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Video Games and Education:
Theory and Practice of Game Design
MSTU 4039 Fall 2013
TEACHERS COLLEGE
Columbia University, in the City of New York
Dr. Joey Lee
Today’s Class
• Welcome and introductions
• Overview of course (goals, policies, etc.)
• Scholar’s Quest
• What are games?
• Game play analysis activity
Gamifying the classroom
This course will be taught like a game. We are
striving for a learning environment in which we:
•Promote meta-level thinking and reflection
•Value creativity, autonomy, self-directedness, collaboration and risk-
taking
•Learn through failure
•Promote mastery, not performance
Welcome to class.
Congratulations! Right now, you all have an F.
Welcome to class.
No, I’m not joking.
Welcome to
You are a Level 1 Scholar with 0 XP.
This class is about gaining
mastery is various skills –
leveling up by earning
experience points
many paths to mastery
• Designer
• Educator
• Researcher/Writer
Choose your track:
Earn 3 kinds of cards
• Creativity/risk-taking
• Research/writing
• Fun/engagement
• battling creatures/monsters (in-class challenges)
• Crafting (Play Analysis paper and other papers)
• completing quests (Lightning Design and Iterative
Game Design projects)
Missions
Battling creatures/monsters (in-class challenges)
More detail about these card-earning opportunities will be
given during class.
Quests:
• 5 minute optional presentation (done solo or in pairs;
pending instructor approval - limited slots, first come first
serve) = earn 1 green card
• Design Challenge 1 (done in groups) – worth up to 2 red, 2
green, 2 blue cards
• Lightning Design 1 (solo) = worth up to 2 red, 2 green, 2 blue
cards
• Get involved in Game Design Research projects (see the
Research/Real Project Involvement Missions section below) -
worth up to 4+ green cards
• Play Analyses (done in groups) – earn up to 2 red, 2 green
cards
Research/Real-Project Involvement Missions
– potential to earn Green cards.
Ask me how to get involved in these opportunities.
• Greenify/Arctic Saga/EcoChains - Games for Climate Change Education Project
• Scholar’s Quest/Science City Heroes - Gamification of Education Project
• Cross-Cultural Games/ESL/Test Prep for Asian High School Students
Boss Level:
• Final game design project (done in groups)
= worth 3 red, 3 green, 3 blue
Powerups
Achievement badges,
Action cards
Provide tools to understand, analyze, and design
games
• rules, interactivity, play, social interaction, balance and
flow, narrative, etc.
• view games through three theoretical perspectives:
cognitive, social, and persuasive
• create educational games and new kinds of games beyond
“drill and kill”;“how to do things with games”:
• games to inform, educate, persuade, promote positive values, motivate
positive behaviors, etc.
Goals of the course
Questions to explore
• What makes a game fun? What makes a game effective?
• How do people learn in games? how can games get people to
become active learners, critical thinkers, problem solvers?
• What are the strengths and limitations of games compared
to books, video, and other media? How do we take advantage
of the strengths?
• How can games address real-world problems?
Can games help people exercise? do painful/boring tasks?
• Are games positive tools for motivation -- or evil, addictive,
mind/behavior enslaving machines?
Questions to explore
• If we cheat (in games or life) is that the system’s fault, or a fault
of our character?
• Are games art?
• How can games leverage identities in powerful ways? How
can games change the way players see themselves?
• How can games make the world a better place / have
social impact? How can games get people to change their
behaviors for good?
• What is the role of games within classrooms / for learning
purposes?
• Your questions?
Let the game begin!

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Scholar's Quest - a gamification layer to a course.

  • 1. Video Games and Education: Theory and Practice of Game Design MSTU 4039 Fall 2013 TEACHERS COLLEGE Columbia University, in the City of New York Dr. Joey Lee
  • 2. Today’s Class • Welcome and introductions • Overview of course (goals, policies, etc.) • Scholar’s Quest • What are games? • Game play analysis activity
  • 3.
  • 4. Gamifying the classroom This course will be taught like a game. We are striving for a learning environment in which we: •Promote meta-level thinking and reflection •Value creativity, autonomy, self-directedness, collaboration and risk- taking •Learn through failure •Promote mastery, not performance
  • 5. Welcome to class. Congratulations! Right now, you all have an F.
  • 6. Welcome to class. No, I’m not joking.
  • 7. Welcome to You are a Level 1 Scholar with 0 XP.
  • 8. This class is about gaining mastery is various skills – leveling up by earning experience points
  • 9. many paths to mastery • Designer • Educator • Researcher/Writer Choose your track:
  • 10. Earn 3 kinds of cards • Creativity/risk-taking • Research/writing • Fun/engagement
  • 11.
  • 12. • battling creatures/monsters (in-class challenges) • Crafting (Play Analysis paper and other papers) • completing quests (Lightning Design and Iterative Game Design projects)
  • 13. Missions Battling creatures/monsters (in-class challenges) More detail about these card-earning opportunities will be given during class.
  • 14. Quests: • 5 minute optional presentation (done solo or in pairs; pending instructor approval - limited slots, first come first serve) = earn 1 green card • Design Challenge 1 (done in groups) – worth up to 2 red, 2 green, 2 blue cards • Lightning Design 1 (solo) = worth up to 2 red, 2 green, 2 blue cards • Get involved in Game Design Research projects (see the Research/Real Project Involvement Missions section below) - worth up to 4+ green cards • Play Analyses (done in groups) – earn up to 2 red, 2 green cards
  • 15. Research/Real-Project Involvement Missions – potential to earn Green cards. Ask me how to get involved in these opportunities. • Greenify/Arctic Saga/EcoChains - Games for Climate Change Education Project • Scholar’s Quest/Science City Heroes - Gamification of Education Project • Cross-Cultural Games/ESL/Test Prep for Asian High School Students
  • 16. Boss Level: • Final game design project (done in groups) = worth 3 red, 3 green, 3 blue
  • 18. Provide tools to understand, analyze, and design games • rules, interactivity, play, social interaction, balance and flow, narrative, etc. • view games through three theoretical perspectives: cognitive, social, and persuasive • create educational games and new kinds of games beyond “drill and kill”;“how to do things with games”: • games to inform, educate, persuade, promote positive values, motivate positive behaviors, etc. Goals of the course
  • 19. Questions to explore • What makes a game fun? What makes a game effective? • How do people learn in games? how can games get people to become active learners, critical thinkers, problem solvers? • What are the strengths and limitations of games compared to books, video, and other media? How do we take advantage of the strengths? • How can games address real-world problems? Can games help people exercise? do painful/boring tasks? • Are games positive tools for motivation -- or evil, addictive, mind/behavior enslaving machines?
  • 20. Questions to explore • If we cheat (in games or life) is that the system’s fault, or a fault of our character? • Are games art? • How can games leverage identities in powerful ways? How can games change the way players see themselves? • How can games make the world a better place / have social impact? How can games get people to change their behaviors for good? • What is the role of games within classrooms / for learning purposes? • Your questions?
  • 21. Let the game begin!