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