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Game Design for Teachers

Game Design for Teachers. Origins 2008 Ian Schreiber. Why We’re Here. Why We’re Here. Just reached Level 60 in World of Warcraft. Why We’re Here. Just reached Level 60 in World of Warcraft. Creating new characters for their D&D campaign. Why We’re Here. Just reached Level 60

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Game Design for Teachers

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  1. Game Design for Teachers Origins 2008 Ian Schreiber

  2. Why We’re Here

  3. Why We’re Here Just reached Level 60 in World of Warcraft.

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

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

  6. What makes games FUN?

  7. What makes games FUN? more than school

  8. But first, some incentive…

  9. 1A Yttrbium! I choose you! 1 1 H 2A 2 3 Li 4 Be 3 11 Na 12 Mg 3B 4B 4 19 K 20 Ca 21 Sc 22 Ti

  10. 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

  11. Mihály Csíkszentmihályi Anxiety F L O W Boredom

  12. Raph Koster

  13. Soft Skills

  14. Pacing Start Here F L O W

  15. Pacing F L O W As the player gets better…

  16. Pacing F L O W The game gets harder!

  17. Robin Hunicke, Marc LeBlanc, Robert Zubek

  18. Some Kinds of Fun • Exploration

  19. Some Kinds of Fun • Exploration • Social Experience

  20. Some Kinds of Fun • Exploration • Social Experience • Collection

  21. Some Kinds of Fun • Exploration • Social Experience • Collection • Physical Sensation

  22. Some Kinds of Fun • Exploration • Social Experience • Collection • Physical Sensation • Puzzle Solving

  23. Some Kinds of Fun • Exploration • Social Experience • Collection • Physical Sensation • Puzzle Solving • Advancement

  24. Some Kinds of Fun • Exploration • Social Experience • Collection • Physical Sensation • Puzzle Solving • Advancement • Competition

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

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

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

  28. Three Ways to Use Games:

  29. Three Ways to Use Games: • Play games in class!

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

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

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

  33. Multiple Difficulty Levels F L O W Easy Difficult Normal

  34. Design for the players…

  35. Design for the players… …not for yourself.

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

  37. Edutainment +

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

  39. Review of Goals

  40. Review of Goals • Interesting decisions

  41. Review of Goals • Interesting decisions • Scaled difficulty

  42. Review of Goals • Interesting decisions • Scaled difficulty • Student-centric course design

  43. Review of Goals • Interesting decisions • Scaled difficulty • Student-centric course design • Many kinds of fun

  44. Review of Goals: Kinds of Fun • Exploration

  45. Review of Goals: Kinds of Fun • Exploration • Social Experience

  46. Review of Goals: Kinds of Fun • Exploration • Social Experience • Collection

  47. Review of Goals: Kinds of Fun • Exploration • Social Experience • Collection • Physical Sensation

  48. Review of Goals: Kinds of Fun • Exploration • Social Experience • Collection • Physical Sensation • Puzzle Solving

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