Epidemic: Learning Games Go Viral

In this case study, we document the development and user-testing of Epidemic: Self-care for Crisis, an online educational resource that invites users (aged 14-20) to develop game-based knowledge and practices around prevention, self-care and (mis)information in the face of contagious diseases - a ti...

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Published in:Journal of the Canadian Association for Curriculum Studies
Main Authors: Jenson, Jennifer, Taylor, Nicholas, de Castell, Suzanne
Format: Article in Journal/Newspaper
Language:English
Published: York University Libraries 2011
Subjects:
Online Access:https://jcacs.journals.yorku.ca/index.php/jcacs/article/view/30960
https://doi.org/10.25071/1916-4467.30960
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spelling ftjcacs:oai:jcacs.journals.yorku.ca:article/30960 2024-01-14T10:05:33+01:00 Epidemic: Learning Games Go Viral Jenson, Jennifer Taylor, Nicholas de Castell, Suzanne 2011-02-07 application/pdf https://jcacs.journals.yorku.ca/index.php/jcacs/article/view/30960 https://doi.org/10.25071/1916-4467.30960 eng eng York University Libraries https://jcacs.journals.yorku.ca/index.php/jcacs/article/view/30960/28976 https://jcacs.journals.yorku.ca/index.php/jcacs/article/view/30960 doi:10.25071/1916-4467.30960 Copyright (c) 2011 Jennifer Jenson, Nicholas Taylor, Suzanne de Castell Journal of the Canadian Association for Curriculum Studies; Vol. 8 No. 2 (2011); 28-49 La Revue de l’association canadienne pour l’étude de curriculum Vol. 8 No. 2 (2011); 28-49 1916-4467 info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion Peer-reviewed article 2011 ftjcacs https://doi.org/10.25071/1916-4467.30960 2023-12-17T18:50:07Z In this case study, we document the development and user-testing of Epidemic: Self-care for Crisis, an online educational resource that invites users (aged 14-20) to develop game-based knowledge and practices around prevention, self-care and (mis)information in the face of contagious diseases - a timely project, given the ongoing anxieties, and false (and not so false) alarms, over SARS, Avian Flu, and H1N1. The game Contagion, the forerunner to Epidemic, mobilized the conventions and mechanics of single-player adventure games to engage players 'experientially' with health- and disease-related understandings: we configured the same basic self-care information as "narrative knowledge", intended to mobilize players' attention and intelligence voluntarily, using narrative as a rhetorical strategy. We were using narrative's traditional, paradigmatic function within literate cultural forms of interpellation - stories of playful, pleasurable persuasion designed to engage players, Epidemic takes a decidedly different tack towards delivering the same educational content. Reconfiguring digital play within social networking conventions affords us a design-based platform for fundamental theory development in game-based learning. Epidemic's modular, Flash and XML-based design allows for accessible and straightforward creation and editing of educational content, both textual and visual: players can generate and publish their own virus-like avatars, stop-motion animations, and disease-related public service announcements. Some interesting divergences in play-based education on community health/self care, between interactive narrative and social-networking configurations for ludic knowledge representation, appear noteworthy. Our user-testing, we argue, signifies a further innovation in the field of educational game design, leaving behind the clichéd concern over 'what did you learn today' in favor of focusing on when and how laughter, engagement and attention are most at work. Taken together, these innovations instantiate an ... Article in Journal/Newspaper Avian flu Journal of the Canadian Association for Curriculum Studies (JCACS) Journal of the Canadian Association for Curriculum Studies 8 2 28 49
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description In this case study, we document the development and user-testing of Epidemic: Self-care for Crisis, an online educational resource that invites users (aged 14-20) to develop game-based knowledge and practices around prevention, self-care and (mis)information in the face of contagious diseases - a timely project, given the ongoing anxieties, and false (and not so false) alarms, over SARS, Avian Flu, and H1N1. The game Contagion, the forerunner to Epidemic, mobilized the conventions and mechanics of single-player adventure games to engage players 'experientially' with health- and disease-related understandings: we configured the same basic self-care information as "narrative knowledge", intended to mobilize players' attention and intelligence voluntarily, using narrative as a rhetorical strategy. We were using narrative's traditional, paradigmatic function within literate cultural forms of interpellation - stories of playful, pleasurable persuasion designed to engage players, Epidemic takes a decidedly different tack towards delivering the same educational content. Reconfiguring digital play within social networking conventions affords us a design-based platform for fundamental theory development in game-based learning. Epidemic's modular, Flash and XML-based design allows for accessible and straightforward creation and editing of educational content, both textual and visual: players can generate and publish their own virus-like avatars, stop-motion animations, and disease-related public service announcements. Some interesting divergences in play-based education on community health/self care, between interactive narrative and social-networking configurations for ludic knowledge representation, appear noteworthy. Our user-testing, we argue, signifies a further innovation in the field of educational game design, leaving behind the clichéd concern over 'what did you learn today' in favor of focusing on when and how laughter, engagement and attention are most at work. Taken together, these innovations instantiate an ...
format Article in Journal/Newspaper
author Jenson, Jennifer
Taylor, Nicholas
de Castell, Suzanne
spellingShingle Jenson, Jennifer
Taylor, Nicholas
de Castell, Suzanne
Epidemic: Learning Games Go Viral
author_facet Jenson, Jennifer
Taylor, Nicholas
de Castell, Suzanne
author_sort Jenson, Jennifer
title Epidemic: Learning Games Go Viral
title_short Epidemic: Learning Games Go Viral
title_full Epidemic: Learning Games Go Viral
title_fullStr Epidemic: Learning Games Go Viral
title_full_unstemmed Epidemic: Learning Games Go Viral
title_sort epidemic: learning games go viral
publisher York University Libraries
publishDate 2011
url https://jcacs.journals.yorku.ca/index.php/jcacs/article/view/30960
https://doi.org/10.25071/1916-4467.30960
genre Avian flu
genre_facet Avian flu
op_source Journal of the Canadian Association for Curriculum Studies; Vol. 8 No. 2 (2011); 28-49
La Revue de l’association canadienne pour l’étude de curriculum
Vol. 8 No. 2 (2011); 28-49
1916-4467
op_relation https://jcacs.journals.yorku.ca/index.php/jcacs/article/view/30960/28976
https://jcacs.journals.yorku.ca/index.php/jcacs/article/view/30960
doi:10.25071/1916-4467.30960
op_rights Copyright (c) 2011 Jennifer Jenson, Nicholas Taylor, Suzanne de Castell
op_doi https://doi.org/10.25071/1916-4467.30960
container_title Journal of the Canadian Association for Curriculum Studies
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