Any professor who develops games will inevitably be asked to work in partnership to make an educational game. As a new professor, I was very open to the idea of collaborative research because I felt an affinity with my colleagues and thought that we shared desires that developing games satisfied. The requests from my colleagues to make educational games were numerous. I attempted to join forces with these professors and every one of these endeavors failed. The shared desires, conflicting agendas and lessons learned from these failures are the subject of this talk.
Basic Civil Engineering first year Notes- Chapter 4 Building.pptx
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
19. First comes instruction, then practice,
then work on comprehension skills
July 22-24 2014
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20. Break free
July 22-24 2014
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21. And everyone read it….
July 22-24 2014
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22. And decided games would
SAVE education
July 22-24 2014
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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
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30. My Agenda
• To make fun, engaging, meaningful, well
designed toys and games that are works
of art.
July 22-24 2014
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31. Their Agenda
• To make a game that will engage an
audience in their research.
• To enhance their teaching.
33. Fields I Encountered: Cases #1 and #2
July 22-24 2014
2014 Serious Play Conference
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34. Case #1: Chemistry
two pervasive pedagogical approaches
Lecture to present CONTENT Learn by doing: CONTEXT
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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
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#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
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37. The Hope
• To motivate students to learn an admittedly
difficult subject; and
• Improve retention
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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
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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
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46. Since 1968
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Stumbling Block:
Eliminate FYC
47. Writing Lab as Game?
+
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48. What FYC is to English Departments
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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
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52. Seduced at a Conference
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53. Tech Battle #1: Purchase an
“out of the box” solution
July 22-24 2014
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55. “No Silver Bullet” – Fred Brooks
July 22-24 2014
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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
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59. If
• There are clear requirements
• And a long term plan
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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
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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
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63. Tech Battle #2: Choose a digital
environment based solely on novelty
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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
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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
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68. Conflicting Agenda #3:
Bait and Switch
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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
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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
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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
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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
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73. What happened when I pushed back?
What I said What they heard
July 22-24 2014
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76. #1: Unwillingness to share
research data
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77. Why?
• Your guess is as good as mine.
• Fear?
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78. #2: Orphan Textbook Syndrome
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79. I took the class….
July 22-24 2014
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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
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
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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
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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
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87. Phase 4: Elaboration
• Developer homework
– Initial Game Design Document
• Set limitations on the project
– Project Plan Overview
• Make it simple
• Meeting with Collaborator
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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
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89. Phase 6: Construction
• Developer Homework
– Video Game
• Promise only one game mechanic
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