Psychiatrist William Glasser decided on five basic needs that every student has:
- Survival
- Belonging
- Power
- Freedom
- Fun
In chapter 33 ("Games...and...Learning") the author states that in order to bring games to the classroom, the bells and whistles of contemporary games aren't as important as how one is built.
There are six "must-haves" for an educational game to be effective:
- Conflict/challenge (a problem to be solved)
- Rules of engagement
- Particular goals/outcomes to achieve
- Continuous feedback
- Interaction with the environment
- Compelling story line
There's an example in ARIS of something that happened at the University of Wisconsin (where the game was developed). Players wander around campus from one point to another, "talking" with historical figures that are laid down on the map (accessed by your phone, which buzzes when a player gets within a specified distance from the point).
There are many ways this could be use across disciplines, and it allows students to use technology that they're so familiar with and dependent on.
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