saving art education through game making
TRANSCRIPT
21st century skills -
Game making is an art form
HOMAGO
Why teach Game Making?
http://michelleaubrecht.net/eTech_Resources.html
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Museums exhibit games too!
The Art of Video Games at the Smithsonian American Art MuseumToledo Museum of Art in Toledo, Ohio (June 19, 2014–September 28, 2014)
New York's Museum of Modern Art: permanent video game collectioniconic titles released between 1980 and 2009, Pac-Man, Tetris, SimCity 2000, The
Sims, EVE Online, Portal, Myst, Another World, vib-ribbon, Katamari Damacy, Dwarf Fortress, flOW, Passage and Canabalt.
Games are an Art Form
Hanging Out
Messing Around
Geeking Out
HOMAGO
Hanging Out, Messing Around, And Geeking OutKids Living and Learning with New Media
By Mizuko Ito
YOUmedia is a collaboration between the Chicago Public Library and Digital Youth Network
HANGING OUT
• Support spontaneity. • Be perceived as low-risk and non-judgmental. • Feel like "neutral" territory for youth who might be
coming from different places. • Have flexible boundaries to allow coming and going. • Actively support, reward, or
foster collaborative activity. • Accentuate visibility of further participation, through
artifacts and activities, to encourage further exploration.
MESSING AROUND
• Support self-directed, interest-driven activity. • Support and encourage low-commitment entry points, such as commenting or feedback. • Provide clear prompts for leveling up. • Support the display of relevant artifacts and provide performance platforms. • Create easy-access mechanisms for tinkering and making and doing. • Take advantage of natural draws, like technology that youth want to use. • Actively support, reward, or foster collaborative activity. • Provide opportunities for conversation. • Incorporate mentoring from adults with the expertise to provide encouragement and feedback. • Stimulate further exploration, through people or access to cross/multimedia. • Create convenient ways to connect to other related and interdisciplinary "messing around"
opportunities. • Provide enough structure to make activities clear. • Allow for experimentation, with "no right answer." • Give youth some sense of ownership of what they did, through performance of physical artifacts or
seeing how they contributed to a larger effort.
GEEKING OUT
• Allow youth to level up in their areas of interest. • Involve guided instruction from trained mentors,
institutional staff, or other media specialists. • Offer hands-on workshops and projects centered
around making and doing. • Provide opportunities for focused dialogue and
collaboration. • Give youth avenues for performance and other ways of
publicly displaying their work. • Challenge youth to grow in their pursuits.
Students make games
• Gamestar Mechanic (Mac or PC)• Kodu – 3D (PC only) • Atmosphir – 3D (mac only)• Game Salad (mobile)• Game Maker (Mac or PC) – intro to codingModding• Little Big Planet – level design• Sims• Civilization