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The Game School: Developing Theories and Practices Around Gaming Literacies Alice Robison Massachusetts Institute of Technology & The Game School alicerobison.org flickr.com/photos/iand 1 Monday, June 9, 2008

Robison New Agendas for Media Literacy

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Slides from a talk for the New Agendas for Media Literacy meeting at the University of Texas at Austin, 06.06.08.

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Page 1: Robison New Agendas for Media Literacy

The Game School: Developing Theories and Practices Around Gaming LiteraciesAlice RobisonMassachusetts Institute of Technology &The Game Schoolalicerobison.org

flickr.com/photos/iand

1Monday, June 9, 2008

Page 2: Robison New Agendas for Media Literacy

Goals & Methods: 2nd-Generation Literacy Scholars

Follow theory-builders of 1st generation.

Are gathering evidence, collecting data using sociological and anthropological methods.

Take as their goal to “provide information about the epistemology, practices and interpretation of literacy practices over time” (Tyner).

xkcd.com/208

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Positions: 2nd-gen. Literacy Scholars

Contrary to recent NEA reports, literacy is not connected to large-scale social or cognitive consequences (Graff).

Written cultures are not superior to oral ones (Scribner & Cole).

What “counts” as literacy is a range of complex practices situated in particular contexts and cultures (The New London Group).

http://icanhascheezburger.com/2007/01/26/invisible-sandwich/

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What Does it Mean if...

• Videogaming is the new golf?

• You’re not making connections in virtual spaces, or you have no reference for it?

• You don’t know how to visualize data, problem-solve with others, simulate processes, think with systems?

• You don’t know how to present yourself online?

• You can’t maintain relationships both on and offline?

• Can’t use the tools, parse the messages, synthesize the information?

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The Game School

image © interactiondesign.com.au

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Page 6: Robison New Agendas for Media Literacy

The Game School

image © interactiondesign.com.au

Developed by the Institute of Play (instituteofplay.org), NYC, led by Katie Salen (gamersmob.com).

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Page 7: Robison New Agendas for Media Literacy

The Game School

image © interactiondesign.com.au

Developed by the Institute of Play (instituteofplay.org), NYC, led by Katie Salen (gamersmob.com).

Partnership project with New Visions for Public Schools (NYC) and the MacArthur Foundation’s Digital Learning Initiative (digitallearning.macfound.org).

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Page 8: Robison New Agendas for Media Literacy

The Game School

image © interactiondesign.com.au

Developed by the Institute of Play (instituteofplay.org), NYC, led by Katie Salen (gamersmob.com).

Partnership project with New Visions for Public Schools (NYC) and the MacArthur Foundation’s Digital Learning Initiative (digitallearning.macfound.org).

Set to open in Fall 2009 with 6th grade, adding grades each year.

5Monday, June 9, 2008

Page 9: Robison New Agendas for Media Literacy

The Game School

image © interactiondesign.com.au

Developed by the Institute of Play (instituteofplay.org), NYC, led by Katie Salen (gamersmob.com).

Partnership project with New Visions for Public Schools (NYC) and the MacArthur Foundation’s Digital Learning Initiative (digitallearning.macfound.org).

Set to open in Fall 2009 with 6th grade, adding grades each year.

The school’s design process “aims to harness strategic thinking around gaming and game design as an innovative curricular and learning paradigm, and actively seeks to change the way institutions of learning are conceived of and built” (Planning Document).

5Monday, June 9, 2008

Page 10: Robison New Agendas for Media Literacy

The Game School

image © interactiondesign.com.au

Developed by the Institute of Play (instituteofplay.org), NYC, led by Katie Salen (gamersmob.com).

Partnership project with New Visions for Public Schools (NYC) and the MacArthur Foundation’s Digital Learning Initiative (digitallearning.macfound.org).

Set to open in Fall 2009 with 6th grade, adding grades each year.

The school’s design process “aims to harness strategic thinking around gaming and game design as an innovative curricular and learning paradigm, and actively seeks to change the way institutions of learning are conceived of and built” (Planning Document).

Will emphasize immersion in basic literacy practices in addition to “ways of knowing and doing,” such as the ability to think, read, and interact critically, to solve complex problems in mathematics and science, and to express oneself persuasively through language and media as authors, agents, and consumers” (Planning Document).

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What Do Gamers Learn?

They must seek expertise and ask for help, to share expertise and tutor others (forums, boards, guilds).

That collaboration is crucial with both problem-solving and execution. Indeed, collaborative play is a designed objective.

They must thrive at fast decision-making and know how to prioritize in order to work collectively toward a common goal.

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Page 12: Robison New Agendas for Media Literacy

What Do Gamers Learn?They learn to see the world as a designed space, as a series of systems.

Can synthesize both macro- and micro-data in order for quick analysis.

Are good at multitasking and continuous partial attention.

Phase by Harmonix Studios, Cambridge, Massachusetts

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What Do Gamers Learn?

Real-time, immediate assessment and visual feedback.

They work toward an end-goal, a quantifiable outcome.

They are willing to experiment and keep trying, to fix things, take risks, failure is part of the objective.

flickr.com/photos/conexaogamer

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What Do Gamers Learn?

See themselves as heroes on a quest, identify with protagonists.

Experimental identities, strategies, solutions (guitar player, drummer).

Low-risk testing of living in an immersive space, role-playing (a bee in a bee’s world)

flickr.com/photos/foreverdigital

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Games-Based ThinkingGamers see themselves as heroes on quests, solving a series of ever-increasing puzzles and problems.

They work toward an end-goal, a quantifiable outcome.

They are willing to experiment and keep trying, to fix things, take risks. Failure is part of the objective.

They learn to see the world as a designed space, as a series of systems.

They are willing to seek expertise and ask for help, to share expertise and tutor others, just because it’s fun.

They learn that collaboration is crucial with both problem-solving and execution.

Gamers thrive at fast decision-making and know how to prioritize.

They often practice multitasking and continuous partial attention.

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Game School Core Practices

Taking on Identities

Using Game Design and Systems Thinking

Practicing in Context

Playing and Reflecting

Theorizing and Testing

Responding to a Need to Know

Interacting with Others

Experimenting and Imagining Possibilities

Giving and Receiving Feedback

Inventing Solutions

© Institute of Play; Do Not Cite

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Ways of Knowing, Learning

Systems-based thinking

Interdisciplinary thinking

User-Centered design

Specialist language

Meta-level reflection

Network literacies

Productive/tool literacies

Need to know

Need to share and reflect

Occasion to share

Context for ongoing feedback and evaluation

Channels for distribution across internal and external communities

© Institute of Play; Do Not Cite

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Institute of Play

http://www.viddler.com/explore/instituteofplay/videos/2/

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Page 19: Robison New Agendas for Media Literacy

Potential Uses of Gaming

© Institute of Play; Do Not Cite

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Potential Uses of Gaming• Authoring systems--using games to

produce an artifact (e.g., game designs, mods, videos, visual texts, avatars, body of code, written texts, etc.)

© Institute of Play; Do Not Cite

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Potential Uses of Gaming• Authoring systems--using games to

produce an artifact (e.g., game designs, mods, videos, visual texts, avatars, body of code, written texts, etc.)

• Content systems--COTS games used to supplement understanding (e.g. Civilization for history, Everquest for economics)

© Institute of Play; Do Not Cite

14Monday, June 9, 2008

Page 22: Robison New Agendas for Media Literacy

Potential Uses of Gaming• Authoring systems--using games to

produce an artifact (e.g., game designs, mods, videos, visual texts, avatars, body of code, written texts, etc.)

• Content systems--COTS games used to supplement understanding (e.g. Civilization for history, Everquest for economics)

• Simulations for manipulation--testing theories about how systems work, how principles of design are implemented--as well as for measuring internal assessment measures (data)

© Institute of Play; Do Not Cite

14Monday, June 9, 2008

Page 23: Robison New Agendas for Media Literacy

Potential Uses of Gaming• Authoring systems--using games to

produce an artifact (e.g., game designs, mods, videos, visual texts, avatars, body of code, written texts, etc.)

• Content systems--COTS games used to supplement understanding (e.g. Civilization for history, Everquest for economics)

• Simulations for manipulation--testing theories about how systems work, how principles of design are implemented--as well as for measuring internal assessment measures (data)

• Experiential context or “trigger systems” for understanding concepts (e.g., play Mafia to experience ethical dilemma)

© Institute of Play; Do Not Cite

14Monday, June 9, 2008

Page 24: Robison New Agendas for Media Literacy

Potential Uses of Gaming• Authoring systems--using games to

produce an artifact (e.g., game designs, mods, videos, visual texts, avatars, body of code, written texts, etc.)

• Content systems--COTS games used to supplement understanding (e.g. Civilization for history, Everquest for economics)

• Simulations for manipulation--testing theories about how systems work, how principles of design are implemented--as well as for measuring internal assessment measures (data)

• Experiential context or “trigger systems” for understanding concepts (e.g., play Mafia to experience ethical dilemma)

• Gateways to technologies needed to help understand and/or master another medium (learning Photoshop for Sims, then Second Life)

© Institute of Play; Do Not Cite

14Monday, June 9, 2008

Page 25: Robison New Agendas for Media Literacy

Potential Uses of Gaming• Authoring systems--using games to

produce an artifact (e.g., game designs, mods, videos, visual texts, avatars, body of code, written texts, etc.)

• Content systems--COTS games used to supplement understanding (e.g. Civilization for history, Everquest for economics)

• Simulations for manipulation--testing theories about how systems work, how principles of design are implemented--as well as for measuring internal assessment measures (data)

• Experiential context or “trigger systems” for understanding concepts (e.g., play Mafia to experience ethical dilemma)

• Gateways to technologies needed to help understand and/or master another medium (learning Photoshop for Sims, then Second Life)

• Illustration--reflective systems used as contexts for meta-cognitive tasks. COTS and board games help reflect on decision-making

© Institute of Play; Do Not Cite

14Monday, June 9, 2008

Page 26: Robison New Agendas for Media Literacy

Potential Uses of Gaming• Authoring systems--using games to

produce an artifact (e.g., game designs, mods, videos, visual texts, avatars, body of code, written texts, etc.)

• Content systems--COTS games used to supplement understanding (e.g. Civilization for history, Everquest for economics)

• Simulations for manipulation--testing theories about how systems work, how principles of design are implemented--as well as for measuring internal assessment measures (data)

• Experiential context or “trigger systems” for understanding concepts (e.g., play Mafia to experience ethical dilemma)

• Gateways to technologies needed to help understand and/or master another medium (learning Photoshop for Sims, then Second Life)

• Illustration--reflective systems used as contexts for meta-cognitive tasks. COTS and board games help reflect on decision-making

• Exemplars of points-of-view--identity play, RPGs, etc.

© Institute of Play; Do Not Cite

14Monday, June 9, 2008

Page 27: Robison New Agendas for Media Literacy

Potential Uses of Gaming• Authoring systems--using games to

produce an artifact (e.g., game designs, mods, videos, visual texts, avatars, body of code, written texts, etc.)

• Content systems--COTS games used to supplement understanding (e.g. Civilization for history, Everquest for economics)

• Simulations for manipulation--testing theories about how systems work, how principles of design are implemented--as well as for measuring internal assessment measures (data)

• Experiential context or “trigger systems” for understanding concepts (e.g., play Mafia to experience ethical dilemma)

• Gateways to technologies needed to help understand and/or master another medium (learning Photoshop for Sims, then Second Life)

• Illustration--reflective systems used as contexts for meta-cognitive tasks. COTS and board games help reflect on decision-making

• Exemplars of points-of-view--identity play, RPGs, etc.

• Code worlds--code systems such as writing as primary mechanic of game play (text adventures, text-based mobile games). Writing is mode of action, thinking, and expression.

© Institute of Play; Do Not Cite

14Monday, June 9, 2008

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ReferencesGee, J.P. (2003). What video games have to teach us about learning and literacy. NY: Palgrave MacMillan.

Graff, H. (1995). The labyrinths of literacy: Reflections on literacy past and present. Pittsburgh: Pittsburgh UP.

Jenkins, H., Purushotma, R., Clinton, K., Weigel, M., & Robison, A. (2006). Confronting the challenges of participatory culture: Media education for the 21st century. Retrieved from http://digitallearning.macfound.org/site/c.enJLKQNlFiG/b.2029291/k.97E5/Occasional_Papers.htm

Lankshear, C. & Knobel, M. (2006). New literacies: Everyday practices and classroom learning (2nd ed.). London: Open UP.

The New London Group (1996). A Pedagogy of multiliteracies: Designing social futures. Harvard Educational Review 66(1), 60-92.

Salen, K., Torres, R., Wolozin, L., Rufo-Tepper, R. (2008). The Game School planning document: Draft 1.0. Personal copy.

Scribner, S. & Cole, M. (1981). The psychology of literacy. Cambridge, MA: Harvard UP.

Tyner, K. (1998). Literacy in a digital world. Mahwah, NJ: LEA, Inc.

Unitd States. National Endowment for the Arts. (2007, November). To Read or not to read: A Question of national consequence. Retrieved 1 December 2007 from the NEA website: http://www.nea.gov/pub/pubLit.php

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The Game School: Developing Theories and Practices Around Gaming LiteraciesAlice RobisonMassachusetts Institute of Technology &The Game Schoolalicerobison.org

instituteofplay.org

flickr.com/photos/iand

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