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Lets make a game workshop ser play orlando 2019

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Lets make a game workshop ser play orlando 2019

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Christopher Crowell, Founder | Crowell Interactive Inc

Make a Game WORKSHOP

Class size Limited. Requires Sign-up at Registration

In this workshop Chris will take self-formed teams of educators through his proven process of making a game from a curriculum concept of their choice. As the teams collaboratively create a new game prototype, lively discussion during each development stage will inform decisions about resources, game design and player experience, providing an understanding of the framework. As an outcome, educators will have experiential learning about creating an experiential learning experience, it’s like some kind of “Experience-ception”! They also come away with an ‘ugly paper prototype’ that they can take back to their classrooms for further development.

Outcomes:

Ugly playable game prototype that can be taken back to classroom for further development.
Understanding of, and experience with, a proven process of developing a concept into a game.
Confidence to personally develop, or lead students in developing, educational games that are engaging and effective.
Knowledge that games are not only fun to play, they are fun to create!


Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019

Christopher Crowell, Founder | Crowell Interactive Inc

Make a Game WORKSHOP

Class size Limited. Requires Sign-up at Registration

In this workshop Chris will take self-formed teams of educators through his proven process of making a game from a curriculum concept of their choice. As the teams collaboratively create a new game prototype, lively discussion during each development stage will inform decisions about resources, game design and player experience, providing an understanding of the framework. As an outcome, educators will have experiential learning about creating an experiential learning experience, it’s like some kind of “Experience-ception”! They also come away with an ‘ugly paper prototype’ that they can take back to their classrooms for further development.

Outcomes:

Ugly playable game prototype that can be taken back to classroom for further development.
Understanding of, and experience with, a proven process of developing a concept into a game.
Confidence to personally develop, or lead students in developing, educational games that are engaging and effective.
Knowledge that games are not only fun to play, they are fun to create!


Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019

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Lets make a game workshop ser play orlando 2019

  1. 1. WELCOME TO THE “Let’s Make A Game” Workshop The 3 Hour Version Facilitated by Chris Wombat Crowell Performed by “You” Copyright Crowell Interactive Inc.
  2. 2. Workshop Schedule 9:00AM to 12:00PM Copyright Crowell Interactive Inc Workshop schedule Start Time End Time Minutes per Activity Start 9:00 9:05 5 • Meet your neighbors while we wait for stragglers Intro 9:05 9:15 10 • Workshop Goals • Meet Presenters • Establish Goals and Process Form Teams 9:15 9:25 10 • Discuss and Move to form teams based on curriculum Concept Phase 9:25 10:10 45 • Educational Concepts and Outcomes • Limits and Rules • Gameplay Description Prototyping Phase 10:10 11:10 60 • Create Rules & Pieces • Playtest & Iterate Post Mortem 11:10 11:40 30 • Assessment: • Quick Share! • Goals met? • Process Ups and Downs? Wrap Up 11:40 11:50 10 • Other Resources • Contact Info • Q & A End 11:50 • All done! Pack up your game and go.
  3. 3. Workshop Schedule 9:00AM to 12:00PM Copyright Crowell Interactive Inc Workshop schedule Start Time End Time Minutes per Activity Start 9:00 9:05 5 • Meet your neighbors while we wait for stragglers Intro 9:05 9:15 10 • Workshop Goals • Meet Presenter • Establish Goals and Process Form Teams 9:15 9:25 10 • Discuss and Move to form teams based on curriculum Concept Phase 9:25 10:10 45 • Educational Concepts and Outcomes • Limits and Rules • Gameplay Description Prototyping Phase 10:10 11:10 60 • Create Rules & Pieces • Playtest & Iterate Post Mortem 11:10 11:40 30 • Assessment: • Quick Share! • Goals met? • Process Ups and Downs? Wrap Up 11:40 11:50 10 • Other Resources • Contact Info • Q & A End 11:50 • All done! Pack up your game and go.
  4. 4. Who is this guy? • Chris Wombat Crowell • Game Design and Creative Direction since 1994 • Worked At Electronic Arts, Maxis, Ubisoft, others • Now working as Crowell Interactive to assist educators like you to create awesome Game Based Learning and Educational Gamification Copyright Crowell Interactive Inc
  5. 5. Why use Games to teach? • Great way to apply and consolidate content • Requires Design Thinking (by teachers & students!) • Hits ALL the 21st Century Learning Skills • Collaboration • Critical Thinking • Creativity • Multidisciplinary • Multimodal • Maker Space • Can be used by YOU! Copyright Crowell Interactive Inc
  6. 6. What are we doing here? Learning a proven process that has been used successfully to create effective and engaging Game Based Learning games. Copyright Crowell Interactive Inc
  7. 7. Workshop Elements We WON’T be doing •Using a Toolkit or Software •Making a polished final game •Making a Digital Game •Being bored watching me do all the fun stuff! Copyright Crowell Interactive Inc
  8. 8. Workshop Elements We WILL be doing • Learning by Doing! • Using Best Practices • Identifying Goals and Constraints • Concepting game ideas that deliver those goals • Playtesting and making changes to get closer to the goals • Analyzing what worked and what didn’t • Working as a team • Everyone contributes • Stay focused on the Goals, not your own preferences • Ensure that the game uses sound design principles and pedagogy • Delivering an ugly prototype that we are satisfied with Copyright Crowell Interactive Inc
  9. 9. Workshop Outcome Gain confidence and experience by using a process that develops a concept into a prototype. Copyright Crowell Interactive Inc
  10. 10. Roles Today! Moderator Roles •Producer Role • Guiding the Process • Making Final Decisions • Watching the Clock (please help with this!) •Lead Designer • Ensuring all the Project Goals are included in the Game Experience • Droning on about Game Design Principles Copyright Crowell Interactive Inc
  11. 11. Roles Today! YourRoles • Educator – deliver all the information about the curriculum, pedagogy, assessment, and anything else. • Designer – figure out how to make all of the above fun while ensuring the learning goals are achieved. • Artist – minimal since the game product today is an ugly prototype. So just have fun with that. • Writer – Words matter. Rules and anything else that needs writerly thinks. • Playtester – Play the game objectively and subjectively Copyright Crowell Interactive Inc
  12. 12. Workshop Schedule 9:00AM to 12:00PM Copyright Crowell Interactive Inc Workshop schedule Start Time End Time Minutes per Activity Start 9:00 9:05 5 • Meet your neighbors while we wait for stragglers Intro 9:05 9:15 10 • Workshop Goals • Meet Presenters • Establish Goals and Process Form Teams 9:15 9:25 10 • Discuss and Move to form teams based on curriculum Concept Phase 9:25 10:10 45 • Educational Concepts and Outcomes • Limits and Rules • Gameplay Description Prototyping Phase 10:10 11:10 60 • Create Rules & Pieces • Playtest & Iterate Post Mortem 11:10 11:40 30 • Assessment: • Quick Share! • Goals met? • Process Ups and Downs? Wrap Up 11:40 11:50 10 • Other Resources • Contact Info • Q & A End 11:50 • All done! Pack up your game and go.
  13. 13. Declare Types of Curriculum and Form Teams! Copyright Crowell Interactive Inc Math! Emotions! History! Biology!
  14. 14. Form Teams! 1. Mingle! 2. Form teams! 1. Form teams of 6-8 at a table. Copyright Crowell Interactive Inc
  15. 15. Workshop Schedule 9:00AM to 12:00PM Copyright Crowell Interactive Inc Workshop schedule Start Time End Time Minutes per Activity Start 9:00 9:05 5 • Meet your neighbors while we wait for stragglers Intro 9:05 9:15 10 • Workshop Goals • Meet Presenters • Establish Goals and Process Form Teams 9:15 9:25 10 • Discuss and Move to form teams based on curriculum Concept Phase 9:25 10:10 45 • Design Overview 5 • Curriculum, Concepts, and Outcomes 5 • Scenarios, Actions and Choices 15 • Gameplay Description 10 • Finalize Concept 10 Prototyping Phase 10:10 11:10 60 • Create Rules & Pieces • Playtest & Iterate Post Mortem 11:10 11:40 30 • Assessment: • Quick Share! • Goals met? • Process Ups and Downs? Wrap Up 11:40 11:50 10 • Other Resources • Contact Info • Q & A End 11:50 • All done! Pack up your game and go.
  16. 16. Starting the Concept Phase Copyright Crowell Interactive Inc
  17. 17. Design Overview: Identify Goals for Prototype •Time: 5 Minutes •Deliverable: A clear idea of success criteria for your prototype. •Medium: Moderator Presentation •Process: • What level of learning is desired? • How hardcore should this experience be? • How long should a play session run? • Basic Gameplay Loop Copyright Crowell Interactive Inc
  18. 18. Design Overview: Level of Learning Awareness Copyright Crowell Interactive Inc Expert
  19. 19. Design Overview: How Hardcore is the Game? Casual Copyright Crowell Interactive Inc Simulation
  20. 20. Design Overview: Length of Play Session? Quick Session Copyright Crowell Interactive Inc Marathon
  21. 21. Design Overview: Basic Loop of Play Copyright Crowell Interactive Inc Observe Try to Understand Plan Choices! Execute Did it work?
  22. 22. Concept: Choose slice of Curriculum to focus on •Time: 5 Minutes •Deliverable: A Curriculum section that the game will address. •Process: Identify some choices and discuss pro’s and con’s • Ripe for game based approach: “Just reading about this was boring” • Relevance: How is it important to real life? Copyright Crowell Interactive Inc
  23. 23. Concept: Deep Dive on Curriculum Concepts •Time: 10 Minutes •Deliverable: 1 Concept that players will take away. •Process: Identify a few different concepts and evaluate them •Are there usable systems associated with the concept? •Discuss real world actions that use them •Choose the one that teaches best + is fun to play Copyright Crowell Interactive Inc
  24. 24. Concept: Define Gameplay • Time: 15 Minutes • Deliverable: • 1 – 2 Actions that players will perform as the key gameplay • The Gameplay Flow (do this first, then this, then this) • Success and Fail conditions (1st Pass) • Process: 1. Discuss scenarios that require the player to make choices based on their understanding the concepts. 2. Define the actions the player would do that use the concepts. 3. Show how player choices and actions can lead to winning or losing 4. What are the rules for performing, succeeding, and failing the actions. Copyright Crowell Interactive Inc.
  25. 25. Concept: Final Concept • Time: 10 Minute to finalize the Concept • NOTE – playtest will almost certainly evolve the game here. But it is essential to have a concept that COULD work as a starting point. • Deliverable: Concept doc noting the following bullet points: • Target Audience • Outcomes: Curriculum and Concepts • Narrative: Scenario and role of player(s) • Gameplay: • How player choices and actions lead to learning outcomes. • How players Succeed or Fail • Process: Clarify and write up the Final Concept Copyright Crowell Interactive Inc
  26. 26. Workshop Schedule 9:00AM to 12:00PM Copyright Crowell Interactive Inc Workshop schedule Start Time End Time Minutes per Activity Start 9:00 9:05 5 • Meet your neighbors while we wait for stragglers Intro 9:05 9:15 10 • Workshop Goals • Meet Presenters • Establish Goals and Process Form Teams 9:15 9:25 10 • Discuss and Move to form teams based on curriculum Concept Phase 9:25 10:10 45 • Educational Concepts and Outcomes • Limits and Rules • Gameplay Description Prototyping Phase 10:10 11:10 60 • Create Rules & Pieces • Playtest & Iterate Post Mortem 11:10 11:40 30 • Assessment: • Quick Share! • Goals met? • Process Ups and Downs? Wrap Up 11:40 11:50 10 • Other Resources • Contact Info • Q & A End 11:50 • All done! Pack up your game and go.
  27. 27. Begin Prototype Phase Copyright Crowell Interactive Inc
  28. 28. Prototype: Create, Play, Review, Evolve • Time: 60 Minutes • Deliverable: Ugly Prototype that achieves the Goals. • Process: See chart ➔ 1: Create/Update • Create and Update the game pieces and rules 2: Playtest • Watch for Blockages • Increasingly depend on Rules exactly as written. Note needed changes. 3: Review • Are Concepts being used as gameplay? • Pedagogy solid? • Meaningful choices? • Balance: Easy/Hard • What should be changed? Copyright Crowell Interactive Inc
  29. 29. Workshop Schedule 9:00AM to 12:00PM Copyright Crowell Interactive Inc Workshop schedule Start Time End Time Minutes per Activity Start 9:00 9:05 5 • Meet your neighbors while we wait for stragglers Intro 9:05 9:15 10 • Workshop Goals • Meet Presenters • Establish Goals and Process Form Teams 9:15 9:25 10 • Discuss and Move to form teams based on curriculum Concept Phase 9:25 10:10 45 • Educational Concepts and Outcomes • Limits and Rules • Gameplay Description Prototyping Phase 10:10 11:10 60 • Create Rules & Pieces • Playtest & Iterate Post Mortem 11:10 11:40 30 • Assessment • Quick Share! • Goals met? • Process Ups and Downs? Wrap Up 11:40 11:50 10 • Other Resources • Contact Info • Q & A End 11:50 • All done! Pack up your game and go.
  30. 30. Post Mortem: Review The Process • Time: 30 Minutes to share and review the experience • Deliverable: • Each team gives 2 minute presentation about their game • Intended Outcomes: • Curriculum Concepts • Gameplay • Satisfaction with results • Process: • Did we meet the Goals in: • Education? • Pedagogy? • Engagement? • What Went Right? • Next Time We Should…? Copyright Crowell Interactive Inc
  31. 31. Post Mortem: Regarding The Process The workshop was focused on a specific flavor of Game Based Learning game But with tweaking, the process works for any game development project you want to conceptualize. Copyright Crowell Interactive Inc
  32. 32. Workshop Schedule 9:00AM to 12:00PM Copyright Crowell Interactive Inc Workshop schedule Start Time End Time Minutes per Activity Start 9:00 9:05 5 • Meet your neighbors while we wait for stragglers Intro 9:05 9:15 10 • Workshop Goals • Meet Presenters • Establish Goals and Process Form Teams 9:15 9:25 10 • Discuss and Move to form teams based on curriculum Concept Phase 9:25 10:10 45 • Educational Concepts and Outcomes • Limits and Rules • Gameplay Description Prototyping Phase 10:10 11:10 60 • Create Rules & Pieces • Playtest & Iterate Post Mortem 11:10 11:40 30 • Assessment: • Quick Share! • Goals met? • Process Ups and Downs? Wrap Up 11:40 11:50 10 • Other Resources • Contact Info • Q & A End 11:50 • All done! Pack up your game and go.
  33. 33. Q & A + Resources Chris Info • chris@crowellinteractive.ca • www.crowellinteractive.ca • www.linkedin.com/in/chriswombatcrowell Copyright Crowell Interactive Inc •Time: 10 Minutes to ask final questions •Process: Ask Questions! Some Other Resources: Gamasutra Game Design • https://gamasutra.com/category/design/ • Learning Games Network • learninggamesnetwork.org/ Game Jam Guide pdf • bit.ly/GJGuide Teacher Pioneers pdf • press.etc.cmu.edu/index.php/product/teacher-pioneers/
  34. 34. Workshop Schedule 9:00AM to 12:00PM Copyright Crowell Interactive Inc Workshop schedule Start Time End Time Minutes per Activity Start 9:00 9:05 5 • Meet your neighbors while we wait for stragglers Intro 9:05 9:15 10 • Workshop Goals • Meet Presenters • Establish Goals and Process Form Teams 9:15 9:25 10 • Discuss and Move to form teams based on curriculum Concept Phase 9:25 10:10 45 • Educational Concepts and Outcomes • Limits and Rules • Gameplay Description Prototyping Phase 10:10 11:10 60 • Create Rules & Pieces • Playtest & Iterate Post Mortem 11:10 11:40 30 • Assessment: • Quick Share! • Goals met? • Process Ups and Downs? Wrap Up 11:40 11:50 10 • Other Resources • Contact Info • Q & A End 11:50 • All done! Pack up your game and go.

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