Exploratory Learning Through
Educational Simulation & Games
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Course
Syllabus
Fall 2008
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Overall
Course Themes
This course
deals with aspects of the design process that are sometimes neglected.
To design an instructional game well, you must be both systematic and
intuitive, analytic and artistic. In mastering the ISD process, you've
learned to handle the cognitive side of instruction (which, almost by
definition, is the most important). In EDTEC 670, you'll also learn
to deal with the affective side of instruction. Throughout the course
we'll be addressing the questions: What makes some activities interesting
or fun? How can we maximize enjoyment without sacrificing instructional
quality? It's a difficult and fascinating challenge for any instructional
designer.
A second
major theme of the course involves the design of simulations. The questions
that will dominate the second half of the course are these: How do
we represent reality in a simulation? How do we balance simplicity,
efficiency, and playability against realism, richness and complexity?
These, too, are challenging design tasks.
Objectives
Upon completing
this course, you'll be able to:
- Analyze survey data and extract patterns and principles that describe the conditions
that lead to boredom and enjoyment in learning environments.
- Use,
where appropriate, selected psychological theories and models to describe
motivational and affective aspects of instruction. The models will
include the following: Csikszentmihalyi's flow model; Keller's ARCS
model; Malone & Lepper's intrinsic motivation taxonomy.
- Conduct formative testing of a game and infer connections between elements of the
game design and their emotional effect on the player.
- Describe and explain selected issues, concepts and principles involved
in the design and use of educational simulations and games.
- Design
an educational board game that is flexible and effective and document its rules,
physical attributes, context of use, rationale, and variations.
- Create face-to-face simulations, role plays and other activities designed to build
social cohesion among learners and convey understanding of complex content.
- Design
and document a computer-based educational simulation-game, using flowcharts,
maps, and equations as appropriate as well as the motivational principles at work
in the design.
- Reflect on and explain the design processes you use in creating motivating educational
products.
Course
Schedule
Much of the work of the class will be done on your own schedule, either solo or in small groups. Unless otherwise noted below, each section meets synchronously on Blackboard at the following times:
Campus - Mondays at 4pm | COMET - Mondays at 7:15pm | Distance - Tuesdays at 5:30 pm
Sessions begin with pre-recorded presentations under the Lecture menu item. Interactive sessions and their archives will be found by clicking on the Wimba Classroom link in the menu bar.
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Week
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Date
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Topics
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Tasks BEFORE Class
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1
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Sept 8/9
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Course Overview and Introduction
Learning, Boredom & Fun
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Just be there
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2
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Sept 15/16
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Finding patterns in the learning, boredom & fun data
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Complete your four entries to the LBF database
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3
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Sept 22/23
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Designing Your Own Board Game
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Due: Analysis of LBF survey data
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4
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Sept 29/30
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Board Design II
Team Formation
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Post your Board Game Analysis
Explore 2 reviews on Scott's site
Explore: Cardboard
Cognition
Post a board game idea to the forum
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5
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Oct 6/7
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Motivational Analysis of computer-based games
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Read: Making
Learning Fun
Read: Conditions
of Flow
Read: Use of the
ARCS Model
Meet
with your board game team at least once
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6
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Oct 13/14
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Board game team meetings with instructor
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Due: Complete Draft of Design Document
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7
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Oct 20/21
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Playtesting your board game
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Due: Playable Board Game Draft
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8
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Oct 27/28
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Designing role-plays, interpersonal simulations and icebreakers
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Due: Board Game Final Document
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9
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Nov 3/4
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Serious Games
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Due: Interpersonal Activity Design
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10
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Nov 10/11
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Online competitions
eGame Project Selection
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| 11 |
Nov 17/18
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Group meetings with instructor
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Meet with your egame team
Due: eGame Analysis
(overview, objective, scope, learners, context, competing products)
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| 12 |
Nov 24/25
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Optional meetings with instructor
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Thanksgiving
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Re-acquaint yourself with your family
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13
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Dec 1/2
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Publishing and marketing games
Group meetings with instructor
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14
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Dec 8/9
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Peer feedback on eGame designs and discussion of blog entries
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Due: Contributions
Due: Draft eGame Design Document
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15
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Dec 15/16
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eGame Presentations
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Due: eGame
Design Document |
Readings
There
is one optional book for the course which may be ordered from Amazon by
clicking on the link below.
In addition, these online readings will be assigned during the semester:
An additional
set of readings is available through SDSU
Electronic Course Reserves. It includes the following articles:
- Csikszentmihalyi,
M. (1990). Flow: The psychology of optimal experience. New York:
Harper & Row.
Chapter
4: The conditions of flow
- Keller,
J. M., & Suzuki, K. (1988). Use of the ARCS motivation model in
courseware design. In D. H. Jonassen (Ed.). Instructional designs
for microcomputer courseware. Hillsdale, NJ: Lawrence Erlbaum.
- Malone,
T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of
intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.). Aptitude, learning and instruction. Volume 3: Conative and affective
process analysis. Hillsdale, NJ: Lawrence Erlbaum.
In addition
to the readings, you'll be making use of Cardboard
Cognition, a resource created by previous generations of EDTEC 670
students. Cardboard Cognition is a compendium of dozens of educational
card and board game designs.
Tools
The final deliverable for your egame project will be primarily a design document,
not a working game. To test your interface ideas and illustrate your design, though,
you will learn to use specialized software tools and, depending on the project you
choose, learn to work within the strengths and limitations of a single tool.
Some possible platforms that e-games will be designed for:
All project documentation will
be presented in the form of web pages and shared via the course web site.
Grading
Your final
grade will be determined by your performance on the design of a board game,
an interpersonal learning activity and an egame; an analysis of data about learning
and fun; and your contributions to the class forums and group blog.
There
will be several e-game project opportunities to choose from. Each will
involve the development of a computer-based prototype and a written
analysis of its design from both instructional and motivational vantage
points.
Discussion contributions will be graded individually. All three design projects
will be team efforts. Each individual on the team will be graded separately,
though the overall performance of the team will have an influence over
individual grades. It behooves you, therefore, to put some energy into
team building in order to maximize everyone's success. The projects
will be weighted as follows:
| Analysis of Learning, Boredom & Fun Survey |
10% |
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Board Game Design
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25%
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Interpersonal Learning Activity Design
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15%
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| Forum & Blog Contributions |
15% |
| eGame Analysis |
10% |
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eGame Design
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25%
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This is
a graduate level course. Grading performance in an amorphous area like
game design is not easy, but not impossible either. Please keep in mind
the following definitions of grading standards from the SDSU Graduate
Catalog:
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A
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Outstanding
achievement; available only for the highest accomplishment.
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B
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Praiseworthy
performance; definitely above average.
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C
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Average;
awarded for satisfactory performance.
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Return
to the EDTEC 670 Home Page
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