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GameOn: Game Design Steps for Inclusion

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GameOn: Game Design Steps for Inclusion

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This playlist aims to help you learn about game design. Especially if you are an educator who wants to apply a game design process as an educational tool, it will guide you through the different steps to follow. It pretends to be a resource to reinforce a good implementation of this tool, promoting social inclusion and critical thinking among the participants.

It addresses the power of games, how to use them as an educational tool, how to be a good supporter in game design processes, the skills required and the different ways to use the tool. In addition, from the Game On project we focus on the relationship between game design and inclusion. The entire last section addresses how games and processes can be inclusive, what competencies for inclusion can be developed and how to achieve this.


Complete playlist activities to learn about:
1. Games
1.1 The power of games
1.2 Games and their characteristics
1.3 GBL, gamification and game design
2. Facilitating a game design process
2.1 Steps
2.2 Dynamization of a game design process
2.3 Facilitating competences
3. Methodology models of game design as an educational tool (MeMos)
4. Games and inclusion
4.1 Introduction
4.2 Inclusive and exclusive games
4.3 Game design for inclusion
4.4 Competencies about inclusion developed through game design


Follow the next playlist activities to develop your understanding of game design for inclusion.

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The international partnership “GameOn” created this playlist to promote inclusion, participation and critical thinking through game design. Learn more about this partnership here.

Expert partners:

Co-funded by the Erasmus+ Programme of the European Union

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GameOn: Games. The power of games
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This activity will help you learn about the basics of games and their charachteristics.

  • A game is a type of play where participants follow defined rules (Houghton et al., 2013).

In defining a game, we can say that the components of each game are the hardware and the rules are the software. Both can exist independently from each other and they define and create different kind of game with their specificities. The rules need to include a clear and defined goal, which must be something measurable.

Some key elements of any game are:
  1. Theme: the subject the game is built around, which would affect aesthetics of the game.
  2. Narrative: the game's story, including plot and characters, among others.
  3. Mechanics: rules that govern and guide the player's actions, as well as the game's response to them.
  4. Dynamics: patterns of how the game and the players will evolve over some timeand which leads to winning.
  5. Rules: statements and directions that must be followed in order for the game to be played correctly.
  6. Victory condition: how to win the game.
  7. Components: pieces and materials of the game.
  8. Point system: a system for distributing resources or for ranking players’ actions on the basis of points allocated or accumulated
  9. Levels / Missions: closed off section of the game in which players can explore while trying to complete a certain objective.
  10. Playing surface in which components and actions are played.


Flow channel


Games lead us to the flow channel and there we find a feeling of great absorption, engagement and fulfillment. The flow channel is a state in which people are so involved in an activity that nothing else seems to matter. To achieve a flow state, a balance must be struck between the challenge of the task and the skill of the performer. If the task is too easy or too difficult, flow cannot occur as both skill level and challenge level must be matched and high; if skill and challenge are low and matched, apathy results.

Csíkszentmihályi, author of the flow theory, identified nine component states of achieving flow, including "challenge-skill balance, merging of action and awareness, clarity of goals, immediate and unambiguous feedback, concentration on the task at hand, paradox of control, transformation of time, loss of self-consciousness, and autotelic experience".

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The international partnership “GameOn” created this playlist to promote inclusion, participation and critical thinking through game design. Learn more about this partnership here.

Expert partners:

Co-funded by the Erasmus+ Programme of the European Union

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GameON: Games. Games and their characteristics Αποκτήστε αυτό το σήμα

Owners of this badge learned more about games charachteristics and reflected upon existing games and their own experience.

The evidence of completing this activity is included in the badge and was reviewed and verified by the organisers.

This activity is part of the wider educational effort of the international partnership “GameOn” to promote inclusion, participation and critical thinking through game design.
Εργασίες
Αρ. Εργασίας 1
Τα στοιχεία επαληθεύτηκαν από: Ένας διαχειριστής έργου
Play a board game you have at your place (or a friend’s one). Observe on it the different charachteristics explained on this activity. Then, position yourself on the flow chart during the game.

Upload a picture of you and your collegues during the game to earn the activity badge.

Δεξιότητες

ESCO
#teamwork approaches
ESCO
#promote inclusion
ESCO
#work for social inclusion
ESCO
#facilitate creativity in the team
ESCO
#problem solving
ESCO
#create game rules
ESCO
#collaborate for social inclusion
ESCO
#social pedagogy
ESCO
#formulate game rules
ESCO
#facilitate groups for social service users
ESCO
#operate games
ESCO
#develop activities to educate
ESCO
#explain game rules
ESCO
#engage participants
ESCO
#game rules
ESCO
#collaborate for social inclusion
ESCO
#use learning strategies
ESCO
#work for social inclusion
ESCO
#social pedagogy
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GameOn - Game Design for Inclusion
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