Cathie Howe

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    A NSW Department of Education &

    Communities case study

    Using game design and virtual worlds for creationof interesting and engaging learning projects.

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    Macquarie ICT Innovations Centre

    MacICT mission is to develop, implement and evaluate innovative ways

    of enhancing learning through the application of dynamic andemerging information and communication technologies.'

    collaborativeagreement

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    2011 Projects:

    Game2Design

    Virtual Worlds Trinity

    Mobile Learning

    Robotics

    Learning Design

    Clients:

    - K 12 teachers & students

    - Public & private systems

    We provide:

    - Project-based approach- Authentic context

    - Teacher trainingworkshops

    - Student bootcamps- Student showcases

    - Ongoing support forduration of project

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    Promotes action orientated behaviour rather than discussion based work

    Design thinking underpins all projects

    A methodology that teaches people to creatively solve problems

    d.school bootcamp.2008

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    Why Game Design? The heart of 21st Century learning is not about

    the tools, it is about learninghow to learn.

    Game design offers students and their teachers a unique platform to addressessential skills in becoming independent learners

    while meeting curriculum outcomes.

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    Key Issues in Gamification:

    Through video games,players attain:

    Positive Emotions

    Relationships

    Meaning

    Accomplishment

    P.E.R.M.A

    Dr.Martin Seligman

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    10. Joy

    9. Relief

    8. Love7. Surprise

    6. Pride

    5. Curiosity

    4. Excitement

    3. Awe & Wonder 2. Contentment

    1. Creativity

    Jane McGonigal

    10 powerful positive emotions games activate:

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    The Project: Invasion of the Shadow Plague

    A narrative based metagame centred in a Wordpress blogteaching students to design and build using

    Microsoft Kodu Game Lab

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    Good Game Design Workshop

    Students & teacherscompleted these activities:Deconstructed gamesReviewed real gamesDesigned a game level

    Built a game level

    Krill & Zed from Little Space Heroeswww.littlespaceheroes.com

    To learn the following principles:Clear goalStoryWorldChallengePlayer feedback

    Difficulty curve

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    M

    is

    si

    on

    s

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    Mi

    ssio

    n

    Re

    port

    s

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    Training and Resources Provided Good Game Design workshops for teachers & bootcamps for students

    Students design documentation Access to 140 video tutorials Fully moderated blog Ongoing support via Edmodo, email, school visits

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    Trial of prototype:5 x schools- 2 x primary- 3 x high schools

    600 students, Years 3 to 10549 posts in 1 weeks

    2nd iteration:4 x schools- 2 x primary- 2 x high school

    Total students:- 886 in project- Additional 356completed bootcamps

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    What worked: Workshops & bootcamps, particularly 2 day immersion program

    Software was free & accessible from school and home.

    Real world links with Indie game development community

    High levels of participation (1300 students, 60 teachers)

    High levels of engagement from both male and female students.

    Curation of a large number of student reflections & games

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    When we are designing games we are learning to solve problems incontext.We come across a problem like a crash message, we have torecognise the problem, understand the problem, and its source and

    work out a solution.Id rat

    her fix a cras

    hth

    an some abstract scenariothat I cant relate to. Year 6 student

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    Successful 3dedratsGame On festival

    Indie Game Designers showcase

    Info sessions presented by students,

    teachers, academics & parents.

    Game Design Speed Challenge

    Minecraft multiplayer world

    Mobile phone QR code hunt, Mario Kartchallenge, Retro gaming, Battle Tetris,

    Kinect dancing, Microsoft xbox kinecttrailer & zombie live action nerf game

    ABCs Good Game field reporter, Goose

    and robot D.A.R.R.E.N. covered the day.Game On festival was the feature story on

    Good Game Spawn Point

    http://3dedrats.wordpress.com/2011/11/21/game-on-festival-wrap-up/

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    What we learnt:

    Inconsistent student expectations and monitoring by teachers Instructions not always read Manual moderation of mission posts was time consuming Scalability - better hosting solution e.g. Drupal, bigger budget (web

    design, graphics, support staff etc) Commitment of teachers to a long term project

    Teachers need to be key stakeholders in the development of theproject

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    The HabMacICTs virtual world - Trinity

    When 2050

    A virtual world is a 3D computer

    environment.

    Users are represented as avatars.

    MacICTs world, Trinity is

    constructed using an open sourcesoftware called OpenSim

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    Year10 students designed and constructed architectural prototypes forAustralian cities for the year2050. Designs incorporated:- ideas such as, sustainability, function and aesthetics.- needs such as communication, energy, food, housing, recreation &

    transport.

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    Trinity (3D Virtual Worlds) has changed the way I design I will now

    design with

    a very open mind.Th

    is projecth

    as push

    ed me to workh

    arderto develop my concepts and ideas. Year 10 student

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    What we learnt:

    Powerfulcollaborative,

    immersive tool Technology

    constraints Bandwith Scalability

    Exhibition at SCA &School Spectacular

    The technology provides for the quick activation of ideas, constructionof shapes, use of textures all within a 3D space. Students are fully

    engaged in the whole process ofhaving the power to create majorstructures, to move around, in and out, above and below their building

    structures.This is total immersion.Teacher comment

    http://3dedrats.wordpress.com/ 2011/12/09/virtual-worlds-collaborative-design-challenge/

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    [email protected]

    http://au.linkedin.com/pub/cathie_howe/12/852/760

    @cathie_h

    Part of a

    Kodu game storyboardby Jenna age 7

    Contact Details