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Why teach Game Making?


  21st century skills -

  Game making is an art form

  HOMAGO




                               More Resources at:
                                http://michelleaubrecht.net/eTech_Resources.html
Games are an Art Form


  Museums exhibit games too!

  The Art of Video Games at the Smithsonian American Art Museum
           Toledo Museum of Art in Toledo, Ohio (June 19, 2014–September 28, 2014)


  New York's Museum of Modern Art: permanent video game collection
           iconic 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.
Cory Arcangel
        Corey Arcangel




                         Japanese Driving game
I shot Andy Warhol
Eric Zimmerman




         Interference, a game in which
         you steal pieces from other players
Evan Meaney




     Epilogue: The Well of Representation
Pippin Barr




   Let's Play: Ancient Greek Punishment
HOMAGO

   Hanging Out

   Messing Around

   Geeking Out

                    Hanging Out, Messing Around, And Geeking Out
                    Kids 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

 Kodu




             Game Salad
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 coding
   Modding
   • Little Big Planet – level design
   • Sims
   • Civilization
5 Elements of Game Design

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Saving art education through game making

  • 1. Why teach Game Making? 21st century skills - Game making is an art form HOMAGO More Resources at: http://michelleaubrecht.net/eTech_Resources.html
  • 2.
  • 3.
  • 4. Games are an Art Form Museums exhibit games too! The Art of Video Games at the Smithsonian American Art Museum Toledo Museum of Art in Toledo, Ohio (June 19, 2014–September 28, 2014) New York's Museum of Modern Art: permanent video game collection iconic 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.
  • 5. Cory Arcangel Corey Arcangel Japanese Driving game I shot Andy Warhol
  • 6. Eric Zimmerman Interference, a game in which you steal pieces from other players
  • 7. Evan Meaney Epilogue: The Well of Representation
  • 8. Pippin Barr Let's Play: Ancient Greek Punishment
  • 9. HOMAGO Hanging Out Messing Around Geeking Out Hanging Out, Messing Around, And Geeking Out Kids Living and Learning with New Media By Mizuko Ito YOUmedia is a collaboration between the Chicago Public Library and Digital Youth Network
  • 10. 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.
  • 11. 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.
  • 12. 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.
  • 13.
  • 14.
  • 15.
  • 16.
  • 17. Students make games Kodu Game Salad
  • 18. 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 coding Modding • Little Big Planet – level design • Sims • Civilization
  • 19. 5 Elements of Game Design

Notes de l'éditeur

  1. STEAM – the “A” is for Art. Art embodies a creative approach to understanding the world. Artists, like scientists, continually push the boundaries, seek new ways of expressing the known and the unknown world, and use all sorts of materials. Art communicates cultural values and social meaning (Keifer-Boyd, Amburgy, and Knight (2003). While many discussions about using video games for teaching and learning focus on how games support STEM areas, integrating socioemotional intelligence and art as part of the educational experience are also necessary (Gee & Hayes, 2010). They state, “there is no real divide between technology and art.” And, it is “the arts that drive us to see things in new ways leading to new solutions” (2010, p. 15). Fostering creativity is necessary because it is integral to problem solving (Robinson, 2006).
  2. Analytical and critical thinking skills, problem solving, and evidence based reasoning and Systems thinking are all supported through playing most games. Games are both systems and models of systems.Monopoly is a system of real estate in a capitalist economy. Chess is a system of war and strategy.
  3. Students can make a game about any existing system (even using paper and dice). Power Planets provides template or model for defining relationships and balanced play. Has anyone thought of something that isn’t part of a system?
  4. YOUmedia is a collaboration between the Chicago Public Library and Digital Youth Networkhttp://youmediachicago.org/2-about-us/pages/64-digital-youth-network