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10 Cards in this Set

  • Front
  • Back
what constitutes an educational game?
analog (ARGs, roleplay) + digital
analog participation :
Sheldon, McGonigal, Rosenblum
Sheldon ex:
Chinese language example : cloak-and-dagger in a VR cave.
Sheldon's ex is motivating b/c
promotes intrinsic motivation (Garris, Malone & Lepper) through fantasy & curiousity in ARG. re: choices
Sheldon's ex is fun because?
it is playful (Rieber) and because it promotes self-regulated learning (Rieber, Piaget) for its own sake not external reward
Evoke & GSP as "designed experiences"
Gee - RL processes to tackle GSP
GSP11 and Evoke ex: of intrinsic integration
Kafai. re: heroic qualities, play to promote heroic values.
However, GSP11 and Evoke ex: of exogenous fantasy
not endogenous fantasy (Habgood) b/c of superhero-themed genre. students didn't accept fantasy elements.
games also provide opportunities for Flow. How?
Csikzenthmihalyi - autotelic experiences (done for their own sake), loss of time, loss of sense of self. deep immersion. Game Flow model available to study this (Sweester & Wyeth). AR is good ex b/c of deep engagement and promoting curiousity and doing application for its own sake. re "fun" suggests autotelic experience.
games like AR also model professional behavior--what scientists do. this is like...
David Shafer's epistemic games.