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Alternate Reality Games for Orientation, Socialisation and Induction

Alternate Reality Games for Orientation, Socialisation and Induction. [Names]. By the end of the session participants will. Have experienced an ARG first hand Recognise the components that make up the game Be aware of the ARGOSI design framework and customizable artefacts

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Alternate Reality Games for Orientation, Socialisation and Induction

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  1. Alternate Reality Games forOrientation, Socialisationand Induction [Names]

  2. By the end of the session participants will • Have experienced an ARG first hand • Recognise the components that make up the game • Be aware of the ARGOSI design framework and customizable artefacts • Have developed challenges for their own learning outcomes 

  3. Overview [times] Introduction [times] Playing the game [times] The ARGOSI framework [times] Developing challenges [times] Conclusion

  4. What are ARGs? • Emerging game form - 2001 • Viral marketing tool • Real world and online - variety of media • Narrative unfolds over time • Built by the players - user-created artifacts • Collaborative challenges • ‘This is not a game’ • Typically niche but with high engagement

  5. Why ARGs for education? • It’s a gaming environment • Provides challenge, context and purpose • Creates engagement and mystery • They’re collaborative • They support active learning • Problem-based, experiential, authentic • They’re lo-fidelity • Encourages use of range of technologies • Less development effort to produce and extend • They use ‘actual reality’ • Enables orientation in the real-world • Uses the best of each medium • Links to community and other organisations

  6. The ARGOSI project • ARG to support student induction – one year JISC funded project • Integrated gaming environment • Meet InfoSkills learning outcomes • Create social networks • Improve student orientation confidence • Engage in, and enjoy induction • Induction • Lack of context • Information overload • ‘Pub’ focussed • Little orientation to the city

  7. ARGOSI structure Narrative Challenges Community

  8. Narrative structure • Overarching storyline • Regular plot points when challenges released • Customisable sub-plots • Related to learning outcome sets

  9. Challenges • Online and offline • Individual and group • Different levels of difficulty • Linked to InfoSkills learning outcomes • Use Library catalogue to find specific items – call number challenge • Identify SSOs – door stickers • Use online reading lists – hidden book • Range of ways to provide evidence

  10. Community • Socialisation • Online and offline • Shared goal • Forum collaboration

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