Slides from my rant at the game education summit at GDC 13. I made a few changes to that the slides are easier to follow just by reading.
You can watch the entire rant session here as well:
http://www.gamasutra.com/view/news/194850/Video_Game_educators_rant_about_design_diversity_and_jobs.php
Catherine Croft, Co-Founder, Chief Executive Officer | Catlilli Games
Learning Through Play: STEM Games in the Classroom
Attendees will understand how STEM games can be used in K-12 classroom settings. They will learn about an overview of games on the market, from elementary school through high school. They will then learn how to design simple games that can be used to convey a key STEM concept within one class period. By the end of the workshop attendees will have collaborated to produce paper prototypes of such games.
We hope to host these files as free online print-and-play games for teachers, as a service to the community.
I will lead attendees in a game design workshop for STEM games in K-12 education. After providing an overview of such games, we will play a sample of existing games on the market from a variety of companies. Then each table will brainstorm ideas based on age, subject matter, and game mechanics. They will produce paper prototypes by the end of the workshop, which they will present to the other members. Hopefully, if it’s possible, we/SPC could host these files as free online print-and-play games for teachers as a service to the community.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
If you consider using game elements in education, this presentation gives a hint at how to do it.. not only on a digital level, but also in the psysical classroom.
See what you should think about when it comes to motivation and fun :-)
Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017Codemotion
In game design, we trust our senses. Is this mechanic fun? Is this Environment beautiful? Is this story emotional? Is the game GOOD? However, as time passes and our project evolves, so do we. We are not the same person we were a minute ago, a month ago, a year ago. How can we maintain a steady vision if we ourselves are a constantly changing, complex interlacing of feelings and ideas? A practical look at how to establish a strong identity for a project: the beacon which will lead future decisions in design, art and production.
Play (innovation) games to gain clarity - Austin Agile Product SIGJeff Brantley
The business world of software and technology suffers from more than its share of confusing terms and acronyms... Unfortunately as Agile / Lean adoption grows we've seen an increase in messaging and a decrease in meaning. Come and share your experiences (as Jeff shares his) of people using/misusing words in the realm of Agile and Lean, Business and Marketing. We will play some games that help us get to clarity, but also may be used for you to educate your teams on what these words really mean. We will talk about the ramifications of this lack of understanding and get to more of the "why". We'll need all your help and wisdom as we learn through this one together, so come on out!
This is the PPT we used in class on Thursday. It has information about the products, timeline and skills we will be using in this unit, and also information about how to formulate an hypothesis.
Catherine Croft, Co-Founder, Chief Executive Officer | Catlilli Games
Learning Through Play: STEM Games in the Classroom
Attendees will understand how STEM games can be used in K-12 classroom settings. They will learn about an overview of games on the market, from elementary school through high school. They will then learn how to design simple games that can be used to convey a key STEM concept within one class period. By the end of the workshop attendees will have collaborated to produce paper prototypes of such games.
We hope to host these files as free online print-and-play games for teachers, as a service to the community.
I will lead attendees in a game design workshop for STEM games in K-12 education. After providing an overview of such games, we will play a sample of existing games on the market from a variety of companies. Then each table will brainstorm ideas based on age, subject matter, and game mechanics. They will produce paper prototypes by the end of the workshop, which they will present to the other members. Hopefully, if it’s possible, we/SPC could host these files as free online print-and-play games for teachers as a service to the community.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
If you consider using game elements in education, this presentation gives a hint at how to do it.. not only on a digital level, but also in the psysical classroom.
See what you should think about when it comes to motivation and fun :-)
Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017Codemotion
In game design, we trust our senses. Is this mechanic fun? Is this Environment beautiful? Is this story emotional? Is the game GOOD? However, as time passes and our project evolves, so do we. We are not the same person we were a minute ago, a month ago, a year ago. How can we maintain a steady vision if we ourselves are a constantly changing, complex interlacing of feelings and ideas? A practical look at how to establish a strong identity for a project: the beacon which will lead future decisions in design, art and production.
Play (innovation) games to gain clarity - Austin Agile Product SIGJeff Brantley
The business world of software and technology suffers from more than its share of confusing terms and acronyms... Unfortunately as Agile / Lean adoption grows we've seen an increase in messaging and a decrease in meaning. Come and share your experiences (as Jeff shares his) of people using/misusing words in the realm of Agile and Lean, Business and Marketing. We will play some games that help us get to clarity, but also may be used for you to educate your teams on what these words really mean. We will talk about the ramifications of this lack of understanding and get to more of the "why". We'll need all your help and wisdom as we learn through this one together, so come on out!
This is the PPT we used in class on Thursday. It has information about the products, timeline and skills we will be using in this unit, and also information about how to formulate an hypothesis.
In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Games Industry Conference 2017
Tutorial and workshop from the Games for Health 2014 conference. Covers common problems, failings of gamification, elements of player experience, paper prototyping, and essential concepts in game design.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
8. Game Design Curriculum Deathmatch
What are the top 3 games you reference
when teaching game design?
As seen at GDC 213 Education Summit…
9. Top games for learning game design?
● The critically acclaimed games.
● The influential games.
● The popular games (of yore).
● The exemplars.
10. What games should we expect
our students to learn and
understand?
Dumb question.
11. Why?
● Arguing over criteria
● How do you measure success?
● How do you trace influence?
● How do you account for personal preferences?
● Not that productive, and easily leads to…
18. Game Design Curriculum Deathmatch
What are the top 3 games you reference
when teaching game design?
19. From the Curriculum Deathmatch
…a game I played a lot...
…game I played a lot when I was a kid…
…because I love the game…
20. Top games for learning game
design?
● The games I loved playing when I grew up.
● The games I’m a fan of.
21. Focus on the games Focus on your
attachment to
certain games
22. What games should we expect our
students to learn and understand?
What do I want my students to learn
about game design.
What are the best games for learning
game design.
What games should we expect our
students to learn and understand?
39. “Gradually my students have
grown less and less capable of
handling one particular
assignment: Ultima IV.”
Michael Abbott
40. “…in the past I've found it
useful to […] let them
struggle.”
Michael Abbott
41. “… the required skill-set and the
basic assumptions [Ultima IV]
makes are so foreign to them
that the game has indeed
become virtually unplayable. ”Michael Abbott
42.
43. 3 Reasons (there are more!)
1. Preconceived notions can limited critical
reflection
2. Social conventions can inhibit critical
discussion
3. May lack skills to play games
51. A few examples:
● Stone Librande’s Board/Card Games
● http://stonetronix.com/
● Ian Schreiber’s Harmony CCG
● Ask him about it (@IanSchreiber)
52. You Should Use
2.
Games that are:
Unimportant
Non-Influential
Non-traditional
Non-mass-market
53. Thank you!
● Contact Info
jzagal@cdm.depaul.edu
http://facsrv.cdm.depaul.edu/~jzagal
Images used in this presentation are the property of their respective owners.
Their use here qualifies as fair use under US copyright law for educational purposes and critical
commentary.
54. Want more info?
“Why a Game Canon for Game Studies Education is Wrong”
(2012) Fromme, J. & Unger, A. (Eds), Computer Games and New
Media Cultures: A Handbook of Digital Games Studies, Springer
(ask me for a copy)
Hi my name is Jose Zagal, I’m on the faculty at DePaul University where I do most of my work, teaching and research, in the context of our game program. So, before I get started I just wanted to start with a question – so, how many of you teach game courses or work in a game program? Ah, cool. Nice. I hope you don’t hate me too much by the time I’m done…
So, I’m going to start my rant by spoiling it. What I want you to take away from this is basically the idea that the best games aren’t the best games for class. So, if you hate me already you can tune out and ignore me, that what I’ll rant about in a nutshell..
Ok, so, I have a lot of books about games. And there’s a subset of these books that I like call the “bucket list books”. You know, I love them. I spend hours looking at them and keeping track of how many of the games they highlighted I’ve played.
They also help me not forget games I should try to play.
Before, you know….
I DIE.
As an educator – I hate them. This focus on “the top X” is probably one of the worst things to happen to games education.
Just yesterday, during the game design curriculum deathmatch – one of the questions that panel was asked was “what are the top 3 games you reference when teaching game design?”
So, it’s a dumb question because it’s mostly non-productive. You end up arguing over criteria – which is more important critical or commercial reception? Influence? And so on. And these arguments – are in essence what I like to think of as the game educators version of a nerd fight.
You know, like this one.…who would win?
Or this one. Who is responsible for the most amount damage to the irreplaceable cultural heritage of ancient archaeological sites?
So the game educators version looks kind of like this. Hey, we totally need to have our students play Warcraft because it was the first major RTS game.But then someone else jumps in and says no. You idiot. You need to be looking at Dune II. Because IT was the first one. And then someone else jumps in and says – no, starcraft because of assymetrical factions and battle net, and esports… or NO, Utopia because I really loved it as a kid..NO.. Bokosuka wars because it’s from Japan…..and…while you’re at it, why not every single game that’s mentioned on the wikipedia page for “RTS” games.Every single game on this slide is important for some reason or another. And the time we spend arguing about which ones deserve to be here or not…is time we are distracted from what we really should be asking.
Just yesterday, during the game design curriculum deathmatch – one of the questions that panel was asked was “what are the top 3 games you reference when teaching game design?”
And if your answer to that question has anything to do with the games that you personally love – well, then you need to get off your butt and do some more work. You…lazy person.
If were to look at the set of “important” games on the one hand, and then the set of games that are useful for learning game design. And if you were to ask – I wonder what the overlap between these two sets is… you’d see the following.
Oh. There is no overlap.
Now. If you were to take the set of games that are bad or counterproductive for learning game design and were to compare that to the set of “important” games you’d notice – after much analysis and careful deliberation that. Oh. Will you look at that…
There’s an incredible pressure to, on the one hand, go along with what everyone else says…But on the other, perhaps more importantly, to regurgitate that.
I like to call this the Samuel L Jackson effect.
If you pick a famous game, you run into this problem…
I’m sorry, was that too late.. Was that inappropriate? How can you expect students to have a meaningful and deep discussion of a game when some will purposefully not go down certain paths, others will get annoyed if you do, and so on. I mean, if you’re upset about what I did on those last three slides – I rest my case.
First, using a random assortment of simple and unremarkable games with nothing much in common helps us avoid a genre-based exploration of games. This kind of exploration (e.g. the best RPGs, the best shooters, etc.) tends to disguise the commonalities of design principles that are shared by all games. Starting from genres also tends to encourage a certain way of thinking in which games are already compartamentalized in static and distinct groups. We want our students to think and hopefully create games that are “outside the box”, pushing their limits of understanding regarding what games are and can be.Second, using unremarkable games can encourage students to question, push back, and think critically in productive ways. Unremarkable games are those that you can tear apart and really figure out. They won’t be oppressed by the weight of popular opinion, historical sales figures, and the critical adulation of canonical games. The cost of failure is also greatly reduced. It’s ok not to fully understand how a game’s gameplay is relevant when the game isn’t a famous best-seller that “everybody knows”.Third, simple games tend to be more accessible and transparent to understanding. Many of these games tend to express or focus on a single idea that is easier to see, analyze, and discuss than is usually the case with large and complex titles.This means that you can also encourage students to play a greater number (and diversity) of games. Fourth, studying unknown games provides students the opportunity to expand their knowledge and skills. Perhaps more importantly, it gives them the chance to connect these “unknown games” with their prior knowledge and experience. There is plenty written and said about famous games. From a student’s perspective, it could be more productive to discuss the unknowns in terms of shedding light on other issues.Fifth, and finally, using unremarkable and simple games can encourage students to assume a more active role in their education. Learning is, of course, not a passive activity. Providing students with “ready-made” knowledge for them to consume robs them of the opportunity to engage more deeply and more actively in their learning. We should encourage our students to leverage their own knowledge and create their own lists. Which are the games that define them? Of the hundreds of games they played for class, which are the ones they think are most notable. Why did they choose the ones that they did and what kinds of experiences did they provide? Games education is fortunate. Most students already love games, play them in their free time, and have years of experience with them. This is an opportunity we should take advantage of. Providing students with selections of the best games for them to play and study is a disservice to them. Encouraging them to engage with the unknown, the simple, the un-remarkable, and the non-famous, encourages them to think more deeply and to connect what they know with what they’re learning.