Game Education Summit North America 2010 - Presentations

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Keynote Speakers
Author or Panel Moderator Panelists

Keynote - Game Education 2.0
Presentation Summary:
Games and interactive media evolve at internet speed and so must the field of game education. In this talk Chris will start by briefly touching on the bedrocks of game education – e.g. core curriculum aspects that are timeless – and then discuss the leading edge of where the field is going.
Keynote Speakers

David Helgason
CEO
Unity Technologies
Lunch Presentation
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Keynote Speakers

Nicole Lazzaro
President
XEODesign®, Inc.
Keynote - How Games will Change the World
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Keynote Speakers
Curriculum Track
Author or Panel Moderator Panelists

Joshua Buck
Assistant Professor of Art & Animation
Champlain College
Game Art Education: Building and Maintaining the Ultimate Game-Art Curriculum
Presentation Summary:
With focus on the ingredients for a successful and competitive game art program appropriate for all schools, explore the origination and evolvement of the Game Art program at Champlain College.
Curriculum Track

Colleen Macklin
Associate Professor
Parsons The New School for Design
Gaming Game Design Curricula
Presentation Summary:
This session will explore how game design methodologies can be used to create a game design curriculum by presenting examples from the creation of a nationally-distributed curriculum for youth.
John Sharp Curriculum Track
Northern Visions: Digital Gaming and Digital Media in Canada
Presentation Summary:
The panelists will each discuss a different aspect of game education in Canada
Curriculum Track
NORTHERN VISIONS: DIGITAL GAMING AND DIGITAL MEDIA IN CANADA (continued)
Presentation Summary:
The panelists will each discuss a different aspect of game education in Canada
Curriculum Track

Lee Sheldon
Professor
Indiana University
The Multiplayer Classroom: Teaching Games by Playing One
Presentation Summary:
A multiplayer world. XP. Quests. Mobs. Dungeons. Guilds. A massively multiplayer online game? No. A university classroom where students learn by playing; where they teach themselves. Play along. Learn how.
Curriculum Track

Jeannie Novak
Lead Author & Series Editor
Game Development Essentials Cengage Publishing
Now Loading: classroom, game . . . one and the same!
Presentation Summary:
This session focuses on how to incorporate gameplay, narrative, instructional design, subject matter expertise into an engaging online classroom experience.
Curriculum Track

Case Noland
CEO and Co-Founder
Noesis Interactive
Noesis Interactive Session - Resources to Increase Student Productivity & Engagement in the Classroom
Presentation Summary:
Who is Noesis, what we have to offer and why we feel strongly that it is beneficial. Jeremy Roden from Richland Community College will discuss his experience using Noesis materials to prepare his students for degrees in partner 4 year schools and local game industry careers.
Jeremy Houston Roden Curriculum Track

Susan Scheibler
Associate Professor
School of Film/TV, Loyola Marymount University
Teaching the ethical landscape in games
Presentation Summary:
The focus of the paper is on the approach to ethical issues taken in the video game theory and analysis class I teach at LMU.
Curriculum Track
USC ALUMNI PANEL
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Curriculum Track

Neils Clark
Professor
DigiPen
interactive ethics: mobilizing media studies for games education
Presentation Summary:
This session addresses the re-tooling of an introductory media and ethics course for DigiPen’s industry-oriented atmosphere. Covered are: deploying media studies, mapping media legitimacy, mapping media effects, and student response.
Curriculum Track

Clara Hui
Researcher - Learning and Teaching
Hong Kong Digital-Game Based Learning Association
Game industry and games in education in Hong Kong
Presentation Summary:
A detailed look into the Hong Kong game industry and its potential educational game market
Curriculum Track
Technology and Management Track
Author or Panel Moderator Panelists

José P. Zagal
Professor
DePaul University
Devil’s Tuning Fork: Lessons for Managing Student, Faculty and Industry Game Projects
Presentation Summary:
A post-mortem of the IGF 2010 Student Showcase winning game Devil’s Tuning Fork from the perspective of the faculty advisors. The talk will impart lessons for solving institutional and academic challenges that faculty at other educational institutions can use to organize projects like this one.
Technology and Management Track

Nils-Holger Henning
CCO
Bigpoint
Turning Students Games into Reality
Presentation Summary:
With the incredible growth of online gaming and new business models, there are more opportunities than ever for students and new developers to create games and bring them to market. Bigpoint, who has grown to over 100,000,000 users, will share their insights on this market, the games that succeed, and the ways that developers can bring their creations to the world.
Technology and Management Track

Eric T. Elder
Game industry Development Representative
Education Management Corporation, Art Institutes
Game Wizards: How to Create a AAA Game Production Team for Training & Development at the College Level
Presentation Summary:
This session describes the creation, execution and results of the Game Wizards Video Game production Team at the Art Institute of California – Los Angeles. Game Wizards Alums have been placed at some of the biggest names in the game industry including: Electronic Arts, Activison (Luxoflux, Treyarch, Neversoft, Infinity Ward) and THQ (Heavy Iron).
Technology and Management Track

Panel: iPhone and Educational Games
Presentation Summary:
This panel will look at best practices, usability & production issues around designing educational kids games for the iPhone.
Technology and Management Track

Jason Della Rocca
Senior Consultant
Perimeter Partners
Business as (Un)usual: Shifting Economic Risk and Your Students
Presentation Summary:
Changes in consumer behavior and demographics, along with the semi-commoditization of game production and new methods of monetization are triangulating towards an epic shift in how the game business works. These changes are directly effecting the nature of economic risk in creating games, and in turn is driving what kinds of games are now being made, as well as who's developing them.
Technology and Management Track
IGDA Track
Author or Panel Moderator Panelists

Dan Carrekar
Mt. Sierra College
Hitting your Mark: Designing the right curriculum in order to make your program a success
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IGDA Track

Foaad Khosmood
UC Santa Cruz
Lean by Doing: Global Game Jam lessons for the classroom
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IGDA Track

Using Videogames for Encouraging Moral and Ethical Reasoning
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IGDA Track

Walter Rotenberry
Key Faculty Member
Wake Technical Community College
Community College Quest: How to meet the needs of industry and University Matriculation
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IGDA Track
Serious Games Track
Author or Panel Moderator Panelists

Avoiding the Magic Bullet in Educational Games
Presentation Summary:
How to avoid the “magic bullet” problem in educational game design by adapting specific aspects of learning content as core game mechanics, including two in-development games as case studies.
Serious Games Track

Andrew Smith
Lead Character Artist
USC Institute for Creative Tec
Panel: A Serious Impact: the future of military training and health promotion in serious games.
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Serious Games Track

Amith Tudur
Game Designer
Carnegie Mellon University - Entertainment Technology Center
An Event-Based Data Collection Engine for Serious Games
Presentation Summary:
This paper deals with the real life implications of multiplayer online games, that can be used to track the behavior of the player and dynamically adapt the game world in real time based on the collected statistics.
Serious Games Track

Claudia McDonald
Associate Vice President for Special Projects
Texas A&M University-Corpus Christi
Collaboration and compromise
Presentation Summary:
Teamwork takes compromise. Medical academics and videogame industry collaborators must be willing to learn each other’s culture and lexicon; otherwise, there’s a train wreck just around the bend.
Serious Games Track

Vinod Srinivasan
Assistant Professor
Department of Visualization, Texas A&M University
Applied Gaming
Presentation Summary:
This paper argues for the use of “applied gaming” instead of “serious games” as an all-encompassing term to refer to the use of games and gaming-related tools and techniques in other domains.
Serious Games Track

Ann Thai
Assistant Director
Joan Ganz Cooney Center at Sesame Workshop
Wii Are Family: Design Principles for Intergenerational Play Patterns
Presentation Summary:
The session aims to deliver a greater understanding of how specific game features and mechanics can promote or inhibit adult-child interactions and the potential implications on learning game design for children and families.
Serious Games Track
Game Design Track
Author or Panel Moderator Panelists

Stephen Schafer
Senior Lecturer, past chairman dept of humanities & soc sci
Digipen Institute of Technology
The Immersive Magic of Drama Based Games
Presentation Summary:
Because of analogical cognitive-perceptual dynamics at work in dream images and DBG game images, drama-based video games can be used as a research instrument to capture real-time neurobiological data relative to the relationship between noumenal and phenomenal patterns.
Game Design Track

Ricardo Rademacher
Professor
Futur-E-Scape
Game assessment using the E/E Grid
Presentation Summary:
Based on two educational and two entertainment theories, the Education & Entertainment (E/E) Grid will be constructed. The Grid will then be used to analyze several game environments.
Game Design Track

Michael Blenden
Why Torque Chose a University for QA and Usability
Presentation Summary:
InstantAction’s Torque division, in a joint effort with Full Sail University, utilizes under graduate and graduate students, course directors, and lab specialists for a joint QA and usability lab. This talk describes the challenges overcome to build the lab and outlines the processes and methods used for both QA and Usability.
Game Design Track

Richard Wainess
Senior Researcher
UCLA/CRESST
How Cognitive Psychology Can Improve The Way We Design Games
Presentation Summary:
Understanding our mental limits, how we store knowledge, and ways to support learning anything is well documented. Even a basic understanding of how we learn can improve the way we design games.
Game Design Track

Tim Decker
Online Faculty
Art Institute of Pittsburgh - Online Division
Gameplay vs. Free Play
Presentation Summary:
This paper examines the creation of computer games which develop upper level, executive functions by emphasizing the primal, instinctive function of free play.
Game Design Track

Kristan Wheaton
Associate Professor
Mercyhurst College
Teaching Strategic Intelligence Through Games
Presentation Summary:
This presentation will report the results and lessons learned from an experiment using games to teach the principles of strategic intelligence analysis to graduate and undergraduate students.
Game Design Track