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Help Viola: using an ARG for student
induction
Rosie Jones
Bob Glass
Emily Shields
Manchester Metropolitan University
Session overview
Introduction
 The ARGOSI project
 What are ARGs?
ViolaQuest narrative
Activity: ViolaQuest
The potential of ARGs for learning
Questions
The ARGOSI project
ARG to support student induction – one year JISC
funded project
 Integrated gaming environment
 Meet InfoSkills learning outcomes
 Create social networks
 Improve student orientation confidence
 Engage in, and enjoy induction
Induction
 Lack of context
 Information overload
 ‘Pub’ focussed
 Little orientation to the city
What are ARGs?
Emerging game form - 2001
Viral marketing tool
Real world and online - variety of media
Narrative unfolds over time
Built by the players - user-created artifacts
Collaborative challenges
‘This is not a game’
Typically niche but with high engagement
Viola Quest
Viola and Percy
A secret society
The Challenges
Challenge 1 : A strange letter
Challenge 2 : Who am I?
Challenge 3 : A history mystery
Challenge 4 : X marks the spot
Challenge 5 : Percy’s A-Z
Challenge 6 : Finding the flaxobulator
Narrative structure
Overarching storyline
 Regular plot points when challenges released
Customisable sub-plots
 Related to learning outcome sets
Exploring challenges
Go to www.violaquest.org
Log in: Username :
Password :
In your teams, you have 25 minutes to
complete as many of the 16 lower
challenge grid squares as possible (you
will not be able to do no.6)
Challenges
Linked to learning goals
Online and offline
Individual and group
Increasing levels of difficulty
Range of ways to provide evidence
Getting the right mix for learning
Completing Competition
Storyline Puzzle-solving
Community Creativity
The ARGOSI framework
Software
 The ARG engine
Set of reusable ARG components
 Narrative
 Graphics
 Challenges
Guidelines for use
The ARG engine
Free open-source software
 Developed in Ruby on Rails (need to have some
expertise in Ruby, MySQL)
 Can be deployed to any compatible server
 Can be freely modified and customised
Delivers ARG elements
 Challenge management
 User management and leader board
 Discussion forums and messaging
User and admin functionality
ViolaQuest
 www.violaquest.org
Customisable narrative
Overarching storyline
 Change characters, location, plot
 Keep structure
Sub-plots
 Entirely customisable
 Players will make the links with the main plot
Graphical elements
Customisable elements
 Letter
 Typewritten instructions
 Diary pages
 Newspaper articles
 Map
 Blueprints
Good practice guide
Ongoing as we learn more
Handbook for implementation
 Using the ARGOSI framework
 Marketing guidance
 Guidance on use of external sites
Research findings from ARGOSI
Some things we’ve learned from ARGOSI
Timing is important
Don’t expect autonomy for all
 Many students need an external motivation
Difficult to make learning outcomes fun
Getting the challenges right is hard
 Easier is more accessible
 Students not keen to work offline
Underestimated time taken to support
Any questions?

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Help Viola: using an alternate reality game for student induction. Jones, Glass & Shields

  • 1. Help Viola: using an ARG for student induction Rosie Jones Bob Glass Emily Shields Manchester Metropolitan University
  • 2. Session overview Introduction  The ARGOSI project  What are ARGs? ViolaQuest narrative Activity: ViolaQuest The potential of ARGs for learning Questions
  • 3. The ARGOSI project ARG to support student induction – one year JISC funded project  Integrated gaming environment  Meet InfoSkills learning outcomes  Create social networks  Improve student orientation confidence  Engage in, and enjoy induction Induction  Lack of context  Information overload  ‘Pub’ focussed  Little orientation to the city
  • 4. What are ARGs? Emerging game form - 2001 Viral marketing tool Real world and online - variety of media Narrative unfolds over time Built by the players - user-created artifacts Collaborative challenges ‘This is not a game’ Typically niche but with high engagement
  • 8. The Challenges Challenge 1 : A strange letter Challenge 2 : Who am I? Challenge 3 : A history mystery Challenge 4 : X marks the spot Challenge 5 : Percy’s A-Z Challenge 6 : Finding the flaxobulator
  • 9. Narrative structure Overarching storyline  Regular plot points when challenges released Customisable sub-plots  Related to learning outcome sets
  • 10. Exploring challenges Go to www.violaquest.org Log in: Username : Password : In your teams, you have 25 minutes to complete as many of the 16 lower challenge grid squares as possible (you will not be able to do no.6)
  • 11. Challenges Linked to learning goals Online and offline Individual and group Increasing levels of difficulty Range of ways to provide evidence
  • 12. Getting the right mix for learning Completing Competition Storyline Puzzle-solving Community Creativity
  • 13. The ARGOSI framework Software  The ARG engine Set of reusable ARG components  Narrative  Graphics  Challenges Guidelines for use
  • 14. The ARG engine Free open-source software  Developed in Ruby on Rails (need to have some expertise in Ruby, MySQL)  Can be deployed to any compatible server  Can be freely modified and customised Delivers ARG elements  Challenge management  User management and leader board  Discussion forums and messaging User and admin functionality
  • 16. Customisable narrative Overarching storyline  Change characters, location, plot  Keep structure Sub-plots  Entirely customisable  Players will make the links with the main plot
  • 17. Graphical elements Customisable elements  Letter  Typewritten instructions  Diary pages  Newspaper articles  Map  Blueprints
  • 18. Good practice guide Ongoing as we learn more Handbook for implementation  Using the ARGOSI framework  Marketing guidance  Guidance on use of external sites Research findings from ARGOSI
  • 19. Some things we’ve learned from ARGOSI Timing is important Don’t expect autonomy for all  Many students need an external motivation Difficult to make learning outcomes fun Getting the challenges right is hard  Easier is more accessible  Students not keen to work offline Underestimated time taken to support