ST E M Gaming in Muse ums Making the R ight Move s Darrell - - PowerPoint PPT Presentation

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ST E M Gaming in Muse ums Making the R ight Move s Darrell - - PowerPoint PPT Presentation

ST E M Gaming in Muse ums Making the R ight Move s Darrell Porcello, Ph.D. (porcello@gmail.com) Max Cawley www.nisenet.org Tomas Durkin, MFA Session Introduction Quick advice on game development & facilitation. (15 min)


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SLIDE 1

ST E M Gaming in Muse ums

Making the R ight Move s

www.nisenet.org

Darrell Porcello, Ph.D. (porcello@gmail.com) Max Cawley Tomas Durkin, MFA

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SLIDE 2

Session Introduction

  • Quick advice on game development &
  • facilitation. (15 min)
  • Let’s play some STEM games! Dive

into to our favorite examples. (10 min)

  • Rapid reflections on the four game
  • examples. (5 min)
  • Now its your turn to adapt your

groups game example or come up with a new game based on today’s

  • session. (20 min)
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WHY GAMES?

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WHY GAMES?

motivation fun critical thinking engaging control goals & feedback social imagination absorbing creative

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SLIDE 5

NISE Network and Gaming

We favor game designs that foster positive social interactions between visitors. We use familiar games with simple rules to quickly and easily engage visitors. We design experiences that are fun for all ages by creating gaming challenges that are appropriate for young children, as well as older children and adults.

  • 2017 NISE Net

guide looked at when games were most effective in 12 years of hands-

  • n activity

development.

bit.ly/acm2018game for our SLIDES & RESOURCES

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SLIDE 6

We favor game designs that foster positive social interactions between visitors.

  • Role playing works for all ages.
  • Experimenting with no rules in

gameplay may surprise some visitors, but the freedom can also open new doors.

  • Learning can emerge from

competition.

  • Everyone gets a turn.
  • Present important information

in a variety of ways, to work for different age levels. Powers of Ten Nano Around the World

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SLIDE 7

We use familiar games with simple rules to quickly and easily engage visitors.

  • Facilitator energy level is sometimes critical for a fun learning
  • Don’t discount the power of popular culture.
  • Museum games modeled on

popular games may be so familiar that they don’t need facilitation.

  • Simple games are more likely to

be remixed and customized by visitors.

  • Don’t be afraid of fun.

I Spy Nano Nanotechnology Spin-a-Prize

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SLIDE 8

We design experiences that are fun for all ages by creating gaming challenges that are appropriate for young children, as well as older children and adults.

  • Storytelling and games are a

natural fit.

  • Guessing games build and

reinforce skills. Mystery Shapes Horton Senses Something Small

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GAMEFULLY EMPLOYED

EFFECTIVELY INCORPORATING STEM GAMING INTO YOUR CURRICULA Max Cawley (Max.Cawley@lifeandscience.org) Museum of Life + Science

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LEARNING Games STEM games Learning Games

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So You Want to Desig ign A STEM Game?

Why? Who? How? When?

PROCESS

((What about this process is already game-like?))

  • Exploration
  • Limited Resources
  • Problem-Solving
  • Risk and Challenge
  • Iterative
  • Dramatic
  • Imaginative
  • Locomotive
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GAMES ARE: GAMES ARE NOT:

  • Opportunities for deep learning
  • Highly engaging
  • Challenging
  • “Chocolate-Covered Broccoli”
  • Time-wasting
  • Stressful
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What Should My Game Do?

  • Enable and empower learner to

make decisions

  • Allow learners to get better at

your game with practice

  • Show immediate (or near

immediate) rewards and consequences to actions

  • Balance agency of decision-

making with randomness

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SLIDE 14

What Should My Learner(s) Do?

  • Embrace their failures, and turn

them into iterations

  • Build a sense of agency,

confidence, and decisiveness

  • Take on new roles, identities, and

responsibilities

  • Use their existing knowledge and

values to inform

  • Build relationships with others and

the game content

  • Feel like they’re playing!!
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SLIDE 15

Design Your Own Video Games

Workshops from Children’s Creativity Museum, San Francisco, CA

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DESIGN YOUR OWN VIDEO GAME WORKSHOPS

  • Partnered with Pixel Press to create

drop-in workshops

  • Used small, colorful plastic blocks for

content creation

  • Leveraged visitors familiarity and

passion for platform video games

  • Empowered visitors to create their own

content and narratives without having to focus on game mechanics

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SLIDE 17

Characteristics of Platform Video Games

  • Player-controlled main

character

  • Run and jump to avoid
  • bstacles and defeat

enemies

  • Collect points or coins
  • Power-ups can affect

player abilities

  • Character has limits on

how far it can jump and how high

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Visitor-made Video Games

  • Visitors were able to create endless variations of

platform games

  • Some focused on level design
  • Others created characters and game artwork
  • Wide range of ages were able to participate

individually and collaboratively

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WHAT WORKED?

Successful because it leveraged an existing, familiar game mechanic

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WHAT WORKED?

Collaboration between family members and strangers

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Con Contact Info tact Info:

Tomas Durkin Exhibits Development Manager tom@creativity.org

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SLIDE 22

STEM GAME EXAMPLES (10 min)

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What did we

  • bserve?

Social? Fun? Learning?

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SLIDE 24

The Solar System The Human Body

Pick a STEM topic you love and modify a game…

Types Of Trees Nuclear Energy

?

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SLIDE 25

STEM GAME CHALLENGE (20 min)

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SLIDE 26

SHARE OUT AND????

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SLIDE 27

NEW: Explore Science: Let’s Do Chemistry Kit

Kit Overview document and how to apply: http://www.nisenet.org/chemistry-apply Applications due June 1, 2018

In collaboration with the American Chemical Society, the NISE Network has assembled a set of engaging, hands-on experiences designed to stimulate interest, sense of relevance, and feelings of self-efficacy about chemistry among public audiences.

Includes Atoms to Atoms!

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SLIDE 28 The Nanoscale Informal Science Education Network is supported by the National Science Foundation under award numbers 0532536 and 0940143. ChemAttitudes is supported by the National Science Foundation under award number 1612482. Any opinions, findings, and conclusions or recommendations expressed in this presentation are those of the authors and do not necessarily reflect the views of the Foundation. Space and Earth Informal STEM Education is supported by NASA under cooperative agreement number
  • NNX16AC67A. Any opinions, findings, and conclusions or recommendations expressed in this material are
those of the author(s) and do not necessarily reflect the view of the National Aeronautics and Space Administration (NASA).

T hank you to our funde r s