Shared Design Spaces: New Media, Games and Learning: New Media Centers June 2004 Vancouver, B.C

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Shared Design Spaces: New Media, Games and Learning: New Media Centers June 2004 Vancouver, B.C. Simon Fraser University. Jim Bizzocchi, School of Interactive Arts and Tech. Brad Paras, School of Interactive Arts and Tech. Dr. Dave Goodman, School of Kinesiology, P.I. Concussion Project - PowerPoint PPT Presentation

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Shared Design Spaces:

New Media, Games and Learning:

New Media CentersJune 2004

Vancouver, B.C.

Simon Fraser University

• Jim Bizzocchi, School of Interactive Arts and Tech.

• Brad Paras, School of Interactive Arts and Tech.

• Dr. Dave Goodman, School of Kinesiology, P.I. Concussion Project

• Dr. David Kaufman, LIDC, P.I. SAGE Project

Design Spaces

• To design is “to turn existing situations into preferred ones…”

- Herbert Simon

• Are there relationships between the design of:– New Media– Games– Learning

Overview

• New Media Design

• Relationship to Learning

• Game Design

• Games and Learning

• SAGE Project

• Concussion Project

Some selectedNew Media Theorists

• Jay David Bolter & Richard Grusin– Remediation

• Lev Manovich– The Language of New Media

• Janet Murray– Hamlet on the Holodeck

Murray’s Propertiesof Digital Environments

• Participatory

• Procedural

• Spatial

• Encyclopedic

Murray’s Pleasuresof Digital Environments

• Immersion

• Agency

• Transformation

New Media and Learning?• Multimedia Principle (R.E. Mayer, 2001)

– Retention– Transfer

• Seductive Details (Harp and Mayer, 1998)– interesting but irrelevant adjuncts inhibit learning

Game Design • Rules of Play

Katie Salen

Eric Zimmerman

MIT Press, 2003

• I have no words, I Must DesignGreg Costikyan

<www.costik.com/>

Rules of PlayKatie Salen & Eric Zimmerman

• A game is…

– system– players– artificial conflict– rules– quantifiable

outcome

Rules of Play

• The “Magic Circle”

• Meaningful Play

• Levels of Interactivity

• Modes of Interactivity

• Game Schema

Rules of Play

• The Magic Circle

– “Lusory” attitude– commit to game

experience and to the game-world

– suspension of disbelief

Rules of Play

• Meaningful Play

– Discernible– Integrated

Rules of Play

• Levels of Interactivity– interpretive interactivity

– utilitarian interactivity

– designed choice

– macro-interactivity

Rules of Play

• Types of Interactivity

– embedded

– emergent

Rules of Play

• Game Schema

– game as rule

– game as play

– game as culture

Greg Costikyan:What is a game?

• Decision making

• Goals

• Opposition

• Managing Resources

• Game Tokens

• Information

Greg Costikyan:What strengthens a game?

• Diplomacy• Color• Simulation• Variety of Encounter• Positive Identification• Roleplaying• Socializing• Narrative Tension

SAGE Project

• Simulation and Advanced Game Environments

• Health Sector Education

• Project Leader: David Kaufman

• Project Co-Leader: Louise Sauve

• Fully bilingual national research network

• 20 researchers, 10 universities, 15 partners

SAGE Project

• Two conceptual domains– Conceptual Foundations– Methodologies of Tools

• Three structural domains– Games– Simulation-Games– Simulations

SFU Concussion Project• SFU Kinesiology Department

• Dave Goodman - P.I. - Kinesiology

• Phil Winne - Education

• Three Objectives:– Quantify– Assess – Educate

SFU Concussion Project• Education: Test use of Electronic Games

– Symptom Shock– Heads Up Hockey– Ice Hockey 3D

SFU Concussion GameSymptom Shock

• Tetris

• Hockey scoring metaphor

• Learning content not integrated into game mechanics

SFU Concussion GameHeads Up Hockey

• Single player game

• Mimics 3-on-3 hockey

• 2 roles: player and coach

• Content built into game mechanics

SFU Concussion GameIce Hockey 3D

• 3-D first-person multi player hockey game

• Mimics real hockey experience & POV

• Content integrated into game play and representation

Relevant models

• Malone and Lepper (1987)– Challenge– Fantasy– Curiousity– Control

• Csikzentmihalyi: Flow Theory– Challenge and Skill– If not in balance => anxiety or boredom– If balanced => State of Flow

Issues - 1• How can games and simulations support

learning?

• How do differing models and representations of games and simulations affect learning outcomes?

• What is the role of narrative in:– Enhancing game play– Supporting Learning

Issues - 2• How to maintain game variables (challenge,

balance, winning states) in educational context?

• Should educational games incorporate the learning outcomes within the game design?

• How can educators afford the development of well-designed learning games?

• What are the appropriate roles for competition and for collaboration in educational gaming?

• Other educators using games?

• Critical issues?

• Develop a broader discourse?

Jim Bizzocchijimbiz@sfu.ca

www.dadaprocessing.com

Jim Bizzocchijimbiz@sfu.ca

www.dadaprocessing.com

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