TY - JOUR
T1 - Designing Alternate Reality Games for effective learning
T2 - a methodology for implementing multimodal persistent gaming in university education
AU - Tulloch, Rowan
AU - Wolfenden, Helen
AU - Sercombe, Howard
PY - 2021
Y1 - 2021
N2 - The Alternate Reality Game (ARG) is a relatively new form of gaming. Offering puzzles across a variety of media, ARGs require players to navigate digital and real worlds, form social connections, and demonstrate a wide variety of skills. This paper presents an Action Research approach to the use of ARGs in tertiary education contexts. Through two iterations of an Action Research cycle, the research identifies benefits in student engagement, attendance, attention to detail and connection with course materials. Through learning from the first cycle, a puzzle schema was developed for implementation in the second cycle. The first cycle also identified the need for a strong narrative structure for the game, and drew attention to a tension in the tradition of ontological ambiguity in ARGs: the ‘this is not a game’ fiction and the interpenetration of imaginary and real-world elements. Discarding this tradition in the second iteration, the research found significant advantages and no clear deficits in the clarification about the activity as a game. The research reaffirms the power of ARGs as a pedagogical tool, and offers a model of ARG implementation specifically designed for tertiary teaching environments.
AB - The Alternate Reality Game (ARG) is a relatively new form of gaming. Offering puzzles across a variety of media, ARGs require players to navigate digital and real worlds, form social connections, and demonstrate a wide variety of skills. This paper presents an Action Research approach to the use of ARGs in tertiary education contexts. Through two iterations of an Action Research cycle, the research identifies benefits in student engagement, attendance, attention to detail and connection with course materials. Through learning from the first cycle, a puzzle schema was developed for implementation in the second cycle. The first cycle also identified the need for a strong narrative structure for the game, and drew attention to a tension in the tradition of ontological ambiguity in ARGs: the ‘this is not a game’ fiction and the interpenetration of imaginary and real-world elements. Discarding this tradition in the second iteration, the research found significant advantages and no clear deficits in the clarification about the activity as a game. The research reaffirms the power of ARGs as a pedagogical tool, and offers a model of ARG implementation specifically designed for tertiary teaching environments.
KW - alternate reality
KW - game
KW - higher education
KW - pedagogy
KW - digital
KW - action research
UR - http://www.scopus.com/inward/record.url?scp=85126244823&partnerID=8YFLogxK
U2 - 10.1080/25741136.2020.1864179
DO - 10.1080/25741136.2020.1864179
M3 - Article
AN - SCOPUS:85126244823
SN - 2574-1144
VL - 22
SP - 136
EP - 152
JO - Media Practice and Education
JF - Media Practice and Education
IS - 2
ER -