Exploring Collaborative Game-making within Geography Susan Bermingham, James Duggan, Nicola Whitton (Manchester Metropolitan University) Nathalie Charlier, Lien van der Stock (KU Leuven) Francesca M. Dagnino, Jeffrey Earp (Istituto per le Tecnologie) Kristian Kiili (Tampere University of Technology) Beyond game playing… • Growing use of games for learning – Behaviorist and constructivist – Motivation and engagement – Playfulness and freedom • However… – Developer-centred game design – Limits to development of creativity – Limited potential for collaboration 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 2 The MAGICAL Project • EU LLP project • Started Jan 2012, 28 month duration • Four partners – Manchester Metropolitan University – KU Leuven – Tampere University of Technology – Istituto per le Tecnologie, Genoa • Fostering 21st century skills through collaborative game-making. 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 3 Fostering 21st century skills... • Collaboration: working with others to achieve a goal • Problem-solving: identifying an effective way to reach a goal • Creativity: developing new ideas or objects that have value • Digital literacy: critical engagement with digital technologies 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 4 Research is ongoing... • Case study design (2 for each partner) • Multiple perspectives – Teacher/ Mentor – Trainee teacher – Pupils – Researcher • Qualitative and quantitative – Questionnaires – Interviews, observations, reflection 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 5 3 Training modules • Theories of games and learning & teaching with games • Game design workshop (today) • Game development workshop (digital) 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 6 Games Design Workshop Adapted from a Workshop by Alex Moseley & Nicola Whitton ECGBL 2012 Introductions Pick up a playing card • Groups of 4 (1 Diamond, 1 Spade, 1 Club & 1 Heart) • In 30 seconds introduce yourself to your group... – What’s your name? – What’s your favourite game? & Name your group - Nationality 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 8 Aims of the game design workshop module During this workshop, we will: • show that cheap and simple games can be effective; • introduce a simple model that can be used to guide game design; • help you work through the process to generate and share your own ideas; • have some fun! 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 9 Ten-step model of game design Context Grand Design Refine Design 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 10 Stage 1: Context • Step 1: Learning objectives (Spades) • Step 2: Constraints (Hearts) – – – – – – – – 7/14/2017 Time Money Skills Student characteristics Student numbers Technology Accessibility Subject Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 11 Stage 1: Activity (5 minutes) • Learning objectives – Spades select a context card and lead the discussion – Determine up to three objectives • Define constraints – – – – – 7/14/2017 Who is the game for? How long have you got to play it? How much money do you have? What expertise do you have as a team? Hearts select a constraint card and lead the discussion Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 12 Stage 2: Grand design • Step 3: Type of game – Board, card, quiz, physical, puzzle, web-based, role play, mobile App, console, computer ….. • Step 4: Core mechanics – Goal, rules, scoring, progression, win states • Step 5: Game balance – Playing time, difficulty, level of chance, collaboration and competition, seriousness, physical vs. mental • Step 6: First prototype – Playing space, artefacts 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 13 Stage 2: Activity (6 minutes) • Develop your first prototype 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 14 Marketing Prototype / Gaining Feedback • In game design it is important to carry out market research and to test out your ideas at an early stage 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 15 Activity (3 minutes) • Hearts & Diamonds move to another group, market your prototype & gain feedback • Return to your original group 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 16 Stage 3: Refine design • Step 7: Add story - Clubs – What is the game context, who are the players? • Step 8: Add sub-mechanics – Conflict, chance, sabotage, tension, risk and reward • Step 9: Check learning – Review against learning outcomes • Step 10: Create final game 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 17 Stage 3: Activity (6 minutes) • Clubs – select a story layer and lead the discussion. • Refine your game! • Diamonds – you have a secret mission select a card (you can pass on this card to any group) • Prepare to share your game you will have just 30 seconds to summarise your ideas 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 18 Step 11: Play your game! • Teach your game to the rest of the workshop delegates (30 seconds per team) • After playing all games • Use your playing card to vote on your favourite idea • And the winner is... 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 19 MMU PGCE Geographers • Sept 2013 - Training modules • Dec 2013 - 2 Case Studies using Sploder game building with pupils • Jan/Mar 2014 - Peer teaching training modules PGCE cohort • Mar-May 2014 – Curriculum Making Assignment 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 20 Geography Exemplars Sploder Platform Game 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 21 Sploder game for pupils 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 22 Lessons learned so far • Design support – Time is crucial – Start on paper • Collaboration support – Assign roles – Different levels of technical/gaming experience • Teacher support – Provide examples – Lesson planning – Timing of training 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 23 Case Studies Case Study 1 Case Study 2 Geography KS3 Focus Burgess Model, features in 2 zones Day in the life of Rosa, Textile worker Learning focus Location, place, mapping, land values, differences Empathy, challenges, home – work, time, factory Classroom space Computers located around edge of classroom, pupils facing walls Computers located in groups, pupils facing centre of groups Platformer game 2 levels representing 2 zones, move through a zone Levels represent challenges in 24 hours, move from home to work, and through time Trainee Male Female Mentor Male Female 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 24 Next Steps - Papers • • • • Sue – Space & Gender James – Time Nicola - Learning through games All – Impact of Collaborative Game Based training on practice 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 25 Thank you for listening Any Questions? Sue Bermingham & PGCE Geographers http://www.magical-project.net/?q=about 7/14/2017 Geographical Association Annual Conference 'Crossing Boundaries' 15th April 2014 26
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