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Shared Desires, Conflicting
Agendas, and Lessons Learned
On Collaborating to Create
Educational Games
Theresa Devine
Assistant Professor
Arizona State University
tcdevine@asu.edu
http://studio4gaminginnovation.com/
http://theresadevine.com/
http://zamtox.com/
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Desires
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
My Backstory
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
I am an artist.
I was trained as a painter and printmaker. MFA 1994
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
The enlightened one….
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
No audience participation = preaching
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Political and Social Art
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Barrier between artist and audience.
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
2 miles per hour
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
My Desire: What if?
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
1995: I will make games and engage
the fine art audience through play
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Note: Day Job 1998-2010
(this is important later in the story)
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Their Backstory
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Their desire: beyond boredom
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
!!!!!!!!
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Anti-Critical Thinking
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
*sigh*
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Assembly Line Learning
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
First comes instruction, then practice,
then work on comprehension skills
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Break free
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
And everyone read it….
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
And decided games would
SAVE education
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Reinforcement
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Seduced
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Shared Desires
Wishing and wondering
• Can the interface disappear?
• Can the artist/educator become one with the
audience/students?
• Can our message become embedded in the
delivery so as to make the communication
intuitive?
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Rapture
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
And so we set out on our journey…
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Conflicting Agendas
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
My Agenda
• To make fun, engaging, meaningful, well
designed toys and games that are works
of art.
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Their Agenda
• To make a game that will engage an
audience in their research.
• To enhance their teaching.
Conflicting Agenda #1:
Pedagogical Confusion
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Fields I Encountered: Cases #1 and #2
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Case #1: Chemistry
two pervasive pedagogical approaches
Lecture to present CONTENT Learn by doing: CONTEXT
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Content vs. Context
Content
• Students usually enjoy this
type of approach
• Hard to motivate non
majors
• Difficult for non majors to
see relevance
Context
• Fosters a more positive
attitude to school science
over conventional courses
• Helps students make links
to their lived experiences
• Seems to engage non
majors
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Collaborator for this game…
• Unable to choose an approach
• “Just use the book”
• Result: a content driven pedagogical approach
wrapped in a story and gameplay
• Goal: give the students the same feelings of
positivity and relevance that a context
approach would
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
The Hope
• To motivate students to learn an admittedly
difficult subject; and
• Improve retention
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Fail: Motivation
+
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Fail: Good Game Design
+
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Why didn’t I push back?
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
+
What happened when I did push back?
What I said What they heard
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Hmmmm...
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Case #2: First Year Composition
Teaching skills
• Identifying, categorizing,
studying, and replicating
approaches to writing.
• Emphasis on “Form”
Covering content
• Anchored in specific content
but approached from
multiple disciplinary
perspectives
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Game Design Stumbling
Blocks: FYC
Teaching skills
• To reproduce the professor
feedback loop in a game
would require duplication of
the human ability to discern
and critique the student's
writing
• This type of artificial
intelligence capability is
beyond what is currently
technically available.
Covering content
• Adds layer of game design
as it requires that a
disciplinary context be
created on top of the
writing lessons.
• Expected degree of
flexibility of discipline is
difficult to achieve.
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Irony
• it has been found that
neither methodology
produces the systematic
and wholesale
improvements in
writing skills desired
July 22-24 2014
2014 Serious Play
@Studio4Games
#LessonsLearned
Since 1968
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Stumbling Block:
Eliminate FYC
Writing Lab as Game?
+
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
What FYC is to English Departments
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Hmmmm...
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Conflicting Agenda #2:
Technology Wars
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
The Battles
Technology Battle #1: Purchase
“out of the box” solution
Technology Battle #2: Choose a digital
environment based solely on novelty
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Seduced at a Conference
July 22-24 2014
2014 Serious Play
@Studio4Games
#LessonsLearned
Tech Battle #1: Purchase an
“out of the box” solution
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Age Old Software
Question…
Build or Buy?
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
“No Silver Bullet” – Fred Brooks
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Level One Assessment Criteria
1. What does the software do?
2. Does the software fill the need of the
project?
3. Does the software do what it does well?
4. Who are the competitors?
5. What are the differences and similarities of
the competitors’ products with the software
being assessed?
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Level Two Assessment Criteria:
Total Cost of Ownership (TOC)
• initial license fees,
• hardware,
• developers,
• time,
• training,
• maintenance,
• and feature development
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Level Three Assessment:
What is the best value?
• The least expensive isn't necessarily the best
value.
• The best value is determined by the long term
plan of the software.
• Clear requirements that explain how the
software is going to support the research are
needed to determine the long term plan.
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
If
• There are clear requirements
• And a long term plan
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Then
this is the point at which the
– build,
– buy,
– or build and buy
decision can be made
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
But…
• The assessment process was never allowed by
my collaborators.
• It was seen as “extra work” and “a waste of
time.”
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Hmmmm...
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Tech Battle #2: Choose a digital
environment based solely on novelty
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Why?
• Collaborator thought
– It was cool and cutting edge.
– The NSF would fund the project because of the
choice of technology.
– The students would respond to this technology.
– It was a readily available consumer product
(one that every student already owned).
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Problems
• Inaccessible to people with limited mobility.
• Financial burden to students.
– my students struggle to buy their books.
• Caters to a kinesthetic learning style.
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Hmmmm...
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Conflicting Agenda #3:
Bait and Switch
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
I thought I was wiser…
Contract establishing roles
Stakeholder Requirements Document
Game Design Document
Agreement to make Board Game to transfer
research information
Agreement to make Board Game as a
prototype
Agreement to create Video Game
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Dead End
Contract establishing roles
Stakeholder Requirements Document
Game Design Document
Agreement to make Board Game to transfer
research information
Agreement to make Board Game as a
prototype
Agreement to create Video Game
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Board Game to transfer
research information
• Was used to alpha test collaborator’s research
• Had some success and some interesting data
was collected
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Bait and Switch
• Once the transfer of research was complete
and the collaborator saw a “working” game
• And had some data collected
• The project was ended by the collaborator
because he/she had what was needed for
his/her own research
• Did not care if I had what I needed for my
research
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
What happened when I pushed back?
What I said What they heard
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Hmmmm...
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Conflicting Agenda #4:
Disappearing Act
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
#1: Unwillingness to share
research data
July 22-24 2014
2014 Serious Play
@Studio4Games
#LessonsLearned
Why?
• Your guess is as good as mine.
• Fear?
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
#2: Orphan Textbook Syndrome
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
I took the class….
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
What these Disappearing Acts
have in common.
• Lack of commitment
from collaborator
(manifested in their
failure to show up for
meetings)
• Unspoken: “Do my
research for me.”
• Unspoken: “My time
has more value than
yours.”
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Hmmmm...
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Lessons Learned
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Know Your Limits and
Have a Plan
Phase 1: Inception
• Pre-meeting research for game developer
– Ask for teaching philosophy
– Research pedagogy - look for opposing camps and assess
degree of emotional involvement in your collaborator and
in your director.
• Meeting with collaborator:
– Introduce process
– Explain the difference between work for hire and
collaborative research
– Collaborative research agreement
– Collaborator homework: Stakeholder Questionnaire
• research data for game
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Phase 2: Expectations
• Meeting with Collaborator:
– Contract establishing roles
– Technology Lead Agreement
– Stakeholder Definition Document
• Collaborator homework
– Stakeholder Requirements Document
• Meeting with Collaborator to discuss
Stakeholder Requirements
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Phase 3: Collaborative Elaboration
• Collaborator homework: First Board Game
– The point is to transfer research and data needed
for the game
– It is not a prototype
• No field testing or data collection allowed
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Phase 4: Elaboration
• Developer homework
– Initial Game Design Document
• Set limitations on the project
– Project Plan Overview
• Make it simple
• Meeting with Collaborator
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Phase 5: Prototype
• IRB
– Homework for Collaborator and Developer
• Developer Homework:
– Board Game 2
• Actual game design begins
• Field testing and Data collection allowed
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
Phase 6: Construction
• Developer Homework
– Video Game
• Promise only one game mechanic
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned
More information
• http://studio4gaminginnovation.com/projects
.aspx
July 22-24 2014
2014 Serious Play Conference
@Studio4Games
#LessonsLearned

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Theresa Devine - Shared Desires, Conflicting Agendas and Lessons Learned

  • 1. Shared Desires, Conflicting Agendas, and Lessons Learned On Collaborating to Create Educational Games Theresa Devine Assistant Professor Arizona State University tcdevine@asu.edu http://studio4gaminginnovation.com/ http://theresadevine.com/ http://zamtox.com/ July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 2. Desires July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 3. My Backstory July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 4. I am an artist. I was trained as a painter and printmaker. MFA 1994 July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 5. The enlightened one…. July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 6. No audience participation = preaching July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 7. Political and Social Art July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 8. Barrier between artist and audience. July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 9. 2 miles per hour July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 10. My Desire: What if? July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 11. 1995: I will make games and engage the fine art audience through play July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 12. Note: Day Job 1998-2010 (this is important later in the story) July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 13. Their Backstory July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 14. Their desire: beyond boredom July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 15. !!!!!!!! July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 16. Anti-Critical Thinking July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 17. *sigh* July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 18. Assembly Line Learning July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 19. First comes instruction, then practice, then work on comprehension skills July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 20. Break free July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 21. And everyone read it…. July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 22. And decided games would SAVE education July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 23. Reinforcement July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 24. Seduced July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 26. Wishing and wondering • Can the interface disappear? • Can the artist/educator become one with the audience/students? • Can our message become embedded in the delivery so as to make the communication intuitive? July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 27. Rapture July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 28. And so we set out on our journey… July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 29. Conflicting Agendas July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 30. My Agenda • To make fun, engaging, meaningful, well designed toys and games that are works of art. July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 31. Their Agenda • To make a game that will engage an audience in their research. • To enhance their teaching.
  • 32. Conflicting Agenda #1: Pedagogical Confusion July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 33. Fields I Encountered: Cases #1 and #2 July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 34. Case #1: Chemistry two pervasive pedagogical approaches Lecture to present CONTENT Learn by doing: CONTEXT July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 35. Content vs. Context Content • Students usually enjoy this type of approach • Hard to motivate non majors • Difficult for non majors to see relevance Context • Fosters a more positive attitude to school science over conventional courses • Helps students make links to their lived experiences • Seems to engage non majors July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 36. Collaborator for this game… • Unable to choose an approach • “Just use the book” • Result: a content driven pedagogical approach wrapped in a story and gameplay • Goal: give the students the same feelings of positivity and relevance that a context approach would July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 37. The Hope • To motivate students to learn an admittedly difficult subject; and • Improve retention July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 38. Fail: Motivation + July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 39. Fail: Good Game Design + July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 40. Why didn’t I push back? July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned +
  • 41. What happened when I did push back? What I said What they heard July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 42. Hmmmm... July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 43. Case #2: First Year Composition Teaching skills • Identifying, categorizing, studying, and replicating approaches to writing. • Emphasis on “Form” Covering content • Anchored in specific content but approached from multiple disciplinary perspectives July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 44. Game Design Stumbling Blocks: FYC Teaching skills • To reproduce the professor feedback loop in a game would require duplication of the human ability to discern and critique the student's writing • This type of artificial intelligence capability is beyond what is currently technically available. Covering content • Adds layer of game design as it requires that a disciplinary context be created on top of the writing lessons. • Expected degree of flexibility of discipline is difficult to achieve. July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 45. Irony • it has been found that neither methodology produces the systematic and wholesale improvements in writing skills desired July 22-24 2014 2014 Serious Play @Studio4Games #LessonsLearned
  • 46. Since 1968 July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned Stumbling Block: Eliminate FYC
  • 47. Writing Lab as Game? + July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 48. What FYC is to English Departments July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 49. Hmmmm... July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 50. Conflicting Agenda #2: Technology Wars July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 51. The Battles Technology Battle #1: Purchase “out of the box” solution Technology Battle #2: Choose a digital environment based solely on novelty July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 52. Seduced at a Conference July 22-24 2014 2014 Serious Play @Studio4Games #LessonsLearned
  • 53. Tech Battle #1: Purchase an “out of the box” solution July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 54. Age Old Software Question… Build or Buy? July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 55. “No Silver Bullet” – Fred Brooks July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 56. Level One Assessment Criteria 1. What does the software do? 2. Does the software fill the need of the project? 3. Does the software do what it does well? 4. Who are the competitors? 5. What are the differences and similarities of the competitors’ products with the software being assessed? July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 57. Level Two Assessment Criteria: Total Cost of Ownership (TOC) • initial license fees, • hardware, • developers, • time, • training, • maintenance, • and feature development July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 58. Level Three Assessment: What is the best value? • The least expensive isn't necessarily the best value. • The best value is determined by the long term plan of the software. • Clear requirements that explain how the software is going to support the research are needed to determine the long term plan. July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 59. If • There are clear requirements • And a long term plan July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 60. Then this is the point at which the – build, – buy, – or build and buy decision can be made July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 61. But… • The assessment process was never allowed by my collaborators. • It was seen as “extra work” and “a waste of time.” July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 62. Hmmmm... July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 63. Tech Battle #2: Choose a digital environment based solely on novelty July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 64. Why? • Collaborator thought – It was cool and cutting edge. – The NSF would fund the project because of the choice of technology. – The students would respond to this technology. – It was a readily available consumer product (one that every student already owned). July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 65. Problems • Inaccessible to people with limited mobility. • Financial burden to students. – my students struggle to buy their books. • Caters to a kinesthetic learning style. July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 66. July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 67. Hmmmm... July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 68. Conflicting Agenda #3: Bait and Switch July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 69. I thought I was wiser… Contract establishing roles Stakeholder Requirements Document Game Design Document Agreement to make Board Game to transfer research information Agreement to make Board Game as a prototype Agreement to create Video Game July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 70. Dead End Contract establishing roles Stakeholder Requirements Document Game Design Document Agreement to make Board Game to transfer research information Agreement to make Board Game as a prototype Agreement to create Video Game July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 71. Board Game to transfer research information • Was used to alpha test collaborator’s research • Had some success and some interesting data was collected July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 72. Bait and Switch • Once the transfer of research was complete and the collaborator saw a “working” game • And had some data collected • The project was ended by the collaborator because he/she had what was needed for his/her own research • Did not care if I had what I needed for my research July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 73. What happened when I pushed back? What I said What they heard July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 74. Hmmmm... July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 75. Conflicting Agenda #4: Disappearing Act July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 76. #1: Unwillingness to share research data July 22-24 2014 2014 Serious Play @Studio4Games #LessonsLearned
  • 77. Why? • Your guess is as good as mine. • Fear? July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 78. #2: Orphan Textbook Syndrome July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 79. I took the class…. July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 80. What these Disappearing Acts have in common. • Lack of commitment from collaborator (manifested in their failure to show up for meetings) • Unspoken: “Do my research for me.” • Unspoken: “My time has more value than yours.” July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 81. Hmmmm... July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 82. Lessons Learned July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 83. Know Your Limits and Have a Plan
  • 84. Phase 1: Inception • Pre-meeting research for game developer – Ask for teaching philosophy – Research pedagogy - look for opposing camps and assess degree of emotional involvement in your collaborator and in your director. • Meeting with collaborator: – Introduce process – Explain the difference between work for hire and collaborative research – Collaborative research agreement – Collaborator homework: Stakeholder Questionnaire • research data for game July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 85. Phase 2: Expectations • Meeting with Collaborator: – Contract establishing roles – Technology Lead Agreement – Stakeholder Definition Document • Collaborator homework – Stakeholder Requirements Document • Meeting with Collaborator to discuss Stakeholder Requirements July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 86. Phase 3: Collaborative Elaboration • Collaborator homework: First Board Game – The point is to transfer research and data needed for the game – It is not a prototype • No field testing or data collection allowed July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 87. Phase 4: Elaboration • Developer homework – Initial Game Design Document • Set limitations on the project – Project Plan Overview • Make it simple • Meeting with Collaborator July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 88. Phase 5: Prototype • IRB – Homework for Collaborator and Developer • Developer Homework: – Board Game 2 • Actual game design begins • Field testing and Data collection allowed July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 89. Phase 6: Construction • Developer Homework – Video Game • Promise only one game mechanic July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned
  • 90. More information • http://studio4gaminginnovation.com/projects .aspx July 22-24 2014 2014 Serious Play Conference @Studio4Games #LessonsLearned