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setting that allows us to retry and continue after a loss; they show that failure is
necessary (unlike traditional educational systems) and is a part of the game,
which provides a space for students to become motivated to try again and
succeed; allow learning to feel like play and become natural as opposed to
forced (Quest to Learn). As I looked into the resources and philosophies at
Quest to Learn and the Institute of Play, it confirmed the vast opportunity and
educational value of gaming, and thus my pursuit of designing an educational
game to build leadership and advocacy skills. Outside of the traditional class
room environment is where youth have the opportunity to explore and gain a
sense of creativity, visual exploration, and cultural knowledge, so by taking the
notion of play, and converting something fun and not a part of the traditional
class room and incorporating it with education felt like a strong way to make an
impact on students and incorporate in my future teaching (Transforming City
Schools Through Art, 62-68).
The current prototype functions as an actual game, but it was important to
me to create this game as a platform built for adaptability. In this initial version,
the emphasis is on leadership and advocacy. In art education, advocacy often
focuses on supporting and maintaining art education programs, while leadership
facilitates transformation, progress, and new ideas (Freedman, 2011). I wanted to
approach advocacy in an open-ended way by posing abstract questions and
prompting ideas that cause players to ultimately consider advocacy, what they
advocate for, how do they become advocates, what causes do they want to
advocate, and how do they want to show these things. Using the scaffolding
provided by advocacy, StARTer focuses on leadership skills through different
challenges, team building activities, and elements enabling players to make
different decisions such as on the Lego structure or mascot they are creating,
how to separate tasks among teammates in various challenges etc. These
challenges have the opportunity to lay a foundation similar to the metaphor used
References:
Eisner, E. (2002). The Arts and The Creation of Mind. New Haven: Yale
University Press.
Hutzel, K., & Bastos, F. (2012). Transforming City Schools Through Art:
Approaches to Meaningful K-12 Learning. New York: Teachers College Press ;.
Quest to Learn. (n.d.). Retrieved December 15, 2015, from http://www.q2l.org/
Institute of Play. (n.d.). Retrieved December 15, 2015, from
http://www.instituteofplay.org/
Serafini, F. (2014). Reading the Visual: An Introduction to Teaching Multimodal
Literacy.