SlideShare a Scribd company logo
G e n o v a ( I T )
J u n e 2 6
2 0 1 5
1 1 2 1 1
8
2
5
1
4
2 2 3 3 2
8
19
11
23
38
40
59
62
67
69
52
7
0
10
20
30
40
50
60
70
80
research publications on game making for learning*
(excluding higher ed. computer science & professional training)
*jeffrey earp – itd-cnr (in press)N o n - d i g i t a l g a m e m a k i n g
11 - 14
19 - 22
23+
?
school age
15 -18
5 - 10
non
specific
Who?
target population age in game making research*
*jeffrey earp – itd-cnr (in press)
collaboration
social
issues
creativity
computational
thinking
other learning
attributes
curriculum
coding
literacies &
skills sets
inclusion
pedagogy
other
technology
*jeffrey earp – itd-cnr (in press)
Why?
specific themes in game making research*
project results & outputs - http://tinyurl.com/magicaldoor
2013-2014
primary schools & SEN centres
BE, FI, GR, IT, UK
37 classroom experiences
600 students and teachers
150 classroom hours
a full cycle of team-based game design and production, peer play-
testing, peer review, feedback appraisal, game versioning & publication
I learnt how games are made … a whole new experience.
(The good thing was) working together because I wouldn’t have
managed on my own.
Following my classmates’ suggestions for modifying my game made
me feel like a real game inventor.
I’ve added Game Designer to the jobs I’d like to do when I grow up.
Motivation & engagement
collaboration
critical thinking & problem solving
learner self-regulation & autonomy
http://amc.pori.tut.fi/game-building-tools
MAGICAL Community Library
of Digital Game Making
Environments for Learning
low floor (threshold)
high ceiling
wide
walls
wide
walls
towards affinity spaces
blurred lines & new opportunities
fast prototyping
collaborative design &
development
systematic user
engagement in design
enhanced play testing
marketplace access
recruitment
users in the design process
user centred design
informant design
participatory design
co-design
user driven design
portal for developing educational games & brokering delivery
game editor for learners & designers with App Store publishing
multiuser sandbox world with native game design & publishing
high level 2D/3D multiplayer design, universal deployment
crowdsourcing game ideas and brokering collaboration
30 years of game making for learning

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30 years of game making for learning

Editor's Notes

  1.  game making  working in a team gameplay learning  other things
  2. UX UCD player modeliing persona scenarios Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself     Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.  A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side.  End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances.  End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
  3. UX UCD player modeliing persona scenarios Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself     Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.  A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side.  End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances.  End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
  4. UX UCD player modeliing persona scenarios Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself     Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.  A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side.  End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances.  End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
  5. UX UCD player modeliing persona scenarios Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself     Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.  A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side.  End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances.  End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
  6. UX UCD player modeliing persona scenarios Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself     Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.  A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side.  End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances.  End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
  7. UX UCD player modeliing persona scenarios Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself     Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.  A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side.  End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances.  End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
  8. UX UCD player modeliing persona scenarios Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself     Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.  A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side.  End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances.  End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.
  9. UX UCD player modeliing persona scenarios Co-design differs from participatory design in that it does not assume that any stakeholder a priori is more important than any other.[6] It also differs from various user-centered design approaches in that it acknowledges that the client or beneficiary of the design may not be using the artifact itself     Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.  A direct and explicit communication between designer and end-user needs to be established. The way of communication should minimise the chance of misinterpretation on either side.  End-users should be enabled to have a realistic interaction with the design information. They should be able to reliably assess the exact functioning and experience of the design under a wide range of circumstances.  End-users should be enabled to reliably become conscious of and assess the consequences of design decisions. Consequences of design decisions should be made explicit and presented in a manner that is comprehensible regardless participant’s training or discipline.