EDUCATIONAL ALTERNATE REALITY GAME Designing An ...

history of the Japanese Americans during World War II. The three ..... website and Japanese American history. ...... for game evaluators and web hosting fees.
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Running Head: EDUCATIONAL ALTERNATE REALITY GAME

Designing An Educational Alternate Reality Game

Randall Fujimoto Shoyu Learning Solutions

Abstract An educational alternate reality game (ARG) is a social learning experience that takes place in both the real and online worlds using various puzzles and activities tied together though an emerging storyline. This project described the design, development, and prototype testing of Finding Identity, an educational, social studies ARG about the history of the Japanese Americans during World War II. The three research topics that this research project addressed were (a) the definition of an educational ARG, (b) the pedagogical benefits of an educational ARG, and (c) the features that could be included in an educational ARG instructional design model. Evaluation of the Finding Identity ARG found that ARGs have pedagogical benefits that can foster significant learning of new topics. However, because ARGs are a relatively new phenomenon, additional research is needed to fully ascertain their instructional potential.

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Table of Contents Abstract ............................................................................................................................... ii CHAPTER ONE: INTRODUCTION................................................................................. 1 Statement of Purpose ...................................................................................................... 3 Rationale ......................................................................................................................... 3 Operational Definitions of Terms ................................................................................... 4 Alternate Reality Game Terms ................................................................................... 4 Japanese American History Terms ............................................................................. 5 Assumptions and Limitations ......................................................................................... 5 Overview of Remaining Chapters................................................................................... 6 CHAPTER TWO: REVIEW OF LITERATURE............................................................... 7 Defining an Alternate Reality Game............................................................................... 7 Completed Alternate Reality Games .......................................................................... 7 Alternate Reality Game Features ................................................................................ 9 Pedagogical Benefits of Alternate Reality Games........................................................ 14 Collaborative Learning ............................................................................................. 14 Scaffolding and the Zone of Proximal Development ............................................... 15 Situated Learning ...................................................................................................... 16 Problem-based Learning ........................................................................................... 16 Multimodal Learning ................................................................................................ 16 Motivation................................................................................................................. 17 Educational Alternate Reality Game Design Model..................................................... 17 Existing Game Design Models ................................................................................. 18

Additional Model Features ....................................................................................... 20 Discussion ..................................................................................................................... 22 Missing Literature.............................................................................................