Tuesday, 21 October 2014
Character Activity Sketchnotes
It will be interesting to see what sort of feedback I get from the students presenting the activities this way.
The activities themselves work for me as they get the students to look at existing characters within video games, but also get the students creating their own characters using a variety of methods. Activity one is the sort of thing I want the students to ask themselves when they do their first assignment when reviewing a video game. While the remaining exercises as I just said are about creating characters from scratch. Something they will have to do for their game they will be designing. So I'm hoping these will be helpful exercises they can revisit.
Anyway below are the scans of the sketch notes (although rather wordy) for the lesson.
Sunday, 12 October 2014
Flipped Learning Update 2
In the initial update I did on flipped learning I forgot to mention unintentionally I had turned the game design unit, Unit 40 into flipped learning also.
The way this is running is that the students read the directed chapter of Level Up! By Scott Rogers before the lesson, make notes while reading. (A minority are doing this, but need a way to get rest to do so. However this seems to be a problem whether at home or in class across the board students don't like making notes!) Then in class we will do activities based around the chapter they have just read. Such as research the definition of what a game is using the books in the library (there is a similar exercise on what a mechanic is). Or I will select an appropriate activity from the Game Designers Workshop, or one of the other books I have. These activities can have them reflecting on a particular aspect of a game they have played, brainstorming game ideas, prototyping etc. I will also provide students with hand outs of optional further reading on that weeks subject for those that are really interested in the subject.
For example this week we started looking at story in video games. So before the lesson the students would have read level 3 of Level Up! (Chapters are called levels in the book). In the lesson the activities were the following:
- Using Story Cubes write a short story that begins "Once upon a time..." - the story only had to be about a paragraph. However a related this back to brainstorming and using this as an exercise that could be used to help generate ideas.
- Next they then did an exercise from the Game Designers Workshop that had them reflecting on the story of a recently played game, and what was broken about it, and how they could fix it.
I also handed out some information on story arcs,an article on using environment to tell story, and embedded some videos on the units VLE page that dealt with the Heroes Journey. The story arcs material will be the basis of the next lessons activities.
For me running unit 40 this way is the ideal way to run the unit. The dry theory is done outside the class, and creative fun stuff is done in class. We are able to concentrate on brainstorming as individuals or groups, there is plenty of opportunity to prototype games and mechanics, we are able to build confidence in standing up in front of people and present our ideas. For me game design is about ideas and creating. Within the class we apply the theory not just in looking at games we have played, but also in creating our own ideas.
The other thing I forgot to mention in that initial post was although at the time I didn't know it I'd already been thinking about sketchnotes and visual note taking, back in April/May time cartoonist Martin Shovel (I follow him on Twitter) announced a workshop aimed at communicators (http://www.creativityworks.net/training/cartooning-for-trainers/) the same week as the Develop conference in July. This was something I would loved to have done. Go look at the link If you haven't already. Learn to draw cartoons! Count me in. Well if scheduling and an external moderator visit hadn't clashed with the day it was held, and me not having the cash handy to pay for it (somehow don't think my bosses would see the benefit of this to pay) I'd of been there. Why? I want to be able to "spice" up my slides, worksheets, notes etc so they are more interesting for the students. Cartoons I think are the ideal way of doing this. Instead of trying to find that just right image, draw a cartoon to illustrate the point. Plus the cartoon may be the thing that helps the student understand the point where the words didn't. I will go to one of these, I'm determined to get to one.
So there you have it the forgotten stuff from the initial post on flipped learning. How I am also using it in game design, and a little of my philosophy of teaching it, and how I had already started to think about visual notes. Hope that this was also useful.
PS in a future post I share some of the resources I use for this unit.
Sunday, 22 June 2014
A Game Design Reading List
When you look at the units specification they have a list of books that they suggest may be of use to teachers teaching the unit. I think that list is too long and how do the teachers tell what is good and what is a waste of time? Let's face it we also have limited time to do background reading so anything that can make that time more productive is welcomed.
Here is my list of what I consider to be essential books that anyone teaching the game design unit should have on their bookshelves:
- A Theory of Fun for Game Design by Raph Koster
- The Art of Game Design: A Book of Lenses by Jesse Schell
- Game Design Workshop: A Playcentric Approach to Creating Innovative Games by Tracy Fullerton
- Level Up! The Guide to Great Video Game Design by Scott Rogers
- Challenges for Game Designers: non-digital exercises for video game designers by Brenda Brathwaite and Ian Schreiber
In a future post I will go over some of the exercises I do in class with my students for this unit. I'll also link to an on line copy of an essay from a book not mentioned above that I like to use as a great discussion starter with the students.
Friday, 30 May 2014
Future Plans - What Could Possibly Go Wrong?
I wanted something that was relevant to my subject area (computing - I am not an ICT teacher - full stop and no offence to those that are. But I am a programmer, and my qualifications are those of a programmer, and I teach programming, game design and production).
One of the things I witness students struggle with in the four years of teaching (yeah I'm that new to the education sector) is learning to program. There are several reasons for this, which I will maybe look at in a future post - or my theories anyway. So I am in a constant search for how I can change my teaching to help make the journey easier for my students.
One thing I have noticed in this search is the lack of literature (ie on Amazon) that I can get my hands on that deals with teaching programming or computer science. I think in total I have found 3 books on the subject. So I have them and I am working my way through them slowly.
So with this bit of action research I have to do I thought well I have a couple of books on Flipped Learning that I have been dipping in and out of, why don't I look into this a bit more for my assignment. But I don't just want this to be for the assignment I want this to be something I can use and hopefully make that journey of learning to code a bit easier for the students.
So the plan is to take this bit of action research and use it to prepare myself for trying out flipped learning with the new crop of level 3 software students in September on the Unit 14 Event Driven Programming unit. This is the unit that we use to teach students the basics of C# in the first year of the course. Over the summer I will be using Camtasia on the dirty side (that's the Windows side) of my Macbook Pro to record some screencasts covering the content of the unit, and the basics of C#. If you have read my previous post (here) where I did a mind map of the stuff that I try and cover with my students on the level 3, there is a hell of a lot that I will have to record.
The hope is that having these materials available for the students and not just relying on tutorials already out there will give them relevant stuff to refer to through the course that I know covers not just the stuff they need to know for the unit but also what I consider to be essential knowledge.
With this being the case (hopefully, fingers crossed) this will then free up lesson time to spend on practical workshops that I can spend time focusing more on helping students with specific problems, clarifying any misunderstanding, challenging more able students etc. Which then if this works out makes the students learning to program easier.
Well that's the plan. I'd love to hear from anyone in the comments below from anyone that has tried flipped learning with learning to program. Or any tips on flipped learning, or just say hi would love to hear from you.
I do have a stage two planned already, and that involves the solo taxonomy. But that is further down the road at the moment. Stage 1 is the flipped learning which I will write about here inbetween the various other ramblings.
Anyway that's enough of me for now, have a great weekend.
Sunday, 18 May 2014
Trying some crowd sourcing
Today I came up with a mindmap that tries to cover what I think should be covered on Unit 14 Event Driven Programming and Unit 15 Object Oriented Programming on the BTEC National Extended Diploma that we run.
The way we teach them at my place is we teach Unit 14 in the first year, and then in the second year we teach Unit 15. The idea is that we use Unit 14 to teach the basics of C# and programming to our students before throwing the concepts of OOP into the mix.
Basically in the mind map the orange area is Unit 15 while the blue and green are Unit 14. I tried to show where some of the ideas are linked in some way with the dashed lines.
I think I've covered all the main stuff that needs to be covered. But as we all know that isn't enough. What I want is a mind map that shows not just what needs to be covered on the unit specs, but stuff that should be covered so that the students have a basic knowledge that they can build on if they then went on to university or into industry (via an apprenticeship).
So I would love some feedback from those teaching and those in industry. Hopefully at the end of this there will be a mind map that people can use as a reference for these two units. I know that the BTEC National syllabus for IT/computing is under review with the aim of being ready for 2015. But I don't think what is in this mind map will be superseded, if anything they should include my extra stuff.
PS Mindmap created in iThoughts on the iPad



