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Game Design Digital game-based learning

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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Page 1: Game Design Digital game-based learning. Need Obsession with playing variety of games Digital game-based learning Student involvement in own learning

Game Design Digital game-based learning

Page 2: Game Design Digital game-based learning. Need Obsession with playing variety of games Digital game-based learning Student involvement in own 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

Page 3: Game Design Digital game-based learning. Need Obsession with playing variety of games Digital game-based learning Student involvement in own learning

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

Page 4: Game Design Digital game-based learning. Need Obsession with playing variety of games Digital game-based learning Student involvement in own learning

• 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

Page 5: Game Design Digital game-based learning. Need Obsession with playing variety of games Digital game-based learning Student involvement in own learning

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

Page 6: Game Design Digital game-based learning. Need Obsession with playing variety of games Digital game-based learning Student involvement in own learning

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

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.speedofcreativity.org/2005/04/08/sad-to-see-the-textbook-lobby-resort-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 http://www.pbs.org/kcts/videogamerevolution/history/timeline_flash.html

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.

Maciuszek, D., & Martens, A. (2010). Patterns for the design of educational games. Educational Games: Design, Learning, and Applications. 263-279.

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References (cont’d)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)

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), 113-138. doi:10.1007/s11423-010-9175-0.

Sørensen, B. H. (2010). Concept of educational design for serious games. Learning.

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

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