Puentedura Telling Stories Playing Games
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Transcript of Puentedura Telling Stories Playing Games
Telling Stories, Playing Games
Ruben R. Puentedura, Ph.D.
Four Engines of Transformation
Digital StorytellingSocial Computing
Educational GamingVisualization and
Simulation
Play
Social
Visual
Nar
rativ
e
Educational Gaming
Formal Definition of Play (Salen & Zimmerman)
"Play is free movement within a
more rigid structure."
Salen, K. and E. Zimmerman, Rules of Play : Game Design Fundamentals. The MIT Press. (2003)
Formal Definition of Game
"A game is a system in which
players engage in an artificial
conflict, defined by rules, that
results in a quantifiable
outcome."
Games and Abstraction
• Some videogames are more like real-life simulations:
• Others are more abstract:
Games and Goals
• Some videogames are driven by real-life type goals:
• The goals in other games are more arbitrary:
Games and Narrative
Games
Commercial
Educational
Critical Gaming
Instructor-Created
Student-Created
• Provide domain-specific content
• Provide domain-specific analytic
and problem-solving approaches
• Enhance skill transfer to related
tasks or domains
• Enhance general skills or
cognitive processes
• Develop specific social
structures
• Improve participant motivation
• Provide domain-specific analytic
and problem-solving approaches
• Enhance skill transfer to related
tasks or domains
• Enhance general skills or
cognitive processes
Interactive Fiction
Role-playing Games
MMOGs
ARGs
Sims
Real-Time Strategy Games
Turn-based Strategy Games
Twitch and Rhythm Games
R. Puentedura, “I Taught It, Bought It at the Game Store: Repurposing Commercial Games for Education”.
NMC Summer Conference Proceedings. (2007)
Digital Storytelling
The Layout of Lascaux
Source: Alain Jaubert, Lascaux, Préhistoire de l'art. Arte Video (1996)
Autun Cathedral
Nonlinear Narrative Geometries: “Look Behind You”
Floorplan Source: http://eng.archinform.net/projekte/11316.htm
Ascension of Simon the Magician
Fall of Simon the Magician
Noah’s Ark
Samson Destroying the Temple
Christ Appears to Mary Magdalen
Daniel in the Lions’ Den
The Prisoners in the Furnace
Liberation of Saint Peter
Nativity of the Infant JesusSacrifice of Isaac
Daniel/Christ Appears
Prisoners/St. Peter
Forms of Digital Storytelling
ImageAssembly
SequentialArt
MovingImage
InteractiveMedia
InteractiveFiction
5-Card Nancy Comic Life Premiere Pachyderm Inform 7
Narrative sources;Narrative constraints
Pictorial vocabulary;Narrative transitions;
Text/image integrationCDS Seven Elements;Montage structures
Narrative structures;Narrative flows Ludic elements
R. Puentedura, “Digital Storytelling: An Alternative Instructional Approach”. NMC Summer Conference Proceedings. (2008)
Five-Card Nancy
http://www.7415comics.com/nancy/index.html
Pachyderm and Structure
http://pachyderm.nmc.org/
The Formal and Structural Questions
Scott McCloud, Understanding Comics. HarperCollins. (1993)
THEPARADIGMWORKSHEET
The Story:
ACT I ACT II ACT IIIACT I ACT II ACT III
First Half Second Half First Half Second Half
Dramatic Context Dramatic Context
Plot Point I Plot Point II (approx. 20-30) (approx. 80-90)
SET-UP CONFRONTATION SET-UP CONFRONTATION RESOLUTIONRESOLUTIONCopyright ! 2000 Syd Field
Midpointabout page 60
The Basic Screenplay Paradigm (Field)
S. Field, Screenplay - The Foundations of Screenwriting, Third Edition. Dell Publishing. (1994)
25% 75%
50%
17–25% 67–75%
Modular Storytelling Example
Perm. 3
Dyn. 3
Perm. 6
Dyn. 4
First
Story Step
Perm. 2
Dyn. 2
Perm. 5
Dyn. 5
Perm. 1
Dyn. 1
Perm. 4
Dyn. 6
Perm. 3
Dyn. 6
Perm. 6
Dyn. 5
First
Story Step
Perm. 2
Dyn. 1
Perm. 5
Dyn. 2
Perm. 1
Dyn. 3
Perm. 4
Dyn. 4
Player A Player B
L. Sheldon, Character Development and Storytelling for Games. Thomson Course Technology PTR. (2004)
Bibliography
• Educational Gaming:
• Salen, K. and E. Zimmerman. Rules of Play : Game Design Fundamentals.
Cambridge: The MIT Press, 2003.
• Salen, K. and E. Zimmerman. The Game Design Reader : a Rules of Play Anthology.
Cambridge: The MIT Press, 2006.
• Lakoff, G. Women, Fire, and Dangerous Things : What Categories Reveal About the
Mind. Chicago: University of Chicago Press, 1987.
• Randel, J.M., B.A. Morris, C.D. Wetzel, and B.V. Whitehill. “The Effectiveness of
Games for Educational Purposes: A Review of Recent Research.” Simulation &
Gaming (Volume 23):261-276, 1992.
• Fletcher, J.D. and S. Tobias. “Using Computer Games and Simulations for
Instruction: A Research Review.” Proceedings of the Society for Advanced Learning
Technology Meeting, 2006.
• Puentedura, R. “I Taught It, Bought It at the Game Store: Repurposing Commercial
Games for Education”. NMC Summer Conference Proceedings, 2007.
Available online at:
http://www.nmc.org/publications/2007-conference-proceedings
• Puentedura, R. “Beyond World of Warcraft: the Universe of MMOGs”. NMC Summer
Conference Proceedings, 2007.
Available online at:
http://www.nmc.org/publications/2007-conference-proceedings
• Digital Storytelling:
• Jaubert, A. Lascaux, Préhistoire de l'Art. Arte Video, 1996.
• Puentedura, R. “Digital Storytelling: An Alternative Instructional Approach”. NMC
Summer Conference Proceedings, 2008.
Available online at:
http://www.nmc.org/publications/2008-conference-proceedings
• McCloud, S. Understanding Comics. New York: HarperCollins, 1993.
• Field, S. Screenplay - The Foundations of Screenwriting, Third Edition. New York:
Dell Publishing, 1994.
• Campbell, J. The Hero with a Thousand Faces. New Jersey: Princeton University
Press, 1972.
• Propp, V. Morphology of the Folktale. Trans. L. Scott. Austin: University of Texas
Press, 1968.
• Sheldon, L. Character Development and Storytelling for Games. Boston: Thomson
Course Technology PTR, 2004.
Hippasus
http://hippasus.com/rrpweblog/
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