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MA C238 Game Production for eLearning

CATALOG COURSE DESCRIPTION

A practical application of skills learned in MA C230, this course is intended for educators interested in developing a pitch package for an eLearning game. Topics include the electronic game production process, eLearning game production planning, and the practical application of concepts learned in MA C230: game play, game mods, online gaming, eLearning, and game based learning. The major course outcome will be the development of an original eLearning game production design document.

COURSE OBJECTIVES

Upon successful completion of the course, the student will be able to

  1. examine and categorize the significant processes in the production of interactive games.
  2. examine and categorize eLearning systems.
  3. evaluate selected commercial games, addressing social content, historical significance, artistic technique and game based learning.
  4. compare the processes of game art production, programming, production management, creating artificial intelligence, designing physics systems, and multi-user networking environments.
  5. compare the foundations of learning theory, instructional design, learning outcomes assessment, game based learning, and eLearning.
  6. plan and create a game design production plan that describes the game play, learning outcomes, controls, interface and artistic style of an electronic game for eLearning.
  7. select original media and organize a game design document for an eLearning game, including; game play, character and level design, programming, database, artificial intelligence, simulations, networking, testing and distribution.

DETAILED TOPICAL OUTLINE

  1. Introduction to Game Production (A, C, D)
    1. Studio Pipeline Processes
    2. Concept Development
    3. Game Play
    4. Game Production Planning Documents
    5. Character Design
    6. Level Design
    7. Interface Design
    8. Artificial Intelligence
    9. User Experience
    10. Programming
    11. Multi-player Network Design
    12. Cinematics
    13. Testing
    14. Distribution
  2. Game Document (A, C, D)
    1. Project Proposal [Pitch]
    2. P & L Projections
    3. Risk Analysis
    4. Proof of Concept
    5. Art Bible
    6. Technical Design Document
    7. Production Plan
  3. Game Production Elements (A, C, D)
    1. Pre-Visualization
    2. Prototype
    3. Meshes and Skins
    4. Levels and Environments
    5. Particle Systems and Effects
    6. Engines and Programming Languages
    7. Interface Design
    8. Audio
    9. Asset Management
    10. Testing
    11. Alpha
    12. Beta
    13. Contracts
  4. eLearning Game Production (B, E, F, G)
    1. Learning Goals
    2. Gameplay
    3. Design Concept
    4. Content
    5. Elements
    6. Learning Outcome Assessment
    7. Business

METHODS OF PRESENTATION

Course instructional methods may include but are not limited to

  1. Lectures
    Example: Lecture on the studio pipeline process.
  2. Discussion
    Example: Students develop a team design concept using a constructivist collaborative discussion as the basis for production and document development.
  3. Gaming
    Example: Students evaluate eLearning games through in-game experiential activities to determine the effectiveness of the production process.
  4. Case Study
    Example: Students research and present a post mortem report on the production of a commercial game.
  5. Critique
    Example: Students evaluate commercial game titles.
  6. Design Problem
    Example: Students solve a project-based design problem by creating an original game design planning document.

ASSIGNMENTS AND METHODS OF EVALUATION

Assessment of student performance may include but are not limited to

  1. Discussion Assignments: (A – G)
    Example:
    Students use constructivist collaboration to develop a team design concept, including performing self-assessments using a rubric, to form the basis for a commercial eLearning production.
  2. Research and Writing Assignments (A – E)
    Example: Students will evaluate and critique commercial game productions.
  3. Projects: (A – F)
    Example: Students work collaboratively in teams to solve eLearning Game Design Project problems and express solutions through the design documents.
  4. Case Study: (A, C, D)
    Example: Students research and present post mortem case studies of commercial games similar to their own game for the purposes of determining effective production strategies.
  5. Design Project: (A – G)
    Example: Students plan and produce an original eLearning game design production document.

REQUIRED TEXTS

Reading assignments are required and may include but are not limited to

  1. What Video Games have to Teach Us about Learning and Literacy, James Paul Gee, Macmillan ©2003
  2. Simulations and the Future of Learning, Clark Aldrich, Pfeiffer, ©2004
  3. Andrew Rollings and Ernest Adams on Game Design, Andrew Rollings and Ernest Adams, New Riders, ©2003
  4. Digital Game-Based Learning, Marc Prensky, McGraw Hill, ©2001

 

3.19.2004

 
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Course at a Glance

COURSE NUMBER
MA C238

COURSE TITLE
Game Production for eLearning

UNITS
3

TOTAL HOURS
54 lecture

TRANSFERABILITY
A/CSU

ADVISORY
MA C230 is strongly advised.

REPEATABILITY
none

 

NOTICE
The course outlines contained in this site are representative of the content taught in each course. Individual instructor outlines may vary.

Textbooks listed on this page are subject to change. Please check with the instructor or with the college BookNook for up-to-date information about current textbooks used.

 

 
  Vision, Process, Foundation

The Academy of Digital Animation
Cerro Coso Community College
3000 College Heights Blvd.
Ridgecrest, CA 93555

For more information contact: recruit@cerrocoso.edu
The Academy of Media Arts at Cerro Coso Community College offers Associate of Science Degrees in Web Design and Digital Animation. For more information about the Web Design program, visit http://www.academy-webdesign.com/. Also visit Cerro Coso Community College, located in southern California, featuring a large selection of online classes to meet your educational needs.

Softimage XSI - Maya - After Effects - Game Studio - Flash MX - Premiere - Photoshop - Deep Paint