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Game speak id_m_broyles_salt2013

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Instructional designers are not typically trained in a game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although some concepts are similar, there is one glaring difference – simulations are really 3 dimensional environments. It is this element that instructional designers do not have any experience. Creating a flash animation in an elearning course is not the same as creating a 3 dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones. Game Designers tend to freak out when instructional designers want to include terminal and enabling objectives. Both instructional and game designers use a process to develop media. Each process has merits and disadvantages. Instructional design/game design terminology is a major obstacle to successful game/simulation development. In some instances, the Instructional designer and the game designer are talking about similar concepts. There discussion needs to focus on to work together to produce a serious game/simulation that delivers training content as well as incorporate game design principles to make the serious game/simulation engaging.
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Dr. Marie Broyles Oak Grove Technologies Game Speak for Instructio nal Designers
Transcript
Page 1: Game speak id_m_broyles_salt2013

Dr. Marie BroylesOak Grove Technologies

Game Speak for Instructional Designers

Page 2: Game speak id_m_broyles_salt2013

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Instructional Designers

Game Designers

vs.

Page 3: Game speak id_m_broyles_salt2013

Games, Serious Games & Simulations

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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

Page 5: Game speak id_m_broyles_salt2013

The struggle between Game/Simulation Designers & Instructional Designers

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Concept Preproduction Prototype Production Alpha Beta Gold Post Production

Instructional Design

Processes

Game Design

Analysis Design Development Implement Evaluation

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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

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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

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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

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Concept Preproduction Prototype Production Alpha Beta Gold Post Production

Instructional Design

Common Elements

Game Design

Analysis Design Development Implement Evaluation

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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

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Storyboards

Game Design• Graphic Base• Player

Interaction• Animations• Audio

Instructional Design

• Text Base• Specifies

Graphic• Describes

Animation• Audio

Page 13: Game speak id_m_broyles_salt2013

Creating Compelling Content

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Act 1Capture AttentionIntroduce Problem

Act 2Provide TensionPresent

Obstacles

Act 3Provide ClosureResolve Problem

BEGINNING MIDDLE END

Storytelling

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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.

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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.

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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

Page 18: Game speak id_m_broyles_salt2013

Creating the Game World

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Creating A Believable Game World

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Thinking in 3D

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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.

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Level Layouts

Level Flow

Top-Down Level Layout

Building Exterior

Concept Art

Building Interior

Concept ArtBuilding Level Layout

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Level Map

Level Blocked In

Final Level

Level - Wireframe

Blocking In

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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

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Modeling

Polys

Material

“Rigging” Character with

Material Applied

Wireframe

Modeled

Shaded Model Lighted

Model

AnimatedSpecial Effects

Polys

Wireframe

Page 27: Game speak id_m_broyles_salt2013

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.

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Page 28: Game speak id_m_broyles_salt2013

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.

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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.

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Game Speak for Instructional Designers

Dr. Marie BroylesOak Grove [email protected]@comcast.net

810.637.8084Thank You!


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