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Bill Guschwan speaks about "Flipped, Agile, Gamiformed Pedagogy for Game Design" at the 2012 Serious Play Conference ABSTRACT: I define a serious game methodology that I use at Columbia College to teach introduction to programming and the senior capstone game design class. I define "gamiform" as a method that constrains, facilitates, and motivates user behavior around a goal. Gamiforming as applied to education is a set of serious game techniques using the guiding philosophy that education is a form of life with a goal. One gamiforming technique guides student behaviour by constraining the space around a pedagogical goal. Another gamiform technique facilitates face-to-face contact through in-class quizzes and peer-to-peer discussions. For software teams, Scrum meetings are situated around a fictional campfire in order to increase energy of the team. Another gamiforming technique facilitates creativity by using the McCarthy technology protocols, which emphasize emotional alignment and self-awareness. Gamiform is an appropriation of Ludwig Wittgenstein's "lebensform" and science fiction’s "terraform".
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Flipped, Agile, Flipped, Agile, Gamiformed Gamiformed Pedagogy for Game Pedagogy for Game Design Design Bill Guschwan Columbia College
2012 Columbia Capstone Videogames http://brokenthegame.com/ http://www.fearlesspdp.com/
Overview Gamify vs. Gamiform Flipped Constructivist vs. Traditional Classroom Agile vs. Traditional Game Development Flipped, Agile, Gamiformed Model of Game Development 3
Gamiform vs. Gamify Gamiform is gamification using a metacircular evaluator (ME) as an epistemic game to elicit optimal intrinsic user behavior for an activity Gee and Shaffer Star Trek Terraform, or forms of life (Wittgenstein lebensform) Aristotle’s and Nagarjuna’s Formal Cause
Beyond Gamification Gamiform is a specific type of gamification. Gamiform affords binding of multiple roles in a unified game space. Forms and Captures emergent roles and capacities. Gameful (Jane McGonigal) or Meaningful Games (Amy Jo Kim) or Player Experience Design (Nicole Lazzaro) http://blog.superbetter.com/gameful-design/ 5
Metacircular Evaluator 2 part process: evaluation and apply Input to Apply is output of Eval and vice versa. Iterative and recursive Build Eval first part first
Evaluator as Embedded Assessment Game “Assessment as / for Learning” Formative R E Bennett Game design as Application
Metagame (Eval) Metagame uses drama theory. Game with a focal point, goal has no solution but an agreed endpoint. It is an on-going re-design of the game. It focuses on evaluation of apply part. It works on the “how” of the apply part. Metagame decides how the game is designed, how the roles of players interact, and how they decide on a focal point. 8
Game (Apply) Game is the Apply part of ME. Game (Apply) and Metagame (Eval) is Gamiform. They must communicate and interact iteratively. Metagame persists with the Game when in production. 9
Gamiform Tetralemma Nagarjuna and Aristotle. 1 It is a drama theory metagame. (Formal) 2 It is a game we design. (Material) 3 It is both a drama theory metagame and a game we design (Efficient: Formal plus Material) 4 It is neither a drama theory metagame nor a game we design (Final: Efficient produces Final) 1b It is the GAME we play. Order is important 10
GameDesign Tetralemma Whiteboard Exercise Yin Yang 4 Part BeachBall example 2 flies, a bee, and a beachball 11
Types of Assessment Dungeon and Dragon Characters, Quests, XP Award Experience Points Class Dojo iPad app http://www.classdojo.com/ Reward Experience Points for Quests Use Scrum stories Peer to Peer points 12
Gamiform Examples Parkinson’s Cognitive Assessment Game: Tapping mouse game to assess cogfunction Meta-game: Bind roles for clinician, researcher, patient Pilates and Life over Cancer Game: Physical corrective exercise Meta-game: Bind role to optimize for Breath Intro to Programming Game: Learn programming Meta-game: Bind roles such as reading code, sharing code, helping 13
Roots of Gamiform Self is extended in space. William James,Mikhail Bakhtin, Erving Goffman, Marshall McLuhan, Martin Heidegger To manage people you BIND roles to environment in time. “Person and the Situation”, Ross and Nisbett Kurt Lewin: Action research Spiral of steps, ... composed of planning action fact-finding about the result of the action (see citation below) Paulo Freire Lave and Wenger, “Community of Practice” 14
Dialogic Self The individual consciousness, lies on the borderline between oneself and the other... The word in language is half someone else's. It becomes one’s "own" only when the speaker populates it with his own intentions, his own accent, when he appropriates the word, adapting it to his own semantic and expressive intention. On Dialogism and Heteroglossia (the other(s)' word) From Mikhail Bakhtin
Affordance Space Need to provide an affinity space James Gee Alternatively, affinity space is an affordance space. You can think of an app as a space Verb as the canvas, nouns as the forms, and adjectives as the color (Foucault, Order of Things) Game is an app that is designed to create space Space is integral to games 16
Epistemic Game Goal: Develop team Communication patterns: Most important predictor of a team’s success Team has Energy, Engagement, and Exploration http://hbr.org/2012/04/the-new-science-of-building-great- teams/ar/1 McCarthy protocol: Team = Software Requests, Hi bandwidth communication, and shared vision Evaluate is Pre-production Cerny method Get 2 finished levels Apply is Production Scale product
Game Design Goal: Hunting vs. Herding Verb as the canvas, nouns as the forms, and adjectives as the color Pre-production verb is Hunting for Fun http://204.15.199.90/~davidkhu/wp- content/uploads/2012/01/Cautionary-Tales-from-the- Kalahari-1991.pdf Strategy: Opportunistic and “Emergent” Develop from a series of rapid response to activities which show promise Production verb is Herding 18
Goal of Pre-Production (Hunting) Metagame A drama unfolds through episodes in which characters interact. The episode is a period of preplay communication (hunting) between characters who, after communicating, act as players in a game that's constructed through the dialogue between them. The action that follows the episode is the playing out of this game; it sets up the next episode. http://en.wikipedia.org/wiki/Drama_theory
Team Tools or Mechanics Evaluation McCarthy Protocols: Professional communication LARG rules Apply Help protocol Meet protocol
Team Tools or Mechanics Evaluation Emotional Kanban: Emotional Apply Checkin
Team Tools or Mechanics Evaluation Scrum: Engagement Apply Scrum checkin: what have you done, what are you working on, and what is blocking you
Goal of Game Design Great Games.
Pedagogy Evaluation Constructivist Create an affinity space (James Gee) Allow multiple Subject Matter Experts to join “space” Rhizomatic vs. Hierarchy Games are affinity spaces Reggio Emilia, Paidea Apply Exercise: Campfire and talking stick
Class Pedagogy Evaluation Live Hunting Roleplaying Game (LHRG) Instructor is dungeonmaster Hunt is for fun Students are characters Grades Level up with Experience Points (XP) Apply Demonstrate Dungeon Master Exercise: Salsa circle to incant Enter imagination zone: Personal alignment and call / response
Metacircular Evaluator In other words, organizational life consists of learning (hunting) and performance (herding) following each other in an endless cycle of what ought to be a creative process of "continual improvement." Strategy is an intermediate product in this process; as an output of the learning organization, it articulates what the organization has learned and coordinates its experience. As an input to the performance organization it specifies goals and tasks, and informs its behavior. In short, strategy is at the nexus of the twin organizational structures of the woven matrix (tantra) and the twin cognitive structures of text and context, information and meaning, the "melody" and the "rhythm" that are required to resolve the existential tensions. (David K Hu, p 84) 26
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