SlideShare a Scribd company logo
1 of 6
Download to read offline
Jon Saklofske
Jon.saklofske@acadiau.ca
Refresh Annapolis valley talk notes
 English professor interested in games?
o Yes---via lifelong addiction + DH interests
 Digital Humanities (DH): What is happening now that 500 years of print-
based book technology is being radically challenged / augmented /
complicated by digital mediations?
 New knowledge environments via the computer’s ability to reproduce,
reconfigure, synthesize and centralize all other media types?
 In literary studies:
o We study the history of printed literature
o We use books and words to study books and words.
 Why? Words and the history of their application prove that they work
 Language is a form of abstraction that allows us to experiment
with and explore our world further than our sense allow (like
mathematics).
 However, over the last 30 + years:
o Computers have made us realize that our specializations and methods are
somewhat limited and self-serving.
o Anecdote re: comic books to Blake at McGill
 Literary studies is one small corner of media studies and media studies is one small
corner of the humanities.
 DH is an attempt to generate a lucidity about the ways that digital tools can (and have)
affect the ways that human culture understands, preserves and represents itself.
 Yet DH is also showing signs of restrictiveness as it struggles to become a recognized
discipline and profession.
 Digital games are still at the margins of DH
o They are viewed as an entertainment pastime
o An immature medium
o As corruption and as a waste of time
o As something far from “serious”
o As something antithetical to art and culture
 Much like novels in the 18th
century
 Much like comic books in the 20th
century
 But games are more than information storage and delivery systems
 More than just empty distractions…
Jon Saklofske
Jon.saklofske@acadiau.ca
Digital Games:
 Thriving, developing industry---67 billion dollars in worldwide sales in 2012
 Still no satisfactory video game taxonomy
 Diverse types / genres generate diverse attempts to classify.
o All of these efforts are reductive…but studying and thinking about games is
essential, given how widespread their influence has become.
 Games are complex, interactive systems
o Games necessitate pattern recognition
o Necessitate that we participate and demand certain perspectives and activities
from users.
o Games are experiences, as real and as affecting and as memorable as anything
else we’re involved in.
o I tend towards interactive fictions, exploratory games, mysteries, puzzles and
quests that lead to understanding (rather than competition, point acquisition or
repetitive, reflexive conditioning).
 This reflexive conditioning is what the gamification trend in industry and
education is currently exploring)
o Games can teach approaches to problem solving
o Games can calibrate player behavior
o Games are arguments, and embody argumentative processes
o Games can be symbolic, figurative, non-literal
o Games require participation
o Games are simulation spaces, laboratories in which conditions can be
manipulated.
I’ve always recognized the value of games as learning environments…
 But, like any learning tool, especially in post-secondary education…It isn’t enough just to
learn THROUGH games.
o Players, as consumers, are seduced into accepting and perpetuating particular
subject positions
o Players simply master existing systems
o Players are users, reactive recipients
 This quickly gets political!!
o Players think they know what they’re getting into
 Yet games can be designed to shake players out of their expectations
Jon Saklofske
Jon.saklofske@acadiau.ca
o Call of duty MW1 nuclear strike and No Russian from MW2
o Increpare
o Molleindustria
o Half-life 2 marriage counseling mod.
 Players can be manipulated into awareness that allows them to circumvent a blind
obedience to the game’s rules.
AND MORE IMPORTANTLY….
 Players should also have the opportunity to become builders
o To understand how the systems work
o To generate experience and possibility spaces for others
o To move beyond consumption towards production
o To modify (mod) systems
o To become content creators
The challenge: How can I bring all of this into a university English literature classroom? How
can I expose students to a broader media landscape and encourage responses to the world
without sacrificing critical and creative traditions of university learning?
ANSWER: mix games into my curriculum as a new perceptual lens.
1. In first-year intro classes: expose students to a broad range of game-based storytelling
after teaching them the traditions of language-based narrativity, figuration and
expression.
a. Get them to apply a historical awareness of literary representation to gam-based
environments and experiences.
But in upper-level classes: how do I work game-based learning into the syllabus in a meaningful
and memorable way?
 Initially, I tried experiments with Second Life—but its 3rd
party hosting of content and
lack of overall control for groups of student avatars made this unwieldy.
 Unity and Unreal game engines—partly free to use but time consuming to develop
games.
 Finally—I found the Encore Xpress open-source MOO platform.
o Reminiscent of text adventures
o Familiar interface to IM users
o Multiplayer
Jon Saklofske
Jon.saklofske@acadiau.ca
o NPC conversation bots
o Objects
o Reputation
o Multiple, connected locations
o Flexible options
In the first term of a 2-term Romantics course, students are asked to play “The Natural
Daughter Game” (Moo mods and game developed in 3 months with 2 undergrad student
assistants).
 After reading Mary Robinson’s novel, students role-play as a woman in late 18th
century England.
 All players are instructed to “become successful”
 There are, however, no winning conditions….no way to achieve this.
 Choice is simply the illusion of freedom in this case.
….The game is played with a partner (2 people at a computer)
…and all have a chance to reflect on experiences in a class debriefing session (interrogates how
students played—Carelessly? Responsibly?
 Important to use games in the context of broader base of critical discussion and
reflection.
Then in the second term, student use another modded version of the MOO to collaboratively
create a game-based argument (instead of 2 essay assignments)
But how do I teach English students to become builders without teaching them programming?
 We use a robust construction kit to allow them to create environments in which
players are exposed to particular arguments via their willingness to participate in
the game.
 Students progress through an iterative design process and even though they
aren’t “programming,” they are “making.”
o They aren’t being completely programmed.
Demo MOO construction features:
Jon Saklofske
Jon.saklofske@acadiau.ca
 Demo refresh gamespace
 Demo create rooms
 Demo create bot
 Demo bot scripts
As a result: see slides with student outcomes and sample projects.
And…students start to see books differently----As alternative technologies that shape
perception
 Also able to critically explore various ways of communicating
 The first step to “looking under the hood” of digital games and engaging with processes.
But my thinking about game paradigms doesn’t stop there…
During my sabbatical, I met with and interviewed a number of significant game developers.
Of note:
 Chris Avellone (Obsidian Entertainment): Planescape Torment, Wasteland 2, Fallout:
New Vegas, Alpha Protocol, Knights of the Old Republic 2.
 Christian Cantamessa (Rockstar): Lead designer and co-writer for Red Dead Redemption,
also GTA: San Andreas and Manhunt 1 &2.
From these conversations---Why can’t classes be more like an open-world gamespace?
 Drawing from constructivist and experiential teaching theories...
o Wanting students to take ownership of the stories that they create in the
classroom
o Learning how to be builders or their own stories, not consumers of my
information feed.
o Turn the classroom from students digesting a pre-conceived narrative to
students co-creating stories that mean something to them personally.
o Like a game---an open-world game in which players collect, curate and
edit stories by constellating experiences from a possibility field.
Jon Saklofske
Jon.saklofske@acadiau.ca
o Students would—using methodological lenses (2 per module) and
gathering pertinent artifacts, build a set of experiences that they’ll need
to make comprehensive sense of through narration at the end of the
course.
The future?
 Mobile games (augmented reality)
 ARIS
 Disney’s pioneering efforts
 ARGs
Conclusion….

More Related Content

Viewers also liked (14)

Odigosdilosiseisodimatos
OdigosdilosiseisodimatosOdigosdilosiseisodimatos
Odigosdilosiseisodimatos
 
Shooting couse
Shooting couseShooting couse
Shooting couse
 
How to create a blog part2
How to create a blog part2How to create a blog part2
How to create a blog part2
 
Bonfrancesco presentation hpm 354 revised
Bonfrancesco presentation hpm 354   revisedBonfrancesco presentation hpm 354   revised
Bonfrancesco presentation hpm 354 revised
 
Power Point Tools
Power Point ToolsPower Point Tools
Power Point Tools
 
Futurelab Presentation
Futurelab PresentationFuturelab Presentation
Futurelab Presentation
 
8a Veg Cous Cous Salad
8a Veg Cous Cous Salad8a Veg Cous Cous Salad
8a Veg Cous Cous Salad
 
4ακπ6 ι1-signed
4ακπ6 ι1-signed4ακπ6 ι1-signed
4ακπ6 ι1-signed
 
Intercultural
InterculturalIntercultural
Intercultural
 
Dec & Jan Theme edited
Dec & Jan Theme editedDec & Jan Theme edited
Dec & Jan Theme edited
 
My Stroke of Insight
My Stroke of InsightMy Stroke of Insight
My Stroke of Insight
 
Just in time mentors
Just in time mentorsJust in time mentors
Just in time mentors
 
Menus
MenusMenus
Menus
 
Nuclear Disarmament Original Short
Nuclear Disarmament Original ShortNuclear Disarmament Original Short
Nuclear Disarmament Original Short
 

More from Refresh Annapolis Valley

STEAM Powered! MakerSpace / FabLab @AcadiaU
STEAM Powered! MakerSpace / FabLab @AcadiaUSTEAM Powered! MakerSpace / FabLab @AcadiaU
STEAM Powered! MakerSpace / FabLab @AcadiaU
Refresh Annapolis Valley
 

More from Refresh Annapolis Valley (20)

IP Matters
IP MattersIP Matters
IP Matters
 
3 Essential Wordpress Tips
3 Essential Wordpress Tips3 Essential Wordpress Tips
3 Essential Wordpress Tips
 
Wordpress introduction
Wordpress introductionWordpress introduction
Wordpress introduction
 
UX Fist Fighting - Designing For Usability
UX Fist Fighting - Designing For UsabilityUX Fist Fighting - Designing For Usability
UX Fist Fighting - Designing For Usability
 
STEAM Powered! MakerSpace / FabLab @AcadiaU
STEAM Powered! MakerSpace / FabLab @AcadiaUSTEAM Powered! MakerSpace / FabLab @AcadiaU
STEAM Powered! MakerSpace / FabLab @AcadiaU
 
The Ag + Tech Opportunity
The Ag + Tech OpportunityThe Ag + Tech Opportunity
The Ag + Tech Opportunity
 
Hello world - intro to node js
Hello world - intro to node jsHello world - intro to node js
Hello world - intro to node js
 
Emergent Learning & New Media
Emergent Learning & New MediaEmergent Learning & New Media
Emergent Learning & New Media
 
ValleyEvents.ca
ValleyEvents.caValleyEvents.ca
ValleyEvents.ca
 
Predictive analytics in the agriculture industry
Predictive analytics in the agriculture industryPredictive analytics in the agriculture industry
Predictive analytics in the agriculture industry
 
Mobile development frameworks
Mobile development frameworksMobile development frameworks
Mobile development frameworks
 
Just in time mentors
Just in time mentorsJust in time mentors
Just in time mentors
 
Players and Builders: Digital Games and University Learning
Players and Builders: Digital Games and University LearningPlayers and Builders: Digital Games and University Learning
Players and Builders: Digital Games and University Learning
 
Building Startup Communities: Annapolis Valley
Building Startup Communities: Annapolis ValleyBuilding Startup Communities: Annapolis Valley
Building Startup Communities: Annapolis Valley
 
New Media Legal Q&A
New Media Legal Q&ANew Media Legal Q&A
New Media Legal Q&A
 
She++
She++She++
She++
 
Valley Community Fiber Network
Valley Community Fiber NetworkValley Community Fiber Network
Valley Community Fiber Network
 
Valley Community Fiber Network
Valley Community Fiber NetworkValley Community Fiber Network
Valley Community Fiber Network
 
Coldfusion with Keith Diehl
Coldfusion with Keith DiehlColdfusion with Keith Diehl
Coldfusion with Keith Diehl
 
Valley Family Fun
Valley Family FunValley Family Fun
Valley Family Fun
 

Recently uploaded

一比一原版(UAL毕业证)伦敦艺术大学毕业证成绩单
一比一原版(UAL毕业证)伦敦艺术大学毕业证成绩单一比一原版(UAL毕业证)伦敦艺术大学毕业证成绩单
一比一原版(UAL毕业证)伦敦艺术大学毕业证成绩单
utykdaq
 
Driving & Racing Games Online for Free_ Explore the Excitement with ATM HTML ...
Driving & Racing Games Online for Free_ Explore the Excitement with ATM HTML ...Driving & Racing Games Online for Free_ Explore the Excitement with ATM HTML ...
Driving & Racing Games Online for Free_ Explore the Excitement with ATM HTML ...
ATM HTML Games
 
一比一原版(QMUL毕业证)伦敦玛丽女王大学毕业证成绩单
一比一原版(QMUL毕业证)伦敦玛丽女王大学毕业证成绩单一比一原版(QMUL毕业证)伦敦玛丽女王大学毕业证成绩单
一比一原版(QMUL毕业证)伦敦玛丽女王大学毕业证成绩单
utykdaq
 
一比一原版(UCL毕业证)伦敦大学学院毕业证成绩单
一比一原版(UCL毕业证)伦敦大学学院毕业证成绩单一比一原版(UCL毕业证)伦敦大学学院毕业证成绩单
一比一原版(UCL毕业证)伦敦大学学院毕业证成绩单
utykdaq
 
一比一原版(OSU毕业证)俄亥俄州立大学哥伦布分校毕业证成绩单
一比一原版(OSU毕业证)俄亥俄州立大学哥伦布分校毕业证成绩单一比一原版(OSU毕业证)俄亥俄州立大学哥伦布分校毕业证成绩单
一比一原版(OSU毕业证)俄亥俄州立大学哥伦布分校毕业证成绩单
utykdaq
 
一比一原版(Westminster毕业证)威斯敏斯特大学毕业证成绩单
一比一原版(Westminster毕业证)威斯敏斯特大学毕业证成绩单一比一原版(Westminster毕业证)威斯敏斯特大学毕业证成绩单
一比一原版(Westminster毕业证)威斯敏斯特大学毕业证成绩单
utykdaq
 
Vector Methods.pptxjjjjjjjjjjjjjjjjjjjjjj
Vector Methods.pptxjjjjjjjjjjjjjjjjjjjjjjVector Methods.pptxjjjjjjjjjjjjjjjjjjjjjj
Vector Methods.pptxjjjjjjjjjjjjjjjjjjjjjj
joshuaclack73
 
一比一原版(SDSU毕业证)圣地亚哥州立大学毕业证成绩单
一比一原版(SDSU毕业证)圣地亚哥州立大学毕业证成绩单一比一原版(SDSU毕业证)圣地亚哥州立大学毕业证成绩单
一比一原版(SDSU毕业证)圣地亚哥州立大学毕业证成绩单
utykdaq
 
SEMEN ANALYSIS TEST AT HOME - SEMEN ANALYSIS PROCEDURE
SEMEN ANALYSIS TEST AT HOME - SEMEN ANALYSIS PROCEDURESEMEN ANALYSIS TEST AT HOME - SEMEN ANALYSIS PROCEDURE
SEMEN ANALYSIS TEST AT HOME - SEMEN ANALYSIS PROCEDURE
David Home
 

Recently uploaded (20)

PPT aviator (A small guide on spinmatch).pptx
PPT aviator (A small guide on spinmatch).pptxPPT aviator (A small guide on spinmatch).pptx
PPT aviator (A small guide on spinmatch).pptx
 
一比一原版(UAL毕业证)伦敦艺术大学毕业证成绩单
一比一原版(UAL毕业证)伦敦艺术大学毕业证成绩单一比一原版(UAL毕业证)伦敦艺术大学毕业证成绩单
一比一原版(UAL毕业证)伦敦艺术大学毕业证成绩单
 
The Ultimate Guide to Mom IPTV- Everything You Need to Know in 2024.pdf
The Ultimate Guide to Mom IPTV- Everything You Need to Know in 2024.pdfThe Ultimate Guide to Mom IPTV- Everything You Need to Know in 2024.pdf
The Ultimate Guide to Mom IPTV- Everything You Need to Know in 2024.pdf
 
Driving & Racing Games Online for Free_ Explore the Excitement with ATM HTML ...
Driving & Racing Games Online for Free_ Explore the Excitement with ATM HTML ...Driving & Racing Games Online for Free_ Explore the Excitement with ATM HTML ...
Driving & Racing Games Online for Free_ Explore the Excitement with ATM HTML ...
 
Gene Simmons' $400 Million Success Story: A Closer Look
Gene Simmons' $400 Million Success Story: A Closer LookGene Simmons' $400 Million Success Story: A Closer Look
Gene Simmons' $400 Million Success Story: A Closer Look
 
一比一原版(QMUL毕业证)伦敦玛丽女王大学毕业证成绩单
一比一原版(QMUL毕业证)伦敦玛丽女王大学毕业证成绩单一比一原版(QMUL毕业证)伦敦玛丽女王大学毕业证成绩单
一比一原版(QMUL毕业证)伦敦玛丽女王大学毕业证成绩单
 
一比一原版(UCL毕业证)伦敦大学学院毕业证成绩单
一比一原版(UCL毕业证)伦敦大学学院毕业证成绩单一比一原版(UCL毕业证)伦敦大学学院毕业证成绩单
一比一原版(UCL毕业证)伦敦大学学院毕业证成绩单
 
Water manjdjagement in problem soil.pptx
Water manjdjagement in problem soil.pptxWater manjdjagement in problem soil.pptx
Water manjdjagement in problem soil.pptx
 
NO1 Popular Best vashikaran specialist in delhi vashikaran baba near me onlin...
NO1 Popular Best vashikaran specialist in delhi vashikaran baba near me onlin...NO1 Popular Best vashikaran specialist in delhi vashikaran baba near me onlin...
NO1 Popular Best vashikaran specialist in delhi vashikaran baba near me onlin...
 
一比一原版(OSU毕业证)俄亥俄州立大学哥伦布分校毕业证成绩单
一比一原版(OSU毕业证)俄亥俄州立大学哥伦布分校毕业证成绩单一比一原版(OSU毕业证)俄亥俄州立大学哥伦布分校毕业证成绩单
一比一原版(OSU毕业证)俄亥俄州立大学哥伦布分校毕业证成绩单
 
Bromazolam CAS 71368-80-4 high quality opiates, Safe transportation, 99% pure
Bromazolam CAS 71368-80-4 high quality opiates, Safe transportation, 99% pureBromazolam CAS 71368-80-4 high quality opiates, Safe transportation, 99% pure
Bromazolam CAS 71368-80-4 high quality opiates, Safe transportation, 99% pure
 
Q4 WEEK 1 JUDGE THE RELEVANCE AND WORTH OF IDEAS.pptx
Q4 WEEK 1 JUDGE THE RELEVANCE AND WORTH OF IDEAS.pptxQ4 WEEK 1 JUDGE THE RELEVANCE AND WORTH OF IDEAS.pptx
Q4 WEEK 1 JUDGE THE RELEVANCE AND WORTH OF IDEAS.pptx
 
一比一原版(Westminster毕业证)威斯敏斯特大学毕业证成绩单
一比一原版(Westminster毕业证)威斯敏斯特大学毕业证成绩单一比一原版(Westminster毕业证)威斯敏斯特大学毕业证成绩单
一比一原版(Westminster毕业证)威斯敏斯特大学毕业证成绩单
 
Vector Methods.pptxjjjjjjjjjjjjjjjjjjjjjj
Vector Methods.pptxjjjjjjjjjjjjjjjjjjjjjjVector Methods.pptxjjjjjjjjjjjjjjjjjjjjjj
Vector Methods.pptxjjjjjjjjjjjjjjjjjjjjjj
 
Top Best IPTV Providers in the UK for 2024.pdf
Top Best IPTV Providers in the UK for 2024.pdfTop Best IPTV Providers in the UK for 2024.pdf
Top Best IPTV Providers in the UK for 2024.pdf
 
plantillas-powerpoint-hello-kitty.pptx.n
plantillas-powerpoint-hello-kitty.pptx.nplantillas-powerpoint-hello-kitty.pptx.n
plantillas-powerpoint-hello-kitty.pptx.n
 
"My Silence, My Grave: The Making Of" Booklet
"My Silence, My Grave: The Making Of" Booklet"My Silence, My Grave: The Making Of" Booklet
"My Silence, My Grave: The Making Of" Booklet
 
一比一原版(SDSU毕业证)圣地亚哥州立大学毕业证成绩单
一比一原版(SDSU毕业证)圣地亚哥州立大学毕业证成绩单一比一原版(SDSU毕业证)圣地亚哥州立大学毕业证成绩单
一比一原版(SDSU毕业证)圣地亚哥州立大学毕业证成绩单
 
SEMEN ANALYSIS TEST AT HOME - SEMEN ANALYSIS PROCEDURE
SEMEN ANALYSIS TEST AT HOME - SEMEN ANALYSIS PROCEDURESEMEN ANALYSIS TEST AT HOME - SEMEN ANALYSIS PROCEDURE
SEMEN ANALYSIS TEST AT HOME - SEMEN ANALYSIS PROCEDURE
 
A KING’S HEART THE STORY OF TSAR BORIS III (Drama) (Feature Film Project in D...
A KING’S HEART THE STORY OF TSAR BORIS III (Drama) (Feature Film Project in D...A KING’S HEART THE STORY OF TSAR BORIS III (Drama) (Feature Film Project in D...
A KING’S HEART THE STORY OF TSAR BORIS III (Drama) (Feature Film Project in D...
 

Players and Builders: Digital Games and University Learning Talk Notes

  • 1. Jon Saklofske Jon.saklofske@acadiau.ca Refresh Annapolis valley talk notes  English professor interested in games? o Yes---via lifelong addiction + DH interests  Digital Humanities (DH): What is happening now that 500 years of print- based book technology is being radically challenged / augmented / complicated by digital mediations?  New knowledge environments via the computer’s ability to reproduce, reconfigure, synthesize and centralize all other media types?  In literary studies: o We study the history of printed literature o We use books and words to study books and words.  Why? Words and the history of their application prove that they work  Language is a form of abstraction that allows us to experiment with and explore our world further than our sense allow (like mathematics).  However, over the last 30 + years: o Computers have made us realize that our specializations and methods are somewhat limited and self-serving. o Anecdote re: comic books to Blake at McGill  Literary studies is one small corner of media studies and media studies is one small corner of the humanities.  DH is an attempt to generate a lucidity about the ways that digital tools can (and have) affect the ways that human culture understands, preserves and represents itself.  Yet DH is also showing signs of restrictiveness as it struggles to become a recognized discipline and profession.  Digital games are still at the margins of DH o They are viewed as an entertainment pastime o An immature medium o As corruption and as a waste of time o As something far from “serious” o As something antithetical to art and culture  Much like novels in the 18th century  Much like comic books in the 20th century  But games are more than information storage and delivery systems  More than just empty distractions…
  • 2. Jon Saklofske Jon.saklofske@acadiau.ca Digital Games:  Thriving, developing industry---67 billion dollars in worldwide sales in 2012  Still no satisfactory video game taxonomy  Diverse types / genres generate diverse attempts to classify. o All of these efforts are reductive…but studying and thinking about games is essential, given how widespread their influence has become.  Games are complex, interactive systems o Games necessitate pattern recognition o Necessitate that we participate and demand certain perspectives and activities from users. o Games are experiences, as real and as affecting and as memorable as anything else we’re involved in. o I tend towards interactive fictions, exploratory games, mysteries, puzzles and quests that lead to understanding (rather than competition, point acquisition or repetitive, reflexive conditioning).  This reflexive conditioning is what the gamification trend in industry and education is currently exploring) o Games can teach approaches to problem solving o Games can calibrate player behavior o Games are arguments, and embody argumentative processes o Games can be symbolic, figurative, non-literal o Games require participation o Games are simulation spaces, laboratories in which conditions can be manipulated. I’ve always recognized the value of games as learning environments…  But, like any learning tool, especially in post-secondary education…It isn’t enough just to learn THROUGH games. o Players, as consumers, are seduced into accepting and perpetuating particular subject positions o Players simply master existing systems o Players are users, reactive recipients  This quickly gets political!! o Players think they know what they’re getting into  Yet games can be designed to shake players out of their expectations
  • 3. Jon Saklofske Jon.saklofske@acadiau.ca o Call of duty MW1 nuclear strike and No Russian from MW2 o Increpare o Molleindustria o Half-life 2 marriage counseling mod.  Players can be manipulated into awareness that allows them to circumvent a blind obedience to the game’s rules. AND MORE IMPORTANTLY….  Players should also have the opportunity to become builders o To understand how the systems work o To generate experience and possibility spaces for others o To move beyond consumption towards production o To modify (mod) systems o To become content creators The challenge: How can I bring all of this into a university English literature classroom? How can I expose students to a broader media landscape and encourage responses to the world without sacrificing critical and creative traditions of university learning? ANSWER: mix games into my curriculum as a new perceptual lens. 1. In first-year intro classes: expose students to a broad range of game-based storytelling after teaching them the traditions of language-based narrativity, figuration and expression. a. Get them to apply a historical awareness of literary representation to gam-based environments and experiences. But in upper-level classes: how do I work game-based learning into the syllabus in a meaningful and memorable way?  Initially, I tried experiments with Second Life—but its 3rd party hosting of content and lack of overall control for groups of student avatars made this unwieldy.  Unity and Unreal game engines—partly free to use but time consuming to develop games.  Finally—I found the Encore Xpress open-source MOO platform. o Reminiscent of text adventures o Familiar interface to IM users o Multiplayer
  • 4. Jon Saklofske Jon.saklofske@acadiau.ca o NPC conversation bots o Objects o Reputation o Multiple, connected locations o Flexible options In the first term of a 2-term Romantics course, students are asked to play “The Natural Daughter Game” (Moo mods and game developed in 3 months with 2 undergrad student assistants).  After reading Mary Robinson’s novel, students role-play as a woman in late 18th century England.  All players are instructed to “become successful”  There are, however, no winning conditions….no way to achieve this.  Choice is simply the illusion of freedom in this case. ….The game is played with a partner (2 people at a computer) …and all have a chance to reflect on experiences in a class debriefing session (interrogates how students played—Carelessly? Responsibly?  Important to use games in the context of broader base of critical discussion and reflection. Then in the second term, student use another modded version of the MOO to collaboratively create a game-based argument (instead of 2 essay assignments) But how do I teach English students to become builders without teaching them programming?  We use a robust construction kit to allow them to create environments in which players are exposed to particular arguments via their willingness to participate in the game.  Students progress through an iterative design process and even though they aren’t “programming,” they are “making.” o They aren’t being completely programmed. Demo MOO construction features:
  • 5. Jon Saklofske Jon.saklofske@acadiau.ca  Demo refresh gamespace  Demo create rooms  Demo create bot  Demo bot scripts As a result: see slides with student outcomes and sample projects. And…students start to see books differently----As alternative technologies that shape perception  Also able to critically explore various ways of communicating  The first step to “looking under the hood” of digital games and engaging with processes. But my thinking about game paradigms doesn’t stop there… During my sabbatical, I met with and interviewed a number of significant game developers. Of note:  Chris Avellone (Obsidian Entertainment): Planescape Torment, Wasteland 2, Fallout: New Vegas, Alpha Protocol, Knights of the Old Republic 2.  Christian Cantamessa (Rockstar): Lead designer and co-writer for Red Dead Redemption, also GTA: San Andreas and Manhunt 1 &2. From these conversations---Why can’t classes be more like an open-world gamespace?  Drawing from constructivist and experiential teaching theories... o Wanting students to take ownership of the stories that they create in the classroom o Learning how to be builders or their own stories, not consumers of my information feed. o Turn the classroom from students digesting a pre-conceived narrative to students co-creating stories that mean something to them personally. o Like a game---an open-world game in which players collect, curate and edit stories by constellating experiences from a possibility field.
  • 6. Jon Saklofske Jon.saklofske@acadiau.ca o Students would—using methodological lenses (2 per module) and gathering pertinent artifacts, build a set of experiences that they’ll need to make comprehensive sense of through narration at the end of the course. The future?  Mobile games (augmented reality)  ARIS  Disney’s pioneering efforts  ARGs Conclusion….