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Flipped, Agile,
      Gamiformed
Pedagogy for Game
            Design
              Bill Guschwan
           Columbia College
2012 Columbia Capstone Videogames
http://brokenthegame.com/




http://www.fearlesspdp.com/
Overview
Gamify vs. Gamiform
Flipped Constructivist vs. Traditional Classroom
Agile vs. Traditional Game Development
Flipped, Agile, Gamiformed Model of Game
 Development




                                                    3
Gamiform vs. Gamify
Gamiform is gamification using a metacircular
 evaluator (ME) as an epistemic game to elicit optimal
 intrinsic user behavior for an activity
  Gee and Shaffer
Star Trek Terraform, or forms of life (Wittgenstein
 lebensform)
Aristotle’s and Nagarjuna’s Formal Cause
Beyond Gamification
Gamiform is a specific type of gamification.
Gamiform affords binding of multiple roles in a
 unified game space.
Forms and Captures emergent roles and capacities.
Gameful (Jane McGonigal) or Meaningful Games
 (Amy Jo Kim) or Player Experience Design (Nicole
 Lazzaro)
  http://blog.superbetter.com/gameful-design/




                                                     5
Metacircular Evaluator
2 part process: evaluation and apply
Input to Apply is output of Eval and vice versa.
Iterative and recursive
Build Eval first part first
Evaluator as Embedded
Assessment Game
“Assessment as / for Learning” Formative
 R E Bennett
Game design as Application
Metagame (Eval)
Metagame uses drama theory.
Game with a focal point, goal has no solution but an
 agreed endpoint. It is an on-going re-design of the
 game.
It focuses on evaluation of apply part. It works on the
 “how” of the apply part.
Metagame decides how the game is designed, how the
 roles of players interact, and how they decide on a
 focal point.

                                                           8
Game (Apply)
Game is the Apply part of ME.
Game (Apply) and Metagame (Eval) is Gamiform.
They must communicate and interact iteratively.
Metagame persists with the Game when in
 production.




                                                   9
Gamiform Tetralemma
Nagarjuna and Aristotle.
1 It is a drama theory metagame. (Formal)
2 It is a game we design. (Material)
3 It is both a drama theory metagame and a game we
 design (Efficient: Formal plus Material)
4 It is neither a drama theory metagame nor a game
 we design (Final: Efficient produces Final)

1b It is the GAME we play.
 Order is important

                                                      10
GameDesign Tetralemma
Whiteboard Exercise
  Yin Yang 4 Part
BeachBall example
  2 flies, a bee, and a beachball




                                     11
Types of Assessment
Dungeon and Dragon
  Characters, Quests, XP
Award Experience Points
  Class Dojo iPad app http://www.classdojo.com/
Reward Experience Points for Quests
  Use Scrum stories
Peer to Peer points




                                                   12
Gamiform Examples
Parkinson’s Cognitive Assessment
 Game: Tapping mouse game to assess cogfunction
 Meta-game: Bind roles for clinician, researcher, patient
Pilates and Life over Cancer Game: Physical corrective
 exercise
  Meta-game: Bind role to optimize for Breath
Intro to Programming
  Game: Learn programming
  Meta-game: Bind roles such as reading code, sharing
   code, helping

                                                         13
Roots of Gamiform
Self is extended in space.
 William James,Mikhail Bakhtin, Erving Goffman,
   Marshall McLuhan, Martin Heidegger
To manage people you BIND roles to environment in
 time.
  “Person and the Situation”, Ross and Nisbett
  Kurt Lewin: Action research
       Spiral of steps, ... composed of planning action fact-finding
        about the result of the action (see citation below)
  Paulo Freire
  Lave and Wenger, “Community of Practice”

                                                                        14
Dialogic Self
The individual consciousness, lies on the borderline
  between oneself and the other... The word in language
  is half someone else's.

It becomes one’s "own" only when the speaker
  populates it with his own intentions, his own accent,
  when he appropriates the word, adapting it to his
  own semantic and expressive intention.
 On Dialogism and Heteroglossia (the other(s)' word)
  From Mikhail Bakhtin
Affordance Space
Need to provide an affinity space
  James Gee
Alternatively, affinity space is an affordance space.
You can think of an app as a space
  Verb as the canvas, nouns as the forms, and adjectives as
    the color (Foucault, Order of Things)
Game is an app that is designed to create space
  Space is integral to games



                                                           16
Epistemic Game Goal: Develop
team
Communication patterns: Most important predictor of a
 team’s success
   Team has Energy, Engagement, and Exploration
     http://hbr.org/2012/04/the-new-science-of-building-great-
      teams/ar/1
McCarthy protocol:
  Team = Software
  Requests, Hi bandwidth communication, and shared vision
Evaluate is Pre-production
  Cerny method
  Get 2 finished levels
Apply is Production
  Scale product
Game Design Goal:
Hunting vs. Herding
Verb as the canvas, nouns as the forms, and adjectives
 as the color
Pre-production verb is Hunting for Fun
  http://204.15.199.90/~davidkhu/wp-
   content/uploads/2012/01/Cautionary-Tales-from-the-
   Kalahari-1991.pdf
  Strategy: Opportunistic and “Emergent”
  Develop from a series of rapid response to activities
   which show promise
Production verb is Herding

                                                           18
Goal of Pre-Production (Hunting)
Metagame
A drama unfolds through episodes in which
 characters interact.
The episode is a period of preplay communication
 (hunting) between characters who, after
 communicating, act as players in a game that's
 constructed through the dialogue between them.
The action that follows the episode is the playing out
 of this game; it sets up the next episode.
 http://en.wikipedia.org/wiki/Drama_theory
Team Tools or Mechanics
Evaluation                     Apply
 McCarthy Protocols:           Help protocol
  Professional communication    Meet protocol
 LARG rules
Team Tools or Mechanics
Evaluation                   Apply
 Emotional Kanban: Emotional  Checkin
Team Tools or Mechanics
Evaluation            Apply
 Scrum: Engagement    Scrum checkin: what have
                        you done, what are you
                        working on, and what is
                        blocking you
Goal of Game Design
Great Games.
Pedagogy
Evaluation                        Apply
 Constructivist                   Exercise: Campfire and
 Create an affinity space          talking stick
  (James Gee)
 Allow multiple Subject Matter
  Experts to join “space”
 Rhizomatic vs. Hierarchy
 Games are affinity spaces
 Reggio Emilia, Paidea
Class Pedagogy
Evaluation                          Apply
 Live Hunting Roleplaying           Demonstrate Dungeon Master
  Game (LHRG)                        Exercise:
 Instructor is dungeonmaster        Salsa circle to incant
 Hunt is for fun
                                     Enter imagination zone:
 Students are characters
                                      Personal alignment and call /
 Grades                              response
 Level up with Experience Points
  (XP)
Metacircular Evaluator
 In other words, organizational life consists of learning (hunting) and
  performance (herding) following each other in an endless cycle of what
  ought to be a creative process of "continual improvement." Strategy is an
  intermediate product in this process;
 as an output of the learning organization, it articulates what the
  organization has learned and coordinates its experience. As an input to the
  performance organization it specifies goals and tasks, and informs its
  behavior.
 In short, strategy is at the nexus of the twin organizational structures of the
  woven matrix (tantra) and the twin cognitive structures of text and context,
  information and meaning, the "melody" and the "rhythm" that are required
  to resolve the existential tensions. (David K Hu, p 84)


                                                                                    26
Useful Links:
www.seriousplayconference.com
www.seriousgamesdirectory.com
www.seriousgamesassociation.com

Contact:
sbohle@seriousgamesassociation.com

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"Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

  • 1. Flipped, Agile, Gamiformed Pedagogy for Game Design Bill Guschwan Columbia College
  • 2. 2012 Columbia Capstone Videogames http://brokenthegame.com/ http://www.fearlesspdp.com/
  • 3. Overview Gamify vs. Gamiform Flipped Constructivist vs. Traditional Classroom Agile vs. Traditional Game Development Flipped, Agile, Gamiformed Model of Game Development 3
  • 4. Gamiform vs. Gamify Gamiform is gamification using a metacircular evaluator (ME) as an epistemic game to elicit optimal intrinsic user behavior for an activity Gee and Shaffer Star Trek Terraform, or forms of life (Wittgenstein lebensform) Aristotle’s and Nagarjuna’s Formal Cause
  • 5. Beyond Gamification Gamiform is a specific type of gamification. Gamiform affords binding of multiple roles in a unified game space. Forms and Captures emergent roles and capacities. Gameful (Jane McGonigal) or Meaningful Games (Amy Jo Kim) or Player Experience Design (Nicole Lazzaro) http://blog.superbetter.com/gameful-design/ 5
  • 6. Metacircular Evaluator 2 part process: evaluation and apply Input to Apply is output of Eval and vice versa. Iterative and recursive Build Eval first part first
  • 7. Evaluator as Embedded Assessment Game “Assessment as / for Learning” Formative R E Bennett Game design as Application
  • 8. Metagame (Eval) Metagame uses drama theory. Game with a focal point, goal has no solution but an agreed endpoint. It is an on-going re-design of the game. It focuses on evaluation of apply part. It works on the “how” of the apply part. Metagame decides how the game is designed, how the roles of players interact, and how they decide on a focal point. 8
  • 9. Game (Apply) Game is the Apply part of ME. Game (Apply) and Metagame (Eval) is Gamiform. They must communicate and interact iteratively. Metagame persists with the Game when in production. 9
  • 10. Gamiform Tetralemma Nagarjuna and Aristotle. 1 It is a drama theory metagame. (Formal) 2 It is a game we design. (Material) 3 It is both a drama theory metagame and a game we design (Efficient: Formal plus Material) 4 It is neither a drama theory metagame nor a game we design (Final: Efficient produces Final) 1b It is the GAME we play. Order is important 10
  • 11. GameDesign Tetralemma Whiteboard Exercise Yin Yang 4 Part BeachBall example 2 flies, a bee, and a beachball 11
  • 12. Types of Assessment Dungeon and Dragon Characters, Quests, XP Award Experience Points Class Dojo iPad app http://www.classdojo.com/ Reward Experience Points for Quests Use Scrum stories Peer to Peer points 12
  • 13. Gamiform Examples Parkinson’s Cognitive Assessment Game: Tapping mouse game to assess cogfunction Meta-game: Bind roles for clinician, researcher, patient Pilates and Life over Cancer Game: Physical corrective exercise Meta-game: Bind role to optimize for Breath Intro to Programming Game: Learn programming Meta-game: Bind roles such as reading code, sharing code, helping 13
  • 14. Roots of Gamiform Self is extended in space. William James,Mikhail Bakhtin, Erving Goffman, Marshall McLuhan, Martin Heidegger To manage people you BIND roles to environment in time. “Person and the Situation”, Ross and Nisbett Kurt Lewin: Action research  Spiral of steps, ... composed of planning action fact-finding about the result of the action (see citation below) Paulo Freire Lave and Wenger, “Community of Practice” 14
  • 15. Dialogic Self The individual consciousness, lies on the borderline between oneself and the other... The word in language is half someone else's. It becomes one’s "own" only when the speaker populates it with his own intentions, his own accent, when he appropriates the word, adapting it to his own semantic and expressive intention.  On Dialogism and Heteroglossia (the other(s)' word) From Mikhail Bakhtin
  • 16. Affordance Space Need to provide an affinity space James Gee Alternatively, affinity space is an affordance space. You can think of an app as a space Verb as the canvas, nouns as the forms, and adjectives as the color (Foucault, Order of Things) Game is an app that is designed to create space Space is integral to games 16
  • 17. Epistemic Game Goal: Develop team Communication patterns: Most important predictor of a team’s success  Team has Energy, Engagement, and Exploration  http://hbr.org/2012/04/the-new-science-of-building-great- teams/ar/1 McCarthy protocol:  Team = Software  Requests, Hi bandwidth communication, and shared vision Evaluate is Pre-production  Cerny method  Get 2 finished levels Apply is Production  Scale product
  • 18. Game Design Goal: Hunting vs. Herding Verb as the canvas, nouns as the forms, and adjectives as the color Pre-production verb is Hunting for Fun http://204.15.199.90/~davidkhu/wp- content/uploads/2012/01/Cautionary-Tales-from-the- Kalahari-1991.pdf Strategy: Opportunistic and “Emergent” Develop from a series of rapid response to activities which show promise Production verb is Herding 18
  • 19. Goal of Pre-Production (Hunting) Metagame A drama unfolds through episodes in which characters interact. The episode is a period of preplay communication (hunting) between characters who, after communicating, act as players in a game that's constructed through the dialogue between them. The action that follows the episode is the playing out of this game; it sets up the next episode. http://en.wikipedia.org/wiki/Drama_theory
  • 20. Team Tools or Mechanics Evaluation Apply  McCarthy Protocols:  Help protocol Professional communication  Meet protocol  LARG rules
  • 21. Team Tools or Mechanics Evaluation Apply  Emotional Kanban: Emotional  Checkin
  • 22. Team Tools or Mechanics Evaluation Apply  Scrum: Engagement  Scrum checkin: what have you done, what are you working on, and what is blocking you
  • 23. Goal of Game Design Great Games.
  • 24. Pedagogy Evaluation Apply  Constructivist  Exercise: Campfire and  Create an affinity space talking stick (James Gee)  Allow multiple Subject Matter Experts to join “space”  Rhizomatic vs. Hierarchy  Games are affinity spaces  Reggio Emilia, Paidea
  • 25. Class Pedagogy Evaluation Apply  Live Hunting Roleplaying  Demonstrate Dungeon Master Game (LHRG)  Exercise:  Instructor is dungeonmaster  Salsa circle to incant  Hunt is for fun  Enter imagination zone:  Students are characters Personal alignment and call /  Grades response  Level up with Experience Points (XP)
  • 26. Metacircular Evaluator  In other words, organizational life consists of learning (hunting) and performance (herding) following each other in an endless cycle of what ought to be a creative process of "continual improvement." Strategy is an intermediate product in this process;  as an output of the learning organization, it articulates what the organization has learned and coordinates its experience. As an input to the performance organization it specifies goals and tasks, and informs its behavior.  In short, strategy is at the nexus of the twin organizational structures of the woven matrix (tantra) and the twin cognitive structures of text and context, information and meaning, the "melody" and the "rhythm" that are required to resolve the existential tensions. (David K Hu, p 84) 26

Hinweis der Redaktion

  1. http://mitpress.mit.edu/sicp/full-text/sicp/book/node77.html
  2. http://www.lifeovercancer.com/
  3. http://en.wikipedia.org/wiki/Action_research
  4. http://www9.georgetown.edu/faculty/irvinem/theory/bakhtin-maintheory.html
  5. http://buridansblog.wordpress.com/2012/05/17/the-three-es-to-high-performance-teams-energy-engagement-and-exploration/ http://hbr.org/2012/04/executive-summaries/es/1 http://www.mccarthyshow.com/the-core-protocols-online/ http://www.slideshare.net/holtt/cerny-method
  6. http://en.wikipedia.org/wiki/Drama_theory