Games → Focus on Technologies 1 Development of Games Learning Journey Introduction The games industry in Scotland is thriving. Providing jobs for skilled professionals of all nationalities, games companies are at the forefront of Scotland's electronic technologies and software industry. Games have been used throughout the ages to teach, entertain and amuse. In some respects games have changed over time with changes in technologies, tools and materials, yet in other ways simple games that resemble those from past societies are still played. This learning journey with a technologies focus is aimed at second level. Lessons offer learners stimulating experiences and the opportunity to develop their understanding not only of the history of gaming in Scotland, but will encourage them to explore technological developments in society, and ultimately how to design, create and market their own game. An overview planning sheet is shown on the next page which provides a plan for learning, teaching and assessment starting from the experiences and outcomes. Learning intentions, success criteria and possible evidence which could be gathered to assess learning are shown. The pages that follow the overview provide examples of learning experiences which would explore a variety of suggested learning intentions. They illustrate opportunities for learners to develop their knowledge and skills, and through exploration of concepts provide opportunities for application. v Technologies experiences and outcomes When exploring technologies in the world around me, I can use what I learn to help to design or improve my ideas or products.TCH 2-01a I can investigate how an everyday product has changed over time to gain an awareness of the link between scientific and technological developments. TCH 2-01b Using appropriate software, I can work collaboratively to design an interesting and entertaining game which incorporates a form of control technology or interactive multimedia. TCH 2-09a www.educationscotland.gov.uk/STEMCentral Responsibility of all areas which could be addressed in this learning journey: Interdisciplinary learning planning opportunities I enjoy creating texts of my choice and I regularly select subject, purpose, format and resources to suit the needs of my audience.LIT 2-20a I have carried out investigations and surveys, devising and using a variety of methods to gather information and have worked with others to collate, organise and communicate the results in an appropriate way. MNU 2-20b I am developing confidence when engaging with others within and beyond my place of learning. I can communicate in a clear, expressive way and I am learning to select and organise resources independently. LIT 2-10a By experiencing the setting up and running of a business, I can collaborate in making choices relating to the different roles and responsibilities and have evaluated its success.SOC 2-22a Games → Focus on Technologies 2 Development of Games Learning Journey Experiences and outcomes I can investigate how an everyday product has changed over time to gain an awareness of the link between scientific and technological developments. TCH 201b Using appropriate software, I can work collaboratively to design an interesting and entertaining game which incorporates a form of control technology or interactive multimedia. TCH 2-09a When exploring technologies in the world around me, I can use what I learn to help to design or improve my ideas or products.TCH 2-01a I have carried out investigations and surveys, devising and using a variety of methods to gather information and have worked with others to collate, organise and communicate the results in an appropriate way. MNU 2-20b By experiencing the setting up and running of a business, I can collaborate in making choices relating to the different roles and responsibilities and have evaluated its success.SOC 2-22a Learning intentions Success criteria Possible evidence Explore the history of computer games in Scotland and how they have changed over time. I can use research skills to find out about a particular game and how it has developed over time. Product showing how a particular game or type of gaming technology has changed over time and how technological developments and other factors have influenced this change e.g. Glow Wiki, Glow Blog, wall display Devise a list of Success Criteria for a game. I can create a list of Success Criteria for my/our game. List of success criteria. Demonstrate the process of games design when planning a computer game. I can understand the design process when planning a new computer game. Evidence of the design process: notes, photographs, sketches, videos, etc. I can create a computer game for a target audience using a specific type of software. Computer game suitable for their target audience (which could be shared via Glow) I can review and assess a range of computer games using set criteria. Recorded feedback, evaluation sheet, modified game I can show through evaluation and feedback the changes I would make to improve my game. I can create a questionnaire to find out opinions about computer games from my target audience. Completed survey, questionnaire etc I can create a name and logo for our company. I can create an advert to advertise our company. I can script a pitch for selling a computer game to a games company. Logo and name for their company Logo and packaging for their game. Advert Pitch for selling their game. Feedback from the games company/ teacher Create a computer game using a specific type of software for a target audience. Review a range of computer games using set criteria. Evaluate and modify a game. Develop questions which will enable learners to gather appropriate information from a target audience. Invent a computer game company to market a game. www.educationscotland.gov.uk/STEMCentral Games → Focus on Technologies 3 Development of Games Learning Journey Learning experiences: Engage Possible tasks: Introduction Learners could use the interactive (not yet live) to explore the history of gaming in Scotland. In groups learners could explore different periods of time and create a class timeline of the Games Industry in Scotland, for example this could be done using a Glow Wiki, Glow Blog or a visual timeline as a Wall Display. Learners should consider how technological advances have influenced how games have developed over time. In this learning journey, learners will explore the history of gaming in Scotland, develop their thinking and questioning about games and create and market their own game. The games industry in Scotland is thriving. Providing jobs for skilled professionals of all nationalities, games companies are at the forefront of Scotland's electronic technologies and software industry. The activities in this lesson will give learners the opportunity to investigate Scotland’s gaming history. Learning intentions Explore the history of computer games in Scotland and how they have changed over time. Investigate the range of jobs available in the computer gaming industry and the types of skills these jobs require Product showing how a particular game or type of gaming technology has changed over time and how technological developments and other factors have influenced this change e.g. Glow Wiki, Glow Blog, wall display Job Advert Taking it further Through watching the video learners should consider what skills are required for people who work in the games industry. They should also consider what types of jobs may be required in the games industry. Learners can find out about games companies in this SDI Games Companies in Scotland Brochure. The Talent Scotland Website provides lots of materials to support this: - current gaming jobs - games companies - why people move to Scotland to take up employment in the gaming industry - Design for life Magazine The UK.IE website and Creative Skillset websites also provide information about the Games Industry in the UK. www.educationscotland.gov.uk/STEMCentral Possible evidence Learners as individuals or in pairs/trios could write a job description for a job within the gaming industry. Success Criteria should be set with the class for this class. If each learner or group created an advertisement for a different job they could create a recruitment magazine for jobs in the gaming industry For background information practitioners could watch The Livingstone-Hope Skills Review of Video Games and Visual Effects. The Minister for Culture, Communications and the Creative Industries asked Ian Livingstone and Alex Hope, working with NESTA and Skillset to produce an independent report into the skills needed for school leavers and graduates to fully engage with the UK's world-class video games and visual effects industries. Responsibility of all I enjoy creating texts of my choice and I regularly select subject, purpose, format and resources to suit the needs of my audience.LIT 2-20a Games → Focus on Technologies 4 Development of Games Learning Journey Learning experiences: Engage/explore activities Introduction Learners will be given the opportunity to evaluate a range of different types of computer games using specific criteria. This experience will allow them to then devise their own questionnaire to gain information and opinions about computer games from a sample of the market. Learning intentions Devise questions which will enable them to gather appropriate information from a target audience Review a range of computer games using set criteria. Possible tasks Have a range of different computer games for groups to play and explore. Learners could review the games using reflective questions or statements, for example: - What do we notice/think about this game? - Similar or different to … - Is it fun? Why? Why not? - Does the game have a plot? - What do you notice about the graphics? - What is the purpose of the game? - Does the game have a certification? - Who is the audience of the game? - Is the game suitable for the audience? - What do you like about the game? - Are there any issues with the game? - What else? Learners could create and conduct a survey on which computer games are most popular and why? Learners may well set their own criteria regarding what they wish to find out. They should use a wide audience for their survey sample (or each group could focus on a different audience) for example younger children, peers, teenagers, parents, etc. (This information will be used later when they design their own computer game). Groups could use different methods to record their findings and then feedback on what they have discovered. www.educationscotland.gov.uk/STEMCentral Possible evidence Recorded feedback from evaluating the games Completed survey, questionnaire etc Taking it further A home learning activity could be to let the learners choose from a range of activities such as: - Think about a game you like to play, what type of game is it, what do you like about it - Play a game with your family, what makes a good group game, what did the members of your family enjoy about the game - The best game ever – think about this title and try to imagine a game that lots of people would enjoy – describe what the game would be - Plan a game that could be used to support learning in your class. - Consider what games will be like in 2-5 years time, how will they be different? Games → Focus on Technologies 5 Development of Games Learning Journey Learning experiences: Explore/Explain Introduction This lesson focuses on the games design aspect of computer games. Learners will have to consider their market research in order to create a set of success criteria for their game. The recommended videos and possible tasks will allow learners to experience the games design process for themselves. Learning intentions Devise a list of Success Criteria for a game. Demonstrate the process of games design when planning a computer game. Possible tasks Taking it further Learners can begin the planning process in order to create their own Computer Game. This may be completed in pairs/trios or groups. Practitioners can find out more about Games Design from: The practitioner could give learners a Design Brief for their game. There are a few points for consideration: 1 – Context for the game. The practitioner may wish to give learner a context for the game. For example it may link to a topic they are completing in class. Practitioners may also want learners to devise their own individual contexts for the game. Success Criteria for the game should be agreed by the learners and practitioner, for example: Audience, 2D or 3D, setting, etc. 2 – Consider what platform will be used to create the game, some examples include: Log into Glow and copy and paste the URL to access the tutorial links below: - Kodu – Tutorials available here: http://glo.li/In59Jp - Education Scotland website - Marks on the Landscape - Games Design Case Study Log into Glow and then copy and paste the following URLs: - Get Game Gear: Consolarium loan service http://glo.li/Isqa91 - Consolarium Games Design http://glo.li/bexogN Practitioners could share the games their learners have created and advice about which software they used on the STEM Central in Motion Blog. Scratch – Tutorials available here: http://glo.li/bexogN - - XNA - Tutorials available here: Possible evidence http://glo.li/bexogN - Blender - Tutorials available here: http://glo.li/IsozQq 3 – The process of games design. Practitioners and learners could use these videos (Glow log in required) to explore the various stages required when planning computer games. www.educationscotland.gov.uk/STEMCentral List of success criteria. Evidence of the design process: notes, photographs, sketches, videos, etc. Games → Focus on Technologies 6 Development of Games Learning Journey Learning experiences: Explore/Explain Introduction Creating a computer game will allow learners to develop their creativity skills. The creation of the game can be linked to literacy as learners could be given the opportunity to devise a set of instructions for their game or an imaginative piece of writing about their game. A testing period will allow learners to evaluate and modify their game. Learning intentions Devise a list of Success Criteria for their game. Create a computer game using a specific type of software for a target audience. Construct a set of instructions explaining how to play/win their game. Evaluate and modify their game. Possible tasks Possible evidence Learners could now begin to create their games using the information acquired from the previous lesson. List of success criteria. Learners should remember to use the Success Criteria and the evidence from their surveys. Tutorials from the previous lesson could be used to help with teaching the learners how to use the chosen software. The learners could take part in a writing activity where they have to create a set of instructions explaining how to play their game and how to win. Theyv could also complete a piece of imaginative writing about their game (if this appropriate) focussing on the setting and characters. When the game is completed they should undertake a testing period – the games could be tested by group members, peers, other classes, etc. The learners could provide a peer assessment checklist with their game in order to gain some information about their product. Learners should be given the opportunity to change and make improvements to their game using the information from the testing session. www.educationscotland.gov.uk/STEMCentral Evidence of the design process: notes, photographs, sketches, videos, etc. Computer game (which could be shared via Glow) Recorded feedback, evaluation sheet, modified game Responsibility of All I enjoy creating texts of my choice and I regularly select subject, purpose, format and resources to suit the needs of my audience.LIT 2-20a Games → Focus on Technologies 7 Development of Games Learning Journey Learning experience: Elaborate Possible challenge Involving experts/partners Introduction Learners could be presented with the challenge of pitching their idea to a teacher playing the role as of a gaming company buyer. (Alternatively if possible, someone from the gaming industry could visit the school to take on this role). Learners could be asked to reflect on the learning journey they have had in relation to gaming. First they could review the learning wall display about the project and their own pieces of work and reflect on things like: o What did I learn? What learning did I apply? o Which skills did I use? Where else have I used skills like these? o What kinds of thinking did I use? o What were my successes and the successes of my group? o What could have gone better? o What did I learn from others? This task allows learners to be creative in a Dragon’s Den type of activity where they will have to design and create logos, packaging, advertisements, etc for their computer game company. The learners will also look at the enterprising aspect of running their own business by considering job roles. Their literacy skills will be developed through writing and delivering a pitch for their product. Groups could be asked to plan what they would need to know/learn to be able to do this task and who they might ask to help them. They could also consider team roles such as: manager, communications director, programmer, advertising director and so on. Learning intention Tasks they may come up with could include: Invent a computer game company to market their game. Stimulus These videos (or sections from them) might act as a stimulus when investigating how to market a product: - Marketing (BBC Class Clips) - Marketing Online (BBC Class Clips) Log into Glow and copy and paste the URLs below: - Marketing (4 Learning Clip Bank) http://glo.li/IGUJSi - Market Planning (4 Learning Clip Bank) http://glo.li/ImlBwe www.educationscotland.gov.uk/STEMCentral o Use the findings from their market research (survey) to discuss the marketing of their product and why they created their games o Create a name and logo for their company o Create a name and packaging for their game o Design advertising for their game which could include posters, website, television commercial, etc o Plan a pitch that will engage the company buyer Possible evidence Logo and name for their company Logo and packaging for their game. Advert Pitch for selling their game. Feedback from the games company/teacher Interdisciplinary learning By experiencing the setting up and running of a business, I can collaborate in making choices relating to the different roles and responsibilities and have evaluated its success.SOC 2-22a Responsibility of All I am developing confidence when engaging with others within and beyond my place of learning. I can communicate in a clear, expressive way and I am learning to select and organise resources independently. LIT 2-10a