Game Design Digital game-based learning. Need Obsession with playing variety of games Digital game-based learning Student involvement in own learning.

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Game Design Digital game-based learning

Need Obsession with playing variety of games Digital game-based learning Student involvement in own learning Future career choices as creative- minded game designers/developers Proactive training prior to higher education offerings

Research Contributors – A.S. Douglas – William Higginbotham – Ralph Baer, “Father of Video Games” – Steve Jobs and Steve Wozniak Video Game Systems – Odyssey – Atari – Nintendo – Sega Genesis – Playstation – Xbox – Wii Game Development Schools Public School Education

1952 – AS Douglas wrote Noughts & Crosses, first documented video game, as part of his doctoral dissertation 1958 – William Higginbotham built first interactive computer game, Tennis for Two 1962 – Steven Russell, MIT, created Spacewar! 1968 – Ralph Baer applied for first patent; sold to Magnavox 1972 – Magnavox created first home game console, Odyssey, with 12 games 1975 – PONG created by Atari; 1976 – Steve Jobs and Steve Wozniak developed games for Atari; 1977 – Atari 2600 created 1980 – Pac-Man, created by Namco, in Japan, debuts in US 1981 – Nintendo created Donkey Kong, introducing “Mario” 1982 – Microsoft produced Flight Simulator 1985 – Alexey Pajitnov, mathematician, developed Tetris 1989 – Will Wright, created Sim City and other similar Sim games followed 2000 – Sony releases Playstation 2, the first console using DVD technology 2002 – US Army releases Army, recruitment tool which becomes #1 action game Development

Commercialization Production – Story conception – Writers and artists create storyboard, detailed sketches of game sequencing, outlining all possible outcomes – Character development; computer animation; 3-D environment creation – Custom code, computer language, applied Manufacturing Packaging Marketing Distribution

References Baytak, A., Land, S. M., & Smith, B. K. (2011). Children as educational computer game designers: An exploratory study. The Turkish Online Journal of Educational Technology, (10), 4, Retrieved from Bertozzi, E., & Lee, S. (2007). Not just fun and games: digital play, gender and attitudes towards technology. Women's Studies in Communication, 30(2), Retrieved from 2.1&u=minn4020&it=r&p=PPFA&sw=w Fryer, W. (2005). Sad to see the textbook lobby resort to personal attacks in the HB4 discussion. Moving at the Speed of Creativity. Retrieved from to-personal-attacks-in-the-hb4-discussion/ Gunter, G. A., Kenny, R. F., & Vick, E. H. (2007). Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games. Educational Technology Research & Development. History of gaming. (2011). The Video Game Revolution. PBS.org. Retrieved from Hong, J. C., Cheng, C. L., Hwang, M. Y., Lee, C. K., & Chang, H. Y. (2009). Assessing the educational values of digital games. Journal of Computer Assisted Learning, 25(5), Maciuszek, D., & Martens, A. (2010). Patterns for the design of educational games. Educational Games: Design, Learning, and Applications

References (cont’d) Macklin, C. (2012). Games are art: How making games makes us better people. NAEA 2012 New York Convention. Retrieved from convention/national-convention ( Rogers, E. M. (2003). Diffusion of innovations (5th ed.). New York, NY: Free Press. Shelton, B., & Scoresby, J. (2011). Aligning game activity with educational goals: following a constrained design approach to instructional computer games. Educational Technology Research & Development, 59(1), doi: /s Sørensen, B. H. (2010). Concept of educational design for serious games. Learning. Zin, N. A. M., & Seng, Y. W. (2010). History educational games design International Conference on Electrical Engineering and Informatics, (01), doi: /ICEE