Flipped, Agile, Flipped, Agile, Gamiformed Gamiformed
Pedagogy for Pedagogy for Game DesignGame Design
Bill GuschwanColumbia College
2012 Columbia Capstone Videogameshttp://brokenthegame.com/
http://www.fearlesspdp.com/
OverviewGamify vs. GamiformFlipped Constructivist vs. Traditional
ClassroomAgile vs. Traditional Game DevelopmentFlipped, Agile, Gamiformed Model of Game
Development
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Gamiform vs. GamifyGamiform is gamification using a
metacircular evaluator (ME) as an epistemic game to elicit optimal intrinsic user behavior for an activityGee and Shaffer
Star Trek Terraform, or forms of life (Wittgenstein lebensform)
Aristotle’s and Nagarjuna’s Formal Cause
Beyond GamificationGamiform is a specific type of gamification. Gamiform affords binding of multiple roles in
a unified game space. Forms and Captures emergent roles and
capacities.Gameful (Jane McGonigal) or Meaningful
Games (Amy Jo Kim) or Player Experience Design (Nicole Lazzaro)http://blog.superbetter.com/gameful-design/
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Metacircular Evaluator2 part process: evaluation and applyInput to Apply is output of Eval and vice
versa.Iterative and recursiveBuild Eval first part first
Evaluator as Embedded Assessment Game“Assessment as / for Learning” Formative
R E BennettGame design as Application
Metagame (Eval)Metagame uses drama theory.Game with a focal point, goal has no solution
but an agreed endpoint. It is an on-going re-design of the game.
It focuses on evaluation of apply part. It works on the “how” of the apply part.
Metagame decides how the game is designed, how the roles of players interact, and how they decide on a focal point.
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Game (Apply)Game is the Apply part of ME.Game (Apply) and Metagame (Eval) is
Gamiform.They must communicate and interact
iteratively.Metagame persists with the Game when in
production.
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Gamiform TetralemmaNagarjuna and Aristotle.1 It is a drama theory metagame. (Formal)2 It is a game we design. (Material)3 It is both a drama theory metagame and a
game we design (Efficient: Formal plus Material)4 It is neither a drama theory metagame nor a
game we design (Final: Efficient produces Final)
1b It is the GAME we play.Order is important
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GameDesign TetralemmaWhiteboard Exercise
Yin Yang 4 PartBeachBall example
2 flies, a bee, and a beachball
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Types of AssessmentDungeon and Dragon
Characters, Quests, XPAward Experience Points
Class Dojo iPad app http://www.classdojo.com/Reward Experience Points for Quests
Use Scrum stories Peer to Peer points
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Gamiform ExamplesParkinson’s Cognitive Assessment
Game: Tapping mouse game to assess cogfunction
Meta-game: Bind roles for clinician, researcher, patient
Pilates and Life over Cancer Game: Physical corrective exerciseMeta-game: Bind role to optimize for Breath
Intro to ProgrammingGame: Learn programmingMeta-game: Bind roles such as reading code,
sharing code, helping13
Roots of GamiformSelf is extended in space.
William James,Mikhail Bakhtin, Erving Goffman, Marshall McLuhan, Martin Heidegger
To manage people you BIND roles to environment in time.“Person and the Situation”, Ross and NisbettKurt Lewin: Action research
Spiral of steps, ... composed of planning action fact-finding about the result of the action (see citation below)
Paulo FreireLave and Wenger, “Community of Practice”
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Dialogic SelfThe individual consciousness, lies on the
borderline between oneself and the other... The word in language is half someone else's.
It becomes one’s "own" only when the speaker populates it with his own intentions, his own accent, when he appropriates the word, adapting it to his own semantic and expressive intention.
On Dialogism and Heteroglossia (the other(s)' word)From Mikhail Bakhtin
Affordance SpaceNeed to provide an affinity space
James GeeAlternatively, affinity space is an affordance
space.You can think of an app as a space
Verb as the canvas, nouns as the forms, and adjectives as the color (Foucault, Order of Things)
Game is an app that is designed to create spaceSpace is integral to games
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Epistemic Game Goal: Develop teamCommunication patterns: Most important predictor
of a team’s successTeam has Energy, Engagement, and Exploration
http://hbr.org/2012/04/the-new-science-of-building-great-teams/ar/1
McCarthy protocol:Team = SoftwareRequests, Hi bandwidth communication, and shared
visionEvaluate is Pre-production
Cerny methodGet 2 finished levels
Apply is ProductionScale product
Game Design Goal:Hunting vs. HerdingVerb as the canvas, nouns as the forms, and
adjectives as the colorPre-production verb is Hunting for Fun
http://204.15.199.90/~davidkhu/wp-content/uploads/2012/01/Cautionary-Tales-from-the-Kalahari-1991.pdf
Strategy: Opportunistic and “Emergent”Develop from a series of rapid response to
activities which show promiseProduction verb is Herding
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Goal of Pre-Production (Hunting) MetagameA drama unfolds through episodes in which
characters interact. The episode is a period of preplay
communication (hunting) between characters who, after communicating, act as players in a game that's constructed through the dialogue between them.
The action that follows the episode is the playing out of this game; it sets up the next episode. http://en.wikipedia.org/wiki/Drama_theory
Team Tools or MechanicsEvaluation ApplyMcCarthy Protocols:
Professional communication
LARG rules
Help protocolMeet protocol
Team Tools or MechanicsEvaluation ApplyEmotional Kanban:
EmotionalCheckin
Team Tools or MechanicsEvaluation ApplyScrum: Engagement Scrum checkin: what have
you done, what are you working on, and what is blocking you
Goal of Game DesignGreat Games.
PedagogyEvaluation ApplyConstructivistCreate an affinity space
(James Gee) Allow multiple Subject Matter
Experts to join “space” Rhizomatic vs. Hierarchy Games are affinity spacesReggio Emilia, Paidea
Exercise: Campfire and talking stick
Class PedagogyEvaluation ApplyLive Hunting Roleplaying
Game (LHRG) Instructor is dungeonmaster Hunt is for fun Students are charactersGrades Level up with Experience
Points (XP)
Demonstrate Dungeon Master
Exercise: Salsa circle to incantEnter imagination zone:
Personal alignment and call / response
Metacircular Evaluator In other words, organizational life consists of learning (hunting) and
performance (herding) following each other in an endless cycle of what ought to be a creative process of "continual improvement." Strategy is an intermediate product in this process;
as an output of the learning organization, it articulates what the organization has learned and coordinates its experience. As an input to the performance organization it specifies goals and tasks, and informs its behavior.
In short, strategy is at the nexus of the twin organizational structures of the woven matrix (tantra) and the twin cognitive structures of text and context, information and meaning, the "melody" and the "rhythm" that are required to resolve the existential tensions. (David K Hu, p 84)
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