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Game Design for Teachers Origins 2008 Ian Schreiber.

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Presentation on theme: "Game Design for Teachers Origins 2008 Ian Schreiber."— Presentation transcript:

1 Game Design for Teachers Origins 2008 Ian Schreiber

2

3 Why We’re Here

4 Just reached Level 60 in World of Warcraft.

5 Why We’re Here Just reached Level 60 in World of Warcraft. Creating new characters for their D&D campaign.

6 Why We’re Here Just reached Level 60 in World of Warcraft. Creating new characters for their D&D campaign. Thinking of building a new Magic deck.

7 What makes games FUN ?

8 more than school

9 But first, some incentive…

10

11 1A 2A1 2 3 4 3B4B 1H1H 3 Li 4 Be 11 Na 12 Mg 19 K 20 Ca 21 Sc 22 Ti Yttrbium! I choose you!

12 Theory of Game Design "In theory, there is no difference between theory and practice. But, in practice, there is." Jan L. A. van de Snepscheut

13 Mihály Csíkszentmihályi

14 Raph Koster

15 Soft Skills

16 Pacing Start Here

17 Pacing As the player gets better…

18 Pacing The game gets harder!

19 Robin Hunicke, Marc LeBlanc, Robert Zubek

20 Some Kinds of Fun Exploration

21 Some Kinds of Fun Exploration Social Experience

22 Some Kinds of Fun Exploration Social Experience Collection

23 Some Kinds of Fun Exploration Social Experience Collection Physical Sensation

24 Some Kinds of Fun Exploration Social Experience Collection Physical Sensation Puzzle Solving

25 Some Kinds of Fun Exploration Social Experience Collection Physical Sensation Puzzle Solving Advancement

26 Some Kinds of Fun Exploration Social Experience Collection Physical Sensation Puzzle Solving Advancement Competition

27 Some Kinds of Fun Exploration Social Experience Collection Physical Sensation Puzzle Solving Advancement Competition Settlers of Catan Final Fantasy XII Soccer

28 Some Kinds of Fun Exploration Social Experience Collection Physical Sensation Puzzle Solving Advancement Competition Settlers of Catan Final Fantasy XII Soccer

29 Applying Game Design to the Classroom “A good game is a series of interesting choices.” Sid Meier

30 Three Ways to Use Games:

31 Play games in class!

32 Three Ways to Use Games: Play games in class! Discuss games the class is familiar with. =

33 Three Ways to Use Games: Play games in class! Discuss games the class is familiar with. Modify your teaching to be more “game-like”. = 

34 This is not the only game that exists in the world. (And there aren’t even many interesting decisions!)

35 Multiple Difficulty Levels Normal Difficult Easy

36 Design for the players…

37 …not for yourself.

38 Design for the players… …not for yourself. …and not for the content, either.

39 Edutainment +

40 Examples of PvE (Player versus Environment) World of Warcraft Scotland Yard Dungeons & Dragons

41 Review of Goals

42 Interesting decisions

43 Review of Goals Interesting decisions Scaled difficulty

44 Review of Goals Interesting decisions Scaled difficulty Student-centric course design

45 Review of Goals Interesting decisions Scaled difficulty Student-centric course design Many kinds of fun

46 Review of Goals: Kinds of Fun Exploration

47 Review of Goals: Kinds of Fun Exploration Social Experience

48 Review of Goals: Kinds of Fun Exploration Social Experience Collection

49 Review of Goals: Kinds of Fun Exploration Social Experience Collection Physical Sensation

50 Review of Goals: Kinds of Fun Exploration Social Experience Collection Physical Sensation Puzzle Solving

51 Review of Goals: Kinds of Fun Exploration Social Experience Collection Physical Sensation Puzzle Solving Advancement

52 Review of Goals: Kinds of Fun Exploration Social Experience Collection Physical Sensation Puzzle Solving Advancement Competition

53 Closing Remarks “Those who make a distinction between education and entertainment don’t know the first thing about either.” Marshall McLuhan

54 Contacting Me Ian Schreiber ai864@yahoo.com http://teachingdesign.blogspot.com

55 ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?


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