Exploratory Learning Through
Educational Simulation & Games
|
|

|
Course
Syllabus
Fall 2009
|
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 interview data and extract patterns and principles that describe the conditions
that lead to interest 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, develop and publish
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, both sections meets synchronously
on Blackboard at
Mondays at 4pm. Additional meeting times may be scheduled with subsets of the class
later in the semester.
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.
|
Week
|
Date
|
Topics
|
Tasks BEFORE Class
|
|
1
|
Aug 31
|
Course Overview and Introduction
Learning, Motivation & Fun
|
Just be there
|
| |
Sept 7
|
Labor Day - No Meeting |
|
|
2
|
Sept 14
|
Finding patterns in the learning, motivation & fun data
|
Read Chapters 1 - 5
Complete your two entries to the LMF database
Register for Wikispaces. Request to join 670.wikispaces.com. Edit your personal page.
Register for Edublogs. Post your username to the comments section.
|
|
3
|
Sept 21
|
Designing Your Own Board Game
Example:
Scramble for Africa
|

Read Chapters 6 - 9
|
|
4
|
Sept 28
|
Board Design II
Team Formation

|
Read Chapters 10 - 13
Read 2 reviews on Scott's
site
Explore: Cardboard
Cognition
Post a board game idea to the Bb forum
Download the templates from TheGameCrafter
Due: September Blog Entry
Submit your Board Game Idea
|
|
5
|
Oct 5
|
Board game team meetings with instructors to be scheduled
NO CLASS SESSION
|
Read:
Chapter 14
Read: Making
Learning Fun
Read: Conditions
of Flow
Due: Analysis of LMF stories (posted
to wiki)
Meet
with your board game team at least once
|
|
6
|
Oct 12
|
Motivational Analysis of computer-based games

|
Read: Chapters 15 - 17
Read: Use
of the ARCS Model
Due: Draft of Design Document down to and including
Content Analysis
|
|
7
|
Oct 19
|
Guest Interview: JT Smith, The Game Crafter
Playtesting your board game
Playtesting Rubric
|
Read: Chapters 24 - 25
Due: Continue fleshing out the rest of your design document

|
|
8
|
Oct 26
|
Serious Games
Exploration

|
Read: Chapters 18 - 23
Due: October Blog Entry
Due: Playable Board Game PrototypeA
|
|
9
|
Nov 2
|
Designing role-plays and interpersonal activities
|
Due-ish: Board Game Final
Design Document
|
|
10
|
Nov 9
|
Online competitions
eGame Project Selection

|
Read: Chapters 26 - 29
Optional Reading:
|
| 11 |
Nov 16
|
Jesse Schell visit

Group meetings with instructors
|
Meet with your egame team
Prepare for Jesse Schell's visit by reading these pieces:
|
| 12 |
Nov 23
|
Faculty furlough day: no class
|
Due: eGame Analysis
(overview, objective, scope, learners, context, competing products)
Read:
Chapters 30 - 33
|
|
|
|
Thanksgiving
|
Re-acquaint yourself with your family
|
|
13
|
Nov 30
|
Publishing and marketing games
Group meetings with instructor
|
Due: November Blog Entry
|
|
14
|
Dec 7
|
Peer feedback on eGame designs and discussion of blog entries
|
Due: Participation
Due: Draft eGame Design Document
|
|
15
|
Dec 14
|
eGame Presentations
|
Due: eGame
Design Document |
Readings
There
is one required book for the course which may be ordered from Amazon by
clicking on the link below.
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, Motivation & Fun Stories |
10% |
|
Board Game Design
|
30%
|
|
eParticipation
|
15%
|
| Blog Contributions |
15% |
| eGame Design |
30% |
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:
|
A
|
Outstanding
achievement; available only for the highest accomplishment.
|
|
B
|
Praiseworthy
performance; definitely above average.
|
|
C
|
Average;
awarded for satisfactory performance.
|
Return
to the EDTEC 670 Home Page
|