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 • • • • 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 • • • • • • • • • • • • • 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 • • • • • 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 • • • • • 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 • • • • 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. 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