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Developing A Flash Game to Teach Information Skills

Developing A Flash Game to Teach Information Skills. Bee Gallegos Fletcher Library Arizona State University at the West campus LOEX of the West Conference June 6, 2008 Las Vegas NV. Background. Spring 2004 - Lower Division instruction program created

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Developing A Flash Game to Teach Information Skills

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  1. Developing A Flash Game to Teach Information Skills Bee Gallegos Fletcher Library Arizona State University at the West campus LOEX of the West Conference June 6, 2008 Las Vegas NV

  2. Background • Spring 2004 - Lower Division instruction program created • Recognized need to make instruction more engaging/interactive • Millennials • Games as instructional tool • ENG101 targeted

  3. Learning Objectives Introduce ENG 101 students to: • Library as a physical and virtual place • Library services • Types of resources • Basics of the online catalog • Differences between types of sources • Reading, understanding, and using citations to retrieve information

  4. Game Project Beginnings • Project goal • Computer game ready Fall 2006 • Games as instructional tool • Research & Brainstorming • Start small and “simple” • Ideas evolved

  5. Board game • Prototype • 1st version developed August 2005 • 1st used in class Sept 2005 • Very popular & successful instruction tool • Exploring publication & distribution options

  6. Online Game • Development - Began Spring 2006 • Team – Originally 5 people • Variety of Skills • Web development, database design, graphic design, instructional expertise, extensive research in gaming as an educational tool • Support from Library Director • Funding to hire an outside programmer • Time to focus on game(s) • Platform - Flash

  7. Documentation • Project Plan* & Timeline • High Concept Document** • Game Treatment Document** • Game Script** * From http://www.projectmanagement.tas.gov.au. ** From Andrew Rollings and Ernest Adams on Game Design

  8. High Concept Document • Marketing tool or executive summary • Premise of the game • Female heroine • Virus • Campus setting • Overall storyline • Target audience • Unique selling points • Platform • Characters

  9. Game Treatment Document • Game overview • High Concept • Hooks • License • Game play highlights • Technology highlights • Art and Audio highlights • Design elements (graphics, elements, characters, screens) • Hardware • Game world • Back-story • Objective • Characters • Mission (includes aspects of back story & objective) • Production details • Team • Budget • Schedule • Competition

  10. Game Script Everything from High Concept and Game Treatment Documents • Design details • Time element • Tools, Objects & Components • Screens • Help • Game play outline & text

  11. Version 1.0 Timeline Approximations • Storyline decisions, mission, and documentation - Seven months • Design (game logo, map, isometric tiles, building interiors, characters, icons) - Two months • Character interactions - One month • Animations and character walking paths - Two weeks • Information retrieval (game catalog and database)- Two weeks • Sound creation - Two weeks • Bug tracking and documentation – One month

  12. Programmer • Finding Programmers • Consulted with local Game Designers and experts • Defined needs • Posted on local Tech listservs, wikis and web sites • Asked for portfolios from top three candidates • Hiring Programmer • Chose candidate with the most edugaming experience • Top candidate subcontracted graphic designer • Legal documentation • Had to add programmer to University vendor list

  13. Taking the Game to Class • Version 1.0 Spring 2007 • 1st used in class Jan 30, 2007 • Instruction included: • Intro to library homepage & online catalog • Instructions for playing game • New bugs identified • Tracking sheet • Decision to revise: version 1.1 • Pre- and post-test results • Observations & student feedback

  14. Version 1.1 (Summer 2007) • Find new programmer • Fix bugs • Moveable windows • Copy and paste • Citations in the pda • “Mission screen” • Hot spots • Doorways • Main character indicator • Modify interiors & objects

  15. Version 1.1- Instructional Changes • Introductory instruction changed • BRIEF introductory lecture • Minimal game instruction • Students play in teams • Created help movies • Macromedia Captivate • Linked from ENG101 web page • Telling the difference between article and book citations • Finding books in the catalog • Finding articles in the database

  16. What’s Next? • Revisions or a new game? • Changes • LC & Dewey versions • ASU 101? • Exploring options for distribution

  17. Advice for Aspiring Game Developers • Be realistic about the size of the project • Start small • Project that is doable • Keep instructional outcomes at the forefront • Review project goals & timeline regularly • Don’t underestimate the time needed for design & completion • Hire a professional programmer with educational gaming experience • Use Rollings and Adams on Game Design (Recommended) • Include assessment; within game play if possible

  18. Advice for Aspiring Game Developers • Team makeup • Not too large, not too small • Variety of skills and experience • Solicit organizational support • Exercise patience • With the process and all personnel involved (including yourself ) • With the learning curve • Don’t forget to celebrate your achievements!

  19. Essential Sources • Rollings, A., & Adams, E. (2003). Andrew Rollings and Ernest Adams on game design (1st ed. ed.). Indianapolis : New Riders. • Sample game treatment document: • http://www.designersnotebook.com/Wanna-be/ctaylordesign.zip • Sample project plan: • http://www.projectmanagement.tas.gov.au.

  20. Let’s Play! http://library.west.asu.edu/game/quarantined/login.cfm

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