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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 • Recognized need to make instruction more engaging/interactive • Millennials • Games as instructional tool • ENG101 targeted 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 Game Project Beginnings • Project goal – Computer game ready Fall 2006 • Games as instructional tool – Research & Brainstorming • Start small and “simple” – Ideas evolved Board game • • • • • Prototype 1st version developed August 2005 1st used in class Sept 2005 Very popular & successful instruction tool Exploring publication & distribution options 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 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 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 Game Treatment Document • Game overview – – – – – – – – • Game world – – – – • High Concept Hooks License Game play highlights Technology highlights Art and Audio highlights Design elements (graphics, elements, characters, screens) Hardware Back-story Objective Characters Mission (includes aspects of back story & objective) Production details – – – – Team Budget Schedule Competition Game Script Everything from High Concept and Game Treatment Documents • Design details – – – – Time element Tools, Objects & Components Screens Help • Game play outline & text 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 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 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 Version 1.1 • • • • • • • • • • 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 (Summer 2007) 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 What’s Next? • Revisions or a new game? • Changes – LC & Dewey versions – ASU 101? • Exploring options for distribution 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 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! 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. Let’s Play! http://library.west.asu.edu/game/quarantined/login.cfm