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© 2013 Agile Dimensions LLC
AgileBill Krebs
Rockcliffe BOD
Agile MOOC
Agile Witness News™
Agile Journey Index
Atlas of Distributed Tools
3D GameLab
Reference
Charles Christopher Haskell.
2012.
"Design Variables of Attraction
in Quest-Based Learning"
Boise State University
Theses and Dissertations
Available at:
http://works.bepress.com/chris_haskell/14
“Schools will change”
http://www.youtube.com/watch?v=lI7_14BJhUU&feature=youtu.be
Dr Kevin Werbach
Gamification MOOC
2012
Programmed Instruction
 Skinner, BF (1968), "Index", Technology of Teaching.
 Squad Leader. 1977. 36 pages. Read a few then play
a scenario (bite sized)
The Avalon Hill
Game Company
now
Multi-Man Publishing
Compare w/
Dungeons & Dragons
Read 169 / 317 pages
Necessitates ‘basic’ version
Are “games” for
Simulation or fun?
What is 3D GameLab
Badges
Trained in 3D GamgLab
It’s all about
choice
Approach 1
1. Do this
2. Then do this
3. Then do this
4. Then do this
5. Then do this
6. Then do this
7. Then do this
8. Then do this
9. Then do this
Approach 2
1. Do this
2. Then do this
3. Then do this
4. Then do this
5. Then do this
6. Then do this
7. Then do this
8. Then do this
9. Then do this
 Choose from these
 A
 B
 C
 Now you can choose some of
these
 D E F
 G H I J
 K
 You have earned a Badge
Why would they choose each
of my lessons?
Is it okay if they don’t?
Polar Caps
Rotates, but is tilted a little bit
Covered with clouds that are moving around
Revolves around the Sun
It is night at the other side
But you can see lights from cities
The Moon revolves around the Earth
Why is it grey?
Where did it come from?
Do we ever get to see the far side?
Visit soon, because the inhabitants are trying to make the planet devoid of life
(Recommended: towel, sun screen, food rations, breathing apparatus, and NBC suit)
About the Earth
What would you change?
Example Quest
Pragma
Noun. Does not perform any action
in the language itself, only change the
behavior of the compiler.
Or Best Practice
Pragma 1
Give Choice
 Choice of Worlds
 Choice of Activities in each World
 Choice of criteria for capstone Atlas
Confession
“I did not make a tree,
only a spreadsheet
with Prereqs”
(and I love topology!)
Prereqs
Pragma 2
Give Structure
 3 Syncup quest points
 Prereqs
 Example Atlas
agiledimensions.com/web/a3datlas.html
Pragma 3
Keep up with
learners
 Check forum
 Respond to ever post
 Check e-mail notifications
 Check Quest menu
Confession
“I slowed down after
the quest track
formally ended”
Pragma 4
Mine Data
 Some of the value of a MOOC is
in mining big data
 3D GameLab collects some Key
Data
Confession
“I did not look at the
numbers until the track
was over”
Data
What Correlates?
XP, Time, Rating?
Pragma 5
Be consistent
across quest
groups
 Used similar number of quests
 Used similar XP budget
 Used similar quest format
 Uses similar live cadence
Confession
“I did not try any of my
peer’s quests during
the track”
Pragma 6
Challenge
them when
needed
 Where do you draw the line
between encouraging people
and challenging them to redo
their work?
 3D GameLab lets you approve or
reject quests – auto or manual.
Confession
“I feel bad when I have
to return a poor quest”
What Best Practices would
you add?
1. _____________________________________________
2. _____________________________________________
3. _____________________________________________
4. _____________________________________________
Game Board
GameBoard
GameBoard
GameBoard
Read More
Kapp, K. M., & O'Driscoll, T. (2009, December 30). Learning in 3D: Adding a new dimension to enterprise learning and collaboration. Pfeiffer.
Hinrichs, R., & Wankel, C. (2011, October 3). Transforming virtual world learning (R. Hinrichs & C. Wankel) (Vol. 4). Emerald Group Publishing.
Heiphetz, A., & Woodill, G. (2010). Training and Collaboration with Virtual Worlds: How to Create Cost-Saving, Efficient and Engaging Programs.
Hinrichs, R. J., & Wankel, C. (2012, February 15). Engaging the avatar: new frontiers in immersive education. Iap.
Gibson, D., Aldrich, C., & Prensky, M. (2007). Games and simulations in online learning: Research and development frameworks. Information Science Publishing.
Aldrich, C. (2009, September 17). The complete guide to simulations and serious games: how the most valuable content will be created in the age beyond Gutenberg to
Google. Pfeiffer.
Sheldon, L. (2012). The Multiplayer Classroom: designing coursework as a game. Course Technology.
Blascovich, J., & Bailenson, J. (2011, April 5). Infinite reality: Avatars, eternal life, new worlds, and the dawn of the virtual revolution. HarperCollins e-books.
Erlandson, B. E., Nelson, B. C., & Savenye, W. C. (2010). Collaboration modality, cognitive load, and science inquiry learning in virtual inquiry environments.
Educational Technology Research and Development, 58(6), 693-710.
Nelson, B. C., & Erlandson, B. E. (2012, May). Design for learning in virtual worlds. Routledge.Design for E-Learning in Virtual Worlds. Melson & Erlandson
Dawley, L. (2009). Social network knowledge construction: emerging virtual world pedagogy. On the Horizon, 17(2), 109-121.
Dawley, L. (2007). The tools for successful online teaching. Information Science Publishing.
Charles Christopher Haskell. 2012.
"Design Variables of Attraction in Quest-Based Learning" Boise State University
Theses and Dissertations
Available at: http://works.bepress.com/chris_haskell/14
Watch More
http://vimeopro.com/agile3d/awn
Do More
agiledimensions.com
meetup.com/agile3d
Rockcliffe
UW Avalumni
Agile MOOC
meetup.com/agile3d
Contact Bill for More
Skype AgileBill4d
LinkedininBillKrebs

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Confessions of a Quest Designer

  • 1. © 2013 Agile Dimensions LLC
  • 2. AgileBill Krebs Rockcliffe BOD Agile MOOC Agile Witness News™ Agile Journey Index Atlas of Distributed Tools 3D GameLab
  • 3. Reference Charles Christopher Haskell. 2012. "Design Variables of Attraction in Quest-Based Learning" Boise State University Theses and Dissertations Available at: http://works.bepress.com/chris_haskell/14
  • 6. Programmed Instruction  Skinner, BF (1968), "Index", Technology of Teaching.  Squad Leader. 1977. 36 pages. Read a few then play a scenario (bite sized) The Avalon Hill Game Company now Multi-Man Publishing Compare w/ Dungeons & Dragons Read 169 / 317 pages Necessitates ‘basic’ version Are “games” for Simulation or fun?
  • 7. What is 3D GameLab
  • 9. Trained in 3D GamgLab
  • 11. Approach 1 1. Do this 2. Then do this 3. Then do this 4. Then do this 5. Then do this 6. Then do this 7. Then do this 8. Then do this 9. Then do this
  • 12. Approach 2 1. Do this 2. Then do this 3. Then do this 4. Then do this 5. Then do this 6. Then do this 7. Then do this 8. Then do this 9. Then do this  Choose from these  A  B  C  Now you can choose some of these  D E F  G H I J  K  You have earned a Badge
  • 13. Why would they choose each of my lessons?
  • 14. Is it okay if they don’t?
  • 15. Polar Caps Rotates, but is tilted a little bit Covered with clouds that are moving around Revolves around the Sun It is night at the other side But you can see lights from cities The Moon revolves around the Earth Why is it grey? Where did it come from? Do we ever get to see the far side? Visit soon, because the inhabitants are trying to make the planet devoid of life (Recommended: towel, sun screen, food rations, breathing apparatus, and NBC suit) About the Earth
  • 16. What would you change?
  • 18. Pragma Noun. Does not perform any action in the language itself, only change the behavior of the compiler. Or Best Practice
  • 19. Pragma 1 Give Choice  Choice of Worlds  Choice of Activities in each World  Choice of criteria for capstone Atlas Confession “I did not make a tree, only a spreadsheet with Prereqs” (and I love topology!)
  • 21. Pragma 2 Give Structure  3 Syncup quest points  Prereqs  Example Atlas agiledimensions.com/web/a3datlas.html
  • 22. Pragma 3 Keep up with learners  Check forum  Respond to ever post  Check e-mail notifications  Check Quest menu Confession “I slowed down after the quest track formally ended”
  • 23. Pragma 4 Mine Data  Some of the value of a MOOC is in mining big data  3D GameLab collects some Key Data Confession “I did not look at the numbers until the track was over”
  • 24. Data
  • 26. Pragma 5 Be consistent across quest groups  Used similar number of quests  Used similar XP budget  Used similar quest format  Uses similar live cadence Confession “I did not try any of my peer’s quests during the track”
  • 27. Pragma 6 Challenge them when needed  Where do you draw the line between encouraging people and challenging them to redo their work?  3D GameLab lets you approve or reject quests – auto or manual. Confession “I feel bad when I have to return a poor quest”
  • 28. What Best Practices would you add? 1. _____________________________________________ 2. _____________________________________________ 3. _____________________________________________ 4. _____________________________________________
  • 30. Read More Kapp, K. M., & O'Driscoll, T. (2009, December 30). Learning in 3D: Adding a new dimension to enterprise learning and collaboration. Pfeiffer. Hinrichs, R., & Wankel, C. (2011, October 3). Transforming virtual world learning (R. Hinrichs & C. Wankel) (Vol. 4). Emerald Group Publishing. Heiphetz, A., & Woodill, G. (2010). Training and Collaboration with Virtual Worlds: How to Create Cost-Saving, Efficient and Engaging Programs. Hinrichs, R. J., & Wankel, C. (2012, February 15). Engaging the avatar: new frontiers in immersive education. Iap. Gibson, D., Aldrich, C., & Prensky, M. (2007). Games and simulations in online learning: Research and development frameworks. Information Science Publishing. Aldrich, C. (2009, September 17). The complete guide to simulations and serious games: how the most valuable content will be created in the age beyond Gutenberg to Google. Pfeiffer. Sheldon, L. (2012). The Multiplayer Classroom: designing coursework as a game. Course Technology. Blascovich, J., & Bailenson, J. (2011, April 5). Infinite reality: Avatars, eternal life, new worlds, and the dawn of the virtual revolution. HarperCollins e-books. Erlandson, B. E., Nelson, B. C., & Savenye, W. C. (2010). Collaboration modality, cognitive load, and science inquiry learning in virtual inquiry environments. Educational Technology Research and Development, 58(6), 693-710. Nelson, B. C., & Erlandson, B. E. (2012, May). Design for learning in virtual worlds. Routledge.Design for E-Learning in Virtual Worlds. Melson & Erlandson Dawley, L. (2009). Social network knowledge construction: emerging virtual world pedagogy. On the Horizon, 17(2), 109-121. Dawley, L. (2007). The tools for successful online teaching. Information Science Publishing. Charles Christopher Haskell. 2012. "Design Variables of Attraction in Quest-Based Learning" Boise State University Theses and Dissertations Available at: http://works.bepress.com/chris_haskell/14
  • 34. Contact Bill for More Skype AgileBill4d LinkedininBillKrebs