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DESIGNING AN
ARG
How to frame it!
 Epistemic Games
   A game where an epistemic frame is set
   that requires the student to act as a
   member of the professional community.
   They are expected to use the
   vocabulary, jargon, and act as if a
   member of this community
How to frame it!

 Jim Gee
   Knowledge takes on a different life when
    students use this knowledge in a
    coherent practice such as a game rather
    than a traditional test or paper
    assignment
 Lave & Wenger
   Community of Practice
How to frame it!

Keller’s ARCs Motivation Model of
Instructional Design

 Attention
 Relevance
 Confidence
 Success
Examples to reference
   Epistemic games
    http://www.innovateonline.info/pdf/vol1_issue6/Epistemic_Games.pdf

   Ecomuve http://ecomuve.gse.harvard.edu/

   HARPS projects
    http://isites.harvard.edu/icb/icb.do?keyword=harp&pageid=icb.page69587

   Mentira http://www.mentira.org/

   Place Based Learning http://website.education.wisc.edu/kdsquire/tenure-
    files/16-squire-shelton-book.pdf

   7 Things You Should Know about Alternate Reality Games
    http://net.educause.edu/ir/library/pdf/ELI7045.pdf
Games-based Learning
Research
   Aldridge
   Prensky
   Jenkins
   Gee
Lesson plan or Instructor notes

 Unit Goals
 Learning Objectives
 Objectives & Standards from your Common
  Course Curriculum
 Technology requirements
 Field trip permissions
 Accessibility
Basics

 Subject
 Students
 Purpose


 What do you want them to learn? Skills or
  knowledge?

 What is the conflict/challenge?
Okay, so now different types of
games
 Augmented Reality Game
 Augmented Reality Simulation
 Pervasive Game
 Location-Based Game
 Murder Mystery
Differences

 Fiction
 Interactive Narrative – player actions change the
    game
   Puppetmaster
   Claim to be real
   Alter the World…don’t step into the Magic Circle
   TINAG
   Transmedia
   Movement
ARG Design

 Narrative
 NPC/Pedagogical Agents
 Game Design
 Challenges
 Transmedia
 Tech Tools
Game Design for ARGs

 Story driven
 Pieces distributed in multiple places
 Layers
 Problem solving
 Hard and soft scaffolding
 Hard fun
 Incomplete Information
Rabbithole

 Structure the Door
 Door for students/educators
 First artifact that draws the player in……..
  instead may be the first bit of information
 Immersion
Activity

 Concept……..
 Subject ……….
 Purpose……..
 Door/Rabbithole………….
Qualitative Factors for Game
 Play (Malone, 1981)

 Challenge
 Curiosity
 Fantasy (Fiction)
 Flow
Kellers’ ARCS Model

 Attention
 Relevance
 Competence
 Satisfaction
CONSTRUCTIVISM & CONNECTIVISM
FIERO & FLOW
Challenges

 Flow/Fiero
  Solving a puzzle
  Picking up clues to a mystery
  Dealing with a character
Interactive Narrative
  Keep designing while playing
  Storyboard – the narrative
  Flowchart the action –
  clues, puzzles, character interactions
Challenge


  Puzzle
  Mathematical Formula
  Message to Decipher
  Problem to Solve
Designing an ARG

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Designing an ARG

  • 2.
  • 3. How to frame it!  Epistemic Games  A game where an epistemic frame is set that requires the student to act as a member of the professional community. They are expected to use the vocabulary, jargon, and act as if a member of this community
  • 4.
  • 5. How to frame it!  Jim Gee  Knowledge takes on a different life when students use this knowledge in a coherent practice such as a game rather than a traditional test or paper assignment  Lave & Wenger  Community of Practice
  • 6. How to frame it! Keller’s ARCs Motivation Model of Instructional Design  Attention  Relevance  Confidence  Success
  • 7. Examples to reference  Epistemic games http://www.innovateonline.info/pdf/vol1_issue6/Epistemic_Games.pdf  Ecomuve http://ecomuve.gse.harvard.edu/  HARPS projects http://isites.harvard.edu/icb/icb.do?keyword=harp&pageid=icb.page69587  Mentira http://www.mentira.org/  Place Based Learning http://website.education.wisc.edu/kdsquire/tenure- files/16-squire-shelton-book.pdf  7 Things You Should Know about Alternate Reality Games http://net.educause.edu/ir/library/pdf/ELI7045.pdf
  • 8. Games-based Learning Research  Aldridge  Prensky  Jenkins  Gee
  • 9. Lesson plan or Instructor notes  Unit Goals  Learning Objectives  Objectives & Standards from your Common Course Curriculum  Technology requirements  Field trip permissions  Accessibility
  • 10. Basics  Subject  Students  Purpose  What do you want them to learn? Skills or knowledge?  What is the conflict/challenge?
  • 11. Okay, so now different types of games  Augmented Reality Game  Augmented Reality Simulation  Pervasive Game  Location-Based Game  Murder Mystery
  • 12. Differences  Fiction  Interactive Narrative – player actions change the game  Puppetmaster  Claim to be real  Alter the World…don’t step into the Magic Circle  TINAG  Transmedia  Movement
  • 13. ARG Design  Narrative  NPC/Pedagogical Agents  Game Design  Challenges  Transmedia  Tech Tools
  • 14. Game Design for ARGs  Story driven  Pieces distributed in multiple places  Layers  Problem solving  Hard and soft scaffolding  Hard fun  Incomplete Information
  • 15. Rabbithole  Structure the Door  Door for students/educators  First artifact that draws the player in…….. instead may be the first bit of information  Immersion
  • 16.
  • 17. Activity  Concept……..  Subject ……….  Purpose……..  Door/Rabbithole………….
  • 18. Qualitative Factors for Game Play (Malone, 1981)  Challenge  Curiosity  Fantasy (Fiction)  Flow
  • 19. Kellers’ ARCS Model  Attention  Relevance  Competence  Satisfaction
  • 21. Challenges  Flow/Fiero  Solving a puzzle  Picking up clues to a mystery  Dealing with a character
  • 22. Interactive Narrative  Keep designing while playing  Storyboard – the narrative  Flowchart the action – clues, puzzles, character interactions
  • 23. Challenge  Puzzle  Mathematical Formula  Message to Decipher  Problem to Solve