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Agile design playcamp calongne keynote


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Interested in game design for education or in the benefits of games and play in Agile design training? The Agile Playcamp Online 2015 featured wonderful sessions with diverse perspectives on design thinking, learning theories and where to direct our attention for the future of educational game design and using games for learning. The speakers were Dr. Cynthia Calongne, Dr. Barbara Truman, AgileBill Krebs and Kevin Feenan.

This set of slides launched the session. Check out the videos from all of the sessions on YouTube for your call to action and view the other session slides here on Slideshare.

For more information, please visit the links near the end of the slides from the HoTEL learning theories study by Richard Millwood, Design Thinking by Tim Brown and adapted by Dr. Andrew Stricker, Jesse Schell's Elemental Tetrad, Jane McGonigal's Gamer Superpowers and the links for the affective computing, affection and transitive game designs by attendees of the Foundations of Digital Games 2014. They are our giants.

In summary, the roles of players and designers blend as everyone contributes to the future of games and learning by playing. See you in the metaverse!

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Agile design playcamp calongne keynote

  1. 1. Agile Design Playcamp 2015 Keynote on Games Dr. Cynthia Calongne aka Lyr Lobo June 20, 2015
  2. 2. Why Should We Play Games Games can stimulate • Problem solving • Critical thinking • Digital literacy • Strategy & tactics • Motor skill development • Collaboration • Leadership & courage • Socialization Game-based learning • Vision & creativity • Sustainability • Immersion • Learning retention • Heutagogy • Knowledge networks • Socio-technical skills • Entrepreneurship
  3. 3. Manifesto for Agile Software Development 1. Individuals and interactions over processes and tools 2. Working software over comprehensive documentation 3. Customer collaboration over contract negotiation 4. Responding to change over following a plan
  4. 4. Agile Game Manifesto An Agile Manifesto for Players 1. Individuals and interactions – dialogue, creativity 2. Working software – ready to play & it works 3. Customer collaboration – work together - party & raid 4. Responding to change – find a new strategy if you fail What else do we need? Do we need an adaptation to the Agile Manifesto?
  5. 5. Elemental Tetrad • How important are they to your game? – Game Mechanics – Story – Aesthetics – Technology • How will you use these elements in your educational game design? From Jesse Schell’s The Art of Game Design,
  6. 6. Games Mechanics & Technology
  7. 7. Which are not true for games? 1. They are cheap 2. Make students learn 3. Offer limitless exploration 4. Have time limits 5. Identify mistakes 6. Always popular 7. Are playable forever Schell, J. (2013). What games are good at. [Slides]
  8. 8. Which are true for games? 1. Progress & engagement 2. Demystify complexity 3. Go with the Flow 4. Point of View 5. Authentic assessment 6. Explore questions 7. Shared experiences 8. Independent exploration 9. Situational awareness 10. Teachable moments 11. Player ownership Schell, J. (2013). What games are good at. [Slides] what-games-are-good-at-25505419
  9. 9. Game Design Elements What motivates players in your games? Video Games • Rules • Objectives • Environment • Setting • Win Conditions • Challenges • Treasure, Loot or Gold • Badges • Reputation Roleplay Games • Story • Terrain • 2D or 3D Graphics • Strategies • Conflict • Players • Non-Player Characters (NPCs) • Enemies or Monsters • Competition
  10. 10. Conference Proceedings Games Workshops 5th Workshop on Procedural Content Generation in Games 3rd Workshop on Design Patterns in Games 2nd Workshop on the Global Game Jam Social Believability in Games Workshop
  11. 11. Tile matching tablet game crowdsourcing facial expressions in affective computing iOS app submission Video Paper BeFaced An Affective Computing Game
  12. 12. Alternative Play 2000 players – Critical Design Methodology Character movement by hugging a stuffed bear with 12 analog buttons – six levels in the game Big Huggin’ an affection game by Lindsay Grace
  13. 13. ACM SIGCHI Restricted by Apple kissing an Apple device will damage it Stolen Kisses an affection game by Lindsay Grace Novel kissing interfaces: Nam and DiSalvo Kiss Controller
  14. 14. Harmony The Card Game for Transitive Game Balance
  15. 15. By Jane McGonigal
  16. 16. For More Information Agile Manifesto HoTEL Learning Theories Map by Richard Millwood theories-map-richard-millwood Schell, J. (2013). What games are good at. [Slides] games-are-good-at-25505419 Schell in a Handbasket. McGonigal, J. (2007). 10 collaboration superpowers. [Slides] McGuire, R. (2006, June 28). Paper burns: Game design with Agile methodologies. Images used in the virtual world presentation were created with: Imagechef Cooltext logos and fonts
  17. 17. Questions? Agile Design Playcamp 2015 Dr. Cynthia Calongne @Lyr Lobo June 20, 2015