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DESIGNING AN
ARG
How to frame it!
 EpistemicGames
 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
 HARPS projects htt
 Mentira
 Place Based Learning
 7ThingsYou Should Know about Alternate
Reality Games
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
Elements that May Be Different
 Interactive Narrative
 Pplayer actions change the game
 Puppetmaster
 Claim to be real
 Alter theWorld…don’t step into the Magic
Circle
 TINAG
 Transmedia
 Movement
ARG Design
 Narrative
 NPC/PedagogicalAgents
 Game Design
 Challenges
 Transmedia
 TechTools
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
FIERO & FLOW
CONSTRUCTIVISM & CONNECTIVISM
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
EDISON V. TESLA THEME
RABBITHOLE
ARG PRIME
ALTERNATE REALITY GAME
ARG Prime
 Gmail
 YouTube
 Wordpress
 Tagwhat
 Logins and Accounts
PUPPETMASTER
Rabbithole
 Structure the Door
 Door for students/educators
 First artifact that draws the player in……..
instead may be the first bit of information
 Immersion
CURTAIN
TINAG
ARG Week 5/6
ARG Week 5/6
ARG Week 5/6
ARG Week 5/6
ARG Week 5/6
ARG Week 5/6
ARG Week 5/6
ARG Week 5/6
ARG Week 5/6
ARG Week 5/6
ARG Week 5/6
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ARG Week 5/6

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ARG Week 5/6

  • 2.
  • 3. How to frame it!  EpistemicGames  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  HARPS projects htt  Mentira  Place Based Learning  7ThingsYou Should Know about Alternate Reality Games
  • 8. Lesson plan or Instructor notes  Unit Goals  Learning Objectives  Objectives & Standards from your Common Course Curriculum  Technology requirements  Field trip permissions  Accessibility
  • 9. Basics  Subject  Students  Purpose  What do you want them to learn? Skills or knowledge?  What is the conflict/challenge?
  • 10. Okay, so now different types of games  Augmented Reality Game  Augmented Reality Simulation  Pervasive Game  Location-Based Game  Murder Mystery
  • 11. Elements that May Be Different  Interactive Narrative  Pplayer actions change the game  Puppetmaster  Claim to be real  Alter theWorld…don’t step into the Magic Circle  TINAG  Transmedia  Movement
  • 12. ARG Design  Narrative  NPC/PedagogicalAgents  Game Design  Challenges  Transmedia  TechTools
  • 13. Game Design for ARGs  Story driven  Pieces distributed in multiple places  Layers  Problem solving  Hard and soft scaffolding  Hard fun  Incomplete Information
  • 14. Rabbithole  Structure the Door  Door for students/educators  First artifact that draws the player in…….. instead may be the first bit of information  Immersion
  • 15.
  • 16. Activity  Concept……..  Subject ……….  Purpose……..  Door/Rabbithole………….
  • 17. Qualitative Factors for Game Play (Malone, 1981)  Challenge  Curiosity  Fantasy (Fiction)  Flow
  • 18. FIERO & FLOW CONSTRUCTIVISM & CONNECTIVISM
  • 19. Challenges  Flow/Fiero  Solving a puzzle  Picking up clues to a mystery  Dealing with a character
  • 20. Interactive Narrative  Keep designing while playing  Storyboard – the narrative  Flowchart the action – clues, puzzles, character interactions
  • 21. Challenge  Puzzle  Mathematical Formula  Message to Decipher  Problem to Solve
  • 22.
  • 26. ARG Prime  Gmail  YouTube  Wordpress  Tagwhat  Logins and Accounts
  • 28.
  • 29. Rabbithole  Structure the Door  Door for students/educators  First artifact that draws the player in…….. instead may be the first bit of information  Immersion
  • 30.
  • 32. TINAG