eGame Design Project: TrekOverviewPlace-based games and experiences using mobile devices like smartphones are a new and growing phenomenon. The gamification of mundane activities like dining out or shopping has led to successful apps like Foursquare. Can this idea be warped toward educational ends? Projects in this genre will use one of two platforms: Aurasma or SCVNGR.
SCVNGR | How To Play from SCVNGR on Vimeo. The ChallengeNeither of these platforms was designed from the ground up to support education or training. That's why we're here! Can you as a teacher/designer take advantage of the possibilities afforded by one of these tools to create an experience that is both fun and pedagogically effective? The rules for doing that are yet to be written, but here are some elements to consider: Does the thing you want to teach about happen in a specific place? Could you use these tools to orient new hires, or enliven a field trip? Can you create a sequence of puzzles and clues that lead learners through a worthwhile set of activities in that place? Is your content something not inherently interesting that would benefit by the inclusion of some quick videos that bring still things to life? Can you identify real benefits from the walking, puzzle-solving, and visual pizazz these tools provide that will lead to deeper learning?
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