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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"Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Serious Play Conference 2012
1. Flipped, Agile,
Gamiformed
Pedagogy for Game
Design
Bill Guschwan
Columbia College
2. 2012 Columbia Capstone Videogames
http://brokenthegame.com/
http://www.fearlesspdp.com/
3. Overview
Gamify vs. Gamiform
Flipped Constructivist vs. Traditional Classroom
Agile vs. Traditional Game Development
Flipped, Agile, Gamiformed Model of Game
Development
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4. Gamiform vs. Gamify
Gamiform is gamification using a metacircular
evaluator (ME) as an epistemic game to elicit optimal
intrinsic user behavior for an activity
Gee and Shaffer
Star Trek Terraform, or forms of life (Wittgenstein
lebensform)
Aristotle’s and Nagarjuna’s Formal Cause
5. Beyond Gamification
Gamiform 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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6. Metacircular Evaluator
2 part process: evaluation and apply
Input to Apply is output of Eval and vice versa.
Iterative and recursive
Build Eval first part first
8. 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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9. 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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10. Gamiform Tetralemma
Nagarjuna 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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12. Types of Assessment
Dungeon and Dragon
Characters, Quests, XP
Award 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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13. Gamiform Examples
Parkinson’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
exercise
Meta-game: Bind role to optimize for Breath
Intro to Programming
Game: Learn programming
Meta-game: Bind roles such as reading code, sharing
code, helping
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14. Roots of Gamiform
Self 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 Nisbett
Kurt Lewin: Action research
Spiral of steps, ... composed of planning action fact-finding
about the result of the action (see citation below)
Paulo Freire
Lave and Wenger, “Community of Practice”
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15. Dialogic Self
The 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
16. Affordance Space
Need to provide an affinity space
James Gee
Alternatively, 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 space
Space is integral to games
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17. Epistemic Game Goal: Develop
team
Communication patterns: Most important predictor of a
team’s success
Team has Energy, Engagement, and Exploration
http://hbr.org/2012/04/the-new-science-of-building-great-
teams/ar/1
McCarthy protocol:
Team = Software
Requests, Hi bandwidth communication, and shared vision
Evaluate is Pre-production
Cerny method
Get 2 finished levels
Apply is Production
Scale product
18. Game Design Goal:
Hunting vs. Herding
Verb as the canvas, nouns as the forms, and adjectives
as the color
Pre-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 promise
Production verb is Herding
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19. Goal of Pre-Production (Hunting)
Metagame
A 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
20. Team Tools or Mechanics
Evaluation Apply
McCarthy Protocols: Help protocol
Professional communication Meet protocol
LARG rules
21. Team Tools or Mechanics
Evaluation Apply
Emotional Kanban: Emotional Checkin
22. Team Tools or Mechanics
Evaluation Apply
Scrum: Engagement Scrum checkin: what have
you done, what are you
working on, and what is
blocking you
24. Pedagogy
Evaluation Apply
Constructivist Exercise: Campfire and
Create an affinity space talking stick
(James Gee)
Allow multiple Subject Matter
Experts to join “space”
Rhizomatic vs. Hierarchy
Games are affinity spaces
Reggio Emilia, Paidea
25. Class Pedagogy
Evaluation Apply
Live Hunting Roleplaying Demonstrate Dungeon Master
Game (LHRG) Exercise:
Instructor is dungeonmaster Salsa circle to incant
Hunt is for fun
Enter imagination zone:
Students are characters
Personal alignment and call /
Grades response
Level up with Experience Points
(XP)
26. 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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