The Alternate Reality Game: Learning Situated in the Realities of the 21st Century
Magda Dominik, University of British Columbia, Canada
EdMedia + Innovate Learning, in Vienna, Austria ISBN 978-1-880094-65-5 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
Even though the literature has long recognized the potentials of gaming for learning and implementations of games do exist in education, there appears to be a paucity of theorizing on the potentials of Alternate Reality Games (ARGs) as effective learning tools for the 21st century. Looking through a constructivist lens, this paper is an introductory exploration of the needs of the current participatory society and how the educational utility presented by this genre can address them. As ARGs blur the lines between real and alternate realities, we come to a place at the edge of constructivism where the need for a more nuanced theorizing incorporating the ‘reality’ aspect of learning becomes apparent. As a point of departure for future research and contributions, Reality Situated Learning (RSL) is introduced as a new theoretical framework.
Dominik, M. (2008). The Alternate Reality Game: Learning Situated in the Realities of the 21st Century. In J. Luca & E. Weippl (Eds.), Proceedings of ED-MEDIA 2008--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2358-2363). Vienna, Austria: Association for the Advancement of Computing in Education (AACE). Retrieved February 18, 2019 from https://www.learntechlib.org/primary/p/28694/.
© 2008 Association for the Advancement of Computing in Education (AACE)
- Aamodt, A. & Plaza, E. (1994). Case-Based Reasoning: Foundational Issues, Methodological Variations and System Approaches. AI Communications, 7 (1), 39-59. Retrieved January 26, 2006, from http://www.idi.ntnu.no/emner/it3704/lectures/papers/Aamodt_1994_Case.pdf
- Boshier, R., Mohapi, M., Moulton, G., Qayyum, A., Sadownik, L., and Wilson, M. (1997). Best and worst dressed web courses: Strutting into the 21st Century in comfort and style. Distance Education, 18 (2), 327 – 349.
- Brown, J.S., Collins, A. & Duguid, P. (1989). Situated Cognition and the Culture of Learning. Educational Researcher, 18 (1), 32-42. Retrieved February 6, 2006, from http://www.exploratorium.edu/IFI/resources/museumeducation/situated.html
- Chapman, G.P. (1992). Doing is Learning: Teaching Development Studies by the Next Best Practice. Simulations/Games for Learning, 22 (3). London: Kogan Page Ltd.
- Connolly, T and Stansfield, M. (2007). Developing Constructivist Learning Environments to Enhance e-Learning, Chapter 2 in Principles of Effective Online Teaching. Nicole A. Buzzetto-More (Ed). Santa Rosa, California: Informing Science Press. Economist (6 December 2007). Getting Serious in Technology Quarterly. Retrieved 2 December, 2007 from http://www.economist.com/science/tq/displaystory.cfm?story_id=10202591
- Guattari, F. (1995). ‘On Machines’ trans. Vivian Constantinopoulos, Journal of Philosophy and the Visual Arts, No. 6: Complexity: Architecture/Art/Philosophy: 8-12
- Glasersfeld, E. (1989). Cognition, Construction of Knowledge, and Teaching. Synthese, 80(1), 121-140. Retrieved November 20, 2005, from http://srri.nsm.umass.edu/vonGlasersfeld/onlinePapers/html/117.html
- Gonick, L.S. (2006). New Media and Learning in the 21st Century. EDUCAUSE Review-New Horizons, 41 (1) (January/February 2006). Retrieved February 20, 2006, from http://www.educause.edu/apps/er/erm06/erm061.asp
- Jenkins, H., Purushotma, R., Clinton, K., Weigel, M. And Robinson, A.J. (2006). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. Retrieved from http://www.projectnml.org
- Leh, A.S.C., Kouba, B. & Davis, D. (2005). Twenty-first century learning: communities, interaction and ubiquitous computing. Educational Media International, 42 (3) (September 2005), 237-250, Essex, United Kingdom: Routeledge Journals.
- Lemke, C. (2001). 21st century skills. Aperville, IL: NCREL, Retrieved 20 November 2007, from http://www.ncrel.org/engauge/skills/skills.htm
- Lemke, J.L. (2002). Becoming the Village: Education Across Lives. Chapter 3 in Learning for Life in the 21st Century. Eds Gordon Wells and Guys Claxton. Malden, Massachusetts: Blackwell Publishers Ltd.
- McGonigal, J. (2003). ‘This Is Not a Game’: Immersive Aesthetics and Collective Play. Digital Arts and Culture 2003 Conference Proceedings. Retrieved September 2005, from http://www.avantgame.com/writings.htm
- McGonigal, J. (2005). All GamePlay is Performance: the State of the Art Game. Keynote address at Playful: The State of the Art Game. Retrieved January 28, 2006, from http://www.avantgame.com
- McGonigal, J. (2008). Why I Love Bees: A Case Study in Collective Intelligence Gaming. Ecologies of Play. Ed. Katie Salen. Forthcoming Spring 2008. Retrieved 15 March 2008 from http://www.avantgame.com/writings.htm
- Murphie, A. & Potts, J. (2003). Culture and Technology. New York, NY: Palgrave Macmillan. Net Ninja Bee Wiki. (N.D.). Retrieved March 2, 2006, from http://bees.netninja.com/staticwiki/beewiki/
- Pink, D.H. (2005). Revenge of the Right Brain. Wired, 13 (2) (February 2005). Retrieved February 7, 2006, from http://www.wired.com/wired/archive/13.02/brain.html
- Reich, R. (1992). The Work of Nations Preparing ourselves for 21st Century Capitalism. Toronto: Random House of Canada Ltd. Savery,, J.R. And Duffy, T.M. (1995). Problem Based Learning: An Instructional Model and its Constructivist Framework. Educational Technology, 35 (5), 31-38. Retrieved January 25, 2006 from http://cee.indiana.edu/publications/journals/TR1601.pdf
- Squire, K. (2005). Games-based learning: Present and future state of the field, An x-Learn LAB Perspective. Retrieved 12 December 2007, from http://www.masie.com/xleanr/Games-Based_Learning.pdf
- Thornburg, D. (2002). The New Basics: Education and the Future of Work in the Telematic Age. Alexandria, Virginia: Association for Supervision and Curriculum Development. Unfiction (N.D.). Glossary and History. Retrieved 21 October, 2007, from http://www.unfiction.com/
- Varela, F, Thompson, E. & Rosch E. (1991). The Embodied Mind: Cognitive Science and Human Experience. Cambridge Mass.: MIT Press.
- Vrasidas. C. (2000). Constructivism Versus Objectivism: Implications for interaction, course design, and evaluation in distance education. International Journal of Educational Telecommunications, 6 (4), 339-362.
- Wikipedia (2007). History of Alternate Reality Games. Retrieved 5 October 2007, from http://en.wikipedia.org/wiki/History_of_Alternate_Reality_Games
These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact firstname.lastname@example.org.
Zheng Zhou & Jack Shen-Kuen Chang, Purdue University, United States; Jing Pan, JCM International Management Engineering Institute, China; David Whittinghill, Purdue University, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2014 (Oct 27, 2014) pp. 2145–2153
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact email@example.com.