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A model for gameness in interactive game based learning

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'Funky', 'fun', 'cool' -sounds like a game! Occupational Therapy. Simulation based training ... 'any contest (play) among adversaries (players) operating under ... – PowerPoint PPT presentation

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Title: A model for gameness in interactive game based learning


1
Playing the Game
  • A model for gameness in interactive game based
    learning

Lesley Smith samuel mann
2
Rakeshnet
  • Motivational website
  • Teenage market
  • Funky, fun, cool
  • -sounds like a game!

3
Occupational Therapy
  • Simulation based training
  • Decision support
  • Dramatic scenarios
  • - a game?
  • But a serious thing, no fun

4
What is a game?
  • Traditional definition
  • any contest (play) among adversaries (players)
    operating under constraints (rules) for an
    objective (winning)

Gredler (1992 p13)
5
What is a game?
  • The player must be able to tangibly affect the
    outcome of the game
  • Overriding goal/challenge
  • Require mental or physical skill
  • The outcome must be uncertain at the outset
  • Strategies required in order to win or succeed

6
What is a game?
  • Strategies required in order to win or succeed
  • Discovery element
  • Multiple paths to success
  • Winnable
  • Interesting and fun
  • Can also be educational in nature

7
Digital Game Based Learning
  • The underlying idea is that students learn
    better when they are having fun and are engaged
    in the learning process (Spectre and Prensky
    2001).
  • …combination of interactivity with a familiar
    and yet novel situation, with clear and agreed
    aims for learning, seemed to be very effective.
    (BECTA project)

8
How much game?
  • games we need to create are often much simpler,
    at least initially…They essentially involve
    putting some good gameplay around interactions
    that are helpful to learning (Prensky)
  • What is good gameplay?

9
Model of gameness
  • Four components
  • Interface model - look and feel
  • Underlying model - logic engine
  • Interactivity gameplay
  • Narration goal of story and playing

10
Interface
  • Cutting edge technology used by game designers
  • To what extent does it look and feel like a game?
  • Elements of realism, humour.
  • Games dont fail because they look
    unrealistic…They fail when they dont make sense
    (Low, 2001)

11
Underlying model
  • Game engine determines the game logic
  • Artificial intelligence increasingly used
  • If game is improvised theatre, where the players
    get to be the director of the primary character
    or group of characters, then all the other actors
    in the play are controlled by AI (Rouse, 2001)

12
Gameplay
  • Interactivity allows user to control outcomes
  • the degree and nature of the interactivity that
    the game includes, i.e., how the player is able
    to interact with the game-world and how that
    game-world reacts to the choices the player
    makes. (Rouse, 2001)

13
Narration
  • The story of the game
  • Involves character, setting and plot
  • Linear story conflicts with need for player
    choices
  • Fallacy of choice (Dove, 1994)

14
Narration
  • Priority is to create fun, engaging gameplay.
  • Realism, character and historical development
    are used to make the story more interesting for
    the player.

15
Conclusion
  • Incorporation of GBL into educational software is
    worthwhile
  • Model could provide a tool to determine client
    requirements
  • Further research is ongoing…

16
Further research
  • How do these aspects of gameness relate to one
    another?
  • Is there a continuum between one aspect and
    another?
  • How can we determine the degree of gameness
    required for a particular application?
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