Video Game Design Schools in US

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 creativeminded game designers/developers
• Proactive training prior to higher
education offerings
Research
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Contributors
– A.S. Douglas
– William Higginbotham
– Steve Russell
– 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
Development
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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
Commercialization
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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
Innovation-Decision Process:
Stages
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Knowledge
Persuasion
Decision
Implementation
Confirmation
15 May 2012
30 May – 30 June 2012
1 August 2012
1 November 2012
1 April 2013
Video Game Design Schools –
S Curve
Number of Game Design Schools
224
1
0
1952
1988
1990
2000
2010
Video Game Design Schools in US, 1952 – 2010,
https://www.videogamedesignschoolsusa.com
2020
Centralized Approach
• Directive from Board
• Develop system-wide marketing strategy to
promote benefits of game design for students
• Art teachers (3), volunteers, selected from each of
25 districts
– Experience with combining art and technology preferred;
– Teacher training prior to implementation; assistance
provided during implementation, when required;
feedback of program from teachers
– Game design software provided to participating schools;
• Game design near critical mass in society
(commercially), not in public education
Perceived Attributes
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Innovators and Early Adopters
– Art Teachers/Administrators
– Technology Teachers/Administrators
– Tech savvy ELA, math, science teachers
Strategies
– Professional development sessions
– Demonstrate benefits of students creating their own learning
digital game based learning
Laggards
– Many older, tech illiterate teachers
– Administrators fearful of change
Best attributes for industry penetration
Relative advantage –demonstrates an enhancement to the
educational benefits culled from innovations that already exist;
Complexity –not too complicated to convey to students.
• Students involved in own learning
experience
• Development of critical thinking skills,
spatial ability, cognitive ability,
interpersonal relationships, writing
skills, communication skills, and
conceptual skills.
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
Blueprint for teaching and learning in visual arts. (2011). New York City Department of
Education. Retrieved from
http://schools.nyc.gov/offices/teachlearn/arts/images/vabp.pdf
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
.
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), 423437
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/nationalconvention/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.
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), 269275. doi: 10.1109/ICEE.2009.5254775