Retooling the Learning Game: Educational Gaming and Play

Course Description

Evaluation

Bibliography

Email: decaste@sfu.ca

Required Texts:
1. King, L. (Ed.) (2002). Game On: The History and Culure of Video Games. New York: Universe Publishing.
2 . Newman, J. (2004). Videogames. New York: Routledge.
Supplemental
3. Scholder, A. & Zimmerman, E. (2003). Re: Play: Game Design + Game Culture. New York: EyeBeam, Peter Lang.


September 8, 2004

Instructor absent (conference). Syllabus URL given out. Buy books if you havent already done so.

Task: Watch TV special on Videogames at 9 pm (info will be provided in class) and make discussion notes for next class.

September 15, 2004
Introductions
Production Groups
Let’s play – designing your own game

Readings:
1. Demaria, R. & Wilson, J. L. (2002). Shiny Entertainment. High Score: The Illustrated History of Electronic Games (pp. 276-303). New York: McGraw-Hill.

September 22, 2004
What’s in a Game?: Computer Game History and Genres

Readings:
1. Salen, K. and Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals (pp. ix-9). Cambridge, Mass.: MIT Press.
2 . King, L. (2002). Introduction. In L. King (Ed.), Game On: The History and Culture of Videogames (pp. 8-19). New York: Universe Publishing.
3 . Scholder, A. & Zimmerman, E. (2004). Re: Play: Game Design + Game Culture (pp. 8-74 -- skim). New York: Eyebeam, Peter Lang.

Task:
1. Identify genres of video games and find a new game for each genre, including the game’s website, and a review of the game.
2. Choose a game to play for the week -- online, at home, etc. but "play" for a few hours and report back.

3. Choose your week for group presentations

Activity:
Getting started – brain storming your game ideas and relevant tasks.
Making webpages for beginners -- a quick overview, with 'expert' support.

September 29, 2004
Computer Gaming Culture: Let’s hear it for the Boys/Violence

Readings
1 . Masuyama. (2002). Pokemon as Japanese Culture? . In L. King (Ed.), Game On: The History and Culture of Videogames (pp. 34-43). New York: Universe Publishing.
1 . Newman, J. (2004). "Social Gaming and the Culture of Videogames", in Videogames (pp. 145-162). New York: Routledge.
3 . Thompson, C. (2002). Violence and the Political Life of Video Games. In L. King (Ed.), Game On: The History and Culture of Videogames (pp. 22-31). New York: Universe Publishing.
4 . Salen, K. and Zimmerman, E. (2004). "Games as Cultural Rhetoric". Rules of Play: Game Design Fundamentals (pp. 515-533). Cambridge, Mass.: MIT Press.
5. Scholder, A. & Zimmerman, E. (2004). "Games as Simulacra". Re: Play: Game Design + Game Culture (pp. 78-152 -- skim). New York: Eyebeam, Peter Lang.


Supplemental
1. Video games article in the Christian Science Mon
itor: http://www.csmonitor.com/2003/0829/p01s04-ussc.html
2. Girl Gaming sites: http://www.gamegirladvance.com/ and http://girlstech.douglass.rutgers.edu/index.html

Group 1 Presentation of readings/topics (no more than 2 hours in length)

Task:
Select any general "flash" puzzle game or other kind of game. Play it for at least 30 minutes, until you reach some level of proficiency. What did the game teach you? What did you learn? Any connection you can think of to school-based knowledge?

Activity:
Culling those ideas, choosing a topic and assigning tasks. For questions to consider, click here: http://www.yorku.ca/jjenson/gradcourse/designhelp.html

October 6, 2004
Play and Videogames

Readings
1 . Pesce, M. (2002). Head Games: The Future of Play. In L. King (Ed.), Game On: The History and Culture of Videogames (pp. 130-37). New York: Universe Publishing.
2 . Newman, J. (2004). Chapters 1, 2 and 4. Videogames. New York: Routledge.
3. Scholder, A. & Zimmerman, E. (2004). "Games as Exchange" in Re: Play: Game Design + Game Culture (pp. 212-255 -- skim). New York: Eyebeam, Peter Lang.

Group 2 Presentation of Readings

Task:
Find a Flash game that you can play for 20 minutes. Is it fun to play? What makes it “fun”? Will you play it again?

Activity:
Web page development for those who haven't tried it yet!
Getting back together: taking ‘stock’, re-assigning roles, further development and ‘the pitch’ to the group.

October 13, 2004
Online Gaming: Networked Worlds

Readings
1. Demaria, R. & Wilson, J. L. (2002). A very brief history of online gaming. High Score: The Illustrated History of Electronic Games (pp. 304-320). New York: McGraw-Hill.
2. Gee, J. P. (2003). The Social Mind: How do you get your corpse back after you died?. What Video Games Have to Teach Us about Learning and Literacy (pp. 169-98). New York: Palgrave Macmillan.
3. Herz, J. C. (2002). Gaming the System: Multiplayer Worlds Online. In L. King (Ed.), Game On: The History and Culture of Videogames (pp. 86-97). New York: Universe Publishing.
4. Rollings, A. & Adams, E. Online Games. On Game Design (pp. 499-532). Indianapolis, Indiana: New Riders Publishing
.

Group 3 Presentation of Readings

October 20, 2004

Readings
1. Squires, K. (2002). Cultural Framing of Computer/Video Games. Game Studies, 2, 1. On-line at: http://www.gamestudies.org/0102/squire/

Task:
(Oct 20th, production and play week, no class)
2 hours playing an online game on your own – choose one game – not ‘tetris’. Write about your experience/s “playing” and contextualize using the above readings, in particular, think through Gee’s account of Online gaming.

Submit document “online” to de Castell no later than October 20, 2003.

October 27, 2004
How might "play" be considered educational?

Readings
1. Gee, J. P. (2003). What Video Games Have to Teach Us about Learning and Literacy (1-50). New York: Palgrave Macmillan.
2. Myers, D. (2003). Summary and Implications. The Nature of Computer Games: Play as Semiosis (pp. 151-164). New York: Peter Lang.
3. Rieber, L. P. (1996). Seriously Considering Play: Designing Interactive Learning Environments Based on the Blending of Microworlds, Simulations, and Games. Educational Technology Research and Development, 44, 2, pp. 43-58.
On line at: http://it.coe.uga.edu/~lrieber/play.html
Supplemental:

1. Gordon, A. C. (1970). Origin and History of Serious Games. Games for Growth: Educational Games in the Classroom. Palo Alto, California: Science Research Associates, Incorporated.
2. Myers, D. (2003). The phenomena of computer game play. The Nature of Computer Games: Play as Semiosis (pp. 97-111). New York: Peter Lang.
3. http://www.gamezone.com/news/07_03_03_06_17PM.htm
4. http://www.wired.com/wired/archive/11.05/view.html?pg=1

Task:
Find an "educational" game online and play it. Then, think about the game you are designing and compare it to what you have been playing recently. How is your game "playful"? What is fun about it? Why would someone want to play it? How is your game 'educational"? What would someone learn from it? Why would someone want to learn that from your game?

Activity:
Thinking through your design... and a few sentences

November 3, 2004
Thinking through Design

Readings
1. Crawford, C. Common Mistakes. On Game Design (pp. 107-124). Indianapolis, Indiana: New Riders Publishing.
2 . Gee, J. P. (2003). Telling and Doing. What Video Games Have to Teach Us about Learning and Literacy (p.113-138). New York: Palgrave Macmillan.
3 . Jenkins, H. & Squire, K. (2002). The Art of Contested Spaces. In L. King (Ed.), Game On: The History and Culture of Videogames (pp. 64-75). New York: Universe Publishing.
4. Rollings, A. & Adams, E. Game Concepts. On Game Design (pp. 30-53). Indianapolis, Indiana: New Riders Publishing.

Group 4 Presentation of Readings

Task:
Go back to the educational game you played last week and see how the game (following Gee) does or does not solve the problem of “guidance on one hand” and "immersion in practice on the other". Then reflect on your own game that you are designing -- how does it/doesn't it compare?

Activity:
Given your readings on design for this week, reassess what you are doing with your game and how – what have you left out? What might you need to still consider?

November 10, 2004
“Design Elements”: Narrative, Character and Interactivity

Readings
1. Scholder, A. & Zimmerman, E. (2004). Re: Play: Game Design + Game Culture (pp.156-209 -- skim). New York: Eyebeam, Peter Lang.
2. Gee, J. P. (2003). Learning and Identity: What Does it Mean to be a Half-Elf? What Video Games Have to Teach Us about Learning and Literacy (p.51-72). New York: Palgrave Macmillan.
3. Jenkins, H. http://web.mit.edu/21fms/www/faculty/henry3/games&narrative.html
4. Poole, S. (2002). Character Forming. In L. King (Ed.), Game On: The History and Culture of Videogames (pp. 76-85). New York: Universe Publishing.

Activity:
What narrative elements have you selected? How have you designed your “characters”? Make your game more “interactive” – think through how you will do this and what you will change?


November 17, 2004
“Design Elements”: What makes a game “educational”?

Readings
1. Gee, J. P. (2003). Situated Meaning and Learning: What should you do after you have destroyed the global conspiracy? What Video Games Have to Teach Us about Learning and Literacy (p.73-112). New York: Palgrave Macmillan.
2. de Castell and Jenson, 2003, Serious Play. Online at: http://www.yorku.ca/jjenson/papers/aera2002.htm
3. Upitis, R. (1998). From Hackers to Luddites, Game Players to Game Creators: Profiles of Adolescents Using Technologies. Journal of Curriculum Studies, 30, 3, 293-318. Online at: http://www.yorku.ca/jjenson/gradcourse/upitis.pdf

Activity: TBA

November 24, 2004

The Finishing Touches
A whole five hours of “working together”.

December 1 , 2004
Final Presentation
This will include a “design document” and “walk through”, the narrative elements of the game, the “educational” considerations (i.e. how and what gamers will ‘learn’), theoretical framework/s (i.e. is it ‘fun’? how? Playability? Interface?), main concerns, problems and issues, what you learned and what it would look like if you had access to all the technical skills you needed to realize your ‘vision’.