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Games Task Force. May 17 Retreat. Members. Eric Klopfer – SArch- STEP (Chair) Hal Abelson - SoE Brian Deans-Rowe – ODL Scot Osterweil – SHASS Sebastian Seung – Science Erica Du - Undergrad Claire O’Connell – Undergrad Eli Kosminsky – Undergrad Steve Schirra - Grad. Games. Technology
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Games Task Force May 17 Retreat
Members • Eric Klopfer – SArch- STEP (Chair) • Hal Abelson - SoE • Brian Deans-Rowe – ODL • Scot Osterweil – SHASS • Sebastian Seung – Science • Erica Du - Undergrad • Claire O’Connell – Undergrad • Eli Kosminsky – Undergrad • Steve Schirra - Grad
Games • Technology • Graphics • Virtual Worlds • Simulations • Pedagogy • Feedback • Roles • Engagement • Game Design as Technology and Pedagogy
STEM Games • Computer simulations and games • let learners interact with naturalsystems that cannot be observed • motivate learners with challenges and give rapid feedback • tailor instruction to individual learners’ needs and interests • (NRC report (2011): Learning Science Through Computer Games and Simulations)
Educational Games Are Not How many volts do I need for my laser cannon to kill 3 x 6 opponents?
Games Are • Good games are a way of structuring exploratory learning. • Structure learning around simulations and simulated worlds • Promote scientific discourse • Engage learners by taking on new identities (roles) and empower them. • Situate learning in applied contexts • Provide feedback based on performance • Contextualize assessments • Leveling and personalization combined with socialization.
Other Games at MIT • TEA • Gamelab • Eyewire
(Near) Games at MIT • 6.270, 2.70, 6.370… • Physics Virtual Worlds • Terrascope • Lighter than Air Vehicles • Negotiations • Assassins Guild • Roles and Roleplaying • Labs
Games to Come? • PSets as Games • Add feedback, iteration, roles, simulations • Grand Challenges - Terrascope meets ARG • Long term roles and challenges keystone or capstone or across courses • Online Scientific Discourse • In courses or in general • Games as Assessment • Authentic situations and scenarios
Games to Come? • Games as Simulations • Targeted like TEAL Sims/Mathlets • Courses as MMOs • Structuring whole courses around game dynamics • Game Design as Instruction • Creative, constructionist learning • Crowdsourced Science Data/Participation • Like Eyewire
Games to Come? • Mobile Games • Supplement course learning on the go • Augmented Reality Games • Situate learning in authentic contexts • Management/Negotiation Games Online • Supporting existing games more online • Games that Flip Classrooms • What if game play came before class • Roleplaying Scenarios • Training for the workplace/internships
Case 1Problem Sets as Games • Advantages • Feedback (Formative Assessment) • Freedom to Fail • Engagement • Experimentation • Collaboration
Case 2Prefrosh Alternate Reality Game • Why is a recently discovered Earth-like planet devoid of life?
Case 2Prefrosh Alternate Reality Game • Cryptography, Nuclear Engineering, Robotics, Climate Science, Literature, Genetics
Case 2Prefrosh Alternate Reality Game • Explore many departments • Collaborate with other students • Learn about faculty • Connect with research projects
Case 3Professional Roleplaying Games • Online worlds or augmented reality scenarios
Case 3Professional Roleplaying Games • Application of classroom learning • Development of critical soft skills • Creation of interdisciplinary opportunities
Recommendations • Create pilot projects • Fund several different pilot projects that explore some of the different uses cases across departments, game formats, and implementation strategies. • Identify possibilities for more focused development based on impact of the pilots.
Recommendations • Develop capacity • Draw on existing resources such as Game Lab, The Education Arcade, and Playful Systems • Build additional on campus capacity in ODL (design, animation, art, etc.) • Involve students and develop partnerships to complement MIT expertise (RISD, Berklee, Emerson, Mass Art) • Build focused development capacity based on pilots