from learning design to game design and back; the cyberdam example

35
From learning design to game design and back; the Cyberdam example Stichting RechtenOnline Project Leren in een Virtuele Wereld Projectleiding: Diny Peters Pieter van der Hijden Projectpartners: E-Merge Hogeschool Rotterdam Hogeschool Utrecht Strathclyde University Glasgow TU-Delft Universiteit Leiden Thieme Meulenhoff IJsfontein Pieter van der Hijden MSc ( [email protected] ) Stichting RechtenOnline (Foundation Law Online) Sofos Consultancy, Amsterdam, The Netherlands Presentation at 39 th ISAGA Annual

Upload: pieter-van-der-hijden

Post on 01-Nov-2014

3.018 views

Category:

Education


1 download

DESCRIPTION

Presentation by Pieter van der Hijden ([email protected]) of Sofos Consultancy (www.sofos.nl) and Stichting RechtenOnline (www.rechtenonline.nl) at the 39th annual conference of the International Simulation and Gaming Association (ISAGA,, www.isaga.info); Kaunas, Lithuania, 2008.

TRANSCRIPT

Page 1: From learning design to game design and back; the Cyberdam example

From learning design to game design and back; the Cyberdam example

Stichting RechtenOnline

Project Leren in een Virtuele Wereld

Projectleiding:

Diny PetersPieter van der Hijden

Projectpartners:

E-MergeHogeschool RotterdamHogeschool UtrechtStrathclyde University GlasgowTU-DelftUniversiteit LeidenThieme MeulenhoffIJsfontein

Pieter van der Hijden MSc ([email protected]) Stichting RechtenOnline (Foundation Law Online)Sofos Consultancy, Amsterdam, The Netherlands

Presentation at 39th ISAGA Annual Conference, Kaunas, Lithuania, 7-11 July 2008

Page 2: From learning design to game design and back; the Cyberdam example

Introduction

www.cyberdam.nl 2

Page 3: From learning design to game design and back; the Cyberdam example

Introduction

www.cyberdam.nl 3

Page 4: From learning design to game design and back; the Cyberdam example

Many game design tools exist• Examples of classifications:

– Gaming the future’s language; Richard Duke; Sage Publications, 1974.

– Patterns in game-design; Staffan Björk, Jussi Holopainen; Charles River Media, 2005.

Page 5: From learning design to game design and back; the Cyberdam example

Patterns in Game Design; Staffan Björk & Jussi Holopainen; 2005

Page 6: From learning design to game design and back; the Cyberdam example

Relation design tools <-> external goals of game are vague

Page 7: From learning design to game design and back; the Cyberdam example

Learning designers use thei own tools and concepts• Towards a Pattern Language for Networked

Learning; Peter Goodyear et al.; NLC 2004• The on-line report on pedagogical techniques

for computer-mediated communication; M.Paulsen; 1995

• Training complex cognitive skills: a four component instructional design model for technical training; J. van Merriënboer; 1997

• Digital didactics

Page 8: From learning design to game design and back; the Cyberdam example

Towards a Pattern Language for Networked Learning; Peter Goodyear et al.; NLC 2004

Page 9: From learning design to game design and back; the Cyberdam example

The on-line report on pedagogical techniques for computer-mediated communication; M.Paulsen; 1995

Page 10: From learning design to game design and back; the Cyberdam example

Training complex cognitive skills: a four component instructional design model for technical training; J. van Merriënboer; 1997

Page 11: From learning design to game design and back; the Cyberdam example

Digital Didactics

Page 12: From learning design to game design and back; the Cyberdam example

Where can game design and learning design meet?

Page 13: From learning design to game design and back; the Cyberdam example

A pattern language; Christopher Alexander et al.; 1977• A pattern describes a problem which

occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice.

Page 14: From learning design to game design and back; the Cyberdam example

Educational institutes ask to justify the use of games• Context• Intended audience• Prerequisites• Learning objectives

– …• …

– …

• …

– …– …

Page 15: From learning design to game design and back; the Cyberdam example

How are requirements on learning objectives met by game?

Page 16: From learning design to game design and back; the Cyberdam example

How are requirements on learning objectives met by game?

• House-of-Quality• QFD – Quality

Function Deployment

http://pages.cpsc.ucalgary.ca/~jadalow/seng613/qfd_summary.html

Page 17: From learning design to game design and back; the Cyberdam example

How are requirements on learning objectives met by game?

http://www.pd-trak.com/devtools.htm

Page 18: From learning design to game design and back; the Cyberdam example

Lessons from the Cyberdam project• Welcome to Cyberdam

Page 19: From learning design to game design and back; the Cyberdam example

Welcome to Cyberdam

• Cyberdam:– 25 Online Role Playing Games – Virtual city as common playground– Internet application to develop, deploy

and run these games– Organisation to support it

Page 20: From learning design to game design and back; the Cyberdam example

Welcome to Cyberdam

Page 21: From learning design to game design and back; the Cyberdam example

Welcome to Dharadam

Dharadam was created during the 5th ISAGA Summer School in Delhi, India, 21-30 June 2008 by Aashish Bhardwaj (India), Vinod Dumblekar

(India), Renata Furman (Poland), Monica Mor (India), Vladimir Solodov (Russian

Federation), Joanna Woźniakiewicz (Poland) and team manager 

Pieter van der Hijden (The Netherlands).

This work is licensed under a Creative Commons Attribution-

Noncommercial-Share Alike 3.0 Unported License.

Page 22: From learning design to game design and back; the Cyberdam example

Cyberdam screenshot

Page 23: From learning design to game design and back; the Cyberdam example

Definition phaseActivity Design relevance

Offered/wanted exercise

Assessment of available resources

Cyberdam demo Know the gaming environment

Deep reading Know the topic of the game

Identify basic learning opportunities

Explore the domain of possible games

Define the game Set boundaries and external requirements

Page 24: From learning design to game design and back; the Cyberdam example

Definition phase

Page 25: From learning design to game design and back; the Cyberdam example

Design phase 1/2

Activity Design relevance

Brainstorming on stakeholders

Diverging complexity

Categorising stakeholders

Completing and reducing set of stakeholders

Assessment of stakeholders (max. 7)

Identify relevant roles in the game

Filling the communications matrix

Exploring possible actions between roles

Page 26: From learning design to game design and back; the Cyberdam example

Design phase

Page 27: From learning design to game design and back; the Cyberdam example

Design phase 2/2

Activity Design relevance

Per role: initial state A and end state B

Materials for briefing, individual targets

Per role: plausible scenario to go from A to B

Global specification of activities from step to step

All roles: cross check Guard internal consistency

Determine the magic circle

Set the boundaries for the playground map

Page 28: From learning design to game design and back; the Cyberdam example

Design phase

Page 29: From learning design to game design and back; the Cyberdam example

Realisation phase

Activity Design relevance

Recapitulate the design, resolve any issues

NA

Realise playground characters

NA

Per role – per step: write instructions

NA

Make the playground map

NA

Page 30: From learning design to game design and back; the Cyberdam example

Realisation phase

Page 31: From learning design to game design and back; the Cyberdam example

Implementation phase

Activity Design relevance

Preparing introduction, briefing, debriefing

NA

Preparing first run and launch

NA

Page 32: From learning design to game design and back; the Cyberdam example

Implementation phase

Page 33: From learning design to game design and back; the Cyberdam example

Conclusions

• Learning design may have got more scientific attention than gaming design;

• Nevertheless, gaming patterns are more elaborated than learning patterns;

• Matrix could bring both patterns together; for practical reasons: relevant cells have to be identified in advance;

• Reminder: Designing is not only an analytical process.

Page 34: From learning design to game design and back; the Cyberdam example

Discussion

www.cyberdam.nl 34

Page 35: From learning design to game design and back; the Cyberdam example

www.cyberdam.nl 35

www.cyberdam.nl

2008 – Stichting RechtenOnlinePieter van der Hijden ([email protected])