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Gaming Literacies: A Game Design Study in Action - MIT

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<strong>Gam<strong>in</strong>g</strong> <strong>Literacies</strong>: A <strong>Game</strong> <strong>Design</strong> <strong>Study</strong> <strong>in</strong> <strong>Action</strong> 303<br />

support. The first section outl<strong>in</strong>es the situat<strong>in</strong>g context for the project, the<br />

discourses and ideas it engages, and presents a model for th<strong>in</strong>k<strong>in</strong>g about the<br />

<strong>in</strong>tersection between game design, gam<strong>in</strong>g, and epistemic learn<strong>in</strong>g. The second<br />

section documents <strong>in</strong>itial test<strong>in</strong>g with an extremely rough prototype of<br />

the core game experience and reflects on strengths and weaknesses of the<br />

current design. The third section offers an overview of the project and def<strong>in</strong>es<br />

the key criteria and learn<strong>in</strong>g pr<strong>in</strong>ciples we are work<strong>in</strong>g to embed with<strong>in</strong><br />

the experience of play.<br />

<strong>Design</strong> As Learn<strong>in</strong>g<br />

<strong>Game</strong>star Mechanic began with a belief that the practice and production<br />

of game design enables a type of reflection <strong>in</strong> action that supports good<br />

learn<strong>in</strong>g. This approach has been mirrored over the years <strong>in</strong> the development<br />

of products like M<strong>in</strong>dstorms® and open-source tools and programm<strong>in</strong>g languages<br />

like Logo©, Squeak©, Scratch©, and Alice© designed to teach procedural<br />

th<strong>in</strong>k<strong>in</strong>g, problem solv<strong>in</strong>g, and logic, by learn<strong>in</strong>g to program. Seymour<br />

Papert and Michel Resnick pioneered th<strong>in</strong>k<strong>in</strong>g about how the acquisition<br />

of a programm<strong>in</strong>g language empowers a person to model knowledge<br />

and to see the world as a system of <strong>in</strong>terconnected parts. <strong>Game</strong>star Mechanic<br />

shares <strong>in</strong> this approach not by teach<strong>in</strong>g the language of programm<strong>in</strong>g<br />

but<br />

the language of game design.<br />

This dist<strong>in</strong>ction is quite important for several reasons. First, many excellent<br />

game-mak<strong>in</strong>g software products exist already and have been used,<br />

<strong>in</strong> limited cases, by teachers <strong>in</strong> K-12 and university contexts. 2 These tools<br />

<strong>in</strong>clude <strong>Game</strong> Maker®, RPG Maker®, 3D <strong>Game</strong> Maker®, Zillions of<br />

<strong>Game</strong>s®, Toontalk®, Klik and Play®, and Adventure <strong>Game</strong> Studio® to<br />

name but a few, 3 with many more products currently <strong>in</strong> development. These<br />

tools have a proven track record of facilitat<strong>in</strong>g game production and have<br />

opened up the context of game mak<strong>in</strong>g to those who are not professional<br />

game designers. Yet while each of these tools enable game design, they<br />

don’t explicitly embed the practice or th<strong>in</strong>k<strong>in</strong>g of game design with<strong>in</strong> the<br />

experience and often focus on game programm<strong>in</strong>g as the primary pedagogy.<br />

With<strong>in</strong> these tools, games emerge out of a set of programm<strong>in</strong>g procedures:<br />

make the ball bounce aga<strong>in</strong>st a wall – Make a wall sprite and a ball sprite;<br />

manipulate the ball – Add Event > Event Selector > Mouse > Left button.<br />

<strong>Game</strong>star Mechanic contrasts this approach by situat<strong>in</strong>g the mak<strong>in</strong>g of<br />

games with<strong>in</strong> a larger game world, where the mak<strong>in</strong>g and modd<strong>in</strong>g of games<br />

is not only the primary play mechanic or mode of <strong>in</strong>teraction, but also the

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