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Game Design

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

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Game Design

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  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. Development • 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

  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. 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 .

  7. 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.

  8. References (cont’d) 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

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