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  • game-design
Computer Games and Simulations for Education and Exploration
Conditional Remix & Share Permitted
CC BY-NC-SA
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This course immerses students in the process of building and testing their own digital and board games in order to better understand how we learn from games. We explore the design and use of games in the classroom in addition to research and development issues associated with computer–based (desktop and handheld) and non–computer–based media. In developing their own games, students examine what and how people learn from them (including field testing of products), as well as how games can be implemented in educational settings.

Subject:
Applied Science
Arts and Humanities
Computer Science
Education
Educational Technology
Engineering
Graphic Arts
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Klopfer, Eric
Date Added:
02/01/2015
Create an Interactive Story Game (Using Google Slides)
Unrestricted Use
CC BY
Rating
0.0 stars

This document details a simple way for anyone to create an interactive digital adventure game with zero programming. This activity can be done as an individual or with a team. Use a cloud-based PowerPoint program to get started (Google slides recommended).  

Subject:
Computer Science
Graphic Arts
Literature
Material Type:
Activity/Lab
Game
Lesson
Author:
John Whitfield
Date Added:
07/31/2020
Creating Video Games
Conditional Remix & Share Permitted
CC BY-NC-SA
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0.0 stars

CMS.611J / 6.073 Creating Video Games is a class that introduces students to the complexities of working in small, multidisciplinary teams to develop video games. Students will learn creative design and production methods, working together in small teams to design, develop, and thoroughly test their own original digital games. Design iteration across all aspects of video game development (game design, audio design, visual aesthetics, fiction and programming) will be stressed. Students will also be required to focus test their games, and will need to support and challenge their game design decisions with appropriate focus testing and data analysis.

Subject:
Applied Science
Arts and Humanities
Business and Communication
Career and Technical Education
Computer Science
Engineering
Graphic Arts
Graphic Design
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Eberhardt, Richard
Grant, Andrew
Tan, Philip
Verrilli, Sara
Date Added:
09/01/2014
Indistinguishable From... Magic as Interface, Technology, and Tradition
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating
0.0 stars

With a focus on the creation of functional prototypes and practicing real magical crafts, this class combines theatrical illusion, game design, sleight of hand, machine learning, camouflage, and neuroscience to explore how ideas from ancient magic and modern stage illusion can inform cutting edge technology.

Subject:
Arts and Humanities
Biology
Graphic Arts
History
Life Science
Performing Arts
Physical Science
Visual Arts
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Borenstein, Greg
Novy, Dan
Date Added:
02/01/2015
Introduction to Game Design Methods
Conditional Remix & Share Permitted
CC BY-NC-SA
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0.0 stars

This course is an introduction to the theory and practice of the process of designing games and playful experiences. Students are familiarized with methods, concepts, techniques, and literature used in the design of games. The strategy is process-oriented, focusing on aspects such as: Rapid prototyping, play testing, and design iteration using a player-centered approach.

Subject:
Arts and Humanities
Career and Technical Education
Graphic Arts
Graphic Design
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Jakobsson, Mikael
Verrilli, Sara
Date Added:
02/01/2016
Introduction to Videogame Studies
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating
0.0 stars

This course offers an introduction to the interdisciplinary study of videogames as texts through an examination of their cultural, educational, and social functions in contemporary settings. Students play and analyze videogames while reading current research and theory from a variety of sources in the sciences, social sciences, humanities, and industry. Assignments focus on game analysis in the context of the theories discussed in class. Class meetings involve regular reading, writing, and presentation exercises. No prior programming experience required. Students taking the graduate version complete additional assignments.

Subject:
Arts and Humanities
Career and Technical Education
Graphic Arts
Graphic Design
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Fernandez-Vara, Clara
Date Added:
09/01/2011
Nanotechnology Scavenger Hunt!
Read the Fine Print
Educational Use
Rating
0.0 stars

Through a scavenger hunt, students are introduced to the world of nanotechnology. In the form of a competition, groups race to locate symbols that correlate to an answer to a general nanotechnology question. Each team receives paper slips with questions; the remaining questions are hidden behind QR codes. Groups need to answer eight total questions in the correct order. Because this is an intro to nanotechnology and its associated engineering, students need to use problem-solving skills in order to identify the correct answers. After the initial scavenger hunt, a brief class discussion explores advances in nanotechnology. Next, students work in teams to research different areas of nanotechnology as they create their own scavenger hunt games.

Subject:
Applied Science
Engineering
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
Activities
Author:
Carolyn Nichol
Christina Crawford
Date Added:
10/11/2018
Playful Augmented Reality Audio Design Exploration
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating
0.0 stars

Students explore augmented reality audio through the design and evaluation of prototypes. Participants will probe design space and illuminate creative possibilities. This includes productive, playful, and social applications, as well as the intersection between games and music. The course builds understanding of the limitations and strengths of iterative design and rapid prototyping as research methods, familiarizes students with the theoretical foundations of design exploration, and practices working with physical and digital materials.

Subject:
Applied Science
Arts and Humanities
Computer Science
Graphic Arts
Information Science
Mathematics
Social Science
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Jakobsson, Mikael
Tan, Philip
Date Added:
09/01/2019
Software Engineering Program (Grades 6-12)
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CC BY-NC-SA
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0.0 stars

The Software Engineering Program (SEP) is a multi-year, comprehensive, standards-aligned computer science education program for grades 6 to 12. The goals of the program are:

-Increase the number of high school graduates, particularly from traditionally underrepresented groups, that are ready to pursue new and emerging technology-driven roles across industries.

-Develop student computational thinking and problem-solving skills in real-world contexts.

The SEP curriculum gives students instruction and experience in the following areas: computer programming, robotics, web design, physical computing, and game design. SEP students participate in local and central hackathons, and in work-based experiences with major industry leaders and partners.

Subject:
Applied Science
Computer Science
Material Type:
Full Course
Provider:
New York City Department of Education
Provider Set:
Computer Science for All
Date Added:
12/17/2018