07/06/2012 © UNIVERSITÄT ROSTOCK Creating Game-based Learning Scenarios by Composing Instructional...
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Transcript of 07/06/2012 © UNIVERSITÄT ROSTOCK Creating Game-based Learning Scenarios by Composing Instructional...
07/06/2012 © UNIVERSITÄT ROSTOCK
Creating Game-based Learning Scenariosby Composing Instructional Design Patterns
Dennis Maciuszek, Martina Weicht
University of Rostock, Germany
Prof. Dr. Alke Martens
University of Education Schwäbisch Gmünd, Germany
– IGBL 2012, Waterford, Ireland –
07/06/2012 © UNIVERSITÄT ROSTOCK 2
Overview
IdeaCommon language for people involved in the design of game-based learning (GBL)Resources: Best-practice design elements found in (digital) storytelling products
GoalEasily create, structure, recombine meaningful GBL scenarios
Previous workCollected patterns for designing narrative educational gamesMaciuszek, Ladhoff, Martens: Content design patterns for game-based learning, IJGBL 1(3), 2011Maciuszek, Martens: Computer role-playing games as an educational game genre, ECGBL 2011
NowHow to compose design patterns to obtain game scenarios
07/06/2012 © UNIVERSITÄT ROSTOCK 3
Digital Stories (cf. Howard: Quests, 2008)
Quests
Characters
Items
Environments
Activities
Scre
ens:
Aur
ora
Tool
set
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Previous Work: Quest Patterns
Typical plots in (1) TV commercials and (2) films of coming-of-age genre – in both... Artist vs. Producer, Coming out of the Closet, Declaration of Love, Different in Private,
Doing Something Childish, Doing Something Mature, In the Classroom, Interrupted Wedding / Runaway Bride, Release Me, Revenge Is Sweet, Revolt, Rival, Wedding
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Previous Work: Character Patterns
Archetypes in online galleries of (1) female and (2) male heroes in entertainment games (1) Soldier, Superheroine, Sex Object, Love Interest, Caregiver, Little Girl, Damsel in
Distress, Shady Agent, Demoness, Crusader, Damsel in Command, Avatar in Wonderland (2) Soldier, Pilot, Gangster, Muscleman, Superhero, Mystery Detective, Avatar in
Wonderland, Hero with a Past, Apprentice Boy, Clumsy Fighter ... + old-age characters
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Previous Work: Item Patterns
Types of items in simulation games supporting interaction, cognitive tasks, motivation Tool, Reference Material, Map, Meter, Souvenir
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Previous Work: Environment Patterns
Types of collaborative environments in massively multiplayer online role-playing games Auction House, Battleground, Guild Bank, Guild Castle, Housing, Mailbox
... + typical virtual world settings: Classroom, Lab, Factory, Theatre Stage...
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Previous Work: Activity Patterns
Activities in role-playing games relevant for learning: Crafting, Conversations, Trading... Inquiry Learning Crafting; Interpretative Writing Conversations + Journal (focus grp)
expert model simulation visualisation
parameters(validation)
student mental model(hypotheses)
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© UNIVERSITÄT ROSTOCK 9
Composition: Actions in Virtual Game Worlds
Player Characters (Alter Egos)Damsel in CommandAvatar in WonderlandApprentice BoyClumsy Fighter
EnvironmentsAuction HouseBattlegroundGuild BankGuild CastleHousingMailboxClassroomLabFactoryTheatre Stage
ItemsToolReference MaterialMapMeterSouvenir
Non-Player Characters (e.g. Role Models)SoldierSuperhero(in)eSex ObjectLove InterestCaregiverLittle GirlDamsel in Distress
PilotGangsterMusclemanShady AgentDemonessCrusaderHero with a Past
Detective– Mystery DetectiveScientist– Mad ScientistWitch
07/06/2012
© UNIVERSITÄT ROSTOCK 10
Composition: Actions in Virtual Game Worlds
Player Characters (Alter Egos)Damsel in CommandAvatar in WonderlandApprentice BoyClumsy Fighter
EnvironmentsAuction HouseBattlegroundGuild BankGuild CastleHousingMailboxClassroomLabFactoryTheatre Stage
ItemsToolReference MaterialMapMeterSouvenir
Detective– Mystery DetectiveScientist– Mad ScientistWitch
manipulate
Screen: Own prototype
07/06/2012
© UNIVERSITÄT ROSTOCK 11
Composition: Actions in Virtual Game Worlds
Player Characters (Alter Egos)Damsel in CommandAvatar in WonderlandApprentice BoyClumsy Fighter
EnvironmentsAuction HouseBattlegroundGuild BankGuild CastleHousingMailboxClassroomLabFactoryTheatre Stage
ItemsToolReference MaterialMapMeterSouvenir
Non-Player Characters (e.g. Role Models)SoldierSuperhero(in)eSex ObjectLove InterestCaregiverLittle GirlDamsel in Distress
PilotGangsterMusclemanShady AgentDemonessCrusaderHero with a Past
Detective– Mystery DetectiveScientist– Mad ScientistWitch
07/06/2012
© UNIVERSITÄT ROSTOCK 12
Composition: Actions in Virtual Game Worlds
Player Characters (Alter Egos)Damsel in CommandAvatar in WonderlandApprentice BoyClumsy Fighter
Non-Player Characters (e.g. Role Models)SoldierSuperhero(in)eSex ObjectLove InterestCaregiverLittle GirlDamsel in Distress
PilotGangsterMusclemanShady AgentDemonessCrusaderHero with a Past
Detective– Mystery DetectiveScientist– Mad ScientistWitch
askSc
reen
: Glo
bal C
onflic
ts –
Swe
atsh
ops
Crafting in virtual labs: manipulate; observe; manipulate...
07/06/2012
© UNIVERSITÄT ROSTOCK 13
Composition: Activities as Sequences of Actions
Player Characters (Alter Egos)Damsel in CommandAvatar in WonderlandApprentice BoyClumsy Fighter
EnvironmentsAuction HouseBattlegroundGuild BankGuild CastleHousingMailboxClassroomLabFactoryTheatre Stage
ItemsToolReference MaterialMapMeterSouvenir
Detective– Mystery DetectiveScientist– Mad ScientistWitch
manipulate
Screen: Own prototype
observe
Crafting in virtual factories: manipulate; observe; manipulate...
ToolReference MaterialMapMeterSouvenir
07/06/2012
© UNIVERSITÄT ROSTOCK 14
Player Characters (Alter Egos)Damsel in CommandAvatar in WonderlandApprentice BoyClumsy Fighter
ItemsToolReference MaterialMapMeterSouvenir
Detective– Mystery DetectiveEngineer– Mad ScientistWitch
manipulate
Screen: Own prototype
observe
Items
Composition: Activities as Sequences of Actions
PilotGangsterMusclemanShady AgentDemonessCrusaderHero with a Past
Conversation on virtual theatre stage: ask; answer; write; ask...SoldierSuperhero(in)eSex ObjectLove InterestCaregiverLittle GirlDamsel in Distress
07/06/2012
© UNIVERSITÄT ROSTOCK 15
Player Characters (Alter Egos)Damsel in CommandAvatar in WonderlandApprentice BoyClumsy Fighter
Non-Player Characters (e.g. Role Models)
DetectiveJournalistScientist– Mad ScientistWitch
ItemsToolReference MaterialMapMeterSouvenir
Scre
en:
Glo
bal C
onflic
ts –
Swe
atsh
ops
answer
ask
write
Composition: Activities as Sequences of Actions
Whodunit – adapted from focus group interview on Hamlet prototype
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Composition: Quests as Narrative Frames
King has been killed
Family dinner
Conversation
Clue
Clue
ConversationClue
Clue
Identify murderer Impress Horatio
Whodunit – generalised as a pattern (typical in crime genre or murder mystery games)
© UNIVERSITÄT ROSTOCK 17
Composition: Quests as Narrative Frames
Crime committed
Crime scene
Crafting
Clue
Clue
ConversationClue
Clue
Solve mystery
Whodunit – application example
© UNIVERSITÄT ROSTOCK 18
Composition: Quests as Narrative Frames
Screen: Own prototypeEU-funded projectSouth Baltic WebLab
write
ask answer
manipulate observe
07/06/2012 © UNIVERSITÄT ROSTOCK 19
Summary
Quests
Activities
Environments Characters Items
Puzzles(cf. Bates: Game Design, 2nd ed., 2004;catalogue of 18 patterns)
Recipes: Paths through activities• Requirements analysis w/ experts• Cognitive task analysis
Interim quests and epic story(Hallford, Hallford:
Swords & Circuitry, 2001)
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Conclusions and Future Work
“Grammar” for the design of game-based learning scenarios To do
Document found patterns “Language” Evaluate which patterns are suitable for which educational purpose
3 Studies Virtual factory (Artificial Intelligence) Virtual lab (Marine Sciences) Virtual theatre stage (Classic Literature)
Expected result: Documentation and refinement of successful instructional design patterns Further steps
Implementation of patterns as module library within software framework Toolkit