Game Education Summit North America 2010 - Presentations
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| Author or Panel Moderator | Panelists | ||
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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 Check back soon for more information about this presentation... |
Keynote Speakers | |
![]() Nicole Lazzaro President XEODesign®, Inc. |
Keynote - How Games will Change the World Check back soon for more information about this presentation... |
Keynote Speakers |
| 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 |
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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 | ||
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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 | |
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USC ALUMNI PANEL Check back soon for more information about this presentation... |
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 |
| 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 | |
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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 |
| 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 Check back soon for more information about this presentation... |
IGDA Track | |
![]() Foaad Khosmood UC Santa Cruz |
Lean by Doing: Global Game Jam lessons for the classroom Check back soon for more information about this presentation... |
IGDA Track | |
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Using Videogames for Encouraging Moral and Ethical Reasoning Check back soon for more information about this presentation... |
IGDA Track | |
![]() Walter Rotenberry Key Faculty Member Wake Technical Community College |
Community College Quest: How to meet the needs of industry and University Matriculation Check back soon for more information about this presentation... |
IGDA Track |
| Author or Panel Moderator | Panelists | ||
|---|---|---|---|
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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. Check back soon for more information about this presentation... |
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 |
| 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 |






























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