interactive workshop: gaming: the future's challenge; pieter van der hijden; isaga...
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Interactive
workshop:
Gaming: the
future's
challenge
Pieter van der Hijden msc
www.ecoisonline.org
1
Suriname Centre of Expertise in Education & ICTs
Paramaribo, Suriname
Background
Pieter van der Hijden
Sofos Consultancy (Amsterdam, The
Netherlands)
Consultant e-learning, Fab Lab,
gaming/simulation
ECOIS - Suriname Centre of Expertise in
Education & ICTs
Not-for-profit organization (Paramaribo,
Suriname)
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Agenda
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Introduction
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The games, the book and the impact
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The games
Communicating
Training
Research
Policy
development
Mainly tabletop
gamesHex game session, ISAGA
Summerschool, Paramaribo,
Suriname, 2010
The games, the book and the impact
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The book
Concept of
gaming
Game design
process
Hex game session, ISAGA
Summerschool, Paramaribo,
Suriname, 2010
The Game Design Process,
Richard Duke, 1974
The games, the book and the impact
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The impact
Introduction of
gaming
Policy makers
Human resource
professionals
Social scientists
Various languages
Dissemination
Sectors
Regions
The cycles, the clockwork and the issues
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The cycles
Game
development
Game design
Game realization
Game use
Macro cyle and
micro cycles
(figure)
The cycles, the clockwork and
the issues
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Strassbourg Clockwork,
Andrew Fleming (zetgem)
The clockwork
Cycles keep the
facilitator in
control
The cycles, the clockwork and the issues
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The issues
Division of labour
Clockwork
character
Complexity Issues
Labour division
...
Clockwork character
...
Complexity of games
...
The times, the tools and the challenges
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The times
Video games
Game programs
and courses
“serious games”
2 years old and totally focussed
The times, the tools and the challenges
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The tools
A plethora of new
tools
Toolkit, picture www.perart.com
The times, the tools and the challenges
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The challenges
A world full of
change
Globalization
Social media
IT in education – Hype Cycle,
Gartner
Opportunities for gaming
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Opportunities for gaming The following case describes a mix of
communication, training and
policymaking needs.
Which opportunities for gaming do you
see?
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Opportunities for gaming – case In a Fab Lab (workshop for digital fabrication) visitors come and go.
Some are one time visitors who look around or take a guided tour.
Others have a personal project in mind like making a present for their partner or a technical construction for in their homes. They are returning visitors who use the Fab Lab tools and materials for their personal project.
A third category are inventors and/or entrepreneurs who systematically develop prototypes for new products.
The Fab Lab management considers their organization as a (worldwide) knowledge ecosystem.
Visitors, especially the returning ones, create new knowledge, e.g. about the materials they used and about the typical characteristics of the machines.
These visitors carry with them implicit knowledge from elsewhere, e.g. what they studied, what they watched on tv or what they searched
for on internet.
The Fab Lab management wants to archive all this knowledge in some way and to make it available just in time to other visitors and, via events and publications, to the community.
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Three approaches to
game design
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Patterns in Game DesignStaffan Björk &
Jussi Holopainen
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The game design process
Richard Duke
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The art of game design; a
book of lenses
Jesse Schell
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Alternative designs
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Alternative designs Create a focus group for each of the
approaches to game design.
Develop a game concept based on the
specific approach for the case that
follows.
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Alternative designs The Fab Lab management wants to
develop a game for both its visitors and its
staff.
The game should make them more
conscious of "knowledge management"
and its importance for the Fab Lab.
The game should help them to build a
shared vision on how to organize
knowledge management in the Fab Lab.
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Analysis
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Analysis Presentation of the three game concepts
Identification of strengths and weaknesses
of the three approaches
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Conclusion
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Conclusion Future challenges
Approach to game design
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References Bergeron, B. (2006). Developing serious games (Game
Development Series). Charles River Media Game Development.
Bjork, S., & Holopainen, J. (2004). Patterns in Game Design (Game Development Series). Charles River Media Game Development
Duke, R. (1974). Gaming, the future's language. Sage Publications.
Duke, R. (1975), HEX. Ann Arbor: Multilogue Inc..
Moore, O. K., & Anderson, A. R. (1969). Some principles for the design of clarifying educational environments. In D. Goslin (Ed.) Handbook of socialization theory and research. New York: Rand McNally.
Schell, J. (2008). The Art of Game Design: A book of lenses. CRC Press.
Thiagarajan, S. (2003). Design Your Own Games and Activities: Thiagi's Templates for Performance Improvement. Pfeiffer.
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The members of the ECOIS-team are Pieter van der Hijden,
Marco Ligtvoet and Lucenda Plet ([email protected])
Thank you for your attention!Pieter van der Hijden
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2014 Pieter van der Hijden, Sofos Consultancy and ECOIS –
2014 - This work is licensed under a Creative Commons Attribution
3.0 Unported License.
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