Educational
Alternate Reality
Games
Randall Fujimoto
GameTrain Learning
• Takes place in an “alternate
reality” (real world or online)
• Transmedia storytelling
• Collaborative gameplay
• Play a...
ARGs Entertainment Roots
• The Beast (A.I.) (2001)
• Majestic (video game) (2001)
• I Love Bees (Halo 2) (2004)
• Perplex ...
Arising From Injustice
Why Educational ARGs?
• Low cost
• No programming required
• Situated/Contextual learning
• Flexible
• Teachers and studen...
Educational vs. Entertainment ARG
Design Considerations
• Learning Objectives
• Players
• Gameplay
• Assessment
Educational vs. Entertainment ARG
Learning Objectives
• Biggest difference
• Common Core / State
standards, 21C skills, et...
Educational vs. Entertainment ARG
Players
• Classroom of players
• Everyone must play
(no inverted pyramid)
• Multiple tea...
Educational vs. Entertainment ARG
Gameplay
• Sequence, Timing
• Linear vs. Emergent
• Story, Puzzles, Missions
• Research ...
Educational ARGs
Assessment – Types
• Formative (in-game)
• Summative (post-game)
• Peer assessment
Educational ARGs
Assessment – Areas
• Subject Matter Content
• 21C Learning Skills
• Social-Emotional Learning
• Character...
Educational ARGs
Future
• What do you see for the
future of ARGs in education?
• What challenges do you see
for widespread...
Educational
Alternate Reality
Games
Randall Fujimoto
GameTrain Learning, Inc.
randall@gametrainlearning.org
Twitter: @game...
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Educational Alternate Reality Games - NAMLE 2013 Conference

Presentation given at the National Association for Media Literacy Education conference in July 2013.
Published on: Mar 3, 2016
Published in: Education      Technology      
Source: www.slideshare.net


Transcripts - Educational Alternate Reality Games - NAMLE 2013 Conference

  • 1. Educational Alternate Reality Games Randall Fujimoto GameTrain Learning
  • 2. • Takes place in an “alternate reality” (real world or online) • Transmedia storytelling • Collaborative gameplay • Play as yourself • (Emergent storyline and gameplay) • (TINAG = This is not a game) ARG Definition
  • 3. ARGs Entertainment Roots • The Beast (A.I.) (2001) • Majestic (video game) (2001) • I Love Bees (Halo 2) (2004) • Perplex City (collectible puzzle cards) (2005) • Year Zero (Nine Inch Nails) (2007)
  • 4. Arising From Injustice
  • 5. Why Educational ARGs? • Low cost • No programming required • Situated/Contextual learning • Flexible • Teachers and students can be designers
  • 6. Educational vs. Entertainment ARG Design Considerations • Learning Objectives • Players • Gameplay • Assessment
  • 7. Educational vs. Entertainment ARG Learning Objectives • Biggest difference • Common Core / State standards, 21C skills, etc. • Fun (vs.) (and) Learning
  • 8. Educational vs. Entertainment ARG Players • Classroom of players • Everyone must play (no inverted pyramid) • Multiple team play (competition vs. collaboration)
  • 9. Educational vs. Entertainment ARG Gameplay • Sequence, Timing • Linear vs. Emergent • Story, Puzzles, Missions • Research → Create → Share → Reflect
  • 10. Educational ARGs Assessment – Types • Formative (in-game) • Summative (post-game) • Peer assessment
  • 11. Educational ARGs Assessment – Areas • Subject Matter Content • 21C Learning Skills • Social-Emotional Learning • Character Education • Literacy Education
  • 12. Educational ARGs Future • What do you see for the future of ARGs in education? • What challenges do you see for widespread use of ARGs in education? • How can you possibly use educational ARGs in your school?
  • 13. Educational Alternate Reality Games Randall Fujimoto GameTrain Learning, Inc. randall@gametrainlearning.org Twitter: @gametrainlearn