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Presenter: James Collins, Digital Media Project Manager, Smithsonian Center for Learning and Digital Access Every gem, artifact, and painting in a museum contains a story. How do we make games that do justice to our collections? How do we make games that go beyond teaching skills to teach an understanding of the world? Let’s rediscover the art of playful storytelling.
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The Stories We Tell James Collins Smithsonian Center for Learning and Digital Access @JamesCollinsJr
Five Questions (1)Why games? (2)Why narrative? (3)How do they relate? (4)How does this connect to collections? (5)How can we implement this?
“Does Game-Based Learning Work? Results from Three Recent Studies” Richard Blunt Can the use of games improve performance on tests? Answer: Yes – sometimes by as much as 30% But other factors are at play
“Level Up Learning: A National Survey on Teaching with Digital Games” Joan Ganz Cooney Center 55% of teachers use digital games weekly 71% say games are effective for math learning 47% say games benefit lowest performers the most
“Digital Games for Learning: A Systematic Review and Meta-Analysis” SRI Digital game interventions perform better than non-game interventions Adaptive games perform better than non-adaptive games Non-competitive games perform better than student vs. student games
“Emotion and the Structure of Narrative Film: Film as an Emotion Machine” Ed Tan “When viewing any film . . . we do not only see solid bodies in motion, and understand that they represent people, but also, and perhaps above all, we feel something for the characters and are somehow moved by the sight of them.” Inside Out, 2015
“Is There A Text In This Class?” Stanley Fish “Interpretation is not the art of construing but the art of constructing. Interpreters do not decode poems; they make them.” Final Fantasy 7, 1997
“Learning From Fiction: Applications in Emerging Technologies” Ruthanna Gordon “One common source of information is fiction. Although we are capable of recalling and understanding individual facts, we vastly prefer narratives that draw causal connections between the diverse elements of our world. This tendency can be distressing to experts who would prefer that people learn facts in their most accurate and clearly presented form, unadorned by irrelevancies. Fiction, after all, is not usually created with the sole or primary goal of communicating an accurate picture of the world. Nevertheless, this narrative advantage is a principle familiar to every politician who has chosen an engaging anecdote over a pie chart in attempting to influence people’s worldviews.”
“Story and Discourse: Narrative Structure in Fiction and Film” Seymour Chatman “[The] transposability of the story is the strongest reason for arguing that narratives are indeed structures independent of any medium.”
Discrete Narrative – Lossy Transfer Fidelity Loss
Differences in Perspective Discrete Narrative: It is an augmentation of the exhibit. Dependent Narrative: It redefines the experience.
Discrete Narrative – Game as Add-on Fidelity Loss
Implementation? FILL IN QUICK MIRACLE FIX HERE
Five Questions; Five Answers (1)Why games? (2)Why narrative? (3)How do they relate? (4)How does this connect to collections? (5)How can we implement this?
The Stories We Tell James Collins Smithsonian Center for Learning and Digital Access @JamesCollinsJr