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Developing A Flash Game to Teach Information Skills

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Developing A Flash Game to Teach Information Skills. Bee Gallegos. Fletcher Library ... to focus on game(s) Platform - Flash. Documentation. Project Plan ... – PowerPoint PPT presentation

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Title: Developing A Flash Game to Teach Information Skills


1
  • Developing A Flash Game to Teach Information
    Skills
  • Bee Gallegos
  • Fletcher Library
  • Arizona State University at the West campus
  • LOEX of the West Conference
  • June 6, 2008
  • Las Vegas NV

2
Background
  • Spring 2004 - Lower Division instruction program
    created
  • Recognized need to make instruction more
    engaging/interactive
  • Millennials
  • Games as instructional tool
  • ENG101 targeted

3
Learning Objectives
  • Introduce ENG 101 students to
  • Library as a physical and virtual place
  • Library services
  • Types of resources
  • Basics of the online catalog
  • Differences between types of sources
  • Reading, understanding, and using citations to
    retrieve information

4
Game Project Beginnings
  • Project goal
  • Computer game ready Fall 2006
  • Games as instructional tool
  • Research Brainstorming
  • Start small and simple
  • Ideas evolved

5
Board game
  • Prototype
  • 1st version developed August 2005
  • 1st used in class Sept 2005
  • Very popular successful instruction tool
  • Exploring publication distribution options

6
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7
Online Game
  • Development - Began Spring 2006
  • Team Originally 5 people
  • Variety of Skills
  • Web development, database design, graphic design,
    instructional expertise, extensive research in
    gaming as an educational tool
  • Support from Library Director
  • Funding to hire an outside programmer
  • Time to focus on game(s)
  • Platform - Flash

8
Documentation
  • Project Plan Timeline
  • High Concept Document
  • Game Treatment Document
  • Game Script

From http//www.projectmanagement.tas.gov.au.
From Andrew Rollings and Ernest Adams on Game
Design
9
High Concept Document
  • Marketing tool or executive summary
  • Premise of the game
  • Female heroine
  • Virus
  • Campus setting
  • Overall storyline
  • Target audience
  • Unique selling points
  • Platform
  • Characters

10
Game Treatment Document
  • Game overview
  • High Concept
  • Hooks
  • License
  • Game play highlights
  • Technology highlights
  • Art and Audio highlights
  • Design elements (graphics, elements, characters,
    screens)
  • Hardware
  • Game world
  • Back-story
  • Objective
  • Characters
  • Mission (includes aspects of back story
    objective)
  • Production details
  • Team
  • Budget

11
Game Script
  • Everything from High Concept and Game Treatment
    Documents
  • Design details
  • Time element
  • Tools, Objects Components
  • Screens
  • Help
  • Game play outline text

12
Version 1.0 Timeline Approximations
  • Storyline decisions, mission, and documentation -
    Seven months
  • Design (game logo, map, isometric tiles, building
    interiors, characters, icons) - Two months
  • Character interactions - One month
  • Animations and character walking paths - Two
    weeks
  • Information retrieval (game catalog and
    database)- Two weeks
  • Sound creation - Two weeks
  • Bug tracking and documentation One month

13
Programmer
  • Finding Programmers
  • Consulted with local Game Designers and experts
  • Defined needs
  • Posted on local Tech listservs, wikis and web
    sites
  • Asked for portfolios from top three candidates
  • Hiring Programmer
  • Chose candidate with the most edugaming
    experience
  • Top candidate subcontracted graphic designer
  • Legal documentation
  • Had to add programmer to University vendor list

14
Taking the Game to Class
  • Version 1.0 Spring 2007
  • 1st used in class Jan 30, 2007
  • Instruction included
  • Intro to library homepage online catalog
  • Instructions for playing game
  • New bugs identified
  • Tracking sheet
  • Decision to revise version 1.1
  • Pre- and post-test results
  • Observations student feedback

15
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16
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17
Version 1.1 (Summer 2007)
  • Find new programmer
  • Fix bugs
  • Moveable windows
  • Copy and paste
  • Citations in the pda
  • Mission screen
  • Hot spots
  • Doorways
  • Main character indicator
  • Modify interiors objects

18
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19
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20
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21
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22
Version 1.1- Instructional Changes
  • Introductory instruction changed
  • BRIEF introductory lecture
  • Minimal game instruction
  • Students play in teams
  • Created help movies
  • Macromedia Captivate
  • Linked from ENG101 web page
  • Telling the difference between article and book
    citations
  • Finding books in the catalog
  • Finding articles in the database

23
Whats Next?
  • Revisions or a new game?
  • Changes
  • LC Dewey versions
  • ASU 101?
  • Exploring options for distribution

24
Advice for Aspiring Game Developers
  • Be realistic about the size of the project
  • Start small
  • Project that is doable
  • Keep instructional outcomes at the forefront
  • Review project goals timeline regularly
  • Dont underestimate the time needed for design
    completion
  • Hire a professional programmer with educational
    gaming experience
  • Use Rollings and Adams on Game Design
    (Recommended)
  • Include assessment within game play if possible

25
Advice for Aspiring Game Developers
  • Team makeup
  • Not too large, not too small
  • Variety of skills and experience
  • Solicit organizational support
  • Exercise patience
  • With the process and all personnel involved
    (including yourself ?)
  • With the learning curve
  • Dont forget to celebrate your achievements!

26
Essential Sources
  • Rollings, A., Adams, E. (2003). Andrew Rollings
    and Ernest Adams on game design (1st ed. ed.).
    Indianapolis New Riders.
  • Sample game treatment document
  • http//www.designersnotebook.com/Wanna-be/ctaylord
    esign.zip
  • Sample project plan
  • http//www.projectmanagement.tas.gov.au.

27
Lets Play!
  • http//library.west.asu.edu/game/quarantined/login
    .cfm
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