Module 3 The characteristics of effective digital game media

Video games are so much more complex than I gave them credit for. I understood graphics and good gameplay were important features but didn’t notice how video games are an art form. Within video game design, rich meaning and parrels to literature and events occur. The player of the video game sees what they want to see from their prior knowledge and experiences – similar to an art piece. The game’s meaning and the player’s decisions are directed by the player’s view and connections to the game. https://www.youtube.com/watch?v=7S1SVkysIRw

Implementing gamification in the classroom can support students’ achievement and motivation. Changing the way grading is done, can provide students with an attitude of continuous improvement. Rather than starting with an A+ and losing points, if teachers started all students at 0 and gave them points for what they did achieve, it changes students’ work ethic. Providing students with agency in the class teaches students that they have control over their own learning journey. In games, there is a choice and result cycle, implement this cycle into the classroom provides students with immediate feedback and a safe environment to make mistakes and try again. To foster student engagement, teachers can implement games or challenges that will reward students with bonus opportunities for higher achievement. The extra credit challenges will provide students with the opportunity to complete self-directed learning outside of the school day. Challenges or problems will promote curiosity and contextual information to expand exposure to experiences and topic areas. https://www.youtube.com/watch?v=MuDLw1zIc94&list=PLhyKYa0YJ_5BIUqSDPmfBuKjTN2QBv9wI

Teachers can take game-based learning to the next level by challenging students to be digital game creators. Creating a game is a much more robust activity, than playing a game. Students will need to determine what the goals of their game are while they consider the player’s experience through the game mechanics. The students will need to illustrate the game environment and develop characters. These skills are rooted in literacy and utilize digital tools. Students will have the opportunity through game development to learn coding languages, persistently debug their game Additionally, students will be refining 21st-century learning skills- creativity, collaboration, communication and problem-solving skills. Using games to explore social justice issues is a deep and inviting way for students to learn.

I have learned through this module that games are a rich, robust medium to engage and motivate students in their education. Student learn by doing and participating. Any teacher can implement games into their classroom – board games to coding. I love the question posed in Mindshift guide to digital games “what if engagement was an absolute critical condition for learning?”

References

‘Extra Credits: Gamifying Education’ (YouTube | 6:27 mins) | https://www.youtube.com/watch?v=MuDLw1zIc94&list=PLhyKYa0YJ_5BIUqSDPmfBuKjTN2QBv9wI

‘Game Theory: Is Link Dead in Majora’s Mask?’ (YouTube | 12:41 mins) | https://www.youtube.com/watch?v=7S1SVkysIRw

Shapiro, J., SalenTekinbaş, K., Schwartz, K., & Darvasi, P. (2014). MindShift guide to digital games+ learning. Games and Learning Publishing Council. Retrieved from https://a.s.kqed.net/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf

Module 2 Digital Games, Narrative and gameplay

Video games are a new medium that is highly engaging, immersive and participatory for users. Many video games are extensions of a narrative story or film. Video games expand the possibilities and move users from spectators to participates. Moreover, video games are fun, engaging, immersive and interactive. (Tyner, 2009) The question becomes how do we use video games effectively to integrate instruction into the classroom?

Video games are narratives, but much different than a linear text story. I hadn’t considered it before, but video games are stories that can be in part authored by the player and their gameplay. The player has agency in the game, a sense of control and valued participation. According to Tikka, Kankaanranta, Nousiainen & Hankala (2009) reading a computer game is similar to reading traditional text, the skillsets overlap – interpreting images, animations, understanding the rules and decoding the narrative story.

Creating games takes participation in games one step further. Providing students with the opportunity to create a video game supports literacy instruction. Students will develop character, illustrate the setting and describe the plot to the players. The medium of the video game is an engagement piece that supports students’ understanding and immersion into narrative writing.

Today’s games allow the user to use kinesthetic movements to interact with a game or device. Augmented reality provides users with experiences that are literally out of this world, but yet still realistic. For example, using technology to allow children to engage with wildlife. Applications are moving standard two-dimensional images to interactive, three-dimensional videos and information that expands beyond images. According to Tyner (2009), the media literacy curriculum is outdated and does not meet the interest of students.

References

Telling Stories with Digital Board Games: Tikka, S., Kankaanranta, M., Nousiainen, T., & Hankala, M. (2009).

The Fun Theory Case http://www.youtube.com/watch?v=mTqOn9zng_M

Tyner, K. (2009). Media Literacy: New agendas in communication. Chapter 8 Media Literacy 2.0  http://CSUAU.eblib.com/patron/FullRecord.aspx?p=465586