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Game Design Digital game-based learning
Clarice R Mims, ConsultantEducational Technology
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
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
• 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
ReferencesBaytak, 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
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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.
Sørensen, B. H. (2010). Concept of educational design for serious games. Learning.
Thomas, M. K., Ge, X, & Greene, B. A. (2011). Fostering 21st 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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