Alternate Reality Games

2019 ◽  
Author(s):  
Stephanie Janes
2017 ◽  
Vol 27 (1) ◽  
pp. 287-295
Author(s):  
Klew Williams ◽  
Alexandrina Agloro ◽  
Shamsnaz S. Virani

Author(s):  
Nicola Whitton

It is a common misconception that game-based learning is, by its very nature, engaging for the majority of learners. This is not necessarily the case, particularly for learners in Higher Education who may need to be persuaded of the value of learning games. For some learners, games may simply not be perceived as engaging–either in terms of an initial motivation to play or sustained participation. This paper describes the Alternate Reality Games for Orientation, Socialisation and Induction (ARGOSI) project, which experienced unexpectedly low motivation and participation. Despite extensive marketing, only a small fraction of potential students participated in the game and of those a far smaller number were highly engaged. Evidence from the project is presented and the reasons for the lack of engagement in the game created are considered. Finally the paper reflects on ways in which engagement with game-based learning might be encouraged.


Comunicar ◽  
2015 ◽  
Vol 22 (44) ◽  
pp. 141-148 ◽  
Author(s):  
Teresa Piñeiro-Otero ◽  
Carmen Costa-Sánchez

Education’s gamification has represented an opportunity to boost students’ interaction, motivation and participation. ARG (Alternate Reality Games) offer a new highly immersive tool that can be implemented in educational achievements. One of the strongest points of these immersive games is based on applying the sum of students participating efforts and resources (so called collective intelligence) for problem resolution. In addition, ARG combine online and offline platforms a factor that improves the realism on the game experience. In this regard, this present work aims to summarise ARG potentialities, limitations and challenges of these immersive games in higher and further education context. In terms of methodology, this research draws from an appropriate theoretical corpus and, analyses the educational potential of AGR that, in fields like marketing or corporate communication, has already started successfully, but it has still not been studied in depth in education. This study compiles, also, best practices developed in several subjects and academic degrees all around the world and not easily traceable. It concludes that, given the antecedents, potentialities and the exposed analysis, the possibility of incorporating alternate reality games into the university teaching practice in the frame of an educational strategy that determines its aims and more suitable system of evaluation, has to be considered. La ludificación de la educación ha representado una oportunidad para fomentar la interacción, la motivación y la participación del alumnado. Los ARG (las siglas inglesas de juegos de realidad alternativa) ofrecen una nueva herramienta altamente inmersiva que puede implementarse en el logro de los objetivos docentes. Uno de sus puntos fuertes consiste en la suma de esfuerzos y recursos (la llamada inteligencia colectiva) aplicada a la resolución de problemas. A esto se añade su combinación de plataformas en los entornos online y offline, lo que favorece el «realismo» de la experiencia. En este sentido, el presente trabajo pretende condensar las potencialidades, limitaciones y retos de los ARG al servicio de la educación universitaria. Basándose, a nivel metodológico, en la elaboración de un corpus teórico relevante y adecuado, analiza el potencial educativo de esta herramienta que, en ámbitos como el marketing o la comunicación corporativa ya ha despegado con éxito, pero que en el área educativa todavía no había sido abordada en profundidad. Recopila, además, ejemplos satisfactorios que se han desarrollado en diversas disciplinas académicas en otros países y que no resultan fácilmente localizables. Se concluye que, dados los antecedentes, potencialidades y análisis expuesto, debe valorarse la posibilidad de incorporar los juegos de realidad alternativa a la práctica de la docencia universitaria en el marco de una estrategia educativa que determine sus objetivos y sistema de evaluación más adecuado.


2014 ◽  
Vol 2 (1) ◽  
pp. 39-49 ◽  
Author(s):  
Ethan Watrall

AbstractWhile digital games are used for health intervention, language training, and science learning, there are few instances of games being used to teach archaeology. This is a missed opportunity, as narratives of exploration and discovery make archaeology well suited to digital games. This article discusses Red Land/Black Land, a prototype Civilization V mod (modification of an existing game) that allows players to explore both the process of cultural change in ancient Egypt and the construction of archaeological knowledge about ancient Egypt. As a case study of scholarly game design, the article explores the project’s development. Included is a discussion of play mechanics, the merits and process of modding, and the resources required to build games in academic environments. The article also discusses preliminary efforts to test the game in an undergraduate classroom. Ultimately, the article argues that digital games are powerful tools for communicating archaeology. Instead of falling under the glamour of commercial games, however, scholars should adopt cost effective approaches to game design, looking to mobile play, alternate reality games, modding, and browser based games to realize their vision. The article also argues that the actual process of designing a game is an excellent tool to teach archaeology.


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