Teachers

Second Game Project

The second round of computer is due on Friday. Students were allowed to partner with one other student to develop their games this time and the results are amazing.

Several groups went with more abstract concepts that have an engaging look and intriguing game play. One group is making a Galaga-Space Invaders cross-over game, while a couple of other groups are creating maze games.

Political Game

Attached below you will find a zipped version of our group game. We were challenged to make a game about the political system here in the US. We chose to make a game about the 270 Electoral votes needed to win the election.

We did some research, and found on http://www.270towin.com a wealth of information regarding how states are leaning now, how they've voted in the past, and how many times they voted for the winner. All of this went into the algorithms we developed during game development.

Curriculum Development

Take a look at the curriculum I've been developing.

http://docs.google.com/View?docid=dr84rr8_22fvdxb9ht

Game Camp 2008 Example Scenarios

Here are example scenarios for Game Camp 2008 that you may find useful.

Game0:  Not quite a game yet, move the Bee to get the flowers

Game1: An actual game, get the flowers before the time runs out.  Use class variable for numSoFar and numFlowers to determine if you have visited all the Flowers.  Win/lose conveyed to player via System.out.println.

Game2:  Same as game 1 but now the flower vibrate after then have been pollinated.  This is done with the getJumpDistance() and setJumpDistance() methods added to Flower.

Rubric Evaluation

Before beginning my evaluation discussion on the Assessment Rubric, I'd like to revisit the conversation we had during one of the first pedagogy sessions.

The question asked was do we use rubrics. As I remember, most did, but there was one participant who argued against them vehemently. The example given by this person was that when grading with rubrics she found that those that really weren't good programs scored high, and those that were good programs scored low.

Game Design Notes

Here are some notes on accessibility in game design from Henry Jenkins and Eitan Glinert (one of his students). Glinert has written a thesis on designing games that are accessible to everyone, including those with disabilities. He shares two key ideas:

Game State Step 1

Create a simple game with one keyboard-controlled sprite and one object to capture.  The win condition is the player must move their sprite into the other object.  When the player hits the other object they win.  Make this game have a splash screen, a win screen, and a lose screen.  The transition between these screens is to be controlled by the world class variable "gameState" and the code to make the transitions should be found in the World's act( ) method.  See game7 for example code.

Assignments

Here is a list of programming assignments.

 

  •   GameState Step1. Goal: to learn how to write the code that drives game state changes.
  • GameState Step2. Goal: to learn how to write the code that drives game state changes.
  • Animation.  Goal: to learn how to support multiple levels with game states.

 

The Act Method - The Heartbeat of Greenfoot

This has been a helpful metaphor for the act method during the class taught at Martin Luther King Jr. Early College. For example, instead of saying "in the act method, do this..." you would describe the act method as the heartbeat of the actor and consistently use the heartbeat metaphor throughout your instruction.

Day 6 & Reflections on Week 1

You can check my blog at
http://mhobkirk.wordpress.com for my experiences on Day 6, and a reflection on the week.

TGI Play: Day 6

"Make a game about sad."


M

Noodling, a working definition

Noodling:  The exploratory and creative process of going back and forth between the media/game authoring environment,
paper design, sketches, and narrative desires.  In short: "doodling" with the "noodle" to see what works, what doesn't, what
one discovers as possibilities, what limitations one finds, and how to work around those limitations.

Day 5 Blog

Journal 4 Questions

I do think I would explicity teach the process:
Design>Create>Play Test>Tune>Exhibit process. I know this process is not identical to, but I find it very similar to the SDLC (System Development Life Cycle). I think it would be good for students to understand what they are doing, and the process they're going through. Also it would be good lead in to Computer Science/Programming and then they could make the analogy to the SDLC.

TGI Play: Day 5

Humane Games Presentation

Journal Questions - Friday, June 27

What is your current thinking on the importance of enhancing creativity and developing innovative abilities in your students?

I think this is something that we should pursue. However, I think this is a little like teaching our students technology skills, it must be integrated, and be transparent. We can no longer teach "technology" classes. So anything to enhance creativity and innovative thinking must be done transparently and in the content and context of classes.

What is your current thinking on the roles of:

Inkscape Fix for those using Leopard

For those having problems with running the latest version of Inkscape (0.46) on Leopard, I found a solution that seems to fix the problem (at least, it did for me). Click here for a description of the problem. Read below for the solution that worked for me. Leave a comment if you try this and let us know the results.

Possible Humane Game Prompts

  • If there is one thing you could change to make the world better, what would it be?
  • Environmentally what do you think people your age could do to make this a greener world?
    • Locally
    • Nationally
    • Globally
  • What could you as a student do to make this a better school?
  • What would make this a better community to live in?
    • Financially
    • Environmentally
    • Esthetically
    • for families

Scenario Examples

Programming Text (2008)

This page has (will have) all the programming chapters attached.  

TGI Play: Day 3

Agenda

  1. Playtest
  2. 3rd Game with Formal Constraint
  3. Intro to Conceptual Constraints (communicative games; games about stuff)

Ground Rules for Playtesting

TGI Play: Day 2

Today we started with a short discussion of playtesting. Here are some quick points:

TGI Play: Day 1

First, we spent time going over a productive definition of games: "A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome." - Salen & Zimmerman 2004, p80

This definition is elaborated further here.

Further, it is important to create interesting constraints. We had an extended discussion of the meaning of "mechanic" as it relates to games. A few possible definitions follow:

Book08

The latest version of the book.

 

Here are links to some sample video tutorials.  Note, they are referenced in the

yellow boxes in chapter 1 of the book.  Chapter 1 is attached in .doc format.

Humane Games

Humane Games fit these categories:

School to Focus on Teaching with Games

The MacArthur foundation just granted $1.1 Million towards development of a school in New York City that will use “game design and game-inspired methods” to teach children. There are lots of interesting parallels to our work in this article. Katie Salen (author of Rules of Play) and the Gamelab Institute of Play are involved.

Day 5 Reflection

My most creative ambition is to open my own community center.

The obstacles that will effect it will be financial backing and collaboration with other community groups.

How do you respond when faced with:

* Superior intelligence or talent: I stay quiet and I do more following and listening then talking and leading.

* Stupidity, hostility, laziness, or indifference: I started to get frustrated and sometimes shut down. Cannot deal with people who will not try to compromise or try.

Day 8 Reflection

1. Of the six reading assignments, I read chapters 1-5

2. Somedays it was a lot to expect especially if we had a homework assignment for the Drawing and Pixel workshops. Maybe because we was at the school till 4:30 and then having to go home and cook, get other things done was hard.

3. If I had the book I would start early with the reading and at least have the first 3 to 4 chapters read so then I would be ahead and could do the other homework assignments. Maybe get the book a week before the camp starts because six chapters is not a lot to read.

Model Games For Health

Game Title: Fatworld

Publisher: Persuasive Games, Ian Bogost

URL: http://www.persuasivegames.com/games/game.aspx?game=fatworld

Further reading: http://www.wired.com/gaming/gamingreviews/magazine/15-07/pl_games

Model Socially Conscious Videogames

Game Title: PeaceMaker

Publisher: Impact Games

URL: http://www.peacemakergame.com/

Further reading: http://www.msnbc.msn.com/id/12423759/

Model Socially Conscious Videogames

Game Title: Food Force

Publisher: United Nations World Food Program (WFP)

URL: http://www.food-force.com/

Further Reading: http://www.watercoolergames.org/archives/000381.shtml

Model Socially Conscious Videogames

Game Title: A Force More Powerful

Publisher: International Center on Non-Violent Conflict

URL(s): http://www.afmpgame.com/

Further reading: http://www.aforcemorepowerful.org/game/

Model Socially Conscious Videogames

Game Title: Points of Entry

Publisher: Persuasive Games, Ian Bogost

URL: http://www.persuasivegames.com/games/game.aspx?game=nyt_immigration

Further Reading (press release):
http://www.emediawire.com/releases/2007/6/emw530449.htm

"The idea is that these games are op-ed content, and our editor is an editorial editor, and they live in the editorial section of the paper. So, from my perspective and that of my editors, the hook is for editorial readers, not for crossword puzzlers. That said, there's probably a pretty big overlap in those two categories."

Day 7 Reflection

1) My epistemological objective for my game is to build the students vocabulary using synonmys and antonyms also based vocabulary words.

2) The knowledge the students will gain from this game is vocabulary building long with word relationships.

3) The skills I hope to develope with my student will be analytical and critical thinking.

4) The value and identity I intend to explore how I think and being able to show relationships between words and ideas.

Day 6 Reflection

1) What my students value most is self expression. Wanting to have some personal touch to what they wear and what they turn in. Now some of this may very depending on the topic or assignment but the issue of self expression always comes up.

2) The topics or subjects that my students may select for their game (s) are:

* war * bullies * education/school

* school violence * gangs * relationships

Iteration

Lather, rinse, repeat if desired. Image is from the back of a shampoo bottle.

Iteration is an important concept for game design, and for all design activities, including the visual design and programming design. These activities make use of iterative improvement

Science makes use of iterative refinement, identifiying all variables, and making a change in only one variable at a time.

Day 4 Reflection

Today's sessions were really good. The programming has me confused again, but I know I will get it next week. The jargon is confusing which causes me to get frustrated. I know if I have more time it will begin to click and I will feel comfortable teaching my students.

Day 3 Reflection

1) By doing the kinestic exercise, it allowed me to see how the grid works and how the actors move with the programming language. With Scott explaining things as the people moved on the grid made so much more sense to me.

 

2) Yes I do understand the difference and today's activities really helped to get the visual.

 

3) Yes I think day 2 & 3 should be reversed because now the language makes sense and I know how to enter it into the system. This is a great program and I'm glad to be apart of it.

 

Tuesday 18, 2007

Today's lessons was good but I had a hard time with the programming and imputing commands. I did not finish it but I am slowly starting to understand. So is Greenfoot a free software or do we need to purchase it? Also can someone help me with putting the commands in tomorrow? The drawing assignment we had was hard. Not being able to look at what you are drawing and keeping the line going was very interesting but I still had fun doing it. Would like to do this with my students.

First Day at TGI

first day feeling out session

Feedback on Games
Kudos on allowing the class to freely dialog on their learning experience in relation to gaming design (Rafael)
Nice way to form rules around what the students (teachers) already knows. E.g. the instructions and skill sets were easily understood. I am not sure that everyone understood the difference between implicit and explicit as they were used. However the key points of the lesson were still understood.
Referenced the website but did not reference where on it to find the information requested.

First Gaming Blog

Today we learned how to use gaming software and how to use it in the classroom to enhance student achievement. I like th idea of starting with a free gesture drawing then scan it on the computer and maniplulate the drawing to fit your ideas and concept, but also to give the allusion of depth in your game.

Look Ma' no hands!!!!!

I can write this without the help of a net!!!!!

Spending per student per nation

The question arose today in Pedagogy about education spending per student per nation. CNN online points to a study with these figures:

http://www.cnn.com/2003/EDUCATION/09/16/sprj.sch.education.compared.ap/

ParaPundit has a quick critique of the method of comparison. It seems there should be a more nuanced look at the figures:

http://www.parapundit.com/archives/001633.html

It would be great to find more information on this subject. 

Chapter 2: Making your own scenario

It is now time to make our own scenario using the Greenfoot tool.  At the top menu bar of Greenfoot, select Scenario->New.  You will then be prompted for a name and to browse for a folder to put it in.  If you have not created a folder of scenarios, I suggest you create one now.  You can navigate to the place you want to put your scenario folder and then click on the "New Folder" button in the lower left to make the folder.  It will ask you for a folder name.  Now fill in the file name on the top to create your scenario.

Vocabulary

Teacher Gaming Institute/Pixels, Programming and Play
Pixels: Visual Assets
Instructor: Susan Meyer
Vocabulary Terms:

two-dimensional - having height and width.

line - 1. a point in motion.  2. a series of adjacent points.  3. a connection between points.  4. an implied connection between points.

plane – 1. an area that is essentially two-dimensional, having height and width.  2.  a flat or level surface.

Programming

Computer Programming   

Syndicate content