Secondary Worlds and Co-creation
To assist you in unpacking the text, in Teams:
post a personal example of a game you have played that involved an alternate world - this may relate to a book or movie, or have been developed purely for the game.
Try and describe the Philosophical, the Epic, and the Naïve aspects of the game.
Was there any opportunity for you to contribute to this narrative?
What examples of secondary World Co-creation exist for the game (you may need to search for this, but look for examples of fan fiction, movies, tv-series, memorabilia, action figures, etc.).
While not supported by the Twine tool, describe a process by which players might contribute to the co-creation of your computer game (assuming the game tool permitted this).
Describe the mental model that player develop using your computer game - using the three levels of Philosophical, the Epic, and the Naïve.
What type of game (Taxonomy) would your game best suit and why?
Using the GPACKs model, describe what pedagogy, technologies, content, and players, that your game would be most effective for, educationally.
PDF Version (9.4MB) iBook Version – iPad only (20.1MB)
To assist you in unpacking the text, in Teams, post answers to:
How does a virtual world differ to a Learning Management System such as Learning@Griffith/Blackboard?
What could be an example of Machinima for teaching a concept?
If you have experienced a virtual world, what was your impression?
Describe a virtual world that could assist you in your teaching.
PDF Version (12MB) iBook Version – iPad only (17MB)
Discuss in Teams the advantages and disadvantages of using SimSchool to introduce classroom teaching for preservice/beginner teachers.