opportunities games provide for creativity, production, and innovation
DESCRIPTION
Presentation to the Serious Play summit in Brisbane on the 5th of November, 2014TRANSCRIPT
Opportunities games provide for creativity,
production, and innovation
Dr Jason ZagamiGriffith University
Game worlds, game play and game making as contexts for creativity,
production, and innovation
Skills, knowledge and understandings called upon when students engage
with games or create games
Secondary Worlds as a framework for analysis
Case study data Field notes & observations
Student artefacts Videos
Teachers blogs Survey
Student interviews
Creativitylearning contexts, identity development, rankings, modding, co-creation, game making
Rapid Problem Solving, Risk Taking, Simulation
Rapid Problem Solving
Risk Taking
Simulation
Productionfan fiction, collaborative writing (fiction/non fiction), cosplay/
avatars, machinima, performative representations, game making
Innovationstudents / teachers / curriculum / professional development
SAMR model of innovation, Gamer Taxonomies, GPACK decision tool
Game Building as a context (Redefinition)
Game Play as a context (Modification)
Game Building as a process (Augmentation)
Game Play as a process (Substitution)
SAMR model
Gamer TaxonomiesStudents Teachers
Recreation Education
Playnomics, 2012
TPACK model
Mishra & Koehler, 2006
GPACK model
Opportunities games provide for creativity,
production, and innovation
Dr Jason ZagamiGriffith University