|
« GLS05: Extending the Reach of Games | Main | GLS03: Second Life and User Creation » GLS04: Games, Learning, & IdentityDavid Squire: Learning Game Design: Creating Links – RPG, Identity, Characterisation and Learning noted there’s no entry for “avatar” in Wikipedia (I’m counting down how long it takes before someone adds it) Gee’s 3 forms of identity: transference showed pix to illustrate the evolution of avatars from Pong and Pac-Man to the Legend of Zelda: Twilight Princess (2005) need a safe place to play and be in control of “self”; evading the commands – RPGs provide this predefined or prerendered characters don’t impact on player’s identification interesting question to him is what happens when you strip out fantasy doesn’t think you get attached to the character if you don’t see it (eg, FPS where you don’t see the shooter) Diner Dash game where you’re a waitress Betty Hayes: Gendered Identities at Play issues now circle around what kinds of games women want now that we know women do play games girls are horizontal competitors; boys are hierarchical competitors her research starts with the assumption that we’re affected by gender belief systems did a case study of two women learning to play the game Morrowind: The Elder Scrolls III in Morrowind, you enter the game not knowing your role; a lot of exploration; find out you’re the saviour of this world both women spent a considerable amount of time creating their avatar/character ended up enjoying the fighting; both were successful and enjoyed the experience, although both experiences were very different one wanted to be a healer, but there just weren’t that many opportunities to heal women gamers want: men gamers want: gendered play is situated in personal histories and social context Lisa Galarneau: The Power of Perspective: Games and Simulations for Transformative Learning has been closet gaming for 20 years; is the daughter of a closet gamer can motivate Millennials to learn using gaming, but it’s only one thing games are good for; it’s not the main thing the sweet spot for games and learning: why learning must be transformative: modernism, postmodernism, and identity play: transformation is the natural by-product of experience: “point of view gun” “September 12th” game about terrorism MIT’s Replicate game that helps you understand the human body, in this case the immune system, from the perspective of a virus The Oregon Trail – player takes on the role of a pioneer MIT’s Revolution game – what if you could change history? SimSchool - professional development training for teachers (“FPS for teachers without the gun!”) BT’s Better Business Game - what if you were CEO? would you make environmentally and socially responsible decisions? Magellan’s Understanding Diversity - how does experience contribute to our sympathy for others? a CYOA type of model Simulearn’s Virtual Leader – how do we learn to handle the complexities of business relationships? guidelines: Questions: how do you measure transformation? design implies a controlled, intended response; what about the unintended transformation? Trackback PingsTrackBack URL for this entry: Listed below are links to weblogs that reference GLS04: Games, Learning, & Identity:
» Games, Learning, & Identity from Brittlefish Tracked on June 24, 2005 12:24 AM |
Spreading the meme: Why You Should Fall to Your Knees and Worship a Librarian About Jenny Chicago Sun-Times article What Is a Shifted Librarian? A Shifted Reading List Presentations and Articles Ye Olde Shifted Librarian Moblog! TSL Disclaimer Virtual Jenny AIM Me at cybrarygal Email Me del.icio.us Jenny Facebook Jenny Flickr Jenny Furl Jenny Linked In Jenny Twitter Jenny Popular Pages What's on My Treo 600 Library Services on the Treo 600 Life in the Treo Lane On Being the Digital Job Radio 101 Docs My Past Life Jenny's Cybrary Librarians' Site du Jour (the original library blog!) Syndicate/Subscribe Subscribe to the RSS feed |
|||||||||||||||||||||||||||||||||||||||||||||||||
