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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
- examine and categorize the significant processes in the production of
interactive games.
- examine and categorize eLearning systems.
- evaluate selected commercial games, addressing social content,
historical significance, artistic technique and game based learning.
- compare the processes of game art production, programming, production
management, creating artificial intelligence, designing physics systems,
and multi-user networking environments.
- compare the foundations of learning theory, instructional design,
learning outcomes assessment, game based learning, and eLearning.
- 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.
- 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
- Introduction to Game Production (A, C, D)
- Studio Pipeline Processes
- Concept Development
- Game Play
- Game Production Planning Documents
- Character Design
- Level Design
- Interface Design
- Artificial Intelligence
- User Experience
- Programming
- Multi-player Network Design
- Cinematics
- Testing
- Distribution
- Game Document (A, C, D)
- Project Proposal [Pitch]
- P & L Projections
- Risk Analysis
- Proof of Concept
- Art Bible
- Technical Design Document
- Production Plan
- Game Production Elements (A, C, D)
- Pre-Visualization
- Prototype
- Meshes and Skins
- Levels and Environments
- Particle Systems and Effects
- Engines and Programming Languages
- Interface Design
- Audio
- Asset Management
- Testing
- Alpha
- Beta
- Contracts
- eLearning Game Production (B, E, F, G)
- Learning Goals
- Gameplay
- Design Concept
- Content
- Elements
- Learning Outcome Assessment
- Business
METHODS OF PRESENTATION
Course instructional methods may include but are not limited to
- Lectures
Example: Lecture on the studio pipeline process.
- Discussion
Example: Students develop a team design concept using a constructivist
collaborative discussion as the basis for production and document
development.
- Gaming
Example: Students evaluate eLearning games through in-game
experiential activities to determine the effectiveness of the production
process.
- Case Study
Example: Students research and present a post mortem report on the
production of a commercial game.
- Critique
Example: Students evaluate commercial game titles.
- 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
- 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.
- Research and Writing Assignments (A – E)
Example: Students will evaluate and critique commercial game
productions.
- Projects: (A – F)
Example: Students work collaboratively in teams to solve eLearning
Game Design Project problems and express solutions through the design
documents.
- 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.
- 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
- What Video Games have to Teach Us about Learning and Literacy,
James Paul Gee, Macmillan ©2003
- Simulations and the Future of Learning, Clark Aldrich,
Pfeiffer, ©2004
- Andrew Rollings and Ernest Adams on Game Design, Andrew
Rollings and Ernest Adams, New Riders, ©2003
- Digital Game-Based Learning, Marc Prensky, McGraw Hill,
©2001
3.19.2004
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Course at a
Glance |
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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 |
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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. |
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