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TeachingwithVideogamesPietro PolsinelliAll links for this talk:http://bit.ly/teachVG                           1
Example: learn about renewableenergy
Teaching with videogames – at its best: Ludwig.http://www.youtube.com/watch?feature=player_embedded&v=nTG9Oigvd-E         ...
Ludwig: playludwig.com See trailer.
Search energy in a 3D environment.
Reach of videogames                      6
8
Addiction by Design Natascha Schullhttp://gelconference.com/videos/2008/natasha_schull97% is given by the slot machine – s...
Learning & games: a workshop
This is our schedule.
Readings. From literary criticism to videogame criticism.
Fun is learning - butlearning is not alwaysfun.“Fun is a feedbackwe get in the mindwhen absorbingpatterns for learningpurp...
Crash course in game design
15
16
Example analysis: PinballWhich are the user inputs?Works in different media – nice on the iPad.
Progressive views:1.Just keep the ball in play2.Make point rich hits3.Reach goals4.Complete the story5.Solo not fun any mo...
Game are made of loopsTo analyze the mechanics of a game, you got to find the loops.
And loops are made ofsurpriseshttp://en.wikipedia.org/wiki/Kinder_Surprise
SticktobasicsThese are some of the mechanics – plus status competition …This is very important in order to establish deep ...
Is this simple mechanic union relevant only for classical games?     Union of drawing – racing
Drawing with your figer on the iPad is nice. Racing with small cars is beautiful.
Considers shape, speed. Also runtime “turbo” interventions. You don’t drive – which simplifies   development, but is a plu...
SurprisesFlipper surprises us by say enabling additional bats Or by moving parts that were still. In    videogames.Using t...
HEROICAHeroica: the hero’s journey, becomes engaging through mini games – typically a DUEL. Race,   mystery solving. Most ...
“This game is engaging”Engagement can be caused by disparate reasons:1. Engagement because of s fun base mechanic2. Engage...
Koster – Deterding definition of fun.
“Fun isaboutlearning ina contextwhere thereis nopressure”But in school there is, and there has to be, pressure. There is h...
the flowThe blurry edge between challenging and too difficoult.There is the flow. We are tackling the tip of something com...
Flow: The Psychology of Optimal Experience Mihaly Csikszentmihalyi (Author)
Learn more on Classical Game Design
Games based onNarrative EnchantmentAnother path for going beyond usability.                                           Wedn...
Metrics drivengame design intro
Feedback is scary – but can help.
http://vimeo.com/32161327Mafia Wars guy.
Measure, measure, measure.                             Wednesday, September 12,                                           ...
No narrative ideal, no purpose beyond monetization. Lenses in a skeleton: The Sims Social.
From Bokardo’s Metric Driven Design
Addiction by Design Natascha Schullhttp://gelconference.com/videos/2008/natasha_schull97% is given by the slot machine – s...
Went there to get milk...
• Las Vegas Airport
Overall designed...
A different auro to the zone term“So annoying when I do jackpot”.
Casino Gaming Magazine: indded motivated in working Uis. How to make the user feel she’s    winning when she’s not”The aim...
Learn more on Metric driven game design                                          46
Learn more on Metric driven game designhttp://www.slideshare.net/wooga/killer-game-loops-in-social-games                  ...
Link kahneman and game design.                                 Wednesday, September 12,                                   ...
New user models.
And from ateacher’sstandpoint?A positive lesson isthat games can bean opportunity forstats.Videogames are a great opportun...
Example game designs
Game Dev StoryA small, simple game…
Game Dev Storyreverse engineered(Zynga )http://strategywiki.org/wiki/Game_Dev_Story/WalkthroughGame genres, …
Learning & teachingwith gamesfrom games
Cargo Bothttp://twolivesleft.com/CargoBot/Videogames are ideal for transmitting formal rules through concrete examples. Th...
Example mockups & storyboards
A Word storyboard                    Wednesday, September 12, 57                                       2012
Game flow graphs.                    58
Mockup. Tool: Balsamiq http://www.balsamiq.com/                                                  59
Exercises
Find a theme that it taught in school andthat you like. And that maybe you don’t likehow it is being thought. Reach as far...
Financials
Estimation (sample)-   Game design (game loops), model-   Concept art-   Logo, naming-   Intro + options (only EN?) + them...
Example phases for a brower game:- Balsamiq mockup /game design- JavaScript prototype- Full game- Promo ?Dev phases.      ...
TeachingwithVideogamesPietro PolsinelliAll links for this talk:http://bit.ly/teachVGFollow me on Twitter: @ppolsinelli    ...
Teaching with Games
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Teaching with Games

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Transcript of "Teaching with Games"

  1. 1. TeachingwithVideogamesPietro PolsinelliAll links for this talk:http://bit.ly/teachVG 1
  2. 2. Example: learn about renewableenergy
  3. 3. Teaching with videogames – at its best: Ludwig.http://www.youtube.com/watch?feature=player_embedded&v=nTG9Oigvd-E Wednesday, September 12, 3 2012
  4. 4. Ludwig: playludwig.com See trailer.
  5. 5. Search energy in a 3D environment.
  6. 6. Reach of videogames 6
  7. 7. 8
  8. 8. Addiction by Design Natascha Schullhttp://gelconference.com/videos/2008/natasha_schull97% is given by the slot machine – study IT Wednesday, September 12, 2012
  9. 9. Learning & games: a workshop
  10. 10. This is our schedule.
  11. 11. Readings. From literary criticism to videogame criticism.
  12. 12. Fun is learning - butlearning is not alwaysfun.“Fun is a feedbackwe get in the mindwhen absorbingpatterns for learningpurposes” - KosterFrom “Theory of Fun”
  13. 13. Crash course in game design
  14. 14. 15
  15. 15. 16
  16. 16. Example analysis: PinballWhich are the user inputs?Works in different media – nice on the iPad.
  17. 17. Progressive views:1.Just keep the ball in play2.Make point rich hits3.Reach goals4.Complete the story5.Solo not fun any more.Can be fun just to show off(high scores, show to friends).Pinball game hermeneutics.
  18. 18. Game are made of loopsTo analyze the mechanics of a game, you got to find the loops.
  19. 19. And loops are made ofsurpriseshttp://en.wikipedia.org/wiki/Kinder_Surprise
  20. 20. SticktobasicsThese are some of the mechanics – plus status competition …This is very important in order to establish deep contact with your users: find the deep motivation.
  21. 21. Is this simple mechanic union relevant only for classical games? Union of drawing – racing
  22. 22. Drawing with your figer on the iPad is nice. Racing with small cars is beautiful.
  23. 23. Considers shape, speed. Also runtime “turbo” interventions. You don’t drive – which simplifies development, but is a plus here, not a minus.
  24. 24. SurprisesFlipper surprises us by say enabling additional bats Or by moving parts that were still. In videogames.Using the same mechanics for different ends is usually very effective and preserves usability used so far.
  25. 25. HEROICAHeroica: the hero’s journey, becomes engaging through mini games – typically a DUEL. Race, mystery solving. Most natural (and most difficoult) game design choice.Interesting because of cross game gaming.
  26. 26. “This game is engaging”Engagement can be caused by disparate reasons:1. Engagement because of s fun base mechanic2. Engagement by using a virtual world projection mechanicsEngaging design is ambiguous: can mean engaging by using a base mechanic (flipper tower defence, verify the chapter in theory of fun), or by using a virtual world projection mechanics
  27. 27. Koster – Deterding definition of fun.
  28. 28. “Fun isaboutlearning ina contextwhere thereis nopressure”But in school there is, and there has to be, pressure. There is here a dynamic.http://www.youtube.com/watch?feature=player_embedded&v=x5YtkTw4wn4#!
  29. 29. the flowThe blurry edge between challenging and too difficoult.There is the flow. We are tackling the tip of something complex. When we arekept at the margin of our abilities – it’s the flow graph. So its complex,there are exceptions everywhere.
  30. 30. Flow: The Psychology of Optimal Experience Mihaly Csikszentmihalyi (Author)
  31. 31. Learn more on Classical Game Design
  32. 32. Games based onNarrative EnchantmentAnother path for going beyond usability. Wednesday, September 12, 2012
  33. 33. Metrics drivengame design intro
  34. 34. Feedback is scary – but can help.
  35. 35. http://vimeo.com/32161327Mafia Wars guy.
  36. 36. Measure, measure, measure. Wednesday, September 12, 2012
  37. 37. No narrative ideal, no purpose beyond monetization. Lenses in a skeleton: The Sims Social.
  38. 38. From Bokardo’s Metric Driven Design
  39. 39. Addiction by Design Natascha Schullhttp://gelconference.com/videos/2008/natasha_schull97% is given by the slot machine – study IT Wednesday, September 12, 2012
  40. 40. Went there to get milk...
  41. 41. • Las Vegas Airport
  42. 42. Overall designed...
  43. 43. A different auro to the zone term“So annoying when I do jackpot”.
  44. 44. Casino Gaming Magazine: indded motivated in working Uis. How to make the user feel she’s winning when she’s not”The aim of game design is “get player EXTINCTION” – NO MONEY LEFT
  45. 45. Learn more on Metric driven game design 46
  46. 46. Learn more on Metric driven game designhttp://www.slideshare.net/wooga/killer-game-loops-in-social-games 47
  47. 47. Link kahneman and game design. Wednesday, September 12, 2012
  48. 48. New user models.
  49. 49. And from ateacher’sstandpoint?A positive lesson isthat games can bean opportunity forstats.Videogames are a great opportunity for statistics. Statistics are way better than teachers reports or impressions – see Kahneman…
  50. 50. Example game designs
  51. 51. Game Dev StoryA small, simple game…
  52. 52. Game Dev Storyreverse engineered(Zynga )http://strategywiki.org/wiki/Game_Dev_Story/WalkthroughGame genres, …
  53. 53. Learning & teachingwith gamesfrom games
  54. 54. Cargo Bothttp://twolivesleft.com/CargoBot/Videogames are ideal for transmitting formal rules through concrete examples. This can cover a lot of ground.Also probe – test – rethink – probe cycle.
  55. 55. Example mockups & storyboards
  56. 56. A Word storyboard Wednesday, September 12, 57 2012
  57. 57. Game flow graphs. 58
  58. 58. Mockup. Tool: Balsamiq http://www.balsamiq.com/ 59
  59. 59. Exercises
  60. 60. Find a theme that it taught in school andthat you like. And that maybe you don’t likehow it is being thought. Reach as far as youcan in this scheme:Your turn.
  61. 61. Financials
  62. 62. Estimation (sample)- Game design (game loops), model- Concept art- Logo, naming- Intro + options (only EN?) + theme music- Company setup (friends)- Running company- Game strategic choices- Getting professionals- Press reviews- Events (heuristics)- Game engine- Levels? Winning conditions?- Jingles- FB / Twitter integration- Presentation site + documentation, leaderboards- Balancing, testingProduction estimation. How much does a videogame cost? A lot: Wednesday, September 12, 2012
  63. 63. Example phases for a brower game:- Balsamiq mockup /game design- JavaScript prototype- Full game- Promo ?Dev phases. Wednesday, September 12, 2012
  64. 64. TeachingwithVideogamesPietro PolsinelliAll links for this talk:http://bit.ly/teachVGFollow me on Twitter: @ppolsinelli 65
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