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Game Design & Development Curricula:
History & Future Directions
Roger Altizer (Utah) • Tracy Fullerton (USC)
Andy Phelps (RIT) • Constance Steinkuehler (UCI/HEVGA)
Liz Lawley (RIT), moderator
Why This Panel?
New challenges as our field(s) mature(s)
– Existing programs: Are the benefits of developing shared “core”
outweighed by the risks/disadvantages?
– New programs: What core concepts/classes we need to include?
– Students: How do I compare/contrast/evaluate programs?
Airey, D., & Johnson, S. (1999). The
content of tourism degree courses in
the UK. Tourism Management, 20(2),
229–235.
All of this has happened before…
Timing is Everything
• Three rounds of questions
–History of curricular development at different
programs?
–Documentation efforts to date?
–What does the future hold?
• Four panelists x three rounds / 50 minutes
= ~4 min per answer
Round One: History
Reflections on the development of game
design and development curriculum at
panelists’ institutions, including both
conceptual and organizational challenges.
Round Two: Documentation
What efforts have been made to
research and document games-
related curricula?
To publish histories, guidelines,
and/or standards?
Round Three: Moving Forward
Where do we go from here?
How do we change, grow, and
differentiate while still maintaining
cohesion as a field (or fields)?
Resources
Zotero Bibliography
links.lawley.net/curriculum-bib
These Slides
links.lawley.net/fdg17-slides
Panel Proposal
links.lawley.net/fdg17-panel

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Game Design & Development Curricula: History & Future Directions (FDG 2017)

  • 1. Game Design & Development Curricula: History & Future Directions Roger Altizer (Utah) • Tracy Fullerton (USC) Andy Phelps (RIT) • Constance Steinkuehler (UCI/HEVGA) Liz Lawley (RIT), moderator
  • 2. Why This Panel? New challenges as our field(s) mature(s) – Existing programs: Are the benefits of developing shared “core” outweighed by the risks/disadvantages? – New programs: What core concepts/classes we need to include? – Students: How do I compare/contrast/evaluate programs?
  • 3. Airey, D., & Johnson, S. (1999). The content of tourism degree courses in the UK. Tourism Management, 20(2), 229–235. All of this has happened before…
  • 4. Timing is Everything • Three rounds of questions –History of curricular development at different programs? –Documentation efforts to date? –What does the future hold? • Four panelists x three rounds / 50 minutes = ~4 min per answer
  • 5. Round One: History Reflections on the development of game design and development curriculum at panelists’ institutions, including both conceptual and organizational challenges.
  • 6. Round Two: Documentation What efforts have been made to research and document games- related curricula? To publish histories, guidelines, and/or standards?
  • 7. Round Three: Moving Forward Where do we go from here? How do we change, grow, and differentiate while still maintaining cohesion as a field (or fields)?
  • 8.