Amory's Game Object Model: GOM II

In my first post on GOM, about a month ago, I laid out the initial components of Amory's Game Object Model. The model itself appears adaptable and I've started to adapt it by adjusting the model for traditional lesson plans. My fantasy football GOM lesson plan was a good start and really helped change the mindset of creating an instruction session.

I wanted to discuss the additions in the second version of the Game Object Model, GOM II, as well, but didn't get to it. So now I'm returning to provide a detailed outline of the GOMII model. The components of GOM II provides a context in which to assess an educational game. As some libraries are exploring and starting to create games for information literacy, the GOMII provides another means to assess the success of these efforts.

Amory, A. (2007). Game object model version II: A theoretical framework for educational game development. Educational Technology Research and Development, 55(1):51-77.

Game Object Model Verson II

Core concepts: 1) Game definition, 2) authentic learning, 3) narrative, 4) gender, 5) social collaboration, 6) challenges-puzzles-quests

I. Game Space

· Play
·
Exploration (1)
·
Challenges (1)
·
Engagement (1)
·
Narrative spaces (3)
·
Authentic (2)
·
Multiple views (2)
·
Gender-inclusive (4)
·
Transformation (2)
·
Tacit knowledge (6)

A. Visualization Space

· Critical thinking
·
Discovery
·
Goal formation
·
Goal completion
·
Practice
·
Story (3)
o
Plot (3)
o
Reflection (2,6)
o
Relevance (1,2)
oGame rhythm (4)

I. Elements Space
·
Fun
·
Emotive (1)
o
Graphics
o
Sounds
o
Technology
o
Backstory (3)

a. Actors Space
·
Drama
o
Role models (4)
o
Interaction
o
Gestures

II. Problem Space
·
Puzzlement (6)
·
Accommodation (6)
·
Assimilation (6)
·
Complex (1)
·
Flow (6)
· Activity-based(4)

o Conflict (4)
§Win/Lose
§ Indirect

o Explicit knowledge (6)
o
Conversation (6)
o
Model-building (2)

A. Communication
o
Reading
o
Writing
o
Speaking

B. Literacy
o
Visual
o
Logical
o
Mathematical
o
Computational

C. Memory
o
Short-term
o
Long-term

D. Motor
o
Manipulation
o
Reflex

II. Social Space
·
Democracy (5)
·
Social capital (5)
·
Dialogue (1,5)

A. Computer Mediated Communication
o
Network (5)
o
Tools (5)

B. Social Network Analysis
o
Visualization (5)
o
Relationships (5)

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