that takes place in games. Several researchers are examining the ability of games to support and promote leadership development. In the summer of 2010, we decided to offer a teen summer camp experience that would further explore teen leadership through a living game experience.
  2. Needs: Teen leadership & community support for gamers Design: a living meta-game Data collection: Software Observations Focus group
  3. Felt the camp validated their talents and interests. Students wanted parents and school leaders… involved in their social gaming, to meet parents of other gamers, To support the kids’ ability to game. The also expressed the desire … create a persistent community after the end of the camp “it was nice to know there are other people who are like me” for quests to continue after the camp. for continued achievement through gaming after the camp. for their teachers to know what they had done. Student applied to a new school (high tech high) to achieve her new goals, was reported as more outgoing.
  4. Over the last decade the idea that video games can function as effective learning tools has taken hold within dialogues about education and digital media. While early work pointed to the potential these tools hold for informing educational practices, the last two years have seen significant advances in understanding the learning that takes place in games. Several researchers are examining the ability of games to support and promote leadership development. In the summer of 2010, we decided to offer a teen summer camp experience that would further explore teen leadership through a living game experience.