GAD 1 Section A Unit 1: History and ethics of game design Unit Overview Big Idea Knowledge of the history of technology and societies helps people understand the world around them by seeing how people of all times and places have increased their capability by using their unique skills to innovate, improvise, and invent. Standards Technology: Standards for Technological Literacy (STL) (ITEA, 2000/2002) Std. 1: Students will develop an understanding of the characteristics and scope of technology The transfer of technology from one society to another can cause cultural, social, economic, and political changes affecting both societies to varying degrees.(1K) Std. 4: Students will develop an understanding of the cultural, social, economic, and political effects of technology. Ethical considerations are important in the development, selection, and use of technologies. (4J) Std. 6: Students will develop an understanding of the role of society in the development and use of technology. A number of different factors, such as advertising, the strength of the economy, the goals of a company, and the latest fads contribute to shaping the design of and demand for various technologies.(6J) Science: Benchmarks for Science Literacy (Current version) From time to time, major shifts occur in the scientific view of how things work. More often, however, the changes that take place in the body of scientific knowledge are small modifications of prior knowledge. Continuity and change are persistent features of science. 1A/H2* Mathematics, creativity, logic, and originality are all needed to improve technology. 3A/H2 The value of any given technology may be different for different groups of people and at different points in time. 3B/H2 Social and economic forces strongly influence which technologies will be developed and used. Which will prevail is affected by many factors, such as personal values, consumer acceptance, patent laws, the availability of risk capital, the federal budget, local and national regulations, media attention, economic competition, and tax incentives. 3C/H1 Cultural beliefs strongly influence the values and behavior of the people who grow up in the culture, often without their being fully aware of it. Responses to these influences varies among individuals. 7A/H1 1 GAD 1 Section A The ways that unacceptable social behavior is punished depend partly on beliefs about the purposes of punishment and about its effectiveness. Effectiveness is difficult to test scientifically because circumstances vary greatly and because legal and ethical barriers interfere. 7A/H2 Participate in group discussions on scientific topics by restating or summarizing accurately what others have said, asking for clarification or elaboration, and expressing alternative positions. 12D/H6 Insist that the key assumptions and reasoning in any argument—whether one's own or that of others—be made explicit; analyze the arguments for flawed assumptions, flawed reasoning, or both; and be critical of the claims if any flaws in the argument are found. 12E/H4* Mathematics: Principles and Standards for School Mathematics (NCTM, 2000) Purpose of Unit This unit provides a snapshot of the history of game design both electronic and non-electric. Areas of ethical concerns and future directions are also explored. Unit Objectives Students will learn to: 1. Recall the general history and development of gaming, non-electronic and electronic 2. Explain how technology and ethics have affected game development 3. Summarize the current state and future trends in game development Lesson 1: History of games electronic and non-electric Students will learn to: 1. Recall the main components of ancient games. 2. Recall the history timeline of non-electric games. 3. Explore the strategies of card design. 4. Recall the history timeline of electric games. 5. Explain how the development of technology has affected game design. Lesson 2: Ethics and current state of game design Students will learn to: 1. Explain the factors that lead to game ratings. 2. Explain game ratings. 3. Summarize the current and future trends in game design. Student Assessment Tools and/or Methods Completed lessons Rubric for card game Test bank questions Teacher Preparation and Resources Teacher preparation for this unit includes the following: Gathering rocks and printing tabula boards Be familiar with a 2D software package Making and printing time line cards 2 GAD 1 Section A Lesson 1: History of games electronic and non-electric Lesson Snapshot Overview Big Idea: Knowledge of the history of technology and societies helps people understand the world around them by seeing how people of all times and places have increased their capability by using their unique skills to innovate, improvise, and invent. Purpose of Lesson: To introduce students to the history of ancient game design including card and board games. To understand the development of electric game design, and how technology has affected the design process will also be explored. Selected Learning Objectives: Students will learn to: 1. 2. 3. 4. 5. Recall the main components of ancient games. Recall the history timeline of non-electric games. Explore the strategies of card design. Recall the history timeline of electric games. Explain how the development of technology has affected game design. Lesson Duration: 5 hours (5% of 180 hrs) Engagement: Have students list what game assets might be available to children during the opening of the Roman Coliseum (80AD). Then have the students create and sketch a simple child’s game from their assets to share with the class. Activity1.1 Ancient Board Games: Information Gathering Instructions Activity1.2 Tabula Modification Activity1.3 Own card game Activity1.4.Time line 3 GAD 1 Section A Lesson 1: Overview Lesson Duration 5 hours (5% of 180 hrs) Standards/Benchmarks Technology: Standards for Technological Literacy (STL) (ITEA, 2000/2002) Std. 1: Students will develop an understanding of the characteristics and scope of technology The transfer of technology from one society to another can cause cultural, social, economic, and political changes affecting both societies to varying degrees.(1K) Std. 4: Students will develop an understanding of the cultural, social, economic, and political effects of technology. Ethical considerations are important in the development, selection, and use of technologies. (4J) Std. 6: Students will develop an understanding of the role of society in the development and use of technology. A number of different factors, such as advertising, the strength of the economy, the goals of a company, and the latest fads contribute to shaping the design of and demand for various technologies.(6J) Science: Benchmarks for Science Literacy (AAAS, 1993/2009) From time to time, major shifts occur in the scientific view of how things work. More often, however, the changes that take place in the body of scientific knowledge are small modifications of prior knowledge. Continuity and change are persistent features of science. 1A/H2* Mathematics, creativity, logic, and originality are all needed to improve technology. 3A/H2 The value of any given technology may be different for different groups of people and at different points in time. 3B/H2 Social and economic forces strongly influence which technologies will be developed and used. Which will prevail is affected by many factors, such as personal values, consumer acceptance, patent laws, the availability of risk capital, the federal budget, local and national regulations, media attention, economic competition, and tax incentives. 3C/H1 Cultural beliefs strongly influence the values and behavior of the people who grow up in the culture, often without their being fully aware of it. Responses to these influences varies among individuals. 7A/H1 The ways that unacceptable social behavior is punished depend partly on beliefs about the purposes of punishment and about its effectiveness. Effectiveness is difficult to test scientifically because circumstances vary greatly and because legal and ethical barriers interfere. 7A/H2 Participate in group discussions on scientific topics by restating or summarizing accurately what others have said, asking for clarification or elaboration, and expressing alternative positions. 12D/H6 4 GAD 1 Section A Insist that the key assumptions and reasoning in any argument—whether one's own or that of others—be made explicit; analyze the arguments for flawed assumptions, flawed reasoning, or both; and be critical of the claims if any flaws in the argument are found. 12E/H4* Mathematics: Principles and Standards for School Mathematics (NCTM, 2000) Learning Objectives Students will learn to: 1. Recall the main components of ancient games 2. Recall the history timeline of non-electric games. 3. Explore the strategies of card design. 4. Recall the history timeline of electric games. 5. Explain how the development of technology has affected game design. Student Assessment Tools and/or Methods Rubric for own Game Resource Materials Activity1.1 Ancient Board Games: Information Gathering Instructions Materials Internet and printer Print Materials Lesson Internet Search Terms and Suggested Sites 1. Mancala, Tabula, Go, Mah Jongg, The Royal Game of Ur Activity1.2 Tabula Modification Materials Internet and printer, at least 2 different colors of small stones (10 per student) Print Materials Lesson, Tabula board, Student modification sheet Activity1.3 Own card game Materials Interne, printer, and a 2D drawing package such as Corel Draw, Adobe Illustrator, or paint Print Materials Lesson Activity1.4 Time line Materials Internet and printer Time line cards (cut out), paper clips, tape, and sting long enough to run across the room. 5 GAD 1 Section A Print Materials Lesson, time line cards Required Knowledge and Skills Curriculum related to lesson 6 GAD 1 Section A Lesson 1: Lesson Preparation Teacher Planning Read curriculum related to this lesson Tools/Materials/Equipment Activity1.1 Ancient Board Games: Information Gathering Instructions Materials Internet and printer Print Materials Lesson Internet Search Terms and Suggested Sites 2. Mancala, Tabula, Go, Mah Jongg, The Royal Game of Ur Activity1.2 Tabula Modification Materials Internet and printer At least 2 different colors of small stones Print Materials Lesson, Tabula board Activity1.3 Own card game Materials Interne, printer, 2D drawing package such as Corel Draw, Adobe Illustrator, or paint Print Materials Lesson Activity1.4 Time line Materials Internet and printer Time line cards (cut out), paper clips, tape, and sting long enough to run across the room. Print Materials Lesson, time line cards Classroom Safety and Conduct 1. Students use tools and equipment safely, maintaining a safety level for themselves and others in the laboratory-classroom. 2. Students demonstrate respect and courtesy for the ideas expressed by others in the class. 3. Students show respect and appreciation for the efforts of others. 7 GAD 1 Section A References http://www.wopc.co.uk/history/index.html http://www.usplayingcard.com/gamerules/briefhistory.html www.jducoeur.org/game-hist/seaan-cardhist.html http://www.cs.man.ac.uk/~daf/i-p-c-s.org/faq/history_11.php Http;//www.aerobiologicalengineering.com/.../Roman/.../tabula.html http://www.personal.psu.edu/wxk116/roma/tabula.html http://www.astralcastle.com/games/index.htm) 8 GAD 1 Section A Lesson 2: Ethics and current state of game design Lesson Snapshot Overview Big Idea: Knowledge of the history of technology and societies helps people understand the world around them by seeing how people of all times and places have increased their capability by using their unique skills to innovate, improvise, and invent. Purpose of Lesson: To introduce students to the history of how game ratings evolved and the process of assigning the correct rating. Have students summarize the current state and future trends in game design. Selected Learning Objectives: Students will learn to: 1. Explain the factors that lead to game ratings. 2. Explain game ratings. 3. Summarize the current and future trends in game design. Lesson Duration: 3.5 hours (2% of 180 hours) Engagement: 1. Have students list what they think the differences are between a teen rating and a mature rating for a game. 2. Ask them what the rating is for their favorite video game. Talk about why some may be playing mature games when they may be under 17? Activity2.1 The ratings game Activity2.2 Game trend activity 9 GAD 1 Section A Lesson 2: Overview Lesson Duration 3.5 hours (2% of 180 hours) Standards/Benchmarks Technology: Standards for Technological Literacy (STL) (ITEA, 2000/2002) Std. 1: Students will develop an understanding of the characteristics and scope of technology The transfer of technology from one society to another can cause cultural, social, economic, and political changes affecting both societies to varying degrees.(1K) Std. 4: Students will develop an understanding of the cultural, social, economic, and political effects of technology. Ethical considerations are important in the development, selection, and use of technologies. (4J) Std. 6: Students will develop an understanding of the role of society in the development and use of technology. A number of different factors, such as advertising, the strength of the economy, the goals of a company, and the latest fads contribute to shaping the design of and demand for various technologies.(6J) Science: Benchmarks for Science Literacy (AAAS, 1993/2009) From time to time, major shifts occur in the scientific view of how things work. More often, however, the changes that take place in the body of scientific knowledge are small modifications of prior knowledge. Continuity and change are persistent features of science. 1A/H2* Mathematics, creativity, logic, and originality are all needed to improve technology. 3A/H2 The value of any given technology may be different for different groups of people and at different points in time. 3B/H2 Social and economic forces strongly influence which technologies will be developed and used. Which will prevail is affected by many factors, such as personal values, consumer acceptance, patent laws, the availability of risk capital, the federal budget, local and national regulations, media attention, economic competition, and tax incentives. 3C/H1 Cultural beliefs strongly influence the values and behavior of the people who grow up in the culture, often without their being fully aware of it. Responses to these influences varies among individuals. 7A/H1 The ways that unacceptable social behavior is punished depend partly on beliefs about the purposes of punishment and about its effectiveness. Effectiveness is difficult to test scientifically because circumstances vary greatly and because legal and ethical barriers interfere. 7A/H2 Participate in group discussions on scientific topics by restating or summarizing accurately what others have said, asking for clarification or elaboration, and expressing alternative positions. 12D/H6 10 GAD 1 Section A Insist that the key assumptions and reasoning in any argument—whether one's own or that of others—be made explicit; analyze the arguments for flawed assumptions, flawed reasoning, or both; and be critical of the claims if any flaws in the argument are found. 12E/H4* Mathematics: Principles and Standards for School Mathematics (NCTM, 2000) Learning Objectives Students will learn to: 1. Explain the factors that lead to game ratings. 2. Explain game ratings. 3. Summarize the current and future trends in game design. Student Assessment Tools and/or Methods Completed activities Question bank Resource Materials Activity1.1 The ratings game Materials Internet, curriculum background information, and index cards or other writing medium. Print Materials Lesson pages Internet Search Terms and Suggested Sites http://www.esrb.org/index-js.jsp Activity1.2 Game trends activity Materials Internet, curriculum background information, and index cards or other writing medium. Print Materials Lesson pages Required Knowledge and Skills Curriculum related to lesson 11 GAD 1 Section A Lesson 2: Lesson Preparation Teacher Planning Read curriculum related to this lesson Tools/Materials/Equipment Activity1. Materials Internet, curriculum background information, and index cards or other writing medium. Print Materials Lesson pages Internet Search Terms and Suggested Sites http://www.esrb.org/index-js.jsp Activity1.2 Materials Internet, curriculum background information, and index cards or other writing medium. Print Materials Lesson pages Classroom Safety and Conduct 4. Students use tools and equipment safely, maintaining a safety level for themselves and others in the laboratory-classroom. 5. Students demonstrate respect and courtesy for the ideas expressed by others in the class. 6. Students show respect and appreciation for the efforts of others. References http://www.esrb.org/index-js.jsp http://www.digitaltrends.com/gaming/2009-2010-gaming-trends/ http://www.theesa.com/facts/index.asp 12
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