« The iPad's Potential for Education | Main | Language Communities on the Web »

02/01/2010

TrackBack

TrackBack URL for this entry:
http://www.typepad.com/services/trackback/6a00d83516c72c53ef0120a7f76def970b

Listed below are links to weblogs that reference 8 Tips for Designing an ARG (as a Learning Experience):

Comments

Hi,

Great article! I am designing an educational social studies ARG about the Japanese American experience during World War II. I have been developing the game for the past few months and am doing a trial run with 16 participants starting next week and running for 3 weeks. Here is an overview and promo teaser video: http://www.goforbroke.org/learning/arg

The game is designed for high school and possibly higher ed students (and maybe even to adults that are interested in the subject).

I have had to give the game somewhat more structure than a typical "This is not a game" type ARG in order to meet the learning objectives in a specific time period. I struggled with this aspect quite a bit, but eventually I decided in favor of more structure and less open-ended gameplay. I would be interested to hear your thoughts on how to ensure that learning objectives are met while still providing the freedom of a typical ARG.

I can let you know more about my ARG if you're interested. Thanks again for posting your insightful article. It gave me some good things to consider during my development process.

I'm glad you think the article was useful to you.

When most ARGs we see out there are created for marketing reasons, it's good to see more educators like you trying to tap into this innovative game genre to create learning experiences that are engaging and meaningful.

First of all, I'd like to understand better what you mean by adding more structure to the game in order to meet learning objectives.

But I can tell you a few things we learned with our experience: people are busy and if they think the game is irrelevant or doesn't hold them accountable, they will either not join or leave after a while.

In order to try to go around this problem we introduced a point system and divided them in groups hoping other members of a team would hold the others accountable for helping complete the activities. Having an establihed "social network" where players can easily get in touch with one another and exchange information is crucial.

Make every activity/puzzle relevant and *link* it to the next step in the game and the overarching storyline.

Something we did NOT try (and we want to in the next game we develop) would be multiple-part puzzles that can be distributed over a certain period of time. We found out that if you sent a puzzle to be solved in itself (with no need to wait for other pieces to put it together during the course of, say, a week) players might quickly solve that puzzle and "disengage" as they wait for a new puzzle...

Example, if you put out a video, make sure it has a clue to the next step or event in the story.

Whenever possible, add a few live face-to-face events. We found that most people will participate more actively in F2F activites than Web-based ones when they have a chance to. Perhaps because they feel more accountable for participating.

My colleagues (and others) my have more experiences to share with you here in the comments.

There are so many things we learn every time we design/implement a game. I'm sure you will have a lot to share with us too.

Please do let us know more about your ARG.

The comments to this entry are closed.

Become a Fan