class schedule
Jan. 9
Week 0: Introduction to instructional games.
Introductions and syllabus review. Begin reading assignments. Look into / play Zork I. Begin researching educational game for review.
Jan. 16
Week 1: What are instructional games? Research, classifications and culture
NEW READING
Dempsey, J. V., Rasmussen, K., & Lucassen, B. (1996). The Instructional Gaming Literature: Implications and 99 Sources (Technical Report 96-1): University of South Alabama.
Track A
Wolf, M. J. P. (2001). Chapter 6: Genre and the video game. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 113-134). Austin: University of Texas Press.
Holland, W., Jenkins, H., & Squire, K. (2003). Chapter 1: Theory by design. In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 25-46). New York: Routledge.
Track B
Virvou, M., Katsionis, G., & Manos, K. (2005). Combining software games with education: Evaluation of its educational effectiveness. Educational Technology & Society, 8(2), 54-65.
Jan. 23
Week 2: : Instructional games and learning
NEW READING
Dempsey, J. V., Rasmussen, K., Haynes, L. L., & Casey, M. S. (1997). An Exploratory Study of Forty Computer Games (COE Technical Report No. 97-2): University of South Alabama.
Track A
Hayes, E.Find out who you really are: Adult learning in virtual worlds.
Kirriemuir, J. (2002). Video gaming, education and digital learning technologies. D-Lib Magazine, 8.
Kirriemuir, J., & McFarlane, A.Use of computer and video games in the classroom.
Track B
Squire, K., Barnett, M., Grant, J. M., & Higginbotham, T. (2003). Electromagnetism supercharged! Learning physics with digital simulation games. Paper presented at the International Conference of the Learning Sciences 2004 (ICLS 04), Santa Monica, CA.
Koster, R. (2005). Chapter 4: What games teach us. In A Theory of Fun for Game Design (pp. 48-79). Scottsdale, AZ: Paraglyph Press.
both tracks
Deshrill, M. (2004). Interview with Nick Montfort. Retrieved August 16, 2005, from http://www.eboredom.20m.com/features/interviews/montfort1.html
Look into / play the games “Adverbum” and “Blue Chairs”
Jan. 30
Week 3: : Introduction to the design of instructional games
NEW READING
Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research and Development, 44(2), 43-58.
Track A
Wolf, M. J. P. (2001). Chapter 5: Narrative in the video game. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 93-112). Austin: University of Texas Press.
Crawford, C. (1997). Chapter 1: What is a game? In The Art of Computer Game Design: Washington State University.
Track B
Koster, R. (2005). Chapter 3: What games are. In A Theory of Fun for Game Design (pp. 34-47). Scottsdale, AZ: Paraglyph Press.
Aldrich, C. (2005). Chapter 8: The three essential elements to successful educational experiences: Simulations, games, and pedagogy. In Learning by doing: A comprehensive guide to simulations, computer games, and pedagogy in e-learning and other educational experiences. San Francisco: Pfeiffer.
both tracks
Montfort, N. (2003). Toward a theory of interaction fiction. In E. Short (Ed.), IF Theory (3.5 ed.). St. Charles, IL: The Interactive Fiction Library.
activity: go through tutorial of Alice
http://www.inform-fiction.org/examples/alice.html
Feb. 6
Week 4: : Revisiting Research, classifications and culture of instructional games
NEW READING
Paras, B., & Bizzocchi, J. (2005, June 16-20). Game, motivation, and effective learning: An integrated model for educational game design. Paper presented at the Digital Games Research Association (DiGRA): Changing Views -- Worlds in Play, Vancouver, BC.
Track A
Tews, R. R. (2001). Chapter 9: Archetypes on acid: Video games and culture. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 169-182). Austin: University of Texas Press.
McMahan, A. (2003). Chapter 3: Immersion, engagement, and presence: A method for analyzing 3-D video games. In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 25-46). New York: Routledge.
Track B
Miller, C. H. (2005). Chapter 11: Video games. In Digital Storytelling: A Creator's Guide to Interactive Entertainment (pp. 209-224). Burlington, MA: Focal Press Elsevier.
Gee, J. P. (2003). Chapter 2: Semiotic domains: Is playing video games a "waste of time"? In What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave MacMillan.
both tracks
T.B.A. -- Resources for Mythyology -- Contellations
check out Inform programming resources:
Hunter, A. (2005). Zoom Manual. Retrieved August 15, 2005, from www.logicalshift.demon.co.uk/unix/zoom/
Nelson, G., & Knight, C. (2003). Inform - A design system for interactive fiction. Retrieved August 15, 2005, from www.inform-fiction.org
Feb. 13
Week 5: : Instructional games in schools
NEW READING
Dickey, M. D. (2006). Game design narrative for learning: Appropriating adventure game design narrative devices and techniques for the design of interactive learning environments. Educational Technology Research & Development, 54(3), 245-263.
Track A
Agency, B. E. C. a. T. (2001). Comptuer Games in Education Project. Retrieved July 15, 2005, from http://www.becta.org.uk/research/research.cfm?section=1&id=2826
Track B
Koster, R. (2005). Chapter 7: The problem with learning. In A Theory of Fun for Game Design (pp. 110-127). Scottsdale, AZ: Paraglyph Press.
Recommended for both tracks:
Montfort, N. (2003). Twisty Little Passages: An Approach to Interactive Fiction (First Paperback ed.). Cambridge: MIT Press.
Squire, K., & Barab, S. Learning world history through computer simulation games.
Steinhuehler, C. A. (2003, March 25). Videogaming as participation in a discourse. Paper presented at the Annual Conference ofthe American Association for Applied Linguistics.
CHANGE OF CLASS TIME TO WEDNESDAYS!
Feb. 22
Week 6: Design of instructional games (II)
NEW READING
Ladd, B. C. (2006). The Curse of Monkey Island: Holding the attention of students weaned on computer games. Journal of Computing Sciences in Colleges, 21(6), 162-174.
Track A
Gunter, B. (1998). Chapter 2: Tapping into players' habits and preferences. In The Effects of Video Games on Children: The Myth Unmasked (pp. 29-48). Sheffield, England: Sheffield Academic Press.
Track B
Koster, R. (2005). Chapter 5: What games aren't. In A Theory of Fun for Game Design (pp. 80-99). Scottsdale, AZ: Paraglyph Press.
Feb. 28
Week 7: Design of instructional games, advanced topics (III)
NEW READING
Bixler, B. (2005, December 7-8). Motivation and its relationship to the design of educational games. Paper presented at the New Media Consortium (NMC) Online Conference on Educational Gaming, Internet.
Track A
Crawford, C. (1997). Chapter 5: The game design sequence. In The Art of Computer Game Design: Washington State University.
Track B
Miller, C. H. (2005). Chapter 8: Blending entertainment with other goals. In Digital Storytelling: A Creator's Guide to Interactive Entertainment (pp. 135-158). Burlington, MA: Focal Press Elsevier.
Miller, C. H. (2005). Chapter 9: Tacklling projects for children. In Digital Storytelling: A Creator's Guide to Interactive Entertainment (pp. 159-182). Burlington, MA: Focal Press Elsevier.
both tracks
Rollings, A., & Adams, E. (2003). Chapter 8: The internal economy of games and game balancing. In Andrew Rollings and Earnest Adams on Game Design (pp. 239-288). Indianapolis: New Riders.
Week 8: Design of instructional games, advanced topics (IV).
Mar. 7
Week 8: Design of instructional games, advanced topics (IV)
NEW READING
Shelton chapter
Track A
Crawford, C. (1997). Chapter 6: design techniques and ideals. In The Art of Computer Game Design: Washington State University.
Track B
Koster, R. (2005). Chapter 9: Games in context. In A Theory of Fun for Game Design (pp. 140-159). Scottsdale, AZ: Paraglyph Press.
Miller, C. H. (2005). Chapter 10: Creating a new project: The development process. In Digital Storytelling: A Creator's Guide to Interactive Entertainment (pp. 183-206). Burlington, MA: Focal Press Elsevier.
Mar. 14
Nothin' (Monday's classes held)
Mar. 21
Week 9: Motivation in instructional games (I).
NEW READING
Van Eck chapter
Track A
Bernstein, C. (2001). Chapter 8: Play it again, Pac-man. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 93-112). Austin: University of Texas Press.
Grodal, T. (2003). Chapter 6: Stories for eye, ear, and muscles: Video games, media, and embodied experiences. In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 25-46). New York: Routledge.
Track B
Jelfs, A., & Whitelock, D. (2000). The notion of presence in virtual learning environments: What makes the environment "real". British Journal of Educational Technology, 31(2), 145-152.
Mar. 28
Week 10: Motivation in instructional games (II)
NEW READING
Shaffer chapter
Koster, R. (2005). Chapter 2: How the brain works. In A Theory of Fun for Game Design (pp. 12-33). Scottsdale, AZ: Paraglyph Press.
Track A
Crawford, C. (1997). Chapter 2: Why do people play games? In The Art of Computer Game Design: Washington State University.
Track B
Koster, R. (2005). Chapter 8: The problem with people. In A Theory of Fun for Game Design (pp. 128-139). Scottsdale, AZ: Paraglyph Press.
Apr. 2
Week 11 : Future of instructional games.
NEW READING
Nelson et al chapter
Track A
Frasca, G. (2003). Chapter 10: Simulation versus narrative: Introduction to ludology. In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 221-236). New York: Routledge.
Shelton, B. E., & Wiley, D. (Submitted 2006). Instructional designers take all the fun out of games: Rethinking elements of engagement for designing instructional games. Paper presented at the American Educational Research Association (AERA) 2006, San Francisco.
Track B
Takahashi, D. (2004, September 20). Game sequel takes leaps in AI technology. The Mercury News.
McAllister, K., & Moeller, R. (2004). Introduction. Works and Days 43/44: Capitalizing on play: The politics of computer gaming, 22(1&2), 11-20.
Apr. 9
Week 12: Instructional games and simulations
NEW READING
Barab chapter
Track A
Robertson, J., & Good, J. (2005). Story creation in virtual game worlds. Communications of the ACM, 48(1), 61-65.
Track B
Kirriemuir, J. (2003). The relevance of video games and gaming consoles to the higher and further education learning experience. Retrieved July 15, 2005, from www.ceangal.com
both tracks:
Review of “Design Briefs” from Resnick with links, see Appendix B.
Apr. 18
Week 13 : Design briefs vs. Full Design Documents. Project wrap and reflection
NEW READING
Steinkuhler chapter
Review Game Template created by Chris Taylor. Work toward completion on design projects and game creation. Final de-bug of all assignments and projects. Addition of meaningful details.
Taylor, C. (2000). Your Company's Design Template. Retrieved July 15, 2005, from www.designersnotebook.com/ctaylordesign.zip
Apr. 25
Week 14: Game integration and open house.
May 1
Final exam time 11:30am-1:20pm.
[Presentations of class projects]
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