Transcript
Page 1: Design games to learn (presented at ECGBL 2014)

Design Games to Learn: a New Approach to Playful Learning Through

Digital Games.

Emanuela Marchetti,

Aalborg University, Department of Learning and Philosophy, Denmark

[email protected]

Andrea Valente

Maersk Mc-Kinney Moller Institute, University of Southern Denmark

[email protected]

Page 2: Design games to learn (presented at ECGBL 2014)

How do children play? We worked with pupils (primary schools)

digital tangibles

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Page 3: Design games to learn (presented at ECGBL 2014)

How do children play?

• 2 previous projects:

– MicroCulture

– Prime Slaughter

• In both cases participatory workshops showed different ways of play: digital VS paper/low-tech

• We observed: complex forms of play (e.g. playful play) happen more spontaneously in low-tech contexts

Page 4: Design games to learn (presented at ECGBL 2014)

Pupils learn when desigining games

• Research in games based learning (Kafai 2006) shows that learning through the design of digital games elicits a richer experience than learning through play

• How to enable primary school pupils to design their own digital games? – difficult: it requires programming skills (or very good editors)

• But: when looking at traditional forms of play (supported by tangibles, cards, drawing and modelling materials) children DO ENGAGE in: – designerly and playful play (Marchetti & Petersson 2013, Sutton-Smith 1997)

– designerly ways of thinking and learning (Cross 2006) -> reflect on their new artefacts and the subject they are supposed to learn; social aspects support critical thinking

• Our approach: seek for a middle ground between traditional tangible games, (card or tabletop), and digital games

• So: the activity of designing a new digital game (or altering an existing one) is re-conceptualized as designing (or altering) a trading-card game

Page 5: Design games to learn (presented at ECGBL 2014)

Altering games: digital VS tangible Consider the difference between the 2 domains when...

social agreement: easy to re-define rules, add/change pieces

changing rules -> coding!

Page 6: Design games to learn (presented at ECGBL 2014)

(some) Existing ”programming” environments for children

Typical solutions to alter digital games are:

1. provide menu/editor (reduced options, easy to use)

2. programming or modding (universal, but complex skills required)

(1.) (2.)

Page 7: Design games to learn (presented at ECGBL 2014)

Our vision: a middle ground

edit Program- ming

Page 8: Design games to learn (presented at ECGBL 2014)

Our experiment Uni students as experts of both TCG and programming!

changes + suggestions

play/design

Page 9: Design games to learn (presented at ECGBL 2014)

Suppa Merio

• How was Super Mario transposed to a TCG?

• following PlayDT (Playful Domain Transposition)

– structuralist analysis of elements and operations in the source and target domain

cards

transposition

• Mario, enemies, obstacles • move left/right, jump, ...

actions

state modifiers

enemies

Page 10: Design games to learn (presented at ECGBL 2014)

Example of game play

Page 11: Design games to learn (presented at ECGBL 2014)

Player ”Merio”

”board master”

”Enemy Manager”

Board

”b.m.” hand

”Enemy” hand

M

”Merio” hand

M

Merio’s next move

next move

next move

Merio’s lives Merio’s state

Page 12: Design games to learn (presented at ECGBL 2014)

Player ”Merio”

”board master”

”Enemy Manager”

Board

”b.m.” hand

”Enemy” hand

M

”Merio” hand

M

Merio’s next move

next move

next move

Merio’s lives Merio’s state

turn

Page 13: Design games to learn (presented at ECGBL 2014)

Player ”Merio”

”board master”

”Enemy Manager”

Board

”b.m.” hand

”Enemy” hand

M

”Merio” hand

M

Merio’s next move

next move

next move

Merio’s lives Merio’s state

turn

Page 14: Design games to learn (presented at ECGBL 2014)

Player ”Merio”

”board master”

”Enemy Manager”

Board

”b.m.” hand

”Enemy” hand

M

”Merio” hand

M

Merio’s next move

next move

next move

Merio’s lives Merio’s state

turn

Page 15: Design games to learn (presented at ECGBL 2014)

Player ”Merio”

”board master”

”Enemy Manager”

Board

”b.m.” hand

”Enemy” hand

M

”Merio” hand

M

Merio’s next move

next move

next move

Merio’s lives Merio’s state

turn

Page 16: Design games to learn (presented at ECGBL 2014)

Reflection

• two fold contribution: – a new games based learning scenario in which children and their

educators engage in game design as part of their lecture

– a proof of concept of an alternative model for game programming in which digital games are re-conceptualised as card-based games.

• Side effect: – We were (also) looking for an activity to explain programming, that is

non-technical

– And our cycle shows an alternative way to programming, through low-fi/tangibles

– The main problem (to investigate further) is how to close the cycle in a semi-automatic, natural way

– A kind of language to describe games (as in Fowler’s DSL)

Page 17: Design games to learn (presented at ECGBL 2014)

On going work

• Testing game(s) with pupils in local schools

– transpose more games (related to school subjects)

• Find out how children prefer to represent TCG rules

– basis of our DSL

• How to ”close the loop” automatically? Digital -> tangible -> re-design -> Digital

• More technical question: Is there a minimal game that works as universal

language to define interaction in the others?


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