games based learning in the creative arts
DESCRIPTION
Games Based Learning in the Creative Arts. Steph Comley. Background to research. World of Warcraft , Blizzard. Course Sans Gagnant – Moisant , 2005. Time Capsule – Whitton , 2007. Subject Benchmark Statement. Group projects engage art and design students in extending their - PowerPoint PPT PresentationTRANSCRIPT
Games Based Learning in the Creative Arts
Steph Comley
Background to research
World of Warcraft, Blizzard
Course Sans Gagnant – Moisant, 2005
Time Capsule – Whitton, 2007
Group projects engage art and design students in extending their creative abilities into the arena of collaboration …
Students will have the ability to interact effectively with others, for example through collaboration, collective endeavour and negotiation. (QAA, 2008)
Subject Benchmark Statement
Develop and sustain effective collaborative working methods
Demonstrate a work ethic that encompasses collaborative and
cooperative learning
Visualization
Improvisation
Conceptualization / “Pitching”
Story-tellingRole-playCountdown / timer
Memory mechanicsBuilding/resource creationRole-play
Story-tellingAchievements / BadgesLevels / points
Game Mechanic
Digital Resource
Analysis
Data Collection
Staff / Student Experience?
Achievement of Learning
Outcomes?
Game Mechanics
Desired Learning
Outcomes
Artifact creation / Completion
Game type
Game CharacteristicsPedagogical
approach
Desired arts to engage
Skills outcome
Extraction required? (e.g.
Portfolio)
DRAFT - Conceptual framework for application of game mechanics to digital resources in creative arts
Digital Resource
Analysis
Data Collection
Staff / Student Experience?
Achievement of Learning
Outcomes?
Game Mechanics
Desired Learning
Outcomes
Artifact creation / Completion
Game type
Game CharacteristicsPedagogical
approach
Desired arts to engage
Skills outcome
Extraction required? (e.g.
Portfolio)
DRAFT - Conceptual framework for application of game mechanics to digital resources in creative arts
87% reported intentions to improve student learning outcomes
from 111 projects / e-learning initiatives
37% could actually report such an outcomeAlexander, S. (1999). An evaluation of innovative projects involving communication andinformation technology in higher education. Higher Education Research & Development. 18 (2), 173-183.
Digital Resource
Analysis
Data Collection
Staff / Student Experience?
Achievement of Learning
Outcomes?