Serious Games Development as a Vehicle for Teaching Entertainment Technology and Interdisciplinary Teamwork: Perspectives and Pitfalls
R. Dörner, U. Spierling
Games & Teaching
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GameTeaching
Medium forStudent
Play
Creation / Authoring
of the Game
Games & Teaching
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GameTeaching
Subject of /Medium for
Play
Student
Creation / Authoring
of the Game
Games & Teaching
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GameTeaching
Subject of /Medium for
Play
Student
Creation / Authoring
of the Game
Games & Teaching
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GameTeaching
Subject of /Medium for
Make
Student
Interdisciplinary Effort:Programmers, Artists, Manager,Game Designer
Creation / Authoring
of a Serious Game
Games & Teaching
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SeriousGame
Teaching
Subject of /Medium for
Make
Student
Interdisciplinary Effort:Programmers, Artists, Manager,Game Designer
Creation / Authoring
of a Serious Game
Games & Teaching
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SeriousGame
Teaching
Subject of /Medium for
Make
Student
X
Questions
• How can thecreation of a seriousgame be used as a vehicle for teaching?
• How can a coursebe devised?
• Which learning goalscan be addressed?
• Advantage seriousgame vs. game? Making vs. Playing?
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Contribution
• Foundation: Experience fromteaching variouscourses
• Identification oflearning goals andparameters
• Recommendationsbased on lessonslearned
• Expected Benefits
• How can thecreation of a seriousgame be used as a vehicle for teaching?
• How can a coursebe devised?
• Which learning goalscan be addressed?
• Advantage seriousgame vs. game? Making vs. Playing?
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Outline
• Introduction
• Learning Goals
• Examples
• Parameters and Best Practice
• Conclusion
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Outline
• Introduction
• Learning Goals
• Examples
• Parameters and Best Practice
• Conclusion
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Learning Goals
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gaining knowledge and skills (entertainment technology, game engines, tools, 3D modelling, usability, gamedesign, project management, software engineering, …)
• evaluation methods for assessing characterizing goal• more complex production process• interfaces to legacy software• knowledge about application domain (e.g. didactics) and its
approaches, methdologies, values• empathy in novel application field• terminology specific to a discipline• more emphasis on security and privacy• game design for serious games• cost / benefit analysis
Difficulty Level
• Trade-off between entertainment andcharacterizing goals adds complexity
• Necessity to become acquianted withapplication domain
• Constraints from application domainprovide orientation
• Reality is consistent and not underspecified
• Achievement of characterizing goalsmay be easier to assess
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Outline
• Introduction
• Learning Goals
• Examples
• Parameters and Best Practice
• Conclusion
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Examples
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Evaluation
• Evaluation of all courses at the university with EvaSys(evasys.de) with 5-point Likert scales
• Overall score: course isamong the top 10% of all courses
• Comparison between years(p > 0.15, Kruskal-Wallis-Test), unpaired case ismethodological problem
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comments: prospect ofinterdisciplinary work ismajor advantage
Outline
• Introduction
• Learning Goals
• Examples
• Parameters and Best Practice
• Conclusion
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Parameters
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Participating Disciplines
Expected Results
Assignment
Client
Target Group
…
Team Size
Project Management
Timing
Supervision
Parameters
• Polished game vs. game prototype
• Demotivation due tounderestimation ofefforts
• Value of non-technicalinsights
• Expectationmanagement
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Expected Results
Parameters
• Who representsstakeholder forcharacterizing goal?
• External organization orcompany more favorable than professor
• Real world problems
• Positive pressure
• Win-Win Situation
Client
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Parameters
• Students vs. other group
• Difficulty of emphasizingwith target group
• Availability for user tests
• Characterization of targetgroup no task forstudents
Target Group
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Parameters
• Critical mass to cope withworkload vs. challengesin project management
• Student complaints: Not learning about gametechnology but teamorganization
• Change of groupmembers increaseslearning opportunities
Team Size
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Parameters
• Different disciplines areinvolved at different points in time with varying workload
• But: students need to beworking constantly
• Deviation from gamedevelopment process (e.g. role changes or observation)
• Careful planning and self-organization (agile methods)
Timing
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Best Practice
Team assembly (10 students technicalbackground, 3 artist b., 3 management b., 2 application b.)
Kick-off workshop, expected results: prototype of first level + cost/benefit analysis for client)
Introduction of external client
Introduction to interdisciplinary work + introduction to SCRUM
Sprint 1 (2 weeks): set-up of infrastructure, professional training, application domainresearch
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Best Practice
Sprint 2 (2 weeks): three interdisciplinaryteams create game idea and preparepresentation, synthesis
Sprint 3 (2 weeks): elaborate game idea, technical feasibility study, intial clientfeedback, production preparation
Sprint 4 (3 weeks): production of playabledigital prototype (in new teams), evaluationpreparation and first playtesting
Sprint 5 (3 weeks): completion game softwareprototype, further playtesting, cost-benefitstudy
Sprint 6 (2 weeks): wrap-up of project results, final client presentation, reflection (in particularon interdisciplinary work)
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Outline
• Introduction
• Learning Goals
• Examples
• Parameters and Best Practice
• Conclusion
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Conclusion
• More learning goalsachievable
• No single best course format, adaptation necessary
• Guidance by identifyingparameters and best practice
• Need to collect more data andto reflect on experience: farfrom theoretical statements
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