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Seattle Ed Tech
  Game Jam
http://www.meetup.com/EdTechSeattle/


Framing and Game Plan
               June 20, 2012

  Mark Chen @mcdanger markdangerchen.net
 Organizers: Amy Lin, Steven Siden, Lindsey Own
5 Things about Games
     and Learning
    (since I have a captive audience...)
1. Gaming is necessarily subversive.
Games are systems of constraints and goals.

Gaming is exploring these systems.

Expert gaming is pushing at the boundaries.

There is therefore tension in traditional school
structure and gaming culture.

(I'd love to see courses that reframe "cheating" as "hacking" and rewards it.)
2. Gamification sucks.
uses reward system of games, not actual
gameplay

Sebastian Deterding's keynote from Games
Learning Society 2012:
http://codingconduct.cc/Paideia-as-Paidia
3. Assessment in games is absurd.
Data analytics can be useful, but focusing
solely on it ignores gaming's biggest potential.

cf. Stevens, Stawicz, McCarthy's "In-game, In-room, In-
world" paper:
http://mitpress.mit.edu/books/chapters/026269364Xchap3.pdf


cf. James Paul Gee's keynote from this morning at Games
4 Change: http://new.livestream.com/g4c/jamespaulgee
4. Game designers and gamers need
to do better.
regarding representation, inclusion, bullying,
etc.

cf. Feminist Frequency's recent Kickstarter campaign for video series on
Tropes vs. Women in Video Games:
http://www.themarysue.com/the-all-too-familiar-harassment-against-feminist-frequency-
and-what-the-gaming-community-can-do-about-it/


(But there's a tension between making games challenging
vs. inclusion, esp. in classroom contexts.)
5. Educators who use games need to
play and make games.
A lot of why gamification and assessment is in tension with
gaming comes from misunderstanding of gaming.


Thus: Game Jam for Learning!
One Hour Game Jam!
Pick a playful theme. Small groups of 4 or 5.

Four 15 minute phases:
1. Brainstorm
2. First prototype of game completed
3. Test and iterate
4. Refine, create rulesheet, name, etc.

Debrief.

(We'll provide bits and pieces, dice, playing cards, paper, index cards, pencils, markers, etc.)

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5 Things about Games and Learning

  • 1. Seattle Ed Tech Game Jam http://www.meetup.com/EdTechSeattle/ Framing and Game Plan June 20, 2012 Mark Chen @mcdanger markdangerchen.net Organizers: Amy Lin, Steven Siden, Lindsey Own
  • 2. 5 Things about Games and Learning (since I have a captive audience...)
  • 3. 1. Gaming is necessarily subversive. Games are systems of constraints and goals. Gaming is exploring these systems. Expert gaming is pushing at the boundaries. There is therefore tension in traditional school structure and gaming culture. (I'd love to see courses that reframe "cheating" as "hacking" and rewards it.)
  • 4. 2. Gamification sucks. uses reward system of games, not actual gameplay Sebastian Deterding's keynote from Games Learning Society 2012: http://codingconduct.cc/Paideia-as-Paidia
  • 5. 3. Assessment in games is absurd. Data analytics can be useful, but focusing solely on it ignores gaming's biggest potential. cf. Stevens, Stawicz, McCarthy's "In-game, In-room, In- world" paper: http://mitpress.mit.edu/books/chapters/026269364Xchap3.pdf cf. James Paul Gee's keynote from this morning at Games 4 Change: http://new.livestream.com/g4c/jamespaulgee
  • 6. 4. Game designers and gamers need to do better. regarding representation, inclusion, bullying, etc. cf. Feminist Frequency's recent Kickstarter campaign for video series on Tropes vs. Women in Video Games: http://www.themarysue.com/the-all-too-familiar-harassment-against-feminist-frequency- and-what-the-gaming-community-can-do-about-it/ (But there's a tension between making games challenging vs. inclusion, esp. in classroom contexts.)
  • 7. 5. Educators who use games need to play and make games. A lot of why gamification and assessment is in tension with gaming comes from misunderstanding of gaming. Thus: Game Jam for Learning!
  • 8. One Hour Game Jam! Pick a playful theme. Small groups of 4 or 5. Four 15 minute phases: 1. Brainstorm 2. First prototype of game completed 3. Test and iterate 4. Refine, create rulesheet, name, etc. Debrief. (We'll provide bits and pieces, dice, playing cards, paper, index cards, pencils, markers, etc.)