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The Goal
• Build a playable educational game in less than
2 hours.
The Quality of the Product Will be
Evaluated on Effectiveness in 5
Categories
• Goals
• Rules
• Feedback
• Choice
• Playfulness
Think about a Game You Know. How
does it Meet these Criteria?
• Game Choices: Chess, The Sports Network 2TM
• Chess: 3 minutes, read silently to self
• The Sports Network 2
– Fill out goals (whole group, 1 min)
– Fill out rules (pairs, share out, 3 min)
– Fill out remainder (jigsaw, 5 min)
– Review (5 min)
Foundations of Rapid-Prototyping
1. Determine Concept
2. Determine Quickest Path to Achieve Concept
3. Implement Design
4. Test Design
5. Determine
1. If test demonstrates any important lessons about core concept
(does it need to change? How?)
2. If test demonstrates any important design considerations for
improving prototype performance
6. Select lessons from #5 that will inform new design
priorities
7. Repeat sets 3-6 until Goal is Met (or time runs out)
The Goal (again)
• Build a playable educational game in less than
2 hours.
The Rules
1. Teams are composed of 3-5 participants.
2. Teams must design a learning game in 105 minutes and must
present the game features in less than 6 minutes to a judge or
panel of judges.
3. Each game is judged on 5 categories (goals, rules, feedback,
choice, & playfulness).
4. Each of the 5 categories has 3 points that represent the elements
of the category that are essential for effective design.
5. Each teams rolls a die that assigns that team one of the 5
categories to apply a 3x multiplier effect to the final score.
6. Teams cannot spy on other teams.
7. Teams that violate time rules receive point deductions determined
by house judges.
The Feedback
• Coaches
• Mini-pitches to Judges @12:30
• PLAY-TESTING!
• Roving coaches
• Self-evaluation on rubric
• Final Judges Panel
The Choice
• What problem will you solve, or what lesson
will you teach?
• What genre of game will you develop?
• What are your rules?
• What is your feedback mechanism?
• Etc.
The Spirit of Playfulness
• Have fun!!
Return From Lunch
What are your take-aways?

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GBLNYC August 2014 Workshop Slides

  • 1.
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8. The Goal • Build a playable educational game in less than 2 hours.
  • 9. The Quality of the Product Will be Evaluated on Effectiveness in 5 Categories • Goals • Rules • Feedback • Choice • Playfulness
  • 10. Think about a Game You Know. How does it Meet these Criteria? • Game Choices: Chess, The Sports Network 2TM • Chess: 3 minutes, read silently to self • The Sports Network 2 – Fill out goals (whole group, 1 min) – Fill out rules (pairs, share out, 3 min) – Fill out remainder (jigsaw, 5 min) – Review (5 min)
  • 11. Foundations of Rapid-Prototyping 1. Determine Concept 2. Determine Quickest Path to Achieve Concept 3. Implement Design 4. Test Design 5. Determine 1. If test demonstrates any important lessons about core concept (does it need to change? How?) 2. If test demonstrates any important design considerations for improving prototype performance 6. Select lessons from #5 that will inform new design priorities 7. Repeat sets 3-6 until Goal is Met (or time runs out)
  • 12. The Goal (again) • Build a playable educational game in less than 2 hours.
  • 13. The Rules 1. Teams are composed of 3-5 participants. 2. Teams must design a learning game in 105 minutes and must present the game features in less than 6 minutes to a judge or panel of judges. 3. Each game is judged on 5 categories (goals, rules, feedback, choice, & playfulness). 4. Each of the 5 categories has 3 points that represent the elements of the category that are essential for effective design. 5. Each teams rolls a die that assigns that team one of the 5 categories to apply a 3x multiplier effect to the final score. 6. Teams cannot spy on other teams. 7. Teams that violate time rules receive point deductions determined by house judges.
  • 14. The Feedback • Coaches • Mini-pitches to Judges @12:30 • PLAY-TESTING! • Roving coaches • Self-evaluation on rubric • Final Judges Panel
  • 15. The Choice • What problem will you solve, or what lesson will you teach? • What genre of game will you develop? • What are your rules? • What is your feedback mechanism? • Etc.
  • 16. The Spirit of Playfulness • Have fun!!
  • 18.
  • 19.
  • 20.
  • 21. What are your take-aways?

Notas del editor

  1. 5 min.
  2. 1 min
  3. 1 min
  4. 1 min
  5. There’s a reason we’re all here… we understand how crappy the learning experience, as well as the learning outcomes, often are for learners of all types. It’s monotonous, boring, etc. We’re here to change that…. To learn how to effectively change that.
  6. 1 min. Mention Minecraft and WoW.
  7. 1 min.
  8. 3 min.
  9. 1 min
  10. 1 min