Case Study: Game Lab Curriculum
Project: Developing student-oriented game design program for the Game Lab at Duke University and the Department of Learning Innovation.
Objectives: I conducted exploratory and evaluative research to,
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Understand the experience level and goals of students interested in game design and development.
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Understand the needs of interdisciplinary faculty seeking to implement game design in their courses.
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Evaluate the program's effectiveness in driving traffic to the newly opened Game Lab.
Research:
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I interviewed 5 key stakeholders about previous efforts to market the center and why they felt that student-led game design was important to the Lab's development.
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I reviewed programs, courses, and materials offered by other university game labs to determine established practices and how our lab could distinguish its work.
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I interviewed 3 students interested in game design about their learning goals and relationship with the Lab.
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Program participants were surveyed throughout program implementation to track increases in traffic to the Lab.
Key Insights:
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The Game Lab struggled to bring in traffic because it was not connected with a traditional academic department that could drive traffic. It also lacked a relationship with relevant programs, including CS, due to cultural stigma around gaming.
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Students were not receiving the support they sought to pursue gaming professions from their home departments.
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Faculty and students had significant experience with gaming as cultural analysts and players but little expertise in game design.
Design:
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I created a partnership with the Global Game Jame, an annual global game design hack-a-thon, that would allow students to build a network with other gamers both locally and globally while starting a body of work for a design portfolio.
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To prepare students for the GGJ, I developed a workshop series and curated game design resources for students. The curriculum and materials were designed to be easily replicable to that faculty could re-use them in their courses.
Outcomes:
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24 jammers participated in our GGJ site producing 5 games. GGJ programming was also included in two courses, drawing an estimated 60 additional students to the lectures and workshops.
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34 students, faculty, and staff attended our 3 design workshops.
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The GGJ and associated programming contributed an estimated 30% growth to the Lab's mailing list. We also received press coverage from two campus publications.