BEGIN:VCALENDAR VERSION:2.0 PRODID:-//128.200.235.219//NONSGML kigkonsult.se iCalcreator 2.20// CALSCALE:GREGORIAN METHOD:PUBLISH X-WR-CALNAME:DML2015 X-WR-CALDESC:Equity by Design X-FROM-URL:http://dml2015.dmlhub.net X-WR-TIMEZONE:America/Los_Angeles BEGIN:VTIMEZONE TZID:America/Los_Angeles X-LIC-LOCATION:America/Los_Angeles BEGIN:STANDARD DTSTART:20161106T020000 TZOFFSETFROM:-0700 TZOFFSETTO:-0800 TZNAME:PST END:STANDARD BEGIN:DAYLIGHT DTSTART:20170312T020000 TZOFFSETFROM:-0800 TZOFFSETTO:-0700 TZNAME:PDT END:DAYLIGHT END:VTIMEZONE BEGIN:VEVENT UID:ai1ec-11208@dml2015.dmlhub.net DTSTAMP:20170323T214314Z CATEGORIES;LANGUAGE=en-US:CE/Youth Civic Engagement CONTACT: DESCRIPTION:Organizers: Ashlyn Sparrow\, Melissa Gilliam\nPresenters: Ashly n Sparrow\, Melissa Gilliam\, Patrick Jagoda\nGame-based learning is an im portant part of the paradigm shift by which digital culture is becoming ce ntral to instruction\, learning\, and research. Both analog and digital ga mes offer players interactive contexts for thinking through and experiment ing with complex problems in a hands-on fashion. The category of serious g ames also gives players\, including youth\, action-oriented ways of thinki ng through equity and justice. Interactive games give youth an opportunity to experiment with social\, economic\, and political systems. While playi ng serious games may raise awareness\, aid learning\, and promote politica l advocacy about a variety of civic issues\, the process of designing a ga me transforms youth from students into teachers who can create tools with and for their peers.\nIn 2013\, the Game Changer Chicago Design Lab (GCC L ab) created Hexacago\, a game board that can be used to design a variety o f serious games that contribute to learning about public health and civic engagement. Early game designs have tackled tobacco use (“Smoke Stacks”)\, urban epidemiology (“Infection City”)\, and economic inequality in urban areas (“Nickel Dime”). All of the games use a shared board that represents the city of Chicago\, overlaid by a grid of hexagons marking different ci ty regions and train lines. The board also enables augmented reality compo nents through which players can learn more information about the topic of the game that they are playing. Each game uses artful play to help youth u nderstand the interrelationships between their personal actions (individua l and interpersonal) and the larger systems (institutional\, community\, a nd policy) that determine behavioral outcomes.\nThe Hexacago board also se rves as a resource to train youth as game designers who can create their o wn games about a range of city-specific issues. For example\, during a wor kshop that the GCC Lab ran for 70 high school youth in the summer of 2014\ , students created transmedia games that intervened in social justice and civic engagement issues. Students worked collaboratively with adult mentor s to create games about water shortages\, gender discrimination in the wor kplace\, and the status of the American Dream in the early twenty-first ce ntury. Though the board was created to support educational game developmen t in Chicago\, in November\, 2014\, we also created a second Austogon boar d to enable location-specific game design in Austin\, Texas. GCC Lab desig ners used this game to run a workshop at the University of Texas at Austin .\nFor the 2015 Digital Media and Learning Conference\, we propose an inte ractive workshop in which participants will work in collaborative teams to create serious games specific to the city of Los Angeles. The GCC Lab wil l create a unique Los Hexeles board on which teams can create games about major social and political issues specific to Los Angeles\, including acce ss to water\, lack of public transportation\, pollution\, ecological susta inability\, and racial segregation. Following a brief overview of the Hexa cago project\, we will move participants through an accelerated design pro cess in which they brainstorm social issues\, appropriate game mechanics\, and preliminary rule sets. DTSTART;TZID=America/Los_Angeles:20150613T110000 DTEND;TZID=America/Los_Angeles:20150613T130000 LOCATION:The Orpheum B SEQUENCE:0 SUMMARY:12656 CE: Los Hexeles: From Serious Games to Serious Game Design URL:http://dml2015.dmlhub.net/event/12656workshop-ce-los-hexeles-from-serio us-games-to-serious-game-design/ X-ALT-DESC;FMTTYPE=text/html:\\n\\n
\\nOrganizers: A
shlyn Sparrow\, Melissa Gilliam
\nPresenters: Ashlyn Sparrow\, Meliss
a Gilliam\, Patrick Jagoda
Game-based learning is an important par t of the paradigm shift by which digital culture is becoming central to in struction\, learning\, and research. Both analog and digital games offer p layers interactive contexts for thinking through and experimenting with co mplex problems in a hands-on fashion. The category of serious games also g ives players\, including youth\, action-oriented ways of thinking through equity and justice. Interactive games give youth an opportunity to experim ent with social\, economic\, and political systems. While playing serious games may raise awareness\, aid learning\, and promote political advocacy about a variety of civic issues\, the process of designing a game transfor ms youth from students into teachers who can create tools with and for the ir peers.
\nIn 2013\, the Game Changer Chicago Design Lab (GCC Lab) created Hexacago\, a game board that can be used to design a variety of se rious games that contribute to learning about public health and civic enga gement. Early game designs have tackled tobacco use (“Smoke Stacks”)\, urb an epidemiology (“Infection City”)\, and economic inequality in urban area s (“Nickel Dime”). All of the games use a shared board that represents the city of Chicago\, overlaid by a grid of hexagons marking different city r egions and train lines. The board also enables augmented reality component s through which players can learn more information about the topic of the game that they are playing. Each game uses artful play to help youth under stand the interrelationships between their personal actions (individual an d interpersonal) and the larger systems (institutional\, community\, and p olicy) that determine behavioral outcomes.
\nThe Hexacago board also serves as a resource to train youth as game designers who can create thei r own games about a range of city-specific issues. For example\, during a workshop that the GCC Lab ran for 70 high school youth in the summer of 20 14\, students created transmedia games that intervened in social justice a nd civic engagement issues. Students worked collaboratively with adult men tors to create games about water shortages\, gender discrimination in the workplace\, and the status of the American Dream in the early twenty-first century. Though the board was created to support educational game develop ment in Chicago\, in November\, 2014\, we also created a second Austogon b oard to enable location-specific game design in Austin\, Texas. GCC Lab de signers used this game to run a workshop at the University of Texas at Aus tin.
\nFor the 2015 Digital Media and Learning Conference\, we propo se an interactive workshop in which participants will work in collaborativ e teams to create serious games specific to the city of Los Angeles. The G CC Lab will create a unique Los Hexeles board on which teams can create ga mes about major social and political issues specific to Los Angeles\, incl uding access to water\, lack of public transportation\, pollution\, ecolog ical sustainability\, and racial segregation. Following a brief overview o f the Hexacago project\, we will move participants through an accelerated design process in which they brainstorm social issues\, appropriate game m echanics\, and preliminary rule sets.
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