Departmental Papers (ESE)

Document Type

Conference Paper

Date of this Version

May 2003

Comments

Copyright 2003 IEEE. Reprinted from Proceedings of the 16th IEEE International Conference on Computer Animation and Social Agents 2003 (CASA 2003), pages 161-167.
Publisher URL: http://ieeexplore.ieee.org/xpl/tocresult.jsp?isNumber=27000&page=1

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Abstract

This research explores ways of harnessing people's passion for entertainment in order to stimulate players to attain the meta-learning skills they need for lifelong learning and to reach the highest level of learning, that of learning by teaching. More specifically to keep up with today's pace of training and the goal for it to be just-intime, we are interested in creating a game generator to empower grass roots experts to share their stories in such a way that others learn the lessons by engagement and empathy with the storyworld characters. Doing so requires us to address the fundamental issue that caused the entertainment and educational gaming communities to split: that it is not easy to create something fun while constrained by rigid pedagogical goals. We examine a case study of the attempts of one cross-disciplinary team to overcome aesthetic silos, and propose a critical systems methodology and generator that harness the core mechanics that make gaming fun, while providing an accessible means for educators to create content to deliver the educational payload.

Keywords

videogame generator, role playing games, story telling, training, stealth learning, systems approach

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Date Posted: 15 November 2004

This document has been peer reviewed.