Home Welcome! Gamestar Mechanic is a gamebased digital learning platform designed to teach the guiding principles of game design and systems thinking in a highly engaging and creative environment. The game and the accompanying Learning Guide are designed to foster critical 21st century skills such as: systems thinking problem solving creativity collaboration digital media literacies motivation for STEM (Science, Technology, Engineering and Math) learning 1. INTRODUCTION The following introduction to the Gamestar Learning Guide describes the audience of Gamestar, both teachers and students, and the pedagogy that informs the design of the game. We also outline the skills that Gamestar can cultivate, and the technical requirements that you need to use Gamestar in your classroom. 1.1 Who Plays Gamestar? The target audience for Gamestar Mechanic is students in the 4th to 9th grade range, but that segment is by no means restrictive. It is designed to appeal to both boys and girls and does not assume any prior game design/programming experience for the students. 1.2 Who Teaches with Gamestar? For educators seeking to build a curriculum around Gamestar Mechanic, there are no requirements for previous study in game design. The guide introduces all key concepts and their external uses without the necessity for further reading. We have provided an optional reading list for educators interested in continuing their exploration of this emerging field, located at the end of the Introduction section.
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NEW Intro and Orientation - Scholastic1].pdfJan 05, 2011 · The Toolbox is the free-form game creation area of Gamestar Mechanic, where users can build new games from scratch, as
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Home Welcome! Gamestar Mechanic is a game-‐based digital learning platform designed to teach the guiding principles of game design and systems thinking in a highly engaging and creative environment. The game and the accompanying Learning Guide are designed to foster critical 21st century skills such as: systems thinking problem solving creativity collaboration digital media literacies motivation for STEM (Science, Technology, Engineering and Math) learning
1. INTRODUCTION The following introduction to the Gamestar Learning Guide describes the audience of Gamestar, both teachers and students, and the pedagogy that informs the design of the game. We also outline the skills that Gamestar can cultivate, and the technical requirements that you need to use Gamestar in your classroom.
1.1 Who Plays Gamestar? The target audience for Gamestar Mechanic is students in the 4th to 9th grade range, but that segment is by no means restrictive. It is designed to appeal to both boys and girls and does not assume any prior game design/programming experience for the students. 1.2 Who Teaches with Gamestar? For educators seeking to build a curriculum around Gamestar Mechanic, there are no requirements for previous study in game design. The guide introduces all key concepts and their external uses without the necessity for further reading. We have provided an optional reading list for educators interested in continuing their exploration of this emerging field, located at the end of the Introduction section.
Gamestar Mechanic is suitable for use in a variety of formal and informal learning environments across the following curriculum areas: 21st Cen-‐ tury Skills, STEM Learning, Digital Media, Art, Science and Language Arts. It has been designed to work in both formal and informal learning environments including: Schools, After-‐School Programs, Home Schools, Libraries, Community Centers, Tutoring Centers, Museums and Camps.
1.3 What is the pedagogy behind Gamestar? Gamestar Mechanic was designed with the belief that game design is an activity that allows learners to build technical, technological, artistic, cognitive, social, and linguistics skills suitable for our current and future world. The built-‐in curriculum in Gamestar Mechanic lets learners exercise these skills by creating games. Knowing how to put together a successful game involves system-‐based thinking, problem solving, collaboration, art, storytelling, and digital media literacy. This Learning Guide offers a flexible curriculum based on prototyping and iteration, a key game design methodology. Students work through multiple versions of any idea or solution, integrating ongoing feedback into the learning process, and reflecting on the strengths and weaknesses of their design solutions. The Learning Guide complements and expands upon the curriculum developed in the game itself.
Across the both the learning guide’s and the game’s shared curriculum students create playful systems—games, models, simulations, stories, etc. Doing so allows students to learn about the way systems work and how they can be modified or changed. Through designing play, students learn to think analytically and holistically, to experiment and test out theories, and to consider other people as part of the systems they create and inhabit. Game design serves as the pedagogy underlying this work.
1.4 Skills Learned in Gamestar Systems-‐Thinking: Students design and analyze dynamic systems, a characteristic activity in both the media and in science today. Interdisciplinary Thinking: Students solve problems that require them to seek out and synthesize knowledge from different domains. They become intelligent and resourceful as they learn how to find and use information in meaningful ways. User-‐Centered Design: Students act as sociotechnical engineers, thinking about how people interact with systems and how systems shape both competitive and collaborative social interaction.
Specialist Language: Students learn to use complex technical linguistic and symbolic elements from a variety of domains, at a variety of different levels, for a variety of different purposes. Meta-‐Level Reflection: Students learn to explicate and defend their ideas, describe issues and interactions at a meta-‐level, create and test hypotheses, and reflect on the impact of their solutions on others.
1.5 Gamestar Mechanic is a pathway to programming Beyond their value as entertainment media, digital games and game modification are currently key entry points for many young people into digital literacy, social communities, and tech-‐savvy identities. Because of its emphasis on game design rather than computer programming, Gamestar is a great starter tool for students wanting to learn to make games. Once they have mastered game design’s core concepts and vocabulary, it will be easy for them to move into programming-‐oriented game design tools such as Game Maker, Stagecast Creator, or Scratch.
1.6 Technical Requirements to run Gamestar To use the Gamestar Mechanic program, there are certain technical prerequisites. Because the software is web-‐based, the students must have access to at least one computer with Internet access that her permissions to contact the www.gamestarmechanic.com site. The computer must also have the Flash 10 player installed, which can be downloaded from www.adobe.com. If the Flash 10 player is not installed, you will get a prompt to install it automatically upon visiting the front page of the program. No additional purchases or downloads are required.
2. ORIENTATION TO GAMESTAR
Learning Guide Home > Orientation to Gamestar >
Registration Screen
Registration Screen
New users must go through a three-step registration process, the third of which is the receipt of an email with an activation link to
complete the registration process. Contact us about how to register a large number of student accounts or if your students don’t have
an email at which to receive the registration link.
3. ORIENTATION TO TEACHING GAMESTAR What's Inside this Guide? The body of the guide is composed of lessons and activities, each designed to address a certain subset of concepts related to learning game design. There are many ways of using this guide, so feel free to experiment and expand on what is presented here.
• The Approach to Teaching Gamestar provides sample trajectories showing different ways lessons can be sequenced. It also offers suggestions on student assessment and comments on the role of teachers when working with Gamestar Mechanic.
• Game Design 101 focuses on game design basics, as they are explored within the
Gamestar world. These lessons run in parallel to the in-‐game curriculum offered by a series of play, repair, and design missions players must complete as part of the first Quest. The lessons can be followed from start to finish, or used in a modular way.
• The Field Guide showcases ways of connecting more traditional academic
content to game creation. Each entry contains a story written by a Gamestar character, with observations about the real world that then take shape within game creation activities. Subject areas such as math, science, ELA, social students, visual art, design and music are referenced as part of the guide. A brief “teacher activity” outline offers ideas for ways of engaging students in game creation around the narrative entries. Because it is expected that different educators will have different goals in mind for their students, this guide has been designed for maximum flexibility. Lessons are ordered in a simple trajectory from beginner to more advanced concepts; lessons within units can be covered sequentially or in an order of your own choosing. All activities include game recommendations, big ideas, essential questions, and key definitions. Many include worksheet materials or suggested ways of supplementing the lesson off the computer. Systems-‐thinking skills have been highlighted throughout.
• Challenge Cards create a series of jumping off points for students in the creation
and discussion of games. The challenge cards included in this section allow educators to target interests and passions of students or to connect to particular themes they’d like the class to explore. The cards and accompanying Sprite stickers can be Xeroxed and cut out to create either shared or individual decks for use in the classroom. We have included several game frameworks that you can use in conjunction with the cards—these frameworks add a game spin to the
use of the cards and are optional. Keep in mind that Challenge Cards can be used by students interested in designing non-‐digital or social games, as well.
A Note on Digital vs. non-‐digital games The approach to game design presented within this learning guide embraces the design, modification, and play of all games—videogames, board games, card games, social games, tabletop games, role-‐playing games, etc.—as key learning tools. Most of the lessons incorporate the play or analysis of a non-‐digital game, and the concepts highlighted within lessons can be applied to the design of almost any kind of game, not just those created in Gamestar Mechanic. Non-‐digital games allow students to see processes at work that are often hidden in their digital counterparts and the social nature of games allows kids to quickly observe the importance of social dynamics in the design of play experiences. So even if you are not a hard core gamer, remember that almost everyone is a casual non-‐digital gamer—Poker, Solitaire, Go Fish, and crossword puzzles definitely count!
4. Approach to Teaching Gamestar
4.1 Sample Sequences COMING SOON! How to sequence your class around a topic: Game Design, Art, STEM, etc.
Approach to Teaching Gamestar: How to Use Gamestar in the Classroom
Getting Started
Get to know the world of Gamestar What is a game? What is game design?
Build motivation to design games
Level Up from Player to Designer
Explore the elements of game design Fix broken games
Design your first game
Students are empowered by designing
The Iterative Design Process
Take on design challenges Give and receive feedback
Improve your games
Students understand the cycle of reviewing and iterating
Dive Deeper
Follow a curriculum sequence on a specific concentration
Take a closer look at particular areas of game design
4.2 Assessment
COMING SOON! Suggestions for grading and rubrics.
4.3 Role of Teachers and Mentors
Teachers using Gamestar Mechanic in the classroom do not need to be experts in game design. The built-‐in curriculum can be used to scaffold a class, with teachers taking a role of guide and mentor. The activities in this guide are designed to spur a range of interactions between students and the game, and students and each other. Teachers should serve as facilitators for student discussion, reflection, and ideation.
Game design can also empower students to teach each other—the act of playing
and making games for each other moves learning into a collaborative sphere. Kids can show other students what they discovered by playing and creating games, giving them a chance to act as experts. We recommend that educators try to support students taking on these roles in the classroom, serving as teachers and mentors to their peers.
All of the activities in this guide include a set of key questions that can be used
while working with students to help shape their process of reflection and ideation. These key questions are optional to the lesson, but can be used to further customize the curriculum to the needs of each individual group of students. 4.3.1 Creating Content for Classes Follwing is a list of methods teachers and facilitators can use to create content for group activities using Gamestar Mechanic. 1. Teacher created content Many of the sample activities in this guide begin by calling upon students to play a game—digital or otherwise. Although there are already various types of games built into Gamestar Mechanic, we encourage teachers to create model games for use in their classes. Teacher-‐made games can be used to highlight certain game design principles, to simulate real world ideas, or to provide additional games for your class to play and discuss. 2. Create a game for someone else One of the more exciting activities in Gamestar Mechanic is to see a game you’ve designed come to life. But beginning game designers often overlook the fact that game design is focused on the design of games for others—for players. In order to encourage
budding game designers to consider their audience we suggest challenging students to regularly create games for other people, including classmates, friends, or family members. 3. Pass it on In order to encourage cooperation and taking on the perspective of others, try using a “pass it on” method in class. This method encourages students to work piecemeal on projects by accomplishing certain design goals before passing the project on to a classmate, who will continue the design process. Be warned though! Your students may become attached to the work they have done and any change in that work may cause tension among the group. If you use this method make sure you encourage teamwork and offer groups the chance to negotiate their ideas with one another around a shared set of criteria. 4. Class suggestions Not sure what to do next? Ask your class. Involve students in creating content for game design challenges. Keep a list of these challenges and reuse them when you see fit. 5. Creating class criteria for peer evaluation One of the assessment methods established at the onset of this project was having kids co-‐create a list of qualities that they felt described a good game. A sample list of criteria is included in this guide, (p. 48) but every group of kids will come up with a slightly different list. Establishing a clear and shared set of criteria by which students evaluate games—both their own and those made by their peers—is a critical part of the learning approach offered here. 6. Don’t forget the community One of the great things about Gamestar Mechanic is that it rewards students for posting user-‐generated content—the games they make. Encourage students to play other people’s games. You never know what kinds of great examples they’ll find. Don’t forget that you can also follow individual student mechanics on the Gamestar Mechanic community if you run across someone whose games you want to track. Students can also share the games they make with people outside of the Gamestar community. How to export games to other websites Games created in Gamestar Mechanic can be freely exported to other sites by providing the game’s link. Players do not need to be logged in to Gamestar Mechanic to
play these games. Players can share their games with people outside the Gamestar community by clicking the “Share” button to the right of their published game in Game Alley. 4.3.2 Classroom Set up The lessons included in this guide are adaptable to a wide variety of classroom situations. We emphasize cooperation and collaboration throughout the curriculum, stressing that a game is not complete without an engaged conversation between player and designer. Only one student should be logged into Gamestar Mechanic on a computer at a time. Depending on the number of computers available in your classroom, students may have to take turns operating the game. If the number of students is greater than the available computer stations, students can be grouped into pairs or small teams around the computers. The collaborative nature of Gamestar Mechanic lends itself well to what we call “hotseat” play, where students switch off controlling the program, creating games for others to play and then observing the play and receiving feedback. Many of the lessons in Game Design 101 offer additional suggestions for organizing students into groups.