Game Design as a Writing Course in the Liberal Arts PowerPoint PPT Presentation

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Title: Game Design as a Writing Course in the Liberal Arts


1
Game Design as a Writing Course in the Liberal
Arts
  • Amber Settle
  • DePaul University
  • joint work with Robin Burke and Lucia Dettori
  • International Conference on Frontiers in
    Education Computer Science and Computer
    Engineering (FECS)
  • June 26, 2007

2
Student writing
  • A conflict
  • Writing is important for all students
  • Employers desire good communication skills
  • Writing is crucial for graduate work
  • Many students, particularly those in technical
    areas, do not enjoy writing
  • Particular challenge in technical courses
  • Abstract and quantitative material
  • Writing is poorly integrated with other
    assessments and/or course material
  • E.g. Introductory programming

3
Institution
  • DePaul is a liberal arts university
  • Liberal Studies Program (general education)
    courses account for up to 45 of student
    requirements
  • Particular focus on writing
  • Center for Writing-Based Learning created in 2006
  • School of CTI
  • Technical school founded in 1996
  • 14 bachelors degree programs, including
  • Computer science, telecommunications, information
    assurance and security engineering
  • Information systems, e-commerce technology
  • Computer games development, computer graphics and
    motion technology
  • Digital cinema, interactive media

4
Game design as a writing course
  • GAM 224 Introduction to Game Design
  • Course context
  • Required for the B.S. in Computer Games
    Development
  • Carries credit in the Liberal Studies Program
    under Arts and Literature
  • No prerequisites and no coding
  • Students study principles of game design to
  • Analyze existing games
  • Develop original game ideas
  • Writing is a primary part of the course

5
The Liberal Studies Program
  • General education courses required of (nearly)
    all DePaul undergraduates
  • Two types of requirements
  • Common core (required of all)
  • Composition and rhetoric, math and technology
    literacy, First-Year Program courses, sophomore
    seminar, experiential learning, capstone
  • Domain courses (some student choice)
  • Arts and Literature Philosophical Inquiry
    Religious Dimensions Scientific Inquiry Self,
    Society, and the Modern World Understanding the
    Past
  • Almost half of undergraduate requirements

6
Arts and Literature domain
  • Expand knowledge of arts
  • While developing critical and reflective
    abilities
  • Interpret and analyze creative works
  • Investigate relationship between form and meaning
  • Focus on works of art or literature
  • May include social and cultural issues
  • Courses include animation, art, English, digital
    cinema, modern languages, music, theater
  • Writing requirements 5-7 pages per quarter

7
GAM 224 text and topics
  • Rules of Play by Salen and Zimmerman
  • Game design from three angles
  • Formal aspects (rules)
  • Experiential aspects (play)
  • Cultural aspects (culture)
  • Roughly 3 weeks per section
  • 17 schemas, not all of which are covered
  • E.g. Rules Emergence, Uncertainty, Information
    Theory, Systems of Information, Cybernetic
    Systems, Game Theory, Conflict, Breaking the Rules

8
GAM 224 requirements
  • Reading requirements
  • 600 page textbook
  • Weekly articles in The Escapist
  • Online gaming magazine written by (many) game
    designers
  • Assessments
  • Papers of several types
  • Design projects
  • When possible, full development, e.g. card games
  • Deliverables include written documentation
  • Quizzes
  • Overall knowledge of schemas
  • Short answer questions
  • In-class activities
  • E.g. Alteration of existing game and play testing

9
GAM 224 writing requirements
  • Minimum of 20 pages per quarter
  • Reaction papers
  • 1-2 pages
  • Games chosen from a common syllabus
  • Relate games to schemas
  • Analysis project
  • One game played throughout the quarter
  • Two or three 5-page papers
  • Argue a point about the game using the schemas
  • Different from writing in other CTI courses
  • Interpretative writing
  • A variety of writing (papers, design projects,
    quizzes)
  • Strongly integrated into the course structure
  • A challenging class for students

10
Enrollments
11
Attracting non-majors
  • Original purpose of course
  • Teach basic game design to majors
  • Hone writing skills for gaming students
  • Growth in sections/students
  • Partially due to growth in game development major
  • 133 students in Spring 2007
  • Large percentage of non-majors
  • Games are appealing
  • Reading Shakespeare or playing Legend of Zelda?
  • Workload is mentioned by students on evaluations
  • Relatively low withdrawal rate
  • Games may provide sufficient incentive
  • New purpose Attracting students to CTI?

12
Future work
  • New assessments in course
  • Collaborative writing
  • Quarter-long group writing assignment facilitated
    by a wiki
  • Assessment of preparation for majors
  • Are students doing better in more advanced gaming
    courses
  • Anecdotal evidence that they create better design
    documents
  • Impact of course on majors/minors
  • Are more students minoring/majoring in computer
    game development as a result of the class?
  • Anecdotal support
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