This course provides practical instruction in the design and analysis of non-digital …
This course provides practical instruction in the design and analysis of non-digital games. Students cover the texts, tools, references and historical context to analyze and compare game designs across a variety of genres, including sports, game shows, games of chance, card games, schoolyard games, board games, and role–playing games. In teams, students design, develop, and thoroughly test their original games to understand the interaction and evolution of game rules. Students taking the graduate version complete additional assignments.
This course is built around practical instruction in the design and analysis …
This course is built around practical instruction in the design and analysis of non-digital games. It provides students the texts, tools, references, and historical context to analyze and compare game designs across a variety of genres. In teams, students design, develop, and thoroughly test their original games to better understand the interaction and evolution of game rules. Covers various genres and types of games, including sports, game shows, games of chance, card games, schoolyard games, board games, and role-playing games.
An historical examination and analysis of the evolution and development of games …
An historical examination and analysis of the evolution and development of games and game mechanics. Topics include a large breadth of genres and types of games, including sports, game shows, games of chance, schoolyard games, board games, roleplaying games, and digital games. Students submit essays documenting research and analysis of a variety of traditional and eclectic games. Project teams required to design, develop, and thoroughly test their original games.
Students brainstorm ideas for board game formats. Then student teams design, create …
Students brainstorm ideas for board game formats. Then student teams design, create and test games in which players must think of alternative uses (recycling) for used products.
This course is an introduction to the theory and practice of the …
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.
a textbook created by students for students Short Description: a textbook created …
a textbook created by students for students
Short Description: a textbook created by students based on research in variety of areas related to game design and development.
Word Count: 54854
(Note: This resource's metadata has been created automatically by reformatting and/or combining the information that the author initially provided as part of a bulk import process.)
The materials within this guide are intended to support multidisciplinary teams in …
The materials within this guide are intended to support multidisciplinary teams in or during the pre-production phase of serious game design as they collaborate in a facilitated workshop. It is critical that the workshop facilitators are familiar with the conceptual framework and proposed methodology in order to better support participants as they collaborate in the game design brainstorming and protoyping steps.
Game Over Gopher is an exciting tower defense game that guides students …
Game Over Gopher is an exciting tower defense game that guides students in plotting coordinate pairs, differentiating negative coordinates from positive coordinates, and identifying the four quadrants. Hungry space gophers are marching towards a prize carrot, and to defend it players place tools around the coordinate grid to “feed” gophers and make them lose interest. Ruby mines (which must be placed at designated x, y coordinates) yield currency that players spend to strategically place carrot launchers, garlic rays, corn silos, and beet traps – gopher feeding tools. To introduce students to the coordinate grid, Game Over Gopher introduces new skills via interactive tutorials and uses consistent visual clues (e.g., x red, y blue) to guide players in plotting coordinates. This means it’s not necessary to teach students coordinate plotting ahead of time. As the levels progress, the number of tools available increases, the level of math vocabulary increases, the scale of the grid changes, and players are asked to expand their mastery of the grid by reflecting points across axes. The game lowers intimidation about the coordinate grid, helps students understand how positive and negative numbers reflect each other across the axes, and helps students get comfortable with the four quadrants.
CMS.611J / 6.073 Creating Video Games is a class that introduces students …
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.
This lesson introduces students to the process they will use to design …
This lesson introduces students to the process they will use to design games for the remainder of the unit. This process is centered around a project guide which asks students to define their sprites, variables, and functions before they begin programming their game. In this lesson students begin by playing a game on Game Lab where the code is hidden. They discuss what they think the sprites, variables, and functions would need to be to make the game. They are then given a completed project guide which shows one way to implement the game. Students are then walked through this process through a series of levels. As part of this lesson students also briefly learn to use multi-frame animations in Game Lab. At the end of the lesson students have an opportunity to make improvements to the game to make it their own.
The Colourful World Game presents the player with problems related to sustainability …
The Colourful World Game presents the player with problems related to sustainability that he/she must solve by exploring the game's environment, gathering information/following clues, and collecting and using items.
The player is visited by different animals seeking help after experiencing the consequences of unsustainable human behaviours. The player then has to explore different scenarios in order to resolve the situation and return the animals to their habitat. The player will have 4 levels to play, corresponding to 4 different themes and complexity levels.
Following research activities conducted by the Colourful World consortium, the Game has been designed to facilitate acquisition of Sustainable Development related competences by children.
Students will plan and build their own game using the project guide …
Students will plan and build their own game using the project guide from the previous two lessons to guide their project. Working individually or in pairs, students will first decide on the type of game they'd like to build, taking as inspiration a set of sample games. They will then complete a blank project guide where they will describe the game's behavior and scope out the variables, sprites, and functions they'll need to build. In Code Studio, a series of levels prompts them on a general sequence they can use to implement this plan. Partway through the process, students will share their projects for peer review and will incorporate feedback as they finish their game. At the end of the lesson, students will share their completed games with their classmates. This project will span multiple classes and can easily take anywhere from 3-5 class periods.
The content of both the Dutch and the English-language version of Bad …
The content of both the Dutch and the English-language version of Bad News was written by DROG (www.aboutbadnews.com), a Dutch organisation working against the spread of disinformation, in collaboration with researchers at Cambridge University in the United Kingdom. The visual and graphic design was done by Gusmanson (www.gusmanson.nl).
In this multi-day lesson, students use the problem solving process from Unit …
In this multi-day lesson, students use the problem solving process from Unit 1 to create a platform jumper game. They start by looking at an example of a platform jumper, then define what their games will look like. Next, they use a structured process to plan the backgrounds, variables, sprites, and functions they will need to implement their game. After writing the code for the game, students will reflect on how the game could be improved, and implement those changes.
The Segmentation Game is a short interactive exercise designed to help students …
The Segmentation Game is a short interactive exercise designed to help students understand the importance of segmenting a market to select target segments before designing a hospitality service.
Run as a workshop, students collaborate in teams to design and prototype …
Run as a workshop, students collaborate in teams to design and prototype games for social change and civic engagement. Through readings, discussion, and presentations, we explore principles of game design and the social history of games. Guest speakers from academia, industry, the non-profit sector, and the gaming community contribute unique and diverse perspectives. Course culminates in an end of semester open house to showcase our games.
This is a project that follows the PBL framework and was used …
This is a project that follows the PBL framework and was used to help students master the fundamentals of probability, specifically the laws of probability. Note that the project was designed and delivered per the North Carolina Math 2 curriculum and it can be customized to meet your own specific curriculum needs and resources.
This is a game designed to promote understanding of the importance of …
This is a game designed to promote understanding of the importance of zero cost course materials and open educational resources. It is targeted to be useful for teaching students about the financial importance of searching for courses that use OER or ZCCM. This resource is CC BY.
This course is an introduction to the fundamentals of game theory and …
This course is an introduction to the fundamentals of game theory and mechanism design. Motivations are drawn from engineered/networked systems (including distributed control of wireline and wireless communication networks, incentive-compatible/dynamic resource allocation, multi-agent systems, pricing and investment decisions in the Internet), and social models (including social and economic networks). The course emphasizes theoretical foundations, mathematical tools, modeling, and equilibrium notions in different environments.
No restrictions on your remixing, redistributing, or making derivative works. Give credit to the author, as required.
Your remixing, redistributing, or making derivatives works comes with some restrictions, including how it is shared.
Your redistributing comes with some restrictions. Do not remix or make derivative works.
Most restrictive license type. Prohibits most uses, sharing, and any changes.
Copyrighted materials, available under Fair Use and the TEACH Act for US-based educators, or other custom arrangements. Go to the resource provider to see their individual restrictions.