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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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Page 1: 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

 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.    

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 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.    

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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    

             

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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.

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Learning Guide Home > Orientation to Gamestar >

Workshop

The Workshop is where players design games with their Toolbox and Sprites. Each player starts with a default set of Sprites and earns

more as he/she advances through the Quest. Players also have Template Games that include sets of Sprites that come with the

Templates.

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Learning Guide Home > Orientation to Gamestar > Workshop >

Toolbox

The Toolbox is the free-form game creation area of Gamestar Mechanic, where users can build new games from scratch, as well as

modify games created by other users. As players proceed through the Gamester in-game curriculum they earn "Sprites", which appear

in their Toolbox inventory. The more advanced a player is, the more Sprites they will have to build games with.

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Learning Guide Home > Orientation to Gamestar > Workshop >

Level Settings

Every game is composed of one or more Levels. A level is a self-contained unit of gameplay with a defined goal. Think of this window

as defining the “world” that the game takes place in.

The Level Settings are used to control the overall qualities of the game space. Users can choose and adjust a variety of parameters

that define this space.

The first three fields in the Level Settings window allow the user to create a name for the level, write text that is displayed when a

player begins playing the level, as well as text that is displayed when players complete it.

The Perspective of a Level indicates whether the Player is viewing the play field fro either a “top- down” or “platformer” perspective.

The platformer perspective really means the player is watching the play from in front. The reference comes from Platformer Games, a

game genre where the player controls an avatar that jumps from platform to platform.

The designer can control the Space determines the size and nature of the playfield. Single-screen means the game is restricted to the

size of one visible game screen—a 16 x 12 grid of Sprites. We recommend starting out with this setting, as it can help focus new game

designers. Scrolling means the game screen will move with the player, revealing previously unseen areas as they move towards the

edges. Wraparound means that when the player leaves one edge of the playfield, her avatar will reappear at the opposite edge.

Choosing Scrolling opens up a submenu that lets users determine the total size of the playing field, up to a grid of 160 x 120 Sprites.

Gravity determines the amount of downward force placed on moving Sprites in the game. For games that are viewed from an

overhead perspective, such as mazes, gravity should be set to None. Increasing the gravity increases the speed at which objects fall,

and allows avatar sprites to jump and fly.

Edge Bounding determines how the edges of the playfield behave in Single Screen and Wraparound mode. Some edges can stop the

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player’s motion or allow the player to pass freely. If the player moves off of the edge of the screen in Single Screen mode, they will

automatically lose the game.

Background and Music let the user choose from backgrounds and musical themes (or silesnce) that will play during the level.

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Learning Guide Home > Orientation to Gamestar > Workshop >

Work Area

The work area is divided into two main sections:

At the top of the menu to the left, Levels in the current game are displayed. The player can move freely between levels to edit them.

Clicking and dragging the level icon to a new position within the window allows players to reorder the levels in their game.

The menu to the left also contains all of the player’s Sprites. Sprites are the essential building blocks of Gamestar Mechanic games. As

players proceed through the eight arcades in the Fac- tory, they are awarded new Sprites to use in their games. Once a player has

earned a Sprite, it can be used an unlimited number of times.

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Sprites

Sprites are divided into five basic groups:

Avatar Sprites are the objects in the game that are under direct control by the player. Only one Avatar may be placed in the playing

area at a time. When the game is played, the arrow keys on the keyboard and the Space bar control the Avatar. Left-handed students

can use the WASD keys to control Avatars as well.

Enemy Sprites are objects that exist to hinder the player’s progress by causing damage to the Avatar. Enemies come in a variety of

types, and each one has a number of settings that determine its behavior.

Block Sprites are used for creating the environment of games. They do not move once they are placed in the playing area. Most

blocks are used to create terrain for the player to explore—mazes to sneak through, platforms to jump on, and obstacles to hide

behind.

Item Sprites are objects that the Avatar can collect and is rewarded by. They can modify the behavior of the Avatar by granting it

new abilities, as well as modifying System sprites.

System Sprites control aspects of the game, including monitoring the winning conditions for each Level. They are not physical objects

in the Play Area, but rather sit on top of the game space and monitor what is going on inside, providing feedback to players on their

play.

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Learning Guide Home > Orientation to Gamestar > Workshop >

Tools

At the top right of the Editor are the Editor Tools.

When the Arrow button is selected, designers can drag Sprites out of their Inventory to the grid, as well as picking up and dropping

sprites that have been placed.

The Wrench button allows designers to change the parameters of the Sprites they have placed. Each Sprite has an individual set of

parameters that govern its behavior. These parameters include things like movement speed, damage, point value, etc.

The Eyedropper button allows designers to copy Sprites placed on the grid. This is especially useful when the designer has changed

the parameters of the Sprite with the Wrench tool because using the Eyedropper will create a clone of the Sprite with the changed

parameters, making it easy to duplicate customized Sprites.

The X button allows designers to delete Sprites placed on the playfield. This action is permanent.

The Edit/Play toggle switch to the top left of the Editor controls the behavior of the console. In Edit mode, the game is not “playing”

—everything stands still. In Play mode, the mechanic can test that their game is working as intended. We recommend encouraging

designers to test their games frequently.

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Learning Guide Home > Orientation to Gamestar >

The Quests

Quests contains the “story” of Gamestar Mechanic. Cast as a young aspiring game

mechanic, the player is pulled into an exciting story of adventure and discovery. In

the Quests, mechanics learn about different Sprites and their behavior, and upon

finishing each game, they are awarded Sprites for addition to their Toolbox.

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Learning Guide Home > Orientation to Gamestar > The Quests >

Episodes and Missions

A Quest is divided into Episodes. Each episode contains a number of Missions, in one of three types: Play, Repair, and Build.

Play Missions require the user to successfully complete the play of a pre-designed game by accomplishing the set objectives. Play

Missions usually serve to introduce users to the behavior of Sprites.

Repair Missions present the user with a game that is in some way broken and cannot be success- fully played. The user must deduce

what is broken about the game and use the Gamestar Mechanic console to place or remove objects. A set of requirements will be

presented that the repaired game must include, such as “Place 10 enemies.” The missions is completed when the player has

successfully played and accomplished the objectives of the repaired game.

Build Missions present the user with a blank slate to build a new game on. A set of requirements will be presented that the game

must include, such as “Place 10 enemies.” The mission is completed when the player has successfully played and accomplished the

objectives of their created game.

After each mission is completed, the player is rewarded with sprites and other rewards such as backgrounds and music to use in their

Toolbox.

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Game Alley

Once games are published, they appear in Game Alley for other Mechanics and visitors to the site to

play.

At the top of the Game Alley screen is the “Featured Challenge,” which spotlights a designer challenge

that designers can take to demonstrate their design skills within a carefully chosen set of design goals.

The screen also displays categories of games such as “Featured”, “Popular” or “New”.

Game Alley is also where players can review each other’s games and provide helpful critical feedback

as part of the iterative design process. These reviews have both Ratings and a simple text Review

Rubric to guide comments.

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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  

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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!                                                        

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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

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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  

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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  

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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.