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Game Design and Virtual Worlds for STEM+ Learning Online: Teachers as Game Masters HP Catalyst and Sloan-cAn  online  multi-university  learning  network  for  teaching,  sharing,  and engaging   21st  century  faculty and  learners  through  HP  technology and game  creation.
Bringing passion and engagement to the table…  Capturing the students (and the instructors) imagination! The realities of implementation and tough education technology choices A new role for teachers in the immersive virtual world… Larry Smarr, Founder and Director, Calit2… “the World Walkers…”
Introduction
Student Game Planning
Observations  and Conclusions  from HP Leadership Grant (Faculty and Researchers) Level of concentration (motivation) and collaboration (complexity of discussions) of the student teams increased Accuracy  of incorporation in combination of wireless technologies into the game simulation Dedication (through long hours) and engagement (in apparent intensity of work) were made apparent Engineering epistemology (way of creatively thinking as practitioner) was developed without significant overhead in the engineering courses Observation of spirited competition and pride of workmanship (quality and creativity)
Introduction
Technology realities How can you embrace and institutionalize emerging technology at your institution?
How do Engineering Students become Game Designers (without changing their degree)?  Learning fundamentals via playing games Actually, learning the basics of turn-based games Limiting overhead of becoming designers by bridging play to structure Deciphering game design elements in play Characters, Procedures, Rules, Objectives Translating game elements into learner course content  Relating physics and technology of wireless communications to game rules
Going to WAR! Understanding Character Development and Balance of Play
PowerPoint as a Graphic Design Tool for Non-graphic Design Students
PowerPoint as a Graphic Design Tool for Non-graphic Design Students
Digital Game-board: DyKnow running on HP Tablet PC
Design & Management Issues Design Team ,[object Object]
2 computer science students
1 graphic design student…and 1 year Issues Second Life vs. OpenSim Keeping the team engaged Assessment Interoperability
Game Masters, world walkers Transitioning from sage on the stage, beyond guide on the side, to

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Sloan c emergingtech_summer2011

  • 1. Game Design and Virtual Worlds for STEM+ Learning Online: Teachers as Game Masters HP Catalyst and Sloan-cAn online multi-university learning network for teaching, sharing, and engaging 21st century faculty and learners through HP technology and game creation.
  • 2. Bringing passion and engagement to the table… Capturing the students (and the instructors) imagination! The realities of implementation and tough education technology choices A new role for teachers in the immersive virtual world… Larry Smarr, Founder and Director, Calit2… “the World Walkers…”
  • 5. Observations and Conclusions from HP Leadership Grant (Faculty and Researchers) Level of concentration (motivation) and collaboration (complexity of discussions) of the student teams increased Accuracy of incorporation in combination of wireless technologies into the game simulation Dedication (through long hours) and engagement (in apparent intensity of work) were made apparent Engineering epistemology (way of creatively thinking as practitioner) was developed without significant overhead in the engineering courses Observation of spirited competition and pride of workmanship (quality and creativity)
  • 7. Technology realities How can you embrace and institutionalize emerging technology at your institution?
  • 8. How do Engineering Students become Game Designers (without changing their degree)? Learning fundamentals via playing games Actually, learning the basics of turn-based games Limiting overhead of becoming designers by bridging play to structure Deciphering game design elements in play Characters, Procedures, Rules, Objectives Translating game elements into learner course content Relating physics and technology of wireless communications to game rules
  • 9. Going to WAR! Understanding Character Development and Balance of Play
  • 10. PowerPoint as a Graphic Design Tool for Non-graphic Design Students
  • 11. PowerPoint as a Graphic Design Tool for Non-graphic Design Students
  • 12. Digital Game-board: DyKnow running on HP Tablet PC
  • 13.
  • 15. 1 graphic design student…and 1 year Issues Second Life vs. OpenSim Keeping the team engaged Assessment Interoperability
  • 16. Game Masters, world walkers Transitioning from sage on the stage, beyond guide on the side, to
  • 17. Where does the journey begin? Open source game frameworks Unwrapping the black box Bridging to the 3-D The conductor’s position: preparing the symphony Learner analytics & shaping the “campaign” Institutionalization of approachable technologies Integration of web and virtual The best things in life (may be) free
  • 18.
  • 19. Holliday, M. A. (1995). Incremental game development in an introductory programming course. Paper presented at the Proceedings of the 33rd annual on Southeast regional Conference.
  • 20. Shaffer, D. W. (2008). How Computer Games Help Children Learn (1 ed.). New York, NY: Palgrave Macmillan.
  • 21. Aldrich, C. (2004). Simulations and the future of learning: an innovative (and perhaps revolutionary) approach to e-learning (1 ed.). San Francisco, CA: Pfeiffer.
  • 22. Fullerton, T. (2008). Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games (2ed.).San Francisco: Morgan Kaufmann.
  • 23. Prensky, M. (2001). Digital game-based learning (1 ed.). St. Paul, MN: Paragon House.
  • 24. Ramesh, C., Rusu, A., Ismail, M., & Skoglund, M. (2007). TrACS: transceiver architecture and wireless channel simulator. Paper presented at the Proceedings of the 20th annual conference on Integrated circuits and systems design.