This week I’m teaching my gaming and education seminar for Georgetown University’s Learning, Design, and Technology program. I’d like to share my plans for it here.
(This week’s book club post is on its way. It’ll be the next one.)
The goal of the class is to dive into how we can use gaming in education, with an emphasis on higher ed. Every class meeting focuses on one particular form of gaming (computer, tabletop, role-playing) or an aspect of gaming. We read scholarship on the topic, play one or more sample games, write notes in the class learning management system, and do some hands-on game design work. I offer a mercifully brief introductory presentation for each one.
Students get to shape some of the class. They develop their own final projects, which are educational games. They collectively determine two class topics, along with how we explore them. And we work together to decide how class sessions should be conducted, online and off-.
This is a very intense and fast class. It’s only six weeks long, including one national holiday, yet it’s a full semester of work.
I’ve taught the class once before, in 2020. This time I’ve made some changes based on my reflections and student feedback. Other changes occur because the first version took place during the pandemic, so was entirely online. So far, this summer’s class will be in person, albeit with all of us wearing masks and trying to respect social distancing. Given the pandemic, there’s always the change of the university flipping the toggle online or ending the mask mandate.
Another change is adding more wiki-ness to the class. Well, not wiki software per se, but setting up two Google Docs (Georgetown’s enterprise standard) for students and myself to develop during the seminar. One is for keywords, and I’ve been adding some to get us started: role-playing game, zone of proximal development, NPC. I hope the students will build up terms, definitions, and examples as we go. The other is for reflections on games we play during the class. I’d like it to be a kind of collection gaming journal.
Despite all of this planning, I’m trying to leave open space for flexibility, especially in responding to student interests. I have picked out for game building applications (Storyboard, Twine, RPG Maker, Game Maker) and will see how much of them the students can work with in our short time together. I may replace some games, readings, and activities along the way. And, of course, we might have to change things as COVID dictates.
Here’s the syllabus. Please note that some readings are not hyperlinked, because they are available to my students as campus digital resources.
May 23 Introductions and into the magic circle
- introduction to the class: logistics; classroom democracy; cocreating rules of the road; meta design aspects
- student work, including previous examples
- introduction to gaming: history and theory
- game: The Thing From the Future
- technology: download and install Steam
- writing in Canvas:
- student self-description character sheets
- what is your game persona’s D&D alignment (This quiz might help.)
May 25 Tabletop gaming
- introductory presentation
- readings: on the history on Monopoly; on the sociology of tabletop gaming; on the affordances of gameplay
- writing in Canvas: responses to readings
- a look at simulation wargames
- games: The Quiet Year; Terrforming Mars
May 30 – Memorial Day
June 1 Role-playing games
- introductory presentation
- readings: Fuist, “The Agentic Imagination – Tabletop Role-playing Games as a Cultural Tool” ; Garcia, “Privilege Power D&D”
- writing in Canvas: responses to readings
- games: so1um
June 6 Computer gaming
- introductory presentation
- technology: Storyboard
- games:
- intro: Keep Teaching
- CivHero
- Quake
- Seedship
- interactive fiction: Depression Quest; My Father’s Long, Long Legs; Howling Dogs
- readings: Patrick Jagoda, “Videogame Criticism and Games in the Twenty-First Century”; Toft-Nielsen, “Worlds at Play Space and Player Experience in Fantasy Computer Games”; de Zamaroczy, “Are We What We Play? Global Politics in Historical Strategy Computer Games”
- writing in Canvas: responses to readings
- interested in violence and computer gaming? one study
- key theme: branching
June 8 Education and gaming, 1
- reading: James Paul Gee, What Video Games Have to Teach Us About Learning and Literacy. (1-69; Appendix)
- writing in Canvas: responses to readings
- games: Spent; pick one from Molle Industries; A Game of College; Quantum Game; Go Viral!
- Twine
June 10: final project pitch due
June 13 Education and gaming, 2
- reading: James Paul Gee, What Video Games Have to Teach Us About Learning and Literacy, (71-219).
- writing in Canvas: responses to readings
- games:
June 15 Gaming and design
- reading: on empathy and game design; Dyson,”Tabletop RPGs on creativity”
- writing in Canvas: responses to readings
- A Dark Room
- compare Smogtown and The Climate Game
June 20 Design for education and gaming
- reading: one university ARG; Resonant Games chapters 5 , 6, and 8 (if you want more theory, check out 2; for more game examples, look into 3 or 4)
- writing in Canvas: responses to readings
- videos: making one Mario level; designing Space Invaders
- game: Reacting to the Past; background and rules
- technology: RPG Maker or Game Maker 2 (download and install)
- Students collectively determine next week’s topics and work
- optional: a Renaissance LARP; an expanded student RTTP book with primary sources, Black Death Student Gamebook with Sources
June 22 Storytelling and games
- readings: Gordon”, Civic Creativity and Role-Playing Games in Deliberative Process“; Alexander, “Gaming: Storytelling on a Small Scale” and “Gaming: Storytelling on a Large Scale”, from The New Digital Storytelling, pp 97-127
- writing in Canvas: responses to readings
- games: The Thing From the Future ; September 7th, 2020
June 27 Student topic pick
June 29 Student topic pick and final project presentations
July 8: final projects due
Sounds like fun! (I didn’t even know that Goffman wrote about “fun”!)
I read here your Konieczny observational study on table top gaming and board games, and agree with his criticism of Putman’s predictions regarding poker, where participation is growing slightly in our area (in spite of COVID), and has been for years, probably (?) a result of a growing population of retired males — but this is where Konieczny could have added to his essay, in regard to sources of growth, recruitment, initiation of new players into tournaments, and various games
The poker world that I observe is very opaque to me, and it is unclear how to get past that — but, from what I can see, it happens.
Like getting a job, right?
But what about the social capital accumulation claim that Konieczny makes? No so different, I think, from outcomes of similar sized groups with longevity, similar participation levels. Still, an interesting topic.