Skip to main content

Home/ Gaming and the liberal arts/ Group items tagged assignment

Rss Feed Group items tagged

Ed Webb

Two Excellent Tools to Create Educational Games for your Class ~ Educational Technology... - 5 views

  •  
    Game Maker is a much more complex - and hard to learn - tool than Kodu, but the kinds of games you can make with it are more varied, too.
  • ...3 more comments...
  •  
    Is it something a small college can handle?
  •  
    I'd say yes, depending on where in the curriculum you're looking to insert it. My CS colleague here does work with his students on Unity, which is FAR more complex than Gamemaker. But I wouldn't recommend trying to get students to make games with GM unless you're going to contribute a lot of your class time to it: demos, how-tos, workshops, and assignments (all multiple). With Kodu, you probably could get away with one longer class, two shorter ones, or an out of class evening workshop, and then just let them play with it. So as always, it's what you're hoping to accomplish with the assignment of the tool that will drive which tool you choose. :) For me, GM is really for people who want to make games they plan to circulate among people outside your class; Kodu could be that or could be to help learn the fundamentals of game design (or other procedural concepts).
  •  
    Good to know, Brett; thanks. Now, isn't Kodu aimed at the XBox platform?
  •  
    It was originally, but now you can download it for Windows. I /believe/ you can then export your games to a public platform as well, but they may only be available to others with Kodu installed.
  •  
    For Windows? That changes things a great deal.
Bryan Alexander

HISP 209 SimCity Paper - 1 views

  •  
    Teaching with Simcity: a detailed assignment, including assessment:
Ed Webb

Lessons Learned in Playful Game Design - ProfHacker - The Chronicle of Higher Education - 3 views

  • The site reflected my commitment to designing the class assignments around collaborative mission-based tasks that would increase in difficulty level each week and reward multiple paths of completion. Each week I tried to think beyond discussion topics and create playful mechanics–the real challenge of harnessing gameplay, which no site can provide on its own–and some weeks it was hard to escape giving assignments that would never feel playful.
  • many of the students appreciated the greater sense of collaboration
  • Ian Bogost escalated his anti-gamification campaign with a Gamasutra article that explicitly mentioned how the rhetoric of gamification is drawing attention from educators to a trend that threatens “to replace real incentives with fictional ones,” among many other sins. The piece even inspired Darius Kazemi to build a Chrome extension that replaces “gamification” with “exploitationware.”
  • ...2 more annotations...
  • From edutainment titles that amounted to repackaging of classroom drills to simulations that favor particular structures of reality, games as they stand are learning experiences we’ve started to understand but are still trying to harness in the classroom.
  • a class-based Alternate Reality Game
  •  
    Neat! I like the way she worked in anti-gamification.
Ed Webb

Playing as the Enemy - 2 views

  •  
    I'd be very interested to play a level such as those myself. Quantifying "restraint," "remorse," or "laying down your arms" seems like a particularly tough assignment, though.
Todd Bryant

ilomilo: Southend's gorgeous storybook platformer for Xbox Live - Boing Boing - 1 views

  •  
    XBox 360 game, visual
  •  
    Wish we had an Xbox
  •  
    I'm seriously thinking of buying an xbox, ps3, and wii for our department: there are several titles for each that would be useful to demo for students or even construct an exercise, project, or assignment or two around. I'll just have to figure out things like where we'll put them, which titles we'll buy, and whether they'll be in a lab where students can get access or just available to faculty.
Ed Webb

The Life-Changing $20 Rightward-Facing Cow - 4 views

  • The A Slow Year limited sets include the poetry book and the game on Atari cartridge, all set in black velvet and red leather, gold foil stamping, all hand-numbered, hand-made. While a manic counter was screaming the end of Bogost's journey to challenge social gaming norms, the creator was quietly, manually, assembling a physical art object. Only 25 will ever be made; they will sell for $500 apiece. Most have already been sold. To Bogost, like the poetry book that accompanies the Atari game, the handcraft and limited nature of A Slow Year's special edition help establish the project uncompromisingly as an art object, a creation bigger than "video game."
    • Ed Webb
       
      Sounds like something in a Wm Gibson or Bruce Sterling story
  • "I never expected that would happen," reflects Bogost. "A lot of the serious players… just like clicking a cow sometimes. It's very innocent; they just like clicking a cow."
  • Cow Clicker was never supposed to be fun. It was supposed to be silly, insultingly simple, a vacuous waste of time, and a manipulative joke at the expense of its players-–in other words, everything Bogost thought that Facebook games like the Zynga-made hit FarmVille are. In Cow Clicker, players get a cow, they click it, and then they must either pay to click it again or wait six hours; an embarrassing, joyless labor that to him represented the quintessential aspects of the games that were flourishing all over the social network.
  • ...3 more annotations...
  • the story of a person whose joke project became more successful than the one on which he lavished love and intellect, the climate that caused that to happen and how ultimately he decided to learn from it instead of becoming upset
  • Then came the Gamification movement, the shiny new idea that if people were assigned goals and extrinsic "rewards," they'd be more motivated to engage with tasks-–and brands-–than they would have otherwise been
  • Cow Clicker developed an active player base–-people who missed the humor and attached to it as if it were a "real" game. These players unquestioningly spent real-money Facebook credits to enjoy their cows and sent Bogost innocent player feedback in the hopes of improving their experience. It subverted every expectation that he had, even as it reaffirmed his worst fears about the exploitive sadism of Facebook game design. Its success also became something to dread.
1 - 6 of 6
Showing 20 items per page