The Game-based Learning TOOLKIT
- Mag. Alexander Pfeiffer, MA, MBA
- Dr. Nikolaus König
Center for Applied Game Studies, Danube University Krems, Austria
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
Center for Applied Game Studies, Danube University Krems, Austria
Books & Literature 2
Books & Literature 3
Books & Literature Educational Topic 4
Books & Literature Educational Topic Competences 5 Educational Tool
Movies & Audiovisual Media 6
Movies & Audiovisual Media 7 Educational Tool
Movies & Audiovisual Media Educational Topic 8 Educational Tool
Movies & Audiovisual Media Educational Topic Competences 9 Educational Tool
Games / rule-based systems 10
11 Educational Tool Games / rule-based systems
Educational Topic 12 Educational Tool Games / rule-based systems
Educational Tool Educational Topic Competences 13 Games / rule-based systems
Effect Transfer
A Theory of Play and Fantasy (Gregory Bateson, 1955)
“play is a phenomenon in which the actions of ‘play’ are related to, or denote, other actions of ‘not play’.”
„Thus in giving expression to life man creates a second, poetic world alongside the world
Johan Huizinga, Homo Ludens (1938), p. 4
„The word, ‚cat‘, has no fur and cannot scratch“.
Gregory Bateson, A Theory of Play and Fantasy (1955), p. 315
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45 1: Creating Game-entries and GBL-Scenarios 2: retrieving Game-entries and GBL-Scenarios
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49 Media-specific/pedagogical: Identify learning-potential
Didactic/pragmatic: Trigger and guide learning experiences
The GBL Toolkit and its Categories
Mechanics
Dynamics Mechanics
Dynamics Mechanics Aesthetics
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Aesthetics (Game Experience) Dynamics (Game Actions)
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Aesthetics (Game Experience) Dynamics (Game Actions)
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Aesthetics (Game Experience) Dynamics (Game Actions)
Technical Requirements Topic Presentation
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Aesthetics (Game Experience) Dynamics (Game Actions)
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Aesthetics (Game Experience) Dynamics (Game Actions)
Setting Facts & Information Narratives
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Aesthetics (Game Experience) Dynamics (Game Actions)
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Aesthetics (Game Experience) Dynamics (Game Actions)
Core Mechanics Flexibility Game System & Learning Experience
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Aesthetics (Game Experience) Dynamics (Game Actions)
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Aesthetics (Game Experience) Dynamics (Game Actions)
Verbs & Complexity Roles & Identity Cooperation vs. Competition
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Aesthetics (Game Experience) Dynamics (Game Actions)
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Aesthetics (Game Experience) Dynamics (Game Actions)
Taxonomy of experiential possibilities Reflecting on one’s own gaming experiences Gauging gaming experience
Form & Technology (Game Product) Content (Game World) Mechanics (Game System) Aesthetics (Game Experience) Dynamics (Game Actions)
Technical Requirements Topic Presentation Setting Facts & Information Narratives Core Mechanics Flexibility Game System & Learning Experience Verbs & Complexity Roles & Identity Cooperation vs. Competition Taxonomy of experiential possibilities Reflecting on one’s own gaming experiences Gauging gaming experience
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