1. Why teach Game Making?
21st century skills -
Game making is an art form
HOMAGO
More Resources at:
http://michelleaubrecht.net/eTech_Resources.html
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4. Games are an Art Form
Museums exhibit games too!
The Art of Video Games at the Smithsonian American Art Museum
Toledo Museum of Art in Toledo, Ohio (June 19, 2014–September 28, 2014)
New York's Museum of Modern Art: permanent video game collection
iconic titles released between 1980 and 2009, Pac-Man, Tetris, SimCity 2000, The
Sims, EVE Online, Portal, Myst, Another World, vib-ribbon, Katamari Damacy, Dwarf
Fortress, flOW, Passage and Canabalt.
5. Cory Arcangel
Corey Arcangel
Japanese Driving game
I shot Andy Warhol
6. Eric Zimmerman
Interference, a game in which
you steal pieces from other players
7. Evan Meaney
Epilogue: The Well of Representation
8. Pippin Barr
Let's Play: Ancient Greek Punishment
9. HOMAGO
Hanging Out
Messing Around
Geeking Out
Hanging Out, Messing Around, And Geeking Out
Kids Living and Learning with New Media
By Mizuko Ito
YOUmedia is a collaboration between
the Chicago Public Library and Digital Youth Network
10. HANGING OUT
• Support spontaneity.
• Be perceived as low-risk and non-judgmental.
• Feel like "neutral" territory for youth who might be
coming from different places.
• Have flexible boundaries to allow coming and going.
• Actively support, reward, or
foster collaborative activity.
• Accentuate visibility of further participation, through
artifacts and activities, to encourage further
exploration.
11. MESSING AROUND
• Support self-directed, interest-driven activity.
• Support and encourage low-commitment entry points, such as commenting or feedback.
• Provide clear prompts for leveling up.
• Support the display of relevant artifacts and provide performance platforms.
• Create easy-access mechanisms for tinkering and making and doing.
• Take advantage of natural draws, like technology that youth want to use.
• Actively support, reward, or foster collaborative activity.
• Provide opportunities for conversation.
• Incorporate mentoring from adults with the expertise to provide encouragement and feedback.
• Stimulate further exploration, through people or access to cross/multimedia.
• Create convenient ways to connect to other related and interdisciplinary "messing around"
opportunities.
• Provide enough structure to make activities clear.
• Allow for experimentation, with "no right answer."
• Give youth some sense of ownership of what they did, through performance of physical artifacts or
seeing how they contributed to a larger effort.
12. GEEKING OUT
• Allow youth to level up in their areas of interest.
• Involve guided instruction from trained mentors,
institutional staff, or other media specialists.
• Offer hands-on workshops and projects centered
around making and doing.
• Provide opportunities for focused dialogue and
collaboration.
• Give youth avenues for performance and other ways of
publicly displaying their work.
• Challenge youth to grow in their pursuits.
18. Students make games
• Gamestar Mechanic (Mac or PC)
• Kodu – 3D (PC only)
• Atmosphir – 3D (mac only)
• Game Salad (mobile)
• Game Maker (Mac or PC) – intro to coding
Modding
• Little Big Planet – level design
• Sims
• Civilization
STEAM – the “A” is for Art. Art embodies a creative approach to understanding the world. Artists, like scientists, continually push the boundaries, seek new ways of expressing the known and the unknown world, and use all sorts of materials. Art communicates cultural values and social meaning (Keifer-Boyd, Amburgy, and Knight (2003). While many discussions about using video games for teaching and learning focus on how games support STEM areas, integrating socioemotional intelligence and art as part of the educational experience are also necessary (Gee & Hayes, 2010). They state, “there is no real divide between technology and art.” And, it is “the arts that drive us to see things in new ways leading to new solutions” (2010, p. 15). Fostering creativity is necessary because it is integral to problem solving (Robinson, 2006).
Analytical and critical thinking skills, problem solving, and evidence based reasoning and Systems thinking are all supported through playing most games. Games are both systems and models of systems.Monopoly is a system of real estate in a capitalist economy. Chess is a system of war and strategy.
Students can make a game about any existing system (even using paper and dice). Power Planets provides template or model for defining relationships and balanced play. Has anyone thought of something that isn’t part of a system?
YOUmedia is a collaboration between the Chicago Public Library and Digital Youth Networkhttp://youmediachicago.org/2-about-us/pages/64-digital-youth-network