Designing
Learning Games That Matter:
How to approach the
design of learning games in a rapidly changing environment.
By
Scot Osterweil, MIT Education
Arcade
Content:
In this workshop we will:
- explore what makes a learning game succeed
both as entertainment and education;
- discuss the evolution of the game business
and how learning games might find new market
niches; and
- work as teams in design exercises that
replicate the game creation process
This workshop is open to any interested participants, and will be
most beneficial to those interested in game design, computer-based
learning and/or children’s digital media. This workshop does not
require prior technical experience.
Biography
: Scot Osterweil is the project manager for the Education Arcade and
currently directs "Learning Games to Go," a federally funded
project designed to develop mobile games that teach math and
literacy to underserved youth. Before coming to MIT, Scot was
the Senior Designer at TERC, an educational R&D firm. He
designed Zoombinis Island Odyssey, winner of the 2003 Bologna
New Media Prize, and the latest game in the Zoombinis line of
products (Riverdeep/TLC). Scot is the creator of the Zoombinis,
and with Chris Hancock he co-designed the multi-award winning
Logical Journey of the Zoombinis, and its first sequel,
Zoombinis Mountain Rescue. Scot is the also the designer of the
TERCworks games Switchback, and Yoiks!, the latter also with
Chris Hancock. Scot's other software designs include work on the
educational products Tabletop II, Tabletop and Tabletop Jr., and
IBM's The Nature of Science. At TERC he participated in research
projects on the role of computer games in learning, and on the
use of video in data collection and representation. Previously,
he worked in television, on the production of Public
Television's Frontline, Evening at Pops, and American Playhouse,
and as an animator on a wide range of programs. He is a graduate
of Yale College with a degree in Theater Studies.
Date: 6 December 2006 (Wednesday)
Venue: CGIE 2006 Conference Venue (Esplanade Hotel
Fremantle)
Time: 1:30pm to 4:30pm
Registration Fees:
|
Cost in AU$ (GST incl.) |
For CGIE2006 Registered
Delegate
|
FREE |
Non - CGIE2006
Registration
|
$150.00 |
Non - CGIE2006
Registration (Student)
|
$100.00 |
Alternate Reality Games and Cross-Media Entertainment: Low-tech,
high-impact immersive experiences
By
Christy Dena, University of Sydney, AFTRS
This workshop is sponsored by
Content:
Alternate Reality Games (ARGs) are cross-media games that require
players to collaborate in helping characters by finding websites,
hacking intranets and email servers and deciphering puzzles. They
have been commissioned by corporations such as Microsoft, Dreamworks,
Bungie Entertainment and Audi to create unique forms of branded
entertainment. Web-based games that augment TV shows, console games
and films, such as The Lost Experience, AOL’s Goldrush
and BBCi’s Jamie Kane are the latest strategy by producers to
provide immersive play experiences that are accessible to a
wide-range of audiences. The employment of low-tech, real world
media, has made them increasingly popular in education as a
pedagogical device for teaching new media literacies too.
This session will:
- Provide an overview of the
current state of this genre;
- Outline the business
strategies behind employing such games to extend a property;
- Provide guidelines for the
design of these games for application in large-scale,
small-scale and education environments; and
- Work as teams to apply
these principles in a rapid-prototyping scenario.
This
workshop will be of interest to designers of locative arts projects;
film, TV and web producers; educators and ludologists, but is open
to all. This workshop does not require prior technical experience.
Biography
: Christy Dena is a
cross-media consultant, researcher and writer. She has mentored
for the Australian Film, Television and Radio School and
presented on cross-media and ARGs for the Australia Council for
the Arts, Australian Broadcasting Corporation, Center for Screen
Business, ACT Filmmakers Network and AFTRS. She has co-authored
the International Game Developer’s Association whitepaper on
Alternate Reality Games. She is on the Board of dLux Media Arts
and writes on new media arts for RealTime magazine and on
virtual world arts in SlateNight magazine. Her PhD research, at
the University of Sydney, is on cross-media entertainment and
focuses on the design principles of ARGs
Date: 6 December 2006 (Wednesday)
Venue: CGIE 2006 Conference Venue (Esplanade Hotel
Fremantle)
Time: 1:30pm to 3:30pm
Registration Fees:
|
Cost in AU$ (GST incl.) |
For CGIE2006 Registered
Delegate
|
FREE |
Non - CGIE2006
Registration
|
$150.00 |
Non - CGIE2006
Registration (Student)
|
$100.00 |
|