"flipped, agile, gamiformed pedagogy for game design" by bill guschwan - serious play...

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Flipped, Agile, Flipped, Agile, Gamiformed Gamiformed Pedagogy for Game Pedagogy for Game Design Design Bill Guschwan Columbia College

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Bill Guschwan speaks about "Flipped, Agile, Gamiformed Pedagogy for Game Design" at the 2012 Serious Play Conference ABSTRACT: I define a serious game methodology that I use at Columbia College to teach introduction to programming and the senior capstone game design class. I define "gamiform" as a method that constrains, facilitates, and motivates user behavior around a goal. Gamiforming as applied to education is a set of serious game techniques using the guiding philosophy that education is a form of life with a goal. One gamiforming technique guides student behaviour by constraining the space around a pedagogical goal. Another gamiform technique facilitates face-to-face contact through in-class quizzes and peer-to-peer discussions. For software teams, Scrum meetings are situated around a fictional campfire in order to increase energy of the team. Another gamiforming technique facilitates creativity by using the McCarthy technology protocols, which emphasize emotional alignment and self-awareness. Gamiform is an appropriation of Ludwig Wittgenstein's "lebensform" and science fiction’s "terraform".

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Page 1: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Flipped, Agile, Flipped, Agile, Gamiformed Gamiformed

Pedagogy for Pedagogy for Game DesignGame Design

Bill GuschwanColumbia College

Page 2: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

2012 Columbia Capstone Videogameshttp://brokenthegame.com/

http://www.fearlesspdp.com/

Page 3: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

OverviewGamify vs. GamiformFlipped Constructivist vs. Traditional

ClassroomAgile vs. Traditional Game DevelopmentFlipped, Agile, Gamiformed Model of Game

Development

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Page 4: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Gamiform vs. GamifyGamiform is gamification using a

metacircular evaluator (ME) as an epistemic game to elicit optimal intrinsic user behavior for an activityGee and Shaffer

Star Trek Terraform, or forms of life (Wittgenstein lebensform)

Aristotle’s and Nagarjuna’s Formal Cause

Page 5: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Beyond GamificationGamiform is a specific type of gamification. Gamiform affords binding of multiple roles in

a unified game space. Forms and Captures emergent roles and

capacities.Gameful (Jane McGonigal) or Meaningful

Games (Amy Jo Kim) or Player Experience Design (Nicole Lazzaro)http://blog.superbetter.com/gameful-design/

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Page 6: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Metacircular Evaluator2 part process: evaluation and applyInput to Apply is output of Eval and vice

versa.Iterative and recursiveBuild Eval first part first

Page 7: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Evaluator as Embedded Assessment Game“Assessment as / for Learning” Formative

R E BennettGame design as Application

Page 8: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Metagame (Eval)Metagame uses drama theory.Game with a focal point, goal has no solution

but an agreed endpoint. It is an on-going re-design of the game.

It focuses on evaluation of apply part. It works on the “how” of the apply part.

Metagame decides how the game is designed, how the roles of players interact, and how they decide on a focal point.

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Page 9: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Game (Apply)Game is the Apply part of ME.Game (Apply) and Metagame (Eval) is

Gamiform.They must communicate and interact

iteratively.Metagame persists with the Game when in

production.

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Page 10: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Gamiform TetralemmaNagarjuna and Aristotle.1 It is a drama theory metagame. (Formal)2 It is a game we design. (Material)3 It is both a drama theory metagame and a

game we design (Efficient: Formal plus Material)4 It is neither a drama theory metagame nor a

game we design (Final: Efficient produces Final)

1b It is the GAME we play.Order is important

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Page 11: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

GameDesign TetralemmaWhiteboard Exercise

Yin Yang 4 PartBeachBall example

2 flies, a bee, and a beachball

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Page 12: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Types of AssessmentDungeon and Dragon

Characters, Quests, XPAward Experience Points

Class Dojo iPad app http://www.classdojo.com/Reward Experience Points for Quests

Use Scrum stories Peer to Peer points

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Page 13: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Gamiform ExamplesParkinson’s Cognitive Assessment

Game: Tapping mouse game to assess cogfunction

Meta-game: Bind roles for clinician, researcher, patient

Pilates and Life over Cancer Game: Physical corrective exerciseMeta-game: Bind role to optimize for Breath

Intro to ProgrammingGame: Learn programmingMeta-game: Bind roles such as reading code,

sharing code, helping13

Page 14: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Roots of GamiformSelf is extended in space.

William James,Mikhail Bakhtin, Erving Goffman, Marshall McLuhan, Martin Heidegger

To manage people you BIND roles to environment in time.“Person and the Situation”, Ross and NisbettKurt Lewin: Action research

Spiral of steps, ... composed of planning action fact-finding about the result of the action (see citation below)

Paulo FreireLave and Wenger, “Community of Practice”

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Page 15: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Dialogic SelfThe individual consciousness, lies on the

borderline between oneself and the other... The word in language is half someone else's.

It becomes one’s "own" only when the speaker populates it with his own intentions, his own accent, when he appropriates the word, adapting it to his own semantic and expressive intention.

On Dialogism and Heteroglossia (the other(s)' word)From Mikhail Bakhtin

Page 16: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Affordance SpaceNeed to provide an affinity space

James GeeAlternatively, affinity space is an affordance

space.You can think of an app as a space

Verb as the canvas, nouns as the forms, and adjectives as the color (Foucault, Order of Things)

Game is an app that is designed to create spaceSpace is integral to games

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Page 17: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Epistemic Game Goal: Develop teamCommunication patterns: Most important predictor

of a team’s successTeam has Energy, Engagement, and Exploration

http://hbr.org/2012/04/the-new-science-of-building-great-teams/ar/1

McCarthy protocol:Team = SoftwareRequests, Hi bandwidth communication, and shared

visionEvaluate is Pre-production

Cerny methodGet 2 finished levels

Apply is ProductionScale product

Page 18: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Game Design Goal:Hunting vs. HerdingVerb as the canvas, nouns as the forms, and

adjectives as the colorPre-production verb is Hunting for Fun

http://204.15.199.90/~davidkhu/wp-content/uploads/2012/01/Cautionary-Tales-from-the-Kalahari-1991.pdf

Strategy: Opportunistic and “Emergent”Develop from a series of rapid response to

activities which show promiseProduction verb is Herding

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Page 19: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Goal of Pre-Production (Hunting) MetagameA drama unfolds through episodes in which

characters interact. The episode is a period of preplay

communication (hunting) between characters who, after communicating, act as players in a game that's constructed through the dialogue between them.

The action that follows the episode is the playing out of this game; it sets up the next episode. http://en.wikipedia.org/wiki/Drama_theory

Page 20: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Team Tools or MechanicsEvaluation ApplyMcCarthy Protocols:

Professional communication

LARG rules

Help protocolMeet protocol

Page 21: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Team Tools or MechanicsEvaluation ApplyEmotional Kanban:

EmotionalCheckin

Page 22: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Team Tools or MechanicsEvaluation ApplyScrum: Engagement Scrum checkin: what have

you done, what are you working on, and what is blocking you

Page 23: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Goal of Game DesignGreat Games.

Page 24: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

PedagogyEvaluation ApplyConstructivistCreate an affinity space

(James Gee) Allow multiple Subject Matter

Experts to join “space” Rhizomatic vs. Hierarchy Games are affinity spacesReggio Emilia, Paidea

Exercise: Campfire and talking stick

Page 25: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Class PedagogyEvaluation ApplyLive Hunting Roleplaying

Game (LHRG) Instructor is dungeonmaster Hunt is for fun Students are charactersGrades Level up with Experience

Points (XP)

Demonstrate Dungeon Master

Exercise: Salsa circle to incantEnter imagination zone:

Personal alignment and call / response

Page 26: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Metacircular Evaluator In other words, organizational life consists of learning (hunting) and

performance (herding) following each other in an endless cycle of what ought to be a creative process of "continual improvement." Strategy is an intermediate product in this process;

as an output of the learning organization, it articulates what the organization has learned and coordinates its experience. As an input to the performance organization it specifies goals and tasks, and informs its behavior.

In short, strategy is at the nexus of the twin organizational structures of the woven matrix (tantra) and the twin cognitive structures of text and context, information and meaning, the "melody" and the "rhythm" that are required to resolve the existential tensions. (David K Hu, p 84)

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Page 27: "Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012

Useful Links:

www.seriousplayconference.comwww.seriousgamesdirectory.comwww.seriousgamesassociation.com

Contact:

[email protected]