Résumés
Abstract
In 2010, the World Bank launched Urgent: Evoke, an alternate reality game. Conceived in response to the demands of African universities, the game was designed to promote the World Bank Institute’s vision of positive global change through social innovation, and made substantial use of Web 2.0 tools such as blogs, personal profiles, and social networks. This article offers a case study of Urgent: Evoke, divided into four sections: first, the potential to use video games as citizenship education tools is discussed; second, the unique game genre (alternate reality games) into which Evoke falls is explained and some possible uses of this genre in higher education are examined; third, the functioning of the Evoke game world is explained; and fourth, the results of the Evoke educational project are assessed. The case study concludes with some commentary on Evoke’s ideological message, which those less sympathetic to capitalism may view as problematic.
Keywords:
- alternate reality games,
- Web 2.0,
- higher education,
- educational project,
- evaluation
Résumé
En 2010, la Banque mondiale a lancé Urgent Evoke, un jeu en réalité alternée. Créé en réponse aux demandes d’universités africaines, le jeu a été conçu pour promouvoir la vision de l’Institut de la Banque mondiale d’un changement mondial positif par l’innovation sociale. Il fait un usage important des outils du Web 2.0 tels que les blogues, les profils personnels et les réseaux sociaux. Cet article est une étude de cas d’Urgent Evoke en quatre parties : premièrement, le potentiel d’utilisation des jeux vidéo comme outils d’éducation à la citoyenneté est évoqué; deuxièmement, le type unique de jeux (jeux en réalité alternée) dans lequel se classe Evoke est expliqué et les utilisations possibles de ces jeux dans l’enseignement supérieur sont examinées; troisièmement, le fonctionnement de l’univers du jeu Evoke est expliqué; et quatrièmement, les résultats du projet pédagogique Evoke sont évalués. L’étude de cas se termine par des commentaires sur le message idéologique d’Evoke qui peut apparaître problématique à ceux qui sont moins favorables au capitalisme.
Mots-clés :
- jeux de réalité virtuelle,
- Web 2.0,
- etudes supérieures,
- projet pédagogique,
- évaluation
Veuillez télécharger l’article en PDF pour le lire.
Télécharger
Parties annexes
Bibliography
- Alternate reality game. (2012, August 26). In Wikipedia. Retrieved from http://en.wikipedia.org
- Askwith, I. (2006). This is not (just) an advertisement: Understanding alternate reality games. Cambridge, MA: MIT Convergence Culture Consortium. Retrieved from the author’s website: http://www.ivanaskwith.com
- Barab, S., Dodge, T., Tuzun, H., Job-Sluder, K., Jackson, C., Arici, A., … Heiselt, C. (2007). The Quest Atlantis project: A socially-responsive play space for learning. In B. E. Shelton & D. Wiley (Eds.), The educational design and use of simulation computer games (pp. 153-180). Rotterdam, Netherlands: Sense.
- BBC News. (2007). £100,000 prize for digital hunter.Retrieved from: http://www.bbc.co.uk/news/technology
- Bogost, I. (2007). Persuasive games: The expressive power of videogames. Cambridge, MA: MIT Press.
- Bogost, I. (2011). How to do things with videogames. Minneapolis, MN: University of Minnesota Press.
- Bonsignore, E., Hansen, D., Krauss, K., & Ruppel, M. (2011). Alternate reality games as a platform for practicing 21st century literacies (Research Report HCIL-2011-18). College Park, MD: Human-Computer Interaction Laboratory (HCIL). Retrieved from HCIL website: http://www.cs.umd.edu/hcil
- Connolly, T. M., Stansfield, M., & Hainey, T. (2011). An alternate reality game for language learning: ARGuing for multilingual motivation. Computers & Education, 57(1), 1389-1415. doi:10.1016/j.compedu.2011.01.009
- Curry, K. (2010). Warcraft and civic education: MMORPGs as participatory cultures and how teachers can use them to improve civic education. The Social Studies, 101(6), 250-253. doi:10.1080/00377990903493879
- Design in Africa. (2008). Innovation in Africa tips.Retrieved from http://designinafrica.wordpress.com
- Egenfeldt-Nielsen, S. (2007). Educational potential of computer games. London, UK: Continuum.
- Evoke. (2010a). Who created evoke, and why? Retrieved 10/15, 2012, from http://blog.urgentevoke.net/2010/03/09/who-created-evoke-and-why/
- Evoke. (2012b). 5 secrets of the evoke network. Retrieved 10/15, 2012, from http://www.urgentevoke.com/page/how-to-play
- Evoke. (2010c). Episode 1: Social innovation. Retrieved 10/15, 2012, from www.urgentevoke.com
- Evoke. (2010d). Investigate episode 1: Social innovation. Retrieved 10/15, 2012, from http://blog.urgentevoke.net/2010/01/28/investigate-episode-1-social-innovation/
- Evoke. (2010e). Mission brief Urgent: Evoke episode 001: Social innovation. Retrieved 10/15, 2012, from http://www.urgentevoke.com/page/social-innovation
- Evoke. (2010f). Mission objective: Learn. Retrieved 10/15, 2012, from http://www.urgentevoke.com/page/social-innovation-learn
- Evoke. (2010g). Mission objective: Act. Retrieved 10/15, 2012, from http://www.urgentevoke.com/page/social-innovation-act
- Evoke. (2010h). Mission objective: Imagine. Retrieved 10/15, 2012, from http://www.urgentevoke.com/page/social-innovation-imagine
- Evoke. (2010i). Evoke agent profile: Kirstin McNeill. Retrieved 10/15, 2012, from http://www.urgentevoke.com/profile/23fsypqdowpht
- Evoke. (2010j). How to earn EVOKE awards, scholarships, mentorships. Retrieved 10/15, 2012, from http://blog.urgentevoke.net/2010/01/24/the-evokation-how-to-earn-evoke-awards-scholarships-mentorships/
- Evoke. (2010k). Evokation prizes. Retrieved 10/15, 2012, from http://blog.urgentevoke.net/2010/07/22/evokation-prizes/#more-878
- Evoke. (2010l). What went right, what went wrong: Lessons from season 1 of EVOKE. Retrieved 10/15, 2012, from http://blog.urgentevoke.net/2010/07/26/what-went-right-what-went-wrong-lessons-from-season-1-evoke1/
- Evoke. (2010m). What about the homeless? Retrieved 10/15, 2012, from http://www.urgentevoke.com/forum/topics/what-about-the-homeless
- Evoke. (2010n). Episode 1: Water Shortage. Retrieved 10/15, 2012, from www.urgentevoke.com
- Flanagan, M. (2006). Making games for social change. Artificial Intelligence and Society, 20(4), 493-505. doi:10.1007/s00146-006-0048-3
- Gaber, J. (2007). Simulating planning: SimCity as a pedagogical tool. Journal of Planning Education and Research, 27(2), 113-121. doi:10.1177/0739456X07305791
- Gamesforchange.org. (2011). 2nd annual Games for Change awards. Retrieved fromhttp://www.gamesforchange.org
- Gaydos, M. J., & Squire, K. D. (2012). Role playing games for scientific citizenship. Cultural Studies of Science Education, 7(4), 821-844. doi:10.1007/s11422-012-9414-2
- Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave-MacMillan.
- Jang, Y., & Ryu, S. (2010). Exploring game experiences and game leadership in massively multiplayer online role-playing games. British Journal of Educational Technology, 42(4), 616-623.
- Jansen, E. H. (2010, March 23). What about the homeless? [Online forum comment]. Retrieved from Evoke Discussion forum: http://www.urgentevoke.com/forum
- Kahne, J., Middaugh, E., & Evans, C. (2009). The civic potential of video games. Retrieved from MIT Press website: http://mitpress.mit.edu
- Kim, J., Lee, E., Thomas, T., & Dombrowski, C. (2009). Storytelling in new media: The case of alternate reality games, 2001-2009. First Monday, 14(6). Retrieved from the journal website: http://journals.uic.edu/ojs/index.php/fm
- Lenhart, A., Kahne, J., Middaugh, E., Rankin-Macgill, A., Evans, C., & Vitak, J. (2008). Teens, video games, and civics. Retrieved from the Pew Internet & American Life Project website: http://www.pewinternet.org
- Lobo, D. G. (2007). Playing with urban life: How SimCity influences planning culture. In F. von Borries, S. P. Walz, & M. Böttger (Eds.), Space time play. Computer games, architecture and urbanism: The next level (pp. 206-213). Boston, MA: Birkhäuser.
- McGonigal, J. (2003). ‘This is not a game’: Immersive aesthetics and collective play. In Proceedings of the Fifth International Digital Arts and Culture Conference. Retrieved from the Conference website: http://hypertext.rmit.edu.au/dac
- Moseley, A. (2008). An alternative reality for higher education? Lessons to be learned from online reality games. In Proceedings of the Association for Learning Technology Conference 2008. Retrieved from the author’s website: http://moerg.wordpress.com
- Neys, J., & Jansz, J. (2010). Political internet games: Engaging an audience. European Journal of Communication, 25(3), 227-241. doi:10.1177/0267323110373456
- Piatt, K. (2009). Using alternate reality games to support first year induction with ELGG. Campus-Wide Information Systems, 26(4), 313-322. doi:10.1108/10650740910984646
- Raphael, C., Bachen, C., Lynn, K.-M., Baldwin-Philippi, J., & McKee, K. A. (2010). Games for civic learning: A conceptual framework and agenda for research and design. Games and Culture, 5(2), 199-235. doi:10.1177/1555412009354728
- Sutter, J. D. (2010). Online game seeks to empower Africa.Retrieved from the Tech section of CNN website: http://www.cnn.com/TECH
- Steinkuehler, C. A. (2005). Cognition and learning in massively multiplayer online games: A critical approach (Doctoral dissertation). Available from ProQuest Dissertations and Theses database (UMI No. 982810331)
- Szulborski, D. (2005). This is not a game: A guide to alternate reality gaming. Macungie, PA: New Fiction.
- The Beast (game). (2012, August 22). In Wikipedia.Retrieved from http://en.wikipedia.org
- Wallace, N. P. (2010, May 17). ReBuffalo Evokation [Blog post]. Retrieved from: http://www.urgentevoke.com
- Whitton, N., & Hollins, P. (2008). Collaborative virtual gaming worlds in higher education. ALT-J, Research in Learning Technology, 16(3), 221-229. doi:10.1080/09687760802526756
- Whitton, N., Jones, R., Wilson, S., & Whitton, P. (2012). Alternate reality games as learning environments for student induction. Interactive Learning Environments. Advance online publication. doi:10.1080/10494820.2011.641683