Excerpt from paper given today at ALT-C:
“My research across three broad areas persuaded me that, without a doubt, there are lessons which education could learn from Alternative Reality Games.
The perfect approach would be, of course, to create a complete ARG within an educational environment and on an educational topic – much like the ARGOSI project in Manchester aims to do, and a handful of other institutions here and particularly in the United States have either implemented or are in the process of planning.
However, I believe that the lessons we can learn from ARGs don’t necessarily need to be applied as a fully fledged ARG; indeed, there will be many of you working in institutions or departments where a full ARG simply wouldn’t be possible given the political, administrative or conceptual constraints. To this end, I have constructed a list of key features, drawn from my research and from earlier research in the area by Bryan Alexander, Jane McGonigal, Cristy Dena and others, which ARGs offer and which would be of value to educational contexts wishing to increase engagement, critical problem solving skills and communities of practice within the subject:
- Problem solving at varying levels (graded challenge)
– enable students to pick their own starting level and work up from there
- Progress and rewards (leaderboard, grand prize)
– this could also be assessment
- Narrative devices (characters/plot/story)
Note: doesn’t have to be fictional: academic subjects have histories, themes, news etc.
- Influence on outcomes
as researchers we don’t think that we are working towards a known answer or statement; and we would like our students to think in the same way: by letting them decide or influence some aspects of their course, this helps to scaffold their path into a critical academic thinker
- Regular delivery of new problems/events
key to maintaining engagement. Thinking about ways to keep things moving without putting extra pressure on staff
- Potential for large, active community
…which is self-supporting/scaffolding – the potential is less the smaller the group and the narrower the subject interest/specialisation.
- Based on simple, existing technologies/media
this is an easy sell
I’m not suggesting that all of these features need to be included in a course; but by taking two, three or four in detail, and bearing the others in mind, I think that the potential to improve engagement and motivation, critical problem solving skills, and foster a course-based academic community amongst its students, is within a course designer’s grasp.”
(Moseley, 2008). Full paper available to download on the Publications page.