Exploratory Learning Through
Educational Simulation & Games
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Overall
Course Themes
This course
deals with aspects of the design process that are sometimes neglected.
To design an instructional game well, you must be both systematic and
intuitive, analytic and artistic. In mastering the ISD process, you've
learned to handle the cognitive side of instruction (which, almost by
definition, is the most important). In EDTEC 670, you'll also learn
to deal with the affective side of instruction. Throughout the course
we'll be addressing the questions: What makes some activities interesting
or fun? How can we maximize enjoyment without sacrificing instructional
quality? It's a difficult and fascinating challenge for any instructional
designer.
A second
major theme of the course involves the design of simulations. The questions
that will dominate the second half of the course are these: How do
we represent reality in a simulation? How do we balance simplicity,
efficiency, and playability against realism, richness and complexity?
These, too, are challenging design tasks.
Objectives
Upon completing
this course, you'll be able to:
- Explain selected psychological theories and models useful to describe
motivational and affective aspects of instruction. The models will
include the following: Keller's ARCS
model; Csikszentmihalyi's flow model; Malone & Lepper's intrinsic motivation taxonomy.
- Explain selected frameworks developed by master practitioners to analyze and design games and game-like experiences. These will include Schell's game design lenses, gamification strategies, and guidelines developed specifically for board games.
- Analyze a situation that is currrently not engaging to its participants and apply principles of motivational design and gamification to it to improve it.
- Design an educational board game that is flexible and effective, and document its rules,
physical attributes, context of use, rationale, and variations.
- Create face-to-face simulations, role plays and other activities designed to build
social cohesion among learners and convey understanding of complex content.
- Design
and document an online educational experience and describe the motivational principles at work
in the design.
- Reflect on and explain the design processes you use in creating motivating educational
products and experiences.
Course
Schedule
Much of the work of the class will be done on your own schedule, either solo or
in teams. Unless otherwise noted below, both sections meets synchronously
at
Mondays at 4pm. Our first class meeting will take place using Wimba via Blackboard. After that, we'll use Google Hangouts on Air for whole class meetings and Google Hangouts for small group meetings. You'll need a Google account (not necessarily a gmail account) to participate. Additional meeting times will be scheduled with subsets of the class
later in the semester.
This will be taught as a flipped class. That is, most new information will be given to you in the form of readings, recorded presentations and solo exercises to be done ahead of time. We'll use our synchronous time together for discussion and activities that take advantage of having dozens of great brains all in one virtual place, not for lectures.
This class will also be deeply involved with EDTEC's Learning DesignLAB, a system through which we engage with external clients to develop class projects based on authentic problems.
This class will make use of a strategy called Team-Based Learning. You'll be assigned to a team after the first class and will stay with the same team throughout the course.
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Week
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Date
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In-Class Activities
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Post-Class Homework
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1
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Aug 27
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- Course Overview and Introduction
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2
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Sept 10
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Session will be held using Google Hangout on Air. Nine attendees can participate with video, the rest can watch. Please use text chat to ask questions, make (polite) comments, etc, using our private Chatzy room.
- Understanding the ARCS model
Archives Part 1 | Part 2
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- Read Chapters 8 - 10 of Keller
- View last year's conversation with John Keller.
- Look over the video introduction and favorite games of your classmates.
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3
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Sept 17
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Archive
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- DUE: Email Bernie your team's preference for an MDD project. Describe the content, learners, and context and the extent to which you will have access to the materials, instructor and info from learners.
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4
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Sept 24
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- Conversation with Cara Gillette, from our DesignLab partner Nan McKay & Associates.
- Explore and admire the team gSites.
- Discussion of the ARCS Model and the Motivational Design process for your MDD (Chapters 8-10)
- Review of the MDD Template
Archive Part 1 | Part 2
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- Finish the Keller book
- Read Chapter 1 - 4 of Gamification
- Explore these Gamification links from Dianne Rees (EDTEC '12)
- Complete Worksheets 1-3 and attach the Worksheet Document to your team site.
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TEAM
SITES
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5
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Oct 1
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- Peer sharing of MDDs in progress (Worksheets 1-3)
- Gamification Exercise
- Today's slides
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6
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Oct 8
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- Gamification discussion
- Team meetings w/Bernie
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7
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Oct 15
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8
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Oct 22
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- WizIQ Link
- Want to volunteer for free registration at SDCUE 2012? Let me know ASAP!
- Team Assignments and First Contact
- Board Game Design
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9
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Oct 29
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10
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Nov 5
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- Meet in WizIQ
- DUE: Board Game Design Worksheet 2 for peer feedback. Links are to Analysis (Worksheet 1) and Design (Worksheet 2)
- Amuzgo - Ratio & Proportion [A][D]
- BriBri - Citizenship Test Prep [A] [D]
- Chaga - Restaurant Management [A][D]
- Duala - Pharmaceutical Approval [A][D]
- Embera - ALI [A][D]
- Mende - Patient Access Reps [A][D]
In class activity: examine some existing games looking for interesting mechanics and share what you found on this document.
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Nov 12
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Veteran's Day. Campus is closed.
Set up a 30-minute meeting with Bernie.
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Work on playtesting with a rough prototype. |
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Nov 19
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- DUE: Board Game Design Document Final version. Materials uploaded to Game Crafter.
- Optional Team Work Session with Instructor. No class meeting.
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- Finalize Board Game Documentation
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13
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Nov 26
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14
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Dec 3
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- PLE: A system for your own ongoing learning about game design. Example.
- Current issues on learning game design discussion
- Country Cats Corral: A case study in e-game design
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- Post final versions of MDD, Board Game documents and your PLEs to your team Google Site.
- Post relevant PLE inputs to the discussion forum
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15
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Dec 11
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- Project Showcase
- Game night @ Bernie's
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Readings
There
are several required books for the course which may be ordered online by
clicking on the link below. The campus bookstore at SDSU will not be stocking these books.
An additional
set of readings is available online in the Course Documents portion of our Blackboard site. It includes the following articles:
- Csikszentmihalyi,
M. (1990). Flow: The psychology of optimal experience. New York:
Harper & Row.
Chapter
4: The conditions of flow
- Malone,
T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of
intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.). Aptitude, learning and instruction. Volume 3: Conative and affective
process analysis. Hillsdale, NJ: Lawrence Erlbaum.
An optional book you might want to read during the course if you're particularly interested in board games is:
You can download the book without illustrations for free. The paper version includes pictures that make the concepts much clearer.
In addition
to the readings, you'll be making use of Cardboard
Cognition, a resource created by previous generations of EDTEC 670
students. Cardboard Cognition is a compendium of dozens of educational
card and board game designs.
Grading
Your final
grade will be determined by your performance a motivational design intervention for an existing course, the design of an educational board game,
and participation in discussions about readings.
Knowledge base contributions will be graded individually. All three design projects
will be team efforts. Each individual on the team will be graded separately,
though the overall performance of the team will have an influence over
individual grades. It behooves you, therefore, to put some energy into
team building in order to maximize everyone's success. The projects
will be weighted as follows:
This is
a graduate level course. Grading performance in an amorphous area like
game design is not easy, but not impossible either. Please keep in mind
the following definitions of grading standards from the SDSU Graduate
Catalog:
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A
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Outstanding
achievement; available only for the highest accomplishment.
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B
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Praiseworthy
performance; definitely above average.
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C
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Average;
awarded for satisfactory performance.
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