Murder on Grimm Isle: The Design of a Game-Based Learning Environment
Michele Dickey, Associate Professor / Miami University
What to borrow from game desing
Why borrow from game design
Challenges of
What to borrow from game design
- Perspective
- God’s eye vs. first person
- The quest–framework
- spatial vs. linear
Why Borrow form game desing
- design of experiential environments
- first person vs.third person (Winn 2002)
- mulitple perspectives
- cognitive framework for problem-solving
- design heuristics for educational games
- small quests
- types of knowledge: declarative, procedural,
Challenges of integrating game elements
- instructional designers and K-12 educators
- limiited resources
- time, skill, talent
Overview Murder on Grimm Isle
- Game-based learning environment
- adventure style game
- purpoes: foster argumentation writing skills for grades 9-12 and first year college
- experiential learning–artifacts not just text
- spatial narratie–cognitive framework (Henry Jenkins)
Game
Setting: Grimm Isle
Scenario: Robson Wolf has been found murdered on his estate
Factors: Impending hurrican (Island evacuated)
Learner: Investigator
Characters
Robson Wolfe
Challenges: Narrative
- intersecting evidence
- motives (love and money)
- opportunity
Challenges of design
- Environment design
- 2D too restrictive vs 3D too open
Uses ActiveWorlds
- pros: no programming, growing resources
- cons: subscription, file conversion, object and image file sizes
Outcome: Formulative Evaluation
- if it is there, it must be part of the story
- choice needs to be part of the environment
Resources
Game Engines and Virtual Worlds
Active Worlds (cheap)
Ogre (open source)
Panda 3D (free)
Second LIfe (various price models)
Need to see handout for 3D modelers