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Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
Games:EDU 09 Susan Gold
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Games:EDU 09 Susan Gold

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  • 1. The Global Game Jam & IGDA EdSIG
    • What it can do for you?
  • 2. Who am I? Susan Gold
    • Activist - community builder since 1987
    • Educator - in 1999 (in games since 2001)
    • Chair of the IGDA EdSIG since 2006
    • Created the Global Game Jam in 2009
  • 3. Who are we really...
    • International Game Developer’s Association is a professional organization
      • IGDA EdSIG - focuses on making game education better and provide resources for educators.
  • 4. Brief History
    • Education Summits
    • IGDA Curriculum Framework 2003
    • SIG (re)forms in 2006
    • IGDA Curriculum Framework 2008 released
    • Global Game Jam 2009
  • 5. 2008 Curriculum Framework
    • Originally published in 2003
    • Redrafted & delivered @ GDC 2008
  • 6.
    • Critical Game Studies
    • Games and Society
    • Game Design
    • Game Programming
    • Visual Design
    • Audio Design
    • Interactive Storytelling
    • Game Production
    • Business of Gaming
  • 7. Define a standard for game education programs
    • Advisory Board (local professionals if available)
    • Focus on portfolio development (graduation requirement, professional/academic judges)
    • Internship network with studios, companies and community organizations including non-profits.
    • Ideally, a relationship with local IGDA chapter
    • Faculty with industry experience (especially for development-focused programs)
    • Labs and libraries (access to hardware/software/games students don’t have)
    • Speaker program (bring current professionals on campus)
    • Mixed classes (courses involving programmers and artists on same project, team-based)
    • Extracurricular projects (student-led mods/projects outside the classroom)
  • 8. Curriculum Knowledge Base Please add you syllabi
  • 9. Access to Research
    • Detailed Game Facts
    • EEDAR’s proprietary database of more than 5,000,000+ game features to deliver information on games at an unparalleled level of detail.
    • Features detailed currently include:
    • Game Overview
    • Distribution and Revenue
    • Gameplay
    • Online & Multiplayer
    • Personification
    • Setting
    • Use of Branding and License
    • Hardware and Software Requirements
  • 10.
    • Platform Insight
    • EEDAR has information on every
    • publisher and developer to release a game on supported platforms in the Unites States since 2000.
    • Supported platforms include:
    • Microsoft Xbox, Xbox 360
    • Sony PlayStation2, PlayStation 3, PSP
    • Nintendo GameCube, Wii, DS
    • PC
    • Company Insights
    • Detailed insight into more than 500 companies including:
    • Performance History Review Scores, Attach Rates, Market Share, Marketing Support
    • Portfolio Analysis Genres, ESRB, Reviews, Platforms
    • Release Cycles
    • Review Scores
    • Corporate Hierarchies
    • Charts and Data
    • A wealth of charts and data for platforms and companies. View data by more than 250 variants:
    • ESRB
    • Genre
    • Platforms
    • Unit Sales
    • Review Score
    • Marketing Spends
    • Consumer Interest
    • Year-on-Year
    • View data by lifetime or specific years.
  • 11. Global Game Jam
      • 1650 people in 54 locations making 370 games
      • Innovation, Experimentation, Creativity, Collaboration, Open Source
    • 3 x bigger in 2010 hoping to create over 900 games
  • 12. Feedback
    • From participants:
      • “ changed my life”
      • “ best thing I’ve ever done”
      • “ can’t believe I could do it”
    • 98% of all locations said they would do it again - with remaining 2% replying maybe
  • 13. GGJ 4 EDU
    • Provide an opportunity:
      • for students to interact with industry professionals
      • make the classroom lessons tangible
      • to use the games from GGJ as a learning tool
      • to collaborate and work in teams
      • to fail
  • 14. Hosting
    • Physical space to comfortably seat participants
    • Internet access (either wired or wireless) for all participants
      • Access to common game development tools and/or ability to download and install software
    • Local IT support in case of problems with computers or internet connectivity.
    • At least one local official organizer to coordinate the event.
    • Access to all space and computing resources around the clock over a weekend.
    • Coffee and Beverages - Access to food - Catering
    • An auditorium space to do a post Jam presentation
    • Availability of food (e.g. presence of local convenience stores or restaurants).
    • Security
  • 15. GGJ 4 Research
    • Invite scholars in any field who take a professional interest in the Global Game Jam event to submit a research project application.
    • Selected research projects will be featured as a part of the Global Game Jam (GGJ) 2010 event.
  • 16. Typical GGJ
    • Afternoon - technical talks / registration
    • 5:00pm in your time zone - announce constraints
    • 15 mins. for everyone to think of ideas and then pitch them
    • Watch the Keynote - Inspire
    • Ice Breaker Exercises/Divide into teams
    • Work until 3:00 pm on Sunday on the game
  • 17. Membership
    • We need you!
      • Help peers by your experiences
      • Meet new people that can share ideas to make your jobs easier
      • Connect with industry
    • Looking to create institutional memberships & find ways to add value to membership such as EEDAR access at tremendous discounts
  • 18. Listserv
    • http://igda.org/education/listserv
  • 19. Thank You
    • http://globalgamejam.org
    • http://igda.org/education
    • Susan Gold - [email_address]

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