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Designing	
  Games,	
  Mo.va.ng	
  
Students	
  and	
  Entrepreneurship	
  
Paul	
  PIVEC	
  
	
  
Initiative GREAT European Development Partners Co-organizatio
“Designing Games, Motivating Students,
and Entrepreneurship”
§  Focusing on Mobile platforms (Tablets & Smartphones)
§  Targeting anytime/anywhere learning, any age group
§  Developing Apps for Health, Sustainability, & eInclusion
§  14 Day course – 4-5 ECTS
§  1-2 x 30 minute Lectures per day
§  1 x 15 minute Expert session per day
§  3 x 90 minute practical work
§  Group work
§  3-4 students in each group.
§  Serious Game Design
§  Concept design, design documents, development plan, prototype.
§  Group assessment:
§  Innovation, quality, completeness.
§  Submission requirements for assessment….
§  Completed game design concept document
§  All topics addressed as per lectures
§  Professional format and creative design
§  Prototype product
§  5-minute group presentation
§  Attendance of 80% of the course
§  Outcomes of this course….
§  Game	
  design	
  for	
  smart	
  phones	
  and	
  tablets	
  
§  Game	
  industry	
  awareness	
  and	
  business	
  opportunities	
  
§  Work	
  and	
  collaboration	
  in	
  intercultural	
  project	
  teams	
  
§  Applied	
  project	
  management	
  and	
  time/	
  resource	
  planning	
  
§  Knowledge	
  of	
  Health,	
  Sustainability,	
  &	
  eInclusion	
  sectors/issues	
  
§  Communication	
  and	
  Presentation	
  techniques	
  
§  Problem	
  solving	
  skills	
  
§  Entrepreneurship
§  Define your team:
§  Roles, project phases, time line.
§  Define your game:
§  Title, genre, target audience.
§  Define your concept:
§  Abstract, gameplay, game elements.
§  Test your concept:
§  Play analysis, prototype usability.
§  Create your Document, Prototype and Presentation:
§  Innovative, informative, professional.
§  Course overview, Serious Game Design
§  Industry roles, Concept documents and the development cycle
§  Storyboards, Scripts & Characters
§  Educational games and learning outcomes
§  Player interaction and Sound Design
§  Cultural, Gender & Social
§  Development Environments
§  Iterative Game Development & Playability
§  Animation & Androids
§  Pitching, Presentations and Promotion
1.  Forming Teams
2.  Forming Ideas
3.  Using Blogs
4.  Involve Experts
5.  Iterative Testing
6.  Presentations
—  Early team work
—  Mixed Gender
—  Mixed Culture
—  Mixed Skill Set
—  Well Researched Topics
—  Report back to Class
—  Ensure alignment of:
— Target Audience
— Platform
— Concept
—  Encourage Daily Reflection
—  Branding assists with:
— Ownership
— Entrepreneurship
— Investment
—  Ask Industry, experts, other teachers
—  Provide Variety of Topics
—  Look for a SuperStar!
—  Continual Testing within Groups and
Target Audience if Possible
—  Test concept, format, platform
—  Pecha Kucha Style
—  Encourage Practice
—  Show Bad Presentation Examples
summerschool.engagelearning.eu
“Designing Games, Motivating Students, and
Entrepreneurship”
www.paulpivec.com
www.piveclabs.com
Associated	
  Partners	
  
Media	
  Partners	
  
Sponsors	
  
GREAT	
  European	
  Development	
  Partners	
  
Ins.tu.onal	
  Partners	
  
http://www.projectgreat.eu

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Paul Pivec designing games motivating students and entrep pivec-labs

  • 1. Designing  Games,  Mo.va.ng   Students  and  Entrepreneurship   Paul  PIVEC     Initiative GREAT European Development Partners Co-organizatio
  • 2. “Designing Games, Motivating Students, and Entrepreneurship”
  • 3.
  • 4. §  Focusing on Mobile platforms (Tablets & Smartphones) §  Targeting anytime/anywhere learning, any age group §  Developing Apps for Health, Sustainability, & eInclusion
  • 5. §  14 Day course – 4-5 ECTS §  1-2 x 30 minute Lectures per day §  1 x 15 minute Expert session per day §  3 x 90 minute practical work §  Group work §  3-4 students in each group. §  Serious Game Design §  Concept design, design documents, development plan, prototype. §  Group assessment: §  Innovation, quality, completeness.
  • 6. §  Submission requirements for assessment…. §  Completed game design concept document §  All topics addressed as per lectures §  Professional format and creative design §  Prototype product §  5-minute group presentation §  Attendance of 80% of the course
  • 7. §  Outcomes of this course…. §  Game  design  for  smart  phones  and  tablets   §  Game  industry  awareness  and  business  opportunities   §  Work  and  collaboration  in  intercultural  project  teams   §  Applied  project  management  and  time/  resource  planning   §  Knowledge  of  Health,  Sustainability,  &  eInclusion  sectors/issues   §  Communication  and  Presentation  techniques   §  Problem  solving  skills   §  Entrepreneurship
  • 8. §  Define your team: §  Roles, project phases, time line. §  Define your game: §  Title, genre, target audience. §  Define your concept: §  Abstract, gameplay, game elements. §  Test your concept: §  Play analysis, prototype usability. §  Create your Document, Prototype and Presentation: §  Innovative, informative, professional.
  • 9. §  Course overview, Serious Game Design §  Industry roles, Concept documents and the development cycle §  Storyboards, Scripts & Characters §  Educational games and learning outcomes §  Player interaction and Sound Design §  Cultural, Gender & Social §  Development Environments §  Iterative Game Development & Playability §  Animation & Androids §  Pitching, Presentations and Promotion
  • 10. 1.  Forming Teams 2.  Forming Ideas 3.  Using Blogs 4.  Involve Experts 5.  Iterative Testing 6.  Presentations
  • 11. —  Early team work —  Mixed Gender —  Mixed Culture —  Mixed Skill Set
  • 12. —  Well Researched Topics —  Report back to Class —  Ensure alignment of: — Target Audience — Platform — Concept
  • 13. —  Encourage Daily Reflection —  Branding assists with: — Ownership — Entrepreneurship — Investment
  • 14. —  Ask Industry, experts, other teachers —  Provide Variety of Topics —  Look for a SuperStar!
  • 15. —  Continual Testing within Groups and Target Audience if Possible —  Test concept, format, platform
  • 16. —  Pecha Kucha Style —  Encourage Practice —  Show Bad Presentation Examples
  • 18.
  • 19.
  • 20.
  • 21. “Designing Games, Motivating Students, and Entrepreneurship” www.paulpivec.com www.piveclabs.com
  • 22. Associated  Partners   Media  Partners   Sponsors   GREAT  European  Development  Partners   Ins.tu.onal  Partners