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Games Based Learning in the Creative Arts

Games Based Learning in the Creative Arts. Steph Comley. Background to research. World of Warcraft , Blizzard. Course Sans Gagnant – Moisant , 2005. Time Capsule – Whitton , 2007. Subject Benchmark Statement. Group projects engage art and design students in extending their

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Games Based Learning in the Creative Arts

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  1. Games Based Learning in the Creative Arts Steph Comley

  2. Background to research

  3. World of Warcraft, Blizzard Course Sans Gagnant – Moisant, 2005 Time Capsule – Whitton, 2007

  4. Subject Benchmark Statement Group projects engage art and design students in extending their creative abilities into the arena of collaboration … Students will have the ability to interact effectively with others, for example through collaboration, collective endeavour and negotiation. (QAA, 2008) Develop and sustain effective collaborative working methods Demonstrate a work ethic that encompasses collaborative and cooperative learning

  5. Game Mechanic Story-telling Role-play Countdown / timer Improvisation Memory mechanics Building/resource creation Role-play Visualization Story-telling Achievements / Badges Levels / points Conceptualization / “Pitching”

  6. DRAFT - Conceptual framework for application of game mechanics to digital resources in creative arts • Digital Resource • Analysis • Data Collection • Staff / Student Experience? • Achievement of Learning Outcomes? • Game Mechanics • Desired Learning Outcomes • Artifact creation / Completion • Game type • Game Characteristics • Pedagogical approach • Desired arts to engage • Skills outcome • Extraction required? (e.g. Portfolio)

  7. DRAFT - Conceptual framework for application of game mechanics to digital resources in creative arts • Digital Resource • Analysis • Data Collection • Staff / Student Experience? • Achievement of Learning Outcomes? • Game Mechanics • Desired Learning Outcomes • Artifact creation / Completion • Game type • Game Characteristics • Pedagogical approach • Desired arts to engage • Skills outcome • Extraction required? (e.g. Portfolio)

  8. from 111 projects / e-learning initiatives 87% reported intentions to improve student learning outcomes • Digital Resource • Analysis • Data Collection • Staff / Student Experience? • Achievement of Learning Outcomes? 37% could actually report such an outcome Alexander, S. (1999). An evaluation of innovative projects involving communication and information technology in higher education. Higher Education Research & Development. 18 (2), 173-183.

  9. @Steph_Comley Lifeneedsgames.wordpress.com steph.comley@falmouth.ac.uk Miriamelle, Splintered Hand, Turalyon

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