Date post: | 17-Nov-2014 |
Category: |
Entertainment & Humor |
Upload: | marie-broyles |
View: | 166 times |
Download: | 0 times |
Dr. Marie BroylesOak Grove Technologies
Game Speak for Instructional Designers
4
Game• Engagement
(gameplay/interactivity)• Bounded by rules or sets
of rules• Challenges• Goals, objectives, conflict,
and competition• Storytelling and narrative• Outcomes and feedback
Serious Games• Purpose other than
entertainment• Uses game technology
and game design• Presented as
significant/realistic personal challenge
• Seeks sensory or physical authenticity; requiring a suspension of disbelief
• Fun, process oriented, skills based
Simulations• Always explicit; real world
('authentic') significance, presented as realistic challenge
• More intellectual than physical; even social realism, but rarely time critical; 'intellectual authenticity'
• Outcome, product oriented; creating a product for future use
Games
The struggle between Game/Simulation Designers & Instructional Designers
5
6
Concept Preproduction Prototype Production Alpha Beta Gold Post Production
Instructional Design
Processes
Game Design
Analysis Design Development Implement Evaluation
7
Game Design
Production
Game development goes into full production.
Game Design Document
Alpha Version
Outputs
Concept
Team develops the game idea and ends when a decision is made to begin planning for the project.
High Concept Document Concept
Document (Documents – High Concept
Design Document,
Concept Design Document)
PowerPoint – High Concept Pitch
Outputs
Prototype
Team makes a paper-based game. This is used to test game idea.A game digital prototype is made tests look and feel..
Paper-based Prototype
Digital PrototypeArt Style GuideGame Design
DocumentTechnical Design
DocumentStoryboard
Outputs
Preproduction
Team works on the game proposal and pre-production planning.
Game ProposalPreproduction
PlanArt Style Guide
Production Plan. Game Design Document
started Technical Design Document
started
Outputs
8
Game DesignGame Design
Post-Production
Reviews what was eliminated due to constraints. Review
Outputs
Alpha
Game is playable from beginning to end and has some gaps & missing assets. Engine & user interface complete.
Bug ListsBeta Version
Outputs
Gold
The game has been tested and found to be good to go manufacturing. Sr. Managers review the game and agree.
Game Released
Outputs
BetaA Beta release is for consumer testing. Beta Release Testing is either open or closed. Closed (open to fan-base and Open (anyone can sign up),
Bug ListGold Version
Outputs
PatchesRelease
Upgrades
9
Instructional Design
Implement
Deploy the training and/or courseware.
Train-the-TrainerTraining Plan
Outputs
Analyze
Identify knowledge/skills/attitudes need to be learned.Target audience
Knowledge/skills/attitude Gap
AnalysisTarget Audience
Outputs
Develop
Team develops all the instructional materials .
Instructional MaterialsElearning
CourseCBT
SimulationSerious Game
Pilot Test
Outputs
Design
Identify terminal & enabling objectives, identify learning activities, delivery method, testing, etc.
Production plan. Instructional
Design Document
Storyboards
Outputs
Evaluation
Formative/Summative evaluation)– learner feedback, performance outcomes & make recommendations for improvements.
Training Evaluation
Reports
Outputs
10
Concept Preproduction Prototype Production Alpha Beta Gold Post Production
Instructional Design
Common Elements
Game Design
Analysis Design Development Implement Evaluation
11
Documentation
GameDesign
Document
ModernWarfare
InstructionalDesign
Document
ModernWarfare
Game Design• Graphic Base• Player
Interaction• Animations• Audio
Instructional Design
• Text Base• Specifies
Graphic• Course Structure• Methods of
Instruction
12
Storyboards
Game Design• Graphic Base• Player
Interaction• Animations• Audio
Instructional Design
• Text Base• Specifies
Graphic• Describes
Animation• Audio
14
Act 1Capture AttentionIntroduce Problem
Act 2Provide TensionPresent
Obstacles
Act 3Provide ClosureResolve Problem
BEGINNING MIDDLE END
Storytelling
15
Create the Storyline
Your platoon is defending key terrain in the southern part of the platoon area of responsibility. Enemy contact is expected at 1500 hours. At 1200 hours your platoon sergeant gave the order to position your team’s assets to cover the enemy’s likely avenue of approach.
Did your team prepare individual and crew-served weapons positions to allow for accurate fire to be placed on the enemy with the least possible exposure and maximum protection from return fire?
It is now 1500 hours; your success in this situation depends on your ability to place accurate fire upon the enemy with the least possible exposure to return fire.
16
Mission
You are a member of a platoon that has been ordered to establish a defensive perimeter for a logistics base in an urban area in the southern part of the platoon area of responsibility.
You will provide security for this logistics base for five days. Enemy contact is probable.
17
Task• Prepare positions for
individual and crew-served weapons during MOUT.
Conditions• As a firer or crew member
of a crew-served weapon, given a firing position within a building, sector of fire, and material to reinforce the position.
Standards• Prepare positions for
individual and crew-served weapons during MOUT. Prepared the position to allow accurate fire to be placed on the enemy with the given sector of fire, with the least possible exposure and maximum protection from return fire.
The task for this mission is to prepare positions for individual and crew-served weapons during MOUT. The conditions and standards for this task are listed here.
Task Conditions Standards
22
World Building Approaches
A designer creates a general overview of the world – determining board characteristics such as world inhabitants, technology level, major geographic features, climate, and history.
Bottom-Up Approach
In this approach, the location is given considerable detail such as: local geography, culture, social structure, government, politics, commerce, and history.
Top Down Approach
Combination Approach
Using both the top down and the bottom-up approach can be used. Designer must approach the game world from both perspectives at the same and that doubles the work effort and would take much longer to develop.
23
Level Layouts
Level Flow
Top-Down Level Layout
Building Exterior
Concept Art
Building Interior
Concept ArtBuilding Level Layout
24
Level Map
Level Blocked In
Final Level
Level - Wireframe
Blocking In
25
Sergeant P. Jackson of the USMC 1st Force Recon is a shining paragon of the US infantry. This is a man who never hesitates to put his body on the line for his country; even when it involves facing an atomic bomb head-on. He is deployed to the Middle East.
CharactersCharacter
Description
Concept
Placeholder
Storyboard
26
Modeling
Polys
Material
“Rigging” Character with
Material Applied
Wireframe
Modeled
Shaded Model Lighted
Model
AnimatedSpecial Effects
Polys
Wireframe
Summary
Examine key differences between games, serious games and simulations.Compare and contrast game design and instructional design processes.Explain creating a believable game world (game/simulation/virtual) methods and elements.Describe game/simulation design elements that require development.Explain that the storyline is critical to game/simulation development , level/mission goals.
27
References
Belanich, J., Orvis, K. B., Horn, D. B., & Solberg, J. L. (2011). Bridging Game Development and Instructional Design. Instructional Design: Concepts, Methodologies, Tools and Applications, 464.Crawford, C. (1984). The art of computer game design.Game engine - Wikipedia, the free encyclopedia. (n.d.). Retrieved from http://en.wikipedia.org/wiki/Game_engineHirumi, A., Appelman, B., Rieber, L., & Van Eck, R. (2010). Preparing instructional designers for game-based learning: part 1. TechTrends, 54(3), 27-37.Hirumi, A., Appelman, B., Rieber, L., & Van Eck, R. (2010). Preparing instructional designers for game-based learning: Part 2. TechTrends, 54(4), 19-27.Hirumi, A., Appelman, B., Rieber, L., & Van Eck, R. (2010). Preparing Instructional Designers for Game-Based Learning: Part III. Game Design as a Collaborative Process. TechTrends: Linking Research and Practice to Improve Learning, 54(5), 38-45.
28
References
Model, A. D. D. I. E. Wikipedia, the Free Encyclopedia, 2008. Retrieved August 1, 2008. Molenda, M. (2003). In search of the elusive ADDIE model. Performance improvement, 42(5), 34-37.Novak, J. (2011). Game development essentials. Delmar Pub.Oliver, R., Reeves, T. C., & Herrington, J. A. (2006). Creating authentic learning environments through blended-learning approaches.Perry, D., & DeMaria, R. (2009). David Perry on game design: a brainstorming toolbox. Charles River Media.
29
Game Speak for Instructional Designers
Dr. Marie BroylesOak Grove [email protected]@comcast.net
810.637.8084Thank You!