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Wednesday, June 12 • 2:30pm - 3:30pm
Micropresentations

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These micropresentations will include the following:

Gaming the Schools: Lessons Learned
In this paper we present four guidelines on the use of play and game based approaches in a formal educational setting. These guidelines address issues related to the potential as well as the limitation of educational games, the required competencies of teachers and trainers for using educational games in the classroom, as well as the limitations and requirements of educational game design as well as business development. They represent the results of a sequence of research and development projects performed over a period of six years.
Michael Wagner

TreeBit: a smartphone game with “evolving” pixel art to teach about life through time.
TreeBit is a smartphone game designed to teach young adults about the framework central to all biology; the phylogenetic Tree of Life that shows how all species on Earth are related to one another. Evolution is central to TreeBit and, thus, to the game’s design. Game art “evolves” from level to level with pixel art of increasing complexity. TreeBit has two components, 1) a Tree World framework that showcases the amazing diversity of life and shows the relationships among species and 2) game levels in which a player learns about important events in the history of life and unlocks sections of the Tree World. Each game level has different winning sernaios that unlock different portions of the Tree World, encouraging levels to be re-played for different outcomes. Here, we introduce TreeBit’s concept and learning goals, and detail our early design decisions.
Audrey Aronowsky, Beth Sanzenbacher, Johanna Thompson, Anthony Sixto, Noah Johnson, Ryan George, Edge Quintanilla, Mark Westneat

From New Players to Fervent Hobbyists: BoardGameGeeks Unite!
This is a call for more research on the growing world-wide tabletop gaming phenomenon, which includes sites of rich cultural production, nuanced emerging communities of practice, and examples of the kinds of varied and rich activity we want to see in our designed learning environments. Evidence that tabletop gaming is experiencing a golden age includes the prolific activity found on the website Board Game Geek (http://boardgamegeek.com/). This paper will present some of these activities and make a case for why “The Geek” serves as a mirror to reflect on more traditional educational settings.
Mark Chen

Digital Refugees: What Happens When Your World Ends?
While the closure of virtual worlds has been a relatively rare phenomenon, it is becoming increasingly common. The closure of MMORPGs has an acute effect on the players of that game, with the destruction of community, home, and property giving rise to a profound sense of loss. These players, forced from their homes, often migrate in groups to other worlds and become digital refugees. This phenomenon has received little scholarly attention to date but is of emerging importance as closures become a more regular phenomenon.
Benjamin Tarsa

A Phenomenological Inquiry of Sound Within Educational Games
In what ways does sound affect our experiences of play within software-based educational games? This study takes a phenomenological approach to examine participant descriptions as they played games with and without sound. Three hundred and seventy eight horizons were coded across six interviews, and a rigorous phenomenological methodology was used to distill the horizons to the essences of subjective participant experiences with sound in games. These results reinforce findings from the extant literature on game sound in which sound reinforces critical aspects of game-play. Sound provided a sense of presence in the game environment, by offering participants an entrance into a coherent, immersive experience of gameplay. Sound and visuals cohered to create a unified perceptual experience that resulted in emotional connections with the plight of in-game characters, while the lack of sound left players wanting to learn more about characters they were trying to save.
Jason Rosenblum

On Asymmetric Multiplayer for Learning
This short talk will focus on the value of engineering the interfaces and systems of learning games for the asymmetric distribution of information, control, and more. Games are often viewed as a way around the “one-size-fits-all” classroom, but make similar design choices, ultimately.
Jason Haas

Emotional Graphs with Adapted PANAS Scale as a tool to Measure Emotional Affection within Educational Activities
Positive or negative emotional affection seems to be an important feature in learning efficiency and motivation. To offer a possibility of tracking the emotional affection and compare it across different educational techniques, we developed emotional graphs with adapted PANAS scale as an evaluation tool, and tested it within experimental study comparing game-based learning, life action role-playing and classic lecture. Emotional graphs seem to be a promising tool in educational research; moreover it reveals interesting data about affections important for learning, such as attentiveness, self-assurance and fatigue.
Michaela Buchtova, Cyril Brom, Vit Sisler

Sean Duncan, Moderator


Discussants
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Sean Duncan

Indiana University, United States of America

Speaker
avatar for Audrey Aronowsky

Audrey Aronowsky

Program Manager, Field Museum of Natural History
avatar for Michaela Buchtová

Michaela Buchtová

PhD Candidate, Charles University in Prague
avatar for Mark Chen

Mark Chen

Accidental Hero and Layabout, Independent
non-tenure track positions. | life after a PhD. | gaming culture and power/agency in gaming practice. | esoteric gaming practices, workarounds, and hacks. | subversion, representation, margins. | board games.
avatar for Jason Haas

Jason Haas

Cambridge, MA, United States, Massachusetts Institute of Technology
Jason is a Research Assistant and PhD candidate in The Education Arcade and the Center for Mobile Learning in the MIT Media Lab. He is also an Early Career Scholar at the Harvard Graduate School of Education in the Spencer New Civics Education Program.His research focuses on designing interesting civic, multiplayer experiences (for learning and otherwise) and evaluating them in context. Recent work includes the Jigsaw-based iPad game SANCTUARY... Read More →
avatar for Edge Quintanilla

Edge Quintanilla

Digital Learning Specialist, The Field Museum
Currently I'm focusing on developing and facilitating digital learning experiences for high schoolers and middle schoolers at The Field Museum. | | So far, I've been using a wide range of digital media to do that; virtual worlds, mobile games, live internet broadcasts into classrooms. I've also co-facilitated programs like “I Dig Science” - a synchronous science-learning program taking place in Second Life, “Digital Planet” - a... Read More →
avatar for Beth Sanzenbacher

Beth Sanzenbacher

Outreach Coordinator, Field Museum of Natural History
Beth is the Outreach Coordinator for the Biodiversity Synthesis Center at the Field Museum of Natural History. She develops, implements, manages and evaluates select digital media programs and games, and participates in learning science research for the Museum’s Collection and Research Departments and the Encyclopedia of Life (eol.org). | | Through digital media programs she has combined her two passions of science and education, and... Read More →
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Anthony Sixto

Anthony Sixto is a Chicago based professional artist who works as a 3D and 2D artist in games, apps and animation. Independently he works on political cartoons, comics and films with a focus on cultural sociology. His goal is not only to master his art but to find a space to create entertaining content that also carries a strong sense of social commentary.
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Benjamin Tarsa

Gay RDU
Award-winning Haiku poet and Graduate Student
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Michael G Wagner

Drexel University
http://about.me/michaelgwagner


Wednesday June 12, 2013 2:30pm - 3:30pm
Inn Wisconsin

Attendees (29)