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winning at losing
lessons in gaming pedagogy


Seann M. Dikkers
University of Wisconsin - Madison
Games, Learning, & Society Research Group
Advisor: Kurt Squire
sdikkers@gmail.com
iStan
iStan
M.I.T. Outdoor AR Engine



GPS-Based                           Role-Based




       Map-Based       Landscape Architect       Wildlife Ecologist
53%
American Adults Play



                       2008
97%
American Teens Play




                      2008
how do they do it?
losing
losing
Failure
Anger
Frustration
Depression
Novice
losing
Failure
Anger
Frustration
Depression
Novice
Final
losing
Exploration
Challenge
Dissonance
Endurance
Expertise
losing
Exploration
Challenge
Dissonance
Endurance
Expertise
Te m p o r a r y
pathing
Intro   Idea   Practice   Test
Paths and
   Outcomes:
Choose Your Own
 Adventure #2:
 Journey Under
    the Sea


    Michael
  Niggel post,
     2009
learner control
Tomb Raider Video
massive information loops
group coordination
Leroy Jenkins Clip
lifebars
vu




Multiple models of feedbck
vu




Multiple models of feedbck
removed win states
better known as perpetual problem solving
or
layered goal setting
or for our purposes....
perpetual losing
Coming to
terms with your
inner loser
allows you to
define success
on your own
terms.
Zoo Tycoon Clip
audience and expertise
feedback loops
feedback loops
  life bars           advisors

  scoring (top ten)   audience

  events/pop-ups      peers
educational implications
educational implications
   life bars           advisors

   scoring (top ten)   audience

   events/pop-ups      peers
educational implications
   progress bars   teach to actions

   recognition     expert attention

   just-in-time    cooperative ed
educational implications
   progress bars   teach to actions

   recognition     expert attention

   just-in-time    cooperative ed
educational implications
 progress bars       teach to actions

 recognition         expert attention

 just-in-time        cooperative ed


                 ‘cheats’ access
educational implications
 progress bars        teach to actions

 recognition          expert attention

 just-in-time         cooperative ed

 ‘cheats’ access

                   massive data
educational implications
 progress bars         teach to actions

 recognition           expert attention

 just-in-time          cooperative ed

 ‘cheats’ access       massive data

                   narrative
educational implications
 progress bars           teach to actions

 recognition             expert attention

 just-in-time            cooperative ed

 ‘cheats’ access         massive data

  narrative
                   flow
educational implications
 progress bars     teach to actions

 recognition       expert attention

 just-in-time      cooperative ed

 ‘cheats’ access   massive data

  narrative         flow
winning at losing
lessons in gaming pedagogy


Seann M. Dikkers
University of Wisconsin - Madison
Games, Learning, & Society Research Group
sdikkers@gmail.com
twit: sdikkers
http://web.me.com/seanndikkers
www.mobilemedialearning.org
-insert lit review here-
 Constructivism (Dewey)
   Distributed Cognition (Hutchins)
 Psychology of Play (Vygotsky, Bruner, Gussein-Paley)
     Gaming as a tool for learning (Jenkins, Gee,
     Squire, & Steinkuehler)
     Losing as Educational (Csikszentmihaly, Chen)
some findings
some findings
spent more time. (Martin, 2008)
some findings
spent more time. (Martin, 2008)
more collaboration. (Steinkuehler, 2006)
some findings
spent more time. (Martin, 2008)
more collaboration. (Steinkuehler, 2006)
new forms of Literacy. (Jenkins, Gee)
some findings
spent more time. (Martin, 2008)
more collaboration. (Steinkuehler, 2006)
new forms of Literacy. (Jenkins, Gee)
Strong narrative delivery. (ARIS Project, MML)
some findings
spent more time. (Martin, 2008)
more collaboration. (Steinkuehler, 2006)
new forms of Literacy. (Jenkins, Gee)
Strong narrative delivery. (ARIS Project, MML)
frameworks for thought, semiotic systems. (Gee, 2005)
some findings
spent more time. (Martin, 2008)
more collaboration. (Steinkuehler, 2006)
new forms of Literacy. (Jenkins, Gee)
Strong narrative delivery. (ARIS Project, MML)
frameworks for thought, semiotic systems. (Gee, 2005)
Trajectories for participation. (Squire, 2008)

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Losing Presentation 8 09

Notas do Editor

  1. Introduce self (ARGs, CivIII, MML, WoW study, RTR, Leadership Ed) Talking about losing 1) Losing takes a beating,
  2. 4) Perception of “Losers” Images of gaming and loss in popular culture... Are there other models? What might productive losers look like? Current research suggests other images
  3. impending loss
  4. Games are voluntary Challenging Immersive Define “Gaming”
  5. Total community game participation... utility bill Third spaces, community life. Persistent community life.. the new watercooler. Notice that the games don’t “die” Who is gaming? Are all kids buying in?
  6. ...Games are breaking out of the computer desk.
  7. Surprising number of adults! Amazing inroads in Wii (Phy.Ther, Seniors, Family) comparaitive
  8. The learning strategies and psychology of gaming is proven in practice...
  9. ...our question is How? and maybe seeing a vision for learning based on play and loss mechanics.
  10. 2) Alignment with loss, low esteem, and macro failure, (micro-loss and macro loss? neg/pos?) 3) High-stakes testing as a time manager and pressure cooker
  11. 2) Alignment with loss, low esteem, and macro failure, (micro-loss and macro loss? neg/pos?) 3) High-stakes testing as a time manager and pressure cooker
  12. 2) Alignment with loss, low esteem, and macro failure, (micro-loss and macro loss? neg/pos?) 3) High-stakes testing as a time manager and pressure cooker
  13. 2) Alignment with loss, low esteem, and macro failure, (micro-loss and macro loss? neg/pos?) 3) High-stakes testing as a time manager and pressure cooker
  14. 2) Alignment with loss, low esteem, and macro failure, (micro-loss and macro loss? neg/pos?) 3) High-stakes testing as a time manager and pressure cooker
  15. 2) Alignment with loss, low esteem, and macro failure, (micro-loss and macro loss? neg/pos?) 3) High-stakes testing as a time manager and pressure cooker
  16. Redundant, ever increasing “impending loss” games. $ limitations Limited audience (King of Kong) “Heavy” Penalty... and then...
  17. Redundant, ever increasing “impending loss” games. $ limitations Limited audience (King of Kong) “Heavy” Penalty... and then...
  18. Replayability Endless “lives” Shift in how we “die” in games
  19. Developed, even funny death sequences as part of the game but this meant you had to be able to “save”!
  20. Pause/Saving the game Provided for partitions to the learning experience. +narrative +Cut scenes +Identity
  21. Pause/Saving the game Provided for partitions to the learning experience. +narrative +Cut scenes +Identity
  22. Pause/Saving the game Provided for partitions to the learning experience. +narrative +Cut scenes +Identity
  23. importance of interrupted time in learning (sid Meyer) RTS, Shooters, and “phases” of game play cycle endlessly (most popular games) Highlighting engaging content, and reducing tedium with each release
  24. importance of interrupted time in learning (sid Meyer) RTS, Shooters, and “phases” of game play cycle endlessly (most popular games) Highlighting engaging content, and reducing tedium with each release
  25. Feature --> Standard/norm Semiotic system or part of the discourse.
  26. Feature --> Standard/norm Semiotic system or part of the discourse.
  27. Feature --> Standard/norm Semiotic system or part of the discourse.
  28. Feature --> Standard/norm Semiotic system or part of the discourse.
  29. Feature --> Standard/norm Semiotic system or part of the discourse.
  30. Feature --> Standard/norm Semiotic system or part of the discourse.
  31. Feature --> Standard/norm Semiotic system or part of the discourse.
  32. Part of the language of students today Creates a “balance mechanic” vs. “win”-”loss” Allows for complexity...
  33. Massive information exchange and manipulation
  34. for ed, we can replace these strategies with classroom ones... ...plus add a couple