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Game Design Digital game-based learning Clarice R Mims, Consultant Educational Technology.

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Presentation on theme: "Game Design Digital game-based learning Clarice R Mims, Consultant Educational Technology."— Presentation transcript:

1 Game Design Digital game-based learning Clarice R Mims, Consultant Educational Technology

2 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

3 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

4 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

5 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

6 Innovation-Decision Process: Stages Knowledge 15 May 2012 Persuasion 30 May – 15 June 2012 Decision 1 July 2012 Implementation 15 September 2012 Confirmation 1 February 2013

7 Video Game Design Schools – S Curve Video Game Design Schools in US, 1952 – 2010, https://www.videogamedesignschoolsusa.com 1952 1988 1990 2000 2010 2020 1010 224 Number of Game Design Schools

8 Centralized Approach Directive from Board Develop system-wide marketing strategy to promote benefits of game design for students Art teachers (2), volunteers, selected from each district – Experience with combining art and technology preferred; – Teacher training prior to implementation; assistance provided during implementation, when required; feedback of program from teachers – Game design software provided to participating schools; Game design near critical mass in society (commercially), not in public education

9 Innovators and Early Adopters – Art Teachers/Administrators – Technology Teachers/Administrators – Tech savvy ELA, math, science teachers Strategies – Professional development sessions – Demonstrate benefits of students creating their own learning digital game based learning Laggards – Many older, tech illiterate teachers – Administrators fearful of change Best attributes for industry penetration Relative advantage –demonstrates an enhancement to the educational benefits culled from innovations that already exist; Complexity –not too complicated to convey to students. Perceived Attributes

10 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, 84-92. Retrieved from http://www.eric.ed.gov/PDFS/EJ946614.pdf Bertozzi, E., & Lee, S. (2007). Not just fun and games: digital play, gender and attitudes towards technology. Women's Studies in Communication, 30(2), 179+. Retrieved from http://go.galegroup.com.ezp.waldenulibrary.org/ps/i.do?id=GALE%7CA171212302&v= 2.1&u=minn4020&it=r&p=PPFA&sw=w Cosby, O. (2000). Working so others can play: Jobs in video game development. Occupational Outlet Quarterly. Retrieved from 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 http://www.bls.gov/opub/ooq/2000/summer/art01.pdf 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. Hannah, J. (2008). Official push for video game design in high schools. Examiner.com. Retrieved from http://www.osc.edu/press/releases/2008/docs/Officials_push_for_video-game.pdf History of gaming. (2011). The Video Game Revolution. PBS.org. Retrieved from http://www.pbs.org/kcts/videogamerevolution/history/timeline_flash.html.

11 References (cont’d) 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), 423- 437 LeBlanc, M. (2009). 8 kinds of fun. 8KindsofFun.com. Retrieved from http://8kindsoffun.com/ Lieberman, D. A., Fisk, M. C., & Biely, E. (2009). Digital games for young children ages three to six: From research to design. Computers in the Schools, 26, 299-313. doi: 10.1080/07380560903360178 Macklin, C. (2012). Games are art: How making games makes us better people. NAEA 2012 New York Convention. Retrieved from http://www.arteducators.org/news/national- convention/national-convention (http://www.arteducators.org/news/convention/fri_mar2.pdf) Maciuszek, D., & Martens, A. (2010). Patterns for the design of educational games. Educational Games: Design, Learning, and Applications. 263-279. Rogers, E. M. (2003). Diffusion of innovations (5th ed.). New York, NY: Free Press. Salen, K., & Zimmerman, E.(ed.) (2005). The game design reader: The rules of play anthology. Boston, MA: The MIT 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), 113-138. doi:10.1007/s11423-010-9175-0.

12 Sørensen, B. H. (2010). Concept of educational design for serious games. Learning. Thomas, M. K., Ge, X, & Greene, B. A. (2011). Fostering 21 st century skill development by engaging students in authentic game design projects in a high school computer programming class. Journal of Educational Computing Research, 44(4), 391-408. doi: 10.2190/EC.44.4.b Zin, N. A. M., & Seng, Y. W. (2010). History educational games design. 2009 International Conference on Electrical Engineering and Informatics, (01), 269- 275. doi: 10.1109/ICEE.2009.5254775 References (cont’d)

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