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The Game-based Learning TOOLKIT Mag. Alexander Pfeiffer, MA, MBA - PowerPoint PPT Presentation

The Game-based Learning TOOLKIT Mag. Alexander Pfeiffer, MA, MBA Dr. Nikolaus Knig Center for Applied Game Studies, Danube University Krems, Austria Books & Literature 2 Books & Literature 3 Books & Literature Educational


  1. The Game-based Learning TOOLKIT Mag. Alexander Pfeiffer, MA, MBA Dr. Nikolaus König Center for Applied Game Studies, Danube University Krems, Austria

  2. Books & Literature 2

  3. Books & Literature 3

  4. Books & Literature Educational Topic 4

  5. Books & Literature Educational Tool Educational Topic Competences 5

  6. Movies & Audiovisual Media 6

  7. Movies & Audiovisual Media Educational Tool 7

  8. Movies & Audiovisual Media Educational Tool Educational Topic 8

  9. Movies & Audiovisual Media Educational Tool Educational Topic Competences 9

  10. Games / rule-based systems 10

  11. Games / rule-based systems Educational Tool 11

  12. Games / rule-based systems Educational Tool Educational Topic 12

  13. Games / rule-based systems Educational Tool Educational Topic Competences 13

  14. Educational Games

  15. Games with Educational Potential

  16. „Inappropriate“ Games

  17. Effect Transfer

  18. Escape

  19. Play?

  20. A Theory of Play and Fantasy (Gregory Bateson, 1955)

  21. “play is a phenomenon in which the actions of ‘play’ are related to, or denote, other actions of ‘not play’.”

  22. „Thus in giving expression to life man creates a second, poetic world alongside the world of nature“. Johan Huizinga, Homo Ludens (1938), p. 4

  23. „The word, ‚cat‘, has no fur and cannot scratch“. Gregory Bateson, A Theory of Play and Fantasy (1955), p. 315

  24. Direct

  25. Direct

  26. Abstract

  27. Abstract

  28. Indirect

  29. Confrontation? Appropriation?

  30. The Project 39

  31. But how to... • …Enable Game-based Learning in educational practice? • …incorporate the media -specific properties of digital games? • …meet the needs of students ? • …help educators develop an according skill -set? 40

  32. should we provide a catalog?? • top-down (who compiles it?) • unflexible (general suggestions are not helpful in specific situations) • item-oriented (I need to know WHAT TO DO with it first) 41

  33. should we provide a catalog?? • top-down (who compiles it?) • unflexible (general suggestions are not helpful in specific situations) • item-oriented (I need to know WHAT TO DO with it first) 42

  34. a dynamic online-platform • bottom-up: educators create their own Game-entries • Flexible and expandable, dynamic and discursive • offers guidance for location-specific application • Skill-oriented: and education tool for educators 43

  35. a dynamic online-platform 44

  36. a dynamic online-platform 2: retrieving Game-entries and GBL-Scenarios 1: Creating Game-entries and GBL-Scenarios 45

  37. a dynamic online-platform ? 46

  38. Dimensions 47

  39. Dimensions 48

  40. Didactic/pragmatic: Trigger and guide learning experiences Dimensions Media-specific/pedagogical: Identify learning-potential of specific games 49

  41. The GBL Toolkit and its Categories

  42. MDA

  43. MDA Mechanics

  44. MDA Mechanics Dynamics

  45. MDA Mechanics Dynamics Aesthetics

  46. Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)

  47. Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)

  48. Form & Technology Technical Requirements Presentation Topic (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)

  49. Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)

  50. Form & Technology (Game Product) Content Setting Facts & Information Narratives (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)

  51. Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)

  52. Form & Technology (Game Product) Content (Game World) Mechanics Game System & Learning Core Mechanics Flexibility Experience (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)

  53. Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)

  54. Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics Cooperation vs. Verbs & Complexity Roles & Identity Competition (Game Actions) Aesthetics (Game Experience)

  55. Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics (Game Experience)

  56. Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Dynamics (Game Actions) Aesthetics Taxonomy of experiential Reflecting on one’s own Gauging gaming experience possibilities of OTHERS gaming experiences (Game Experience)

  57. Form & Technology Technical Requirements Presentation Topic (Game Product) Content Setting Facts & Information Narratives (Game World) Mechanics Game System & Learning Core Mechanics Flexibility Experience (Game System) Dynamics Cooperation vs. Verbs & Complexity Roles & Identity Competition (Game Actions) Aesthetics Taxonomy of experiential Reflecting on one’s own Gauging gaming experience possibilities of OTHERS gaming experiences (Game Experience)

  58. 68

  59. 69

  60. Thank You!

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