Showing posts with label Public Speaking. Show all posts
Showing posts with label Public Speaking. Show all posts

Monday, March 07, 2011

My Education Rant

At GDC this year, I was given ten minutes to speak at the Game Educators Rant. I actually went over by a few minutes (with apologies to my fellow panelists) so I had to cut the end of the presentation a little short. What follows are my notes (sans slides, and edited for strong language since this is not meant to be an M-rated blog).

I’d like to start with an apology. I like futurists. They’re really entertaining to listen to, and their picture of the future always sounds so bright. But sometimes when I listen to them, maybe you feel this way too or maybe it’s just me, I feel like they’re from another planet. Ray Kurzweil has said at a past GDC that we are approaching a time where our lifespan will increase at a rate faster than +1 year per year of time (indicating we’ll live forever); Jane McGonigal’s current spiel with her new book is that games will save the world. I’ll have a hard enough time just living through GDC week, and making games that are fun. Now I’m supposed to live forever and save the world? No pressure, right?

By contrast, I normally consider myself a pretty down-to-earth guy. But for this rant, I’d like to take a very rare opportunity to put on my futurist hat, so I hope you’ll indulge me as I metaphorically leave Earth and start making some pretty wild-sounding pronouncements.

Present Day, 2011

First let me start with what’s going on present day, because even if I can’t predict the future, at least I can predict the present. Within the past year, maybe a dozen or so entrepreneurs all got the same idea at the same time. They identified an underserved market need: there are a lot of people out there who want to learn something, without having to deal with formalized education such as colleges and universities. I’m sure that each of these has an identical business plan, which goes something like this:

  1. Become an open education platform.
  2. Attract educators who are willing to put their content on your site for free (maybe you’ll pay them to develop content, just to get eyeballs on your site), and pitch to other educators who want to charge some nominal amount for access. The site collects a percentage to pay its expenses and make some profit that’s used to fuel growth.
  3. In a few years, become THE place for people to go for this, the Amazon or eBay or whatever of casual learning. Be the first to market; perform a big land grab before anyone else realizes just how wide open and in-demand this space is.
  4. Get acquired by Google, pocket the money, and that’s the exit strategy to tell to the VCs to get funding.

In Entrepreneur magazine last month there was a full article on this emerging trend of what they called “casual learning”. So this is clearly something that’s happening right now. But before I talk about what this means in the future, I want to talk about the past and how we got here.

Distant to Recent Past

Maybe I’m an idealist, but I like to fantasize that some time long ago, the primary mission of universities was education, research, and service. Somewhere along the line, funding got cut, and schools had to make a decision: make due with less even if it means not fulfilling the mission as well as they’d like, or shift focus to getting more money to continue the mission. There was a shift towards the latter; a focus on education changed to a focus on tuition. Instead of just doing research, it became important to write grants and get research funding. In place of community service, there was a shift to profit generation through fee-for-service. Eventually schools seemed to focus on money entirely, and the original mission was backgrounded or forgotten.

Maybe we were hoping that people wouldn’t notice, and maybe for awhile they didn’t, but when we started squeezing our students with tuition increases that were higher than the increase in cost of living, we started to look like greedy bastards. And not only were we greedy bastards, but we’re arrogant greedy bastards: not only do we charge an arm and a leg for tuition, but we won’t even let them pay for tuition unless they first apply and are accepted to our school; they have to be good enough to give us money, at least for the private schools.

Side rant: when looking at tuition increases, many academics are quick to point out how their school offers a generous financial aid program that most of their students take advantage of. Don’t try to convince me that financial aid fixes any of this, unless you’d be happy going to the supermarket to get a gallon of milk and being charged $50,000 for it, but you can get it at a reasonable price if you fill out an application showing your financial need. Financial aid isn’t help for students, it’s market segmentation to extract the highest dollar possible from our students, so let’s not pretend that we’re doing any favors here.

Anyway, people got tired of dealing with formal higher education and started looking for other ways to get their education without an extra helping of bureaucracy. One of the more notorious side effects of this was the “correspondence course,” and I’m sure there were times in the past where pundits would say that this was going to totally disrupt and displace higher education, and of course it hasn’t. I mention this because it seems on the surface to have a lot of similarities to these kinds of online casual learning experiences I’m talking about, and I’m about to tell you here that online casual learning is going to slaughter formalized game education, so it’s worth saying why casual learning isn’t just the next fad in correspondence courses.

The main thing that really makes a difference is that it’s on the internet. Web 2.0, in fact. This sounds terribly cliché, so let me explain by taking my first tentative steps into what I see as an inevitable future, and you’ll see what I mean.

The Future, Part 1: 2016

There’s obviously enough demand today to support casual learning as a business, so at some point in the future, one of the existing services, or another like it, will almost certainly emerge as the clear market leader. I give it 5 years tops before this happens, probably a bit less. Look at other spaces where a need was identified and there was a big startup gold rush to capture and monopolize the space: how long did it take during the dotcom boom to go from there being a ton of competitors in the online auction space to having eBay be dominant, or for Amazon to corner the market on online book sales? How long does it take a new Web browser to totally displace the previous one? Time flies fast in Internet years, so it doesn’t seem much of a stretch to say that within 5 years at most we will have one company that is the single undisputed household-name go-to site for this kind of learning.

Two days later it’ll get acquired by Google, because it’s just the kind of thing they do.

The Future, Part 2: 2021

Once a single casual learning company dominates, their website will start to become a giant education collective that attracts everyone. If you want to learn something, this is going to be the first place you’ll look. If you’re a leader in your field and want to teach something, put your information here. It’s just like why everyone goes to eBay for auctions: if you want to buy something at auction you’ll go there because that’s where the sellers are, if you want to sell you’ll go there because that’s where the buyers are.

It’s obvious that learners will go here because they can get their education more cheaply than with a university, if nothing else. But you might wonder, why would an educator take their course content and put it up there, instead of doing what we’ve always done, by teaching classes at a school and publishing textbooks? The answer is our commitment to service, because we believe in our hearts that information and education should be freely available to everyone.

Ha ha, just kidding, it’s all about the money. The fact is that you’ll put your course up here because you can teach a class and get paid, oh, somewhere in the range of $2k to $5k (US) for a single 10-week course if you do the math. Or you can put it on a casual learning website, charge $100 per student, fill 100 seats and make 2x to 5x more money per class, even after Google takes their 10% cut. 100 students sounds like a lot of work until you remember that this is casual learning, so there are no assignments, no assessments, and no grading, so you’ll actually spend less time making more money for the same class. The students of course are happy to pay $100 for a class that would normally cost them thousands if they took it through a school, so you will fill those seats.

Now that you understand the opportunity, here’s the big paradigm-shifting area where online casual learning is a huge step beyond those correspondence-by-mail courses: the ability to form online communities. Just like with Amazon, students won’t just be buying a product (taking a class), they’ll also be asked to rate the quality of the content and instruction. Before too long, all the best courses will bubble to the top. You couldn’t do this with correspondence which I think is why it was always so marginal; maybe a tiny fraction of those learn-by-mail classes are actually halfway decent, but as a consumer you have no way of knowing which ones are worth it and which ones aren’t. But with technology that’s already available today in Drupal, students in online casual learning will be able to interact with each other as a community, they’ll be able to provide feedback, rate content, and generally enrich the course consumer experience.

At this point, maybe ten years from today, we will have recorded lecture series and even live lectures, given by the best lecturers in the field, accessible to students at pennies on the dollar that they’d pay at our school. TED has already done this with individual talks, so it’s only a matter of time before it happens with entire courses and even entire curricula and degrees. We’re not quite there yet but it’s not that far away and there are already people working to get us there.

So here’s the math that our future students will see. Say they want to take a course in differential calculus. They can pay $4000 to take it at a private university. Or they can pay $400 to take basically the same course from a community college, and those of you at community colleges already know this is happening because every one of you that I talk to is talking about how you have record enrollment and problems with fitting everyone into the parking lot, because you basically came along and ate the private schools’ lunch when it comes to “general ed” requirements. But 10 years from now, those students who are at community college today will instead be able to take that calculus course from Sir Isaac Newton himself, who traveled forward in time just to record a lecture series on this new branch of math that he invented, because that’s just how awesome he is, and they’ll be able to take it for $40.

And when a prospective student comes to you and says, well, what can your school do for me that I can’t get on my own, what’s the value added, why can’t I just do this on my own… if we just keep going the way we are now, we’re not going to have a good answer.

What are we we’re going to say, that we have live instruction? They can offer live instruction, and their lecturers are better than ours. Seriously, think back to when you were an undergrad… how many of your classes did you really think were outstanding, life-changing experiences taught by really skilled teachers, maybe two or three out of all the classes you took? Let’s face it, most of our faculty suck at teaching! If you put your entire faculty roster up against an entire curriculum of the best lecturers on the planet, you are going to lose, and lose badly.

Maybe you’re thinking the one competitive advantage we’ll still have is our accreditation, and the fact that our diploma actually acts as some kind of certification that a student didn’t just sign up for a bunch of random classes, they actually were able to demonstrate that learning of some kind actually took place, and the online courses can’t certify. But there’s two problems with that.

Most relevant to us as game educators is that the video game industry doesn’t care about degrees. At GDC you can see over 10,000 employed, experienced, professional game developers who only care about one thing when hiring: can you help them to make a great game? And if the answer is yes, they don’t care if the reason you can help them make a great game is because you’ve got a PhD in Computer Science from MIT, or if it’s because you taught yourself assembly programming at age 11 and have been constantly building your skills ever since and you never bothered with college because it took time away from making yourself a better programmer. If you don’t believe me on this, ask a bunch of developers for yourself and they’ll tell you the same thing, especially in fields that aren’t Computer Science. And at this point we will all be well and truly screwed.

Sure, our colleagues in the math and computer science departments will be laughing at us because they’ll still have students, because some fields will still require the certification of a degree at an accredited school. But that’s going to change too, it’ll just take a little longer for them, because of the second problem with the argument that schools offer certification as their one competitive advantage over online lectures.

The Future, Part 3: 2026

Let’s suppose I’m right that online casual education really takes off in ten years. Then I give it another 5 years out for this whole business cycle to repeat itself, but this time with certification and testing programs that will pop up all over the place to support online learning, because that will then be identifiable as a clear market need. Probably these things will be offered by the people who run testing centers for things like SATs, or medical board exams, or stuff like that, so we’ll see all these places you can go in person to take a certification exam to prove that yes, you actually do know differential calculus, so now you’re paying maybe $50 for a class and then another $50 for certified testing if that matters to you, and these test banks will actually seek and be granted accreditation of some kind so they will have the same legitimacy as our diplomas do today. And at that point the other departments will be just as screwed as you are.

A New Hope

These changes are coming. If we just keep doing right now what we’ve always been doing, these changes are inevitable because they logically follow from what we’re already seeing today. And they are going to be highly disruptive to higher education, and we should be scared about them. So… what can we do, other than panic?

First, we can talk about these issues, acknowledge that change is coming, and put our really well-developed brains together to figure out how to best address it.

Second, the price of education has to come down. MIT has actually put their course material online for free, so have Stanford and a few other schools. If your school hasn’t, ask why. I mean, seriously, do you really think that your course material gives your school a competitive advantage over MIT? How about showing some humility here?

Third, following from above, our schools will need to start seeking alternate sources of funding. I don’t know what these sources will be. Maybe we’ll start going the public broadcasting model, make tuition free, and every semester we pass out a collection plate and ask students to donate. Maybe if we’re really smart we’ll do this the week before finals, and promise with a wink that the size of the donation totally won’t affect their grades.

Fourth, we need to get smarter about marketing so that prospective students understand the value we’re giving them for their money, because they’re about to get a whole lot more demanding from us in this area. We have an image problem, and it’s not going to get better on its own. (Don’t believe me? See how many people in industry still remember the phrase “tighten the graphics on level three” and that commercial is seven years old.) We do still offer things that can’t be matched by do-it-yourself online learning: the campus experience, for whatever that’s worth; a structured environment to those students who will benefit; integration of education and research. You can probably think of some other things to add to the list.

Conclusions

Change is coming, the elements have already been set in motion, and we’ve got this huge gift of maybe 5 or 10 years’ lead time to figure out what to do about it. So let’s use that time effectively while we’re all still here and our departments still exist.

Take a deep breath. I’m returning to Earth now, where I promise you’ll find me firmly planted for the rest of the year. Thank you.

Update:

If you are interested in the other rants at this session, Brenda Brathwaite has posted her rant here (short version: if you're teaching game design, you need to teach coding), and Colleen Macklin has posted hers here (short version: stop making "games for X" [learning, health, etc.] and start making games for their own sake). Will update this again if I find that the other panelists, Frank Lantz and Mary Flanagan, post their rants anywhere.

Thursday, March 11, 2010

Game Jams in the Classroom

Just talked at GDC yesterday for a whole five minutes, on applying Global Game Jam in the classroom in five non-obvious ways (you know, other than "get students to participate"). I think I was talking too fast for anyone to actually take notes, so here is the gist:

1. Have students read post-mortems and do a cumulative analysis.

The "post-mortem" is a tradition in the game industry: after a project is released, a reflection on what went right and what went wrong in the process (or as I put it: "figuring out why your game sucked as badly as it did"). You can find these on Gamasutra and in Game Developer magazine, and you can even see student post-mortems on Game Career Guide. And to start with, reading these is valuable for students so that they can see the patterns and get a feel for the most common pitfalls and dangers of game development.

Beyond this, though, it's instructive to have students search for Game Jam post-mortems (these are unofficial and tend to be on individual participants' blogs, so you have to do some digging to find them). The interesting thing is that a lot of themes in industry post-mortems on 5-year AAA projects also appear in Game Jam post-mortems (scope control, pipeline problems, engine difficulties, team communication, etc.). So a lot of the same lessons apply on how to develop a game, whether the game takes 2 days or 10 years.

2. Game Analysis

I teach a class called "Game Criticism and Analysis" (sort of like art criticism or film criticism, but with games). The goal is to be able to play games and analyze them in a way that's a little more sophisticated than "it's good" or "it sucks."

Normally, analyzing a full game is really hard in a class, because many games are very long to play ("80+ hours of gameplay!" is a common marketing tactic), and even shorter games are still 8 to 10 hours, which is hard to justify if you want students to analyze a new game each week.

Game jam games offer a solution. Because they are made in a short period of time, they tend to play quickly and have relatively simple systems, lending them to play in class or as homework without taking too much time.

3. Minimum bar for student projects

For "capstone" and other project-based courses where students work individually or on teams to make complete games over an academic term (or several), game jam games provide a realistic, achievable yardstick to measure project quality. I mean, these games were made in 2 days, so your students should be able to do at least as well with 15 weeks.

The best, most clever Game Jam games can be used as a source of inspiration for students, that they should be able to do better with so much more time. They can be used as a grading rubric, letting students know the quality level you expect (and informing the teacher about this as well).

4. Achievements

We tried some new things at Global Game Jam this year, among them Xbox-Live style "Achievements": totally optional extra challenges to allow experienced developers to really push their boundaries. It allowed people to seek their own level of challenge and comfort.

I see no reason similar things can't be implemented in most class assignments. (We already offer "extra credit" but "Achievement Unlocked" sounds so much more fun.) You can offer extra points, or you can simply make it available for the purpose of bragging rights.

5. Fix a broken game

As you might imagine, with only 48 hours, some games don't actually work. Maybe the team overscoped and had to make drastic cuts at the end. Or maybe the programmer stayed up a little too late and wrote some terribly insane code at 3am and now the entire thing is a mess. The whole project team would like nothing better than to sweep the whole thing under the rug and pretend it never happened (and hopefully take away some life lessons about how to not make games).

Additionally, there is often a disconnect between classes (where students typically start with a blank slate and write a complete, simple program from scratch) and industry (where you are almost always working with someone else's pre-written code, not even counting the use of game engines).

Luckily, one of the rules for Global Game Jam is that everyone (in theory at least) has to submit their complete game (including source code)... working or not. This suggests an interesting assignment: find a game that has the source code posted that doesn't actually run, and assign a programming team to fix it, while staying as close as possible to the original design intent.

Your students will hate you. They will complain that the people writing this code were horrible programmers. They will complain that the code is a mess, and that they just want to rewrite it all from scratch. They will probably use a lot more profanity than you are used to hearing from them. In other words... they will start to sound a lot more like professional game programmers :-)

Saturday, April 25, 2009

Back on regular posting schedule

I've been out of commission for a while, due to GDC and then GDX. I'm just about caught up.

For what it's worth, there are video recordings of some great GDX sessions online. Mine isn't on there (maybe I used too many swear words?), but the ones posted are excellent. Highly recommend Jason Arnone's and Jon Jones's talks for any aspiring visual artists, Mark Nelson's talk for anyone interested in open-world games, and Andrew Baines for any aspiring FPS level designers out there. Jason Rohrer's talk was more conceptual than practical (as keynotes tend to be) and focuses on why games don't have the cultural legitimacy of other established media -- something that anyone in game studies would do well to consider.

And if you're ever down in the Savannah area during GDX in the future, I'd highly recommend attending. Great speakers, small and intimate/casual atmosphere, lots of great talks and great people all around.

Saturday, February 07, 2009

Speaking Schedule

Yesterday, I was in Savannah giving a presentation with Brenda at SCAD to other educators about the use of games as a teaching tool. It was intended as a combination of my earlier Origins presentations and our Game Design Improv event.

I learned something interesting here: when talking about games in education, I take for granted that most of the time I'm talking to educators who already play games heavily (or teach game development), so the use of games in the classroom is not a hard sell. In this case I was speaking with professors from art history, photography, audio, film, media studies, and several other fields that are not directly related to games. We spent a lot of time discussing whether games were worthwhile for classroom use at all, and if so in what situations. It was a wonderful discussion that really challenged us all, and it's a discussion I'm not used to having. I was also impressed by the high degree of game literacy from these professors who were not gamers; participants referenced a number of game industry personalities and important games. Apparently it's not just game designers who study other media; they're paying attention to us, also.

Coming up, I've got a few speaking engagements. I'm speaking at GDC, both times during the Education Summit. I speak twice: I'm doing the next iteration of Game Design Improv with Brenda, and also speaking with Susan Gold and Gorm Lai about the results of the Global Game Jam.

The month after that, I'll be at GDX (here's last year's site, the new one isn't up yet), speaking about the relationships between art history and game design -- basically, why game designers should take at least one art history class, and why they should pay attention. (Short answer: because we may feel like games are a new medium and we're blazing new trails, but an awful lot of what we're doing with games-as-art is stuff that the art world already addressed hundreds of years ago, and we need to understand this so we don't keep reinventing the wheel.)

Friday, October 03, 2008

Speaking at SIEGE

Through a series of random last-minute circumstances, I'll be going down to Siege this weekend. In particular, I'll be running a session with Brenda called "Game Design Improv" which is a series of hands-on game design exercises inspired by our book.

In between sessions, I'll be hanging out with other developers and academics, and possibly meeting some fellow students in the online classes I'm taking. If you happen to be in the Atlanta area, feel free to track me down and say hi!

Saturday, September 06, 2008

Notes from CTL

I recently attended a small in-house conference held at Columbus State called Celebrate Teaching & Learning Day. I admit this is a hokey name; I mean, we do this as opposed to, what, celebrating ignorance?

I gave a presentation based heavily on my Origins seminar, tailored for an audience of teachers who may or may not actually be gamers. But that's not what this post is about. This is about the other seminars I attended and why they're relevant to teaching and/or game design.

Keynote: Dr. Mark Milliron

  • Normally I dislike keynotes, because they tend to be abstract and just an artificial excuse to get people excited. They remind me of pep rallies from high school. But this guy had a lot of interesting ideas, making him one of my favorite keynote speakers to date.
  • First big idea: the use of analytics (that is, mining a bunch of data and using it to make educated guesses about future behavior) is already an established technology -- some examples being amazon.com's ability to make pretty good guesses of other things you might like to buy whenever you click on any single item, or TiVo's ability to download TV shows you've never heard of that it thinks you'd like, or your email spam filter getting better over time the more you tell it what is and isn't spam. We need to leverage this kind of predictive modeling in academics. Wouldn't it be useful for a professor to receive this email: "Based on past behavior, here is a list of students who might be thinking of dropping your class next week."? Wouldn't it be useful for a student to receive this email: "You seem to be having trouble with this particular concept. Other students who have similar problems have found the following resources useful."?
  • Second big idea: using the power of open-source to improve teaching. Pointed us to OERCommons.org, which is essentially Wikipedia for instructors. (Unfortunately, there are currently no learning objects for game design. But if you teach Biology or English or something, you're in luck.)
  • Amusing quote: "Most people who use PowerPoint have neither power, nor a point."

"Sage on the Stage to Edutainer": Dr. Bill Dross

  • Three different ways that people learn: visual, auditory, kinesthetic. Any given class will probably be split evenly between them. This is probably not news to experienced teachers, but it certainly has applications for game design (e.g. don't just have a page of scrolling text when it's possible to add voice and pictures; see if you can add an icon to each menu item so that they aren't just text; include subtitles for voice, and visual effects to match audio cues).
  • In the classroom, you can help auditory learners by recording your own lectures and making them available as podcasts. (If you don't know how... ask your students!)
  • Likewise, you can use audio or video recordings during class time. In particular, it's expensive and not always practical for students to attend GDC, but you can at least download some sessions from GDC Radio and make them available on your course website.
  • There is a concept in the field of education called "discovery learning" which is when students do research and learning on their own, relatively undirected (similar to a self-paced course, or doing work on a portfolio piece). I see a direct analogy between discovery learning and open-world games like GTA or Oblivion... and a similar analogy between structured lecture and on-rails RPGs. (This all makes me wonder how much information you can get about a student's preferred learning style, simply by asking them what their favorite games are.)
  • I use a lot of informal discussion in my classes, but some professors prefer formal debate (which I haven't tried, but now I want to). The idea is to present a controversial issue, and randomly assign students to either be "pro" or "con" (so, students may be arguing something they don't personally believe). Pro always speaks first, then Con (for only a couple of minutes each -- no interruptions allowed by the other side); then Pro and Con again to rebut each others' arguments; then a short break for each side to regroup; then a summary from each side; and then you can determine a winner (perhaps by a randomly-selected panel of students who are made judges instead of speakers). Examples of topics that I'd like to try this method with: government regulation of the game industry, the importance of diversity in the workplace, narratology vs. ludology, or whether the proliferation of sequels and licenses is good or bad for the industry.

"Hybrid Courses: The Best of Both Worlds?" (various speakers)

  • I'd never heard of "hybrid" courses before. Apparently these are courses that are half face-to-face, half online (with half the number of normal contact hours in a classroom). Does that mean that they're a mostly face-to-face class with some extra online content? A mostly-online class with a little bit of face time? An entirely new type of class that has some elements of online and face-to-face and some parts all its own? At this point, the concept is new enough that it varies from class to class, which leads to student confusion.
  • Best way to avoid this is to make expectations clear up front -- preferably in the course catalog, and repeated at the start of class.
  • If you want to draw a parallel between hybrid courses and development of hybrid-genre games, be my guest.

Saturday, May 03, 2008

Speaking next week: DDAF

For once, I've got a speaking engagement at an event that I don't have to travel to. The event in question is the Downtown Digital Arts Festival in Columbus, taking place May 7-9, right on the campus where I teach.

In particular, I'll be co-hosting a workshop called Game Design Improv with colleague Brenda Brathwaite. I'll post a report on it here when it's done.

If you're in the area, stop by. And if you're a student, also check out the panel discussions about the game industry as well. I don't think we've ever had so many game developers in Ohio at the same time before, so take advantage of this opportunity while you can!

Monday, March 03, 2008

GDC: Breaking In to Academia notes

This year at GDC, I hosted a roundtable entitled Breaking In to Academia. Brenda has been kind enough to post notes of the session, for anyone in the industry who might be curious what it's like to teach (or anyone in academia who would like some additional insight on the mindset of those in industry who would like to teach).

Tuesday, July 03, 2007

Speaking at Origins: Final Details

As promised earlier, here are the details of my speaking engagement:

I'll be speaking twice, once on Thursday July 5 at 9am, and again on Friday July 6 at 3pm.


The title of the talk is "Why use games in a classroom?" but that's actually not the best title. Presumably everyone attending Origins already understands the positive effects of gaming, and anyone attending a session for teachers is already on board with the whole games-for-learning thing. I'll actually be talking about some basic game design theory (i.e. "What Makes Games Fun") and then applying that to education, to make the class time more engaging for students.


If you're in the area, drop by and say hi!

Saturday, May 05, 2007

Speaking at Origins

In the board game industry, there are two major public-facing events in the US (similar to what E3 used to be for video games). One of them, Origins, takes place pretty close to where I live... and as if that weren't enough incentive to attend, teachers get in free.

Part of this education track involves access to a set of lectures and workshops about using games in the classroom. Most attendees teach something non-game-related, and many teach at the K-12 level.

I'll be speaking there for an hour on Friday morning (with a repeat on Saturday afternoon) on some theory of game design -- specifically, what makes students prefer games over classes -- and then how to incorporate that into the classroom to make it more engaging.

I'll post more details as they become available.

Thursday, February 08, 2007

Speaking at GDC

It's official. I'll enjoy five of my fifteen minutes of fame on Tuesday, March 6.

I'll present my final exam from the Fall, condensed down to five minutes, during the International Case Blasts session. It's part of the IGDA Education SIG Curriculum Workshop.

I'm really excited to be able to share my experience with other game educators. If any readers will be at GDC this year for the full five days, drop by and say hi after the session!