Alternate Reality Games as Simulations

In two different locations across the city from one another, Joshua and Samantha open a website that they receive by e-mail from an anonymous source. The text of the site appears to be for a small company called Patton Industries. Each player opens an instant messenger client, finding the other’s icon glowing quietly. “How do we proceed?” Joshua types, his question flickering on-screen. “Revelation Strategy Two,” Samantha replies. “Sometimes, the link only shows itself when highlighted.” Running the cursor across the screen and holding the left mouse button, a blue highlight shadows the text until a blurry hyperlink appears. They click a barely visible word that glows in the corner of the website and a video begins to play that shows a dark forest, filled with pine trees. After a few seconds, it ends suddenly with a series of letters and numbers. They replay the video a few times, typing their thoughts back and forth to one another across the digital ether until they slow the last few frames down to half speed. A pale white, recognizable face reveals itself for aBsTracT

[1]  Sasha A. Barab,et al.  A MUVE Towards PBL Writing , 2008 .

[2]  Mien Segers,et al.  The relationship between students’ perceptions of portfolio assessment practice and their approaches to learning , 2008 .

[3]  S. Herring,et al.  Situationally embodied curriculum: Relating formalisms and contexts , 2007 .

[4]  Erik Driessen,et al.  Factors Influencing the Successful Introduction of Portfolios , 2007 .

[5]  Helen C. Barrett Researching Electronic Portfolios and Learner Engagement: The REFLECT Initiative , 2007 .

[6]  K. Squire From Content to Context: Videogames as Designed Experience , 2006 .

[7]  A. Sturtz The Multiple Dimensions of Student Swirl. , 2006 .

[8]  Daniel T. Hickey,et al.  Balancing varied assessment functions to attain systemic validity: Three is the magic number , 2006 .

[9]  Magy Seif El-Nasr,et al.  Learning through game modding , 2006, Comput. Entertain..

[10]  Susan McLester Student Gamecraft: What Do Students Learn When They Create Their Own Games?. , 2005 .

[11]  Kurt Squire,et al.  From users to designers: Building a self-organizing game-based learning environment , 2005 .

[12]  Judith Good,et al.  Story creation in virtual game worlds , 2005, CACM.

[13]  K. Squire,et al.  Design-Based Research: Putting a Stake in the Ground , 2004 .

[14]  Min Liu,et al.  Enhancing Learners' Cognitive Skills Through Multimedia Design , 2003, Interact. Learn. Environ..

[15]  George Pullman Electronic Portfolios Revisited: The Efolios Project , 2002 .

[16]  J. Kolodner Facilitating the Learning of Design Practices: Lessons Learned from an Inquiry into Science Education. , 2002 .

[17]  Thomas Brush,et al.  The Use of Embedded Scaffolds with Hypermedia-Supported Student-Centered Learning , 2001 .

[18]  Charlotte W. Farr,et al.  Matching Media, Methods, and Objectives in Distance Education. , 1993 .

[19]  H S Barrows,et al.  A taxonomy of problem‐based learning methods , 1986, Medical education.