Emerging Trends in Higher Education: Games & Learning, Design & Development EMERGING TRENDS in ECONOMICS, CULTURE & HUMANITIES (etECH) 2019 | RIGA, LATVIA.

Slides:



Advertisements
Similar presentations
What Did We Learn About Our Future? Getting Ready for Strategic Planning Spring 2012.
Advertisements

Faculty Forum May 2, :00pm. Information, Technology & Culture.
The Center for Personal Transformation 1 A Sample SWOT Analysis - Case I STRENGTHS Excellent regional reputation Excellent value for the money Student-centered.
Leadership Development Opportunities for Tenured Faculty Sadan Kulturel-Konak Associate Professor of Management Information Systems Coordinator of Engineering.
Getting Them Out Of Their Shells: Service Learning And CS Students Jim Bohy – Iowa Wesleyan College.
The University College for Interdisciplinary Learning (UCOL) Launched in September 2012, UCOL aims to broaden students’ minds, enhance employability and.
Creating Our Future: UConn’s Path to Excellence Open Forum March 26, 2014.
LIBQUAL+ and Library Summit: The Clemson Experience.
Management in relation to learning processes Proposal Sources: ANECA, CHEA, DETC.
Student Affairs and Services Creating an environment for learning and service.
NAROPA UNIVERSITY Strategic Plan As Voted On By Naropa’s Board of Trustees “Deliver Distinction With Excellence” September 19, 2008.
EVSC New Tech Institute: Academies of Innovation and Entrepreneurial Leadership Preparing the Next Generation of Great Thinkers and Doers.
Strategic Planning at Appalachian Student Life. Mission Statement The mission of Appalachian State University is to prepare students to lead purposeful.
Vice Provost for Global Affairs and International Studies
Conversation on University Structure
More school? College 101 Copyright © 2009 YES Prep Public Schools.
Principles of Good Governance
Thoughts on How to Initiate An Academic Career - Research
e-Learning Our view and experience
Innovation in T&L: moving the needle?
STRATEGIC ACADEMIC UNIT “PEOPLE & TECHNOLOGIES”
Source: The New York Times
Public-Private Collaboration
Internationalizing a private liberal arts college in Ghana:
Rainhill High School Media Arts College
The General Education Core in CLAS
Building the foundations for innovation
CLEMSON UNIVERSITY LIBRARIES
University in Haryana No longer young in years we remain young in spirit, committed to pioneering research and preparing the next generation of talented.
UTRGV 2016 National Survey of Student Engagement (NSSE)
The University of Texas-Pan American
Progress from Urban Planning Department on Work Supported by CTE
LEADING FROM THE MIDDLE
Conversation on University Structure
VCU Strategic Plan 2025: Fall Town Halls
External Examiners Induction Welcome to UEL
Data Science University of California Davis
Toward an inclusive campus community:
Building Creative Spaces for Faculty & Student Inquiry Based Learning
General Education Curriculum Redesign
Chapter Two Teaching Stories.
Welcome! Titus B111 Art Female Owl Pudlat Imukjuakju (Intuit Art)
Washington University Skandalaris Center for Entrepreneurial Studies
Ocean Literacy in the USA
SILICE SinnoLAB Model- Social Start-up Generator 1.2
A RETROSPECTIVE AND REEXAMINATION OF TEACHING AND LEARNING GAMES
Andrew Phelps Professor of Art & Design
More school? College
PART 0: ANCIENT HISTORY. PART 0: ANCIENT HISTORY.
Sarah Lucchesi Learning Services Librarian
Learning loves company
Tapping Into the Power of Top Performing Boards
Quantitative Reasoning
Community Based Learning Faculty Fellows Program Design, Implementation, and Strategies to Promote Student Success and Civic Engagement.
Organisational structure in participatory media
From The Outside Looking In To The Inside Looking Out
The IDEAs in Action Curriculum
How To Talk About Video Games Today: Part 4 - So What Do We Do About It? Andrew Phelps Professor of Art & Design, Rochester Institute of Technology Games.
A Discussion of Grading and Assessment in Higher Ed Games Programs
Student Learning Outcomes at CSUDH
Accreditation Leadership Committee Opening Meeting
PD Goals Program Overview December, 2012
PD Goals Program Overview December, 2012
October 27, 2017 Adhoc Committee
IEEE Standards University Looking Beyond the Current Plans
Workshop Set-Up: The aim is that at each table we have a variety of disciplines / subjects represented by (ideally) four participants. Ensure a mixture.
Starting From Scratch: Meaningful Integration of Information Literacy through Collaborative Course and Assignment Design Chris Sweet, Information Literacy.
Navigating Institutional Improvement and Accreditation
TEACHING GAME PRODUCTION
A bit on MAGIC Spell Studios, and University Game Studios Generally
Presentation transcript:

Emerging Trends in Higher Education: Games & Learning, Design & Development EMERGING TRENDS in ECONOMICS, CULTURE & HUMANITIES (etECH) 2019 | RIGA, LATVIA Andrew Phelps Professor of Human Interface Technology, University of Canterbiry, NZ Professor of Art & Design, Rochester Institute of Technology, USA Games Scholar in Residence, American University, USA President, Higher Education Video Game Alliance Founder, RIT MAGIC Center & MAGIC Spell Studios Founder, RIT School of Interactive Games & Media

Today’s Talk A bit about me A bit of lived experience in teaching games for a while A bit about games in higher education in the US, and elsewhere A bit on games & learning A bit on games & other fields Q&A AND LATER A ROUND TABLE DISCUSSION 

HI, I’m ANDY

I make things.

RIT GAMES & INTERACTIVE MEDIA TIMELINES 2001 programming First course in games programming 2002 Electronic Gaming Society 2003 CS/IT Concentration in Game Prog 2006 MSc Game Design & Development 2007 BSc Game Design & Development 2009 Dept. of Interactive Games & Media 2011 School of Interactive Games & Media 2012 Minor in Game Design 2013 RIT Center for Media, Arts, Games, Interaction & Creativity (MAGIC) RIT GAMES & INTERACTIVE MEDIA TIMELINES 2013 MAGIC Spell Studios ®, LLC 2016 $30M MAGIC Spell Studios Initiative 2016 NY State Games HUB 2017 NY State Games Challenge

'protecting “making as a mode of inquiry”’ -Ian Horswill, Northwestern This quote is from Ian Horswill, who said it, I think the first time? sitting on the floor of Microsoft Research at the MSR Faculty Summit a number of years ago. It has been rolling around in the back of my brain ever since – and it was the fundamental thing upon which MAGIC was founded, that somehow design research, making prototypes to test ideas, learning by making new things and new experiences, needed to be recognized and valued. At RIT we’ve sometimes used the rhetoric of STEM and Research to de-value those activities in weird ways.

School of Interactive Games & Media

INCREDIBLE ALUMNI ALEX CUTTING CLAUDE JEROME DUSTIN KOCHENSPARGER Senior Assoc. Producer HALO Microsoft / 343 CLAUDE JEROME Gameplay Designer DESTINY Bungie DUSTIN KOCHENSPARGER Line Producer DLC DESTINY Bungie SELA DAVIS Platform Engineer XBOX / XBOX Live Microsoft VReal ANNA SWEET Director of 3rd Party Development STEAM Valve Oculus Caffeine.ty Microsoft XBOX

WE LEARN BY MAKING THINGS This is an architectural rendering of the lobby of the new MAGIC Spell Studios building. It will display our tagline ‘We Learn By Making Things’ which is based in part off of Ian’s statement, and reflection that this is a core value of RIT (whether it remembers it all the time or not ;) ) WE LEARN BY MAKING THINGS

HOW IS MAGIC: A VERY IMPORTANT DIVISION: Right from Bill’s ‘idea lab’ paper was the idea of an entrepreneurial effort inside the center to help publish and commercialize the things we make. We wanted to call it ‘MAGIC Studios’ at first but we were very afraid we’d get in trouble with The Mouse.

MAGIC TODAY & TOMORROW So let’s take a little look at where we are today, in our current home, what we’ve built, where we are going.

The M is for Messy. …The M is for Messy

Teaching game production (the last ~5 years)

A Strange Game for Strange Reasons This game taught us (the campus) about making things, production, and scale This game allowed us to explore using typical game forms for telling a unique story to a very targeted audience Finalist at GLS Education Arcade, shown at DiGRA Blank Arcade, and IndieArcade at the Smithsonian American Museum of Art SPLATTERSHMUP.RIT.EDU – PLAY TODAY! MAKE ART!

A SUMMER WITH THE BUFFALO BILLS A big high-vis project that was (a) external client through the studio, (b) multi-disciplinary team, (c) primarily managed entirely by staff

So I highlight those 3 because of the things we learned and as data points of growth, but the thing is we did a LOT of stuff from a LOT of work for a LOT of people! It’s a lot bigger a community than people even think about. It’s easy when you are working on ‘your thing’ to not realize the scope and scale of everything else that’s happening and going on. 5 YEARS OF LEARNING THROUGH MAKING AT MAGIC. 5 YEARS OF PROJECTS & MEDIA.

CORE DESIGN PRINCIPLE NO SPACE SHOULD BE USED FOR ONLY ONE THING, OR BY ONLY ONE CONSTITUENCY: OUR COMMITMENT TO MULTI-DISCIPLINARY AND CROSS-DISCIPLINARY WORK SHOULD EXTEND TO THE PHYSICAL BUILDING DESIGN, TECHNOLOGY SELECTION, ADMINISTRATION AND OPERATIONS, CULTURE & COMMUNITY. WE WERE TRYING FOR A PARTICLE ACCELERATOR FOR THE HAPPY ACCIDENT. (AND MODEL FOR OUR STUDENTS HOW COLLABORATION AND TEAMS FUNCTION)

HOW DOES THAT APPLY MORE BROADLY, MORE GLOBALLY?

A little bit on the history of games in higher ed GAME STUDIES Circa 2001 I offered a course in ‘game programming’ that was so new the NY Times showed up to over my course. It was a weird day. There was a mailing list of the other folks I could find that had a game development course in the states. There were 6 people on it. Similar trajectory in game dev, games studies, game design, game art GAME DEV GAME DESIGN GAME ART

TODAY, THERE ARE 521 COLLEGE PROGRAMS IN NORTH AMERICA ALONE THESE RANGE FROM GAME DESIGN, GAME DEVELOPMENT, GAME STUDIES, GAME ART, COMPUTING, ENGINEERING, AND MORE IN FORMAL AND INFORMAL PROGRAMS, MAJORS, MINORS, AND COURSES ARE WE IN YOUR STATE? Data map from Entertainment Software Association

FIELD REPORTS & EXAMINATIONS

WHATS NEXT FOR GAMES in higher ed? Increasingly, games programs are known not just for alumni, equipment, labs, faculty, or curriculum, but for what gets made there. Research into core areas of computing continues to be critical, but of ever increasing importance is how new discoveries are applied at scale Similarly, computing is at a crossroads regarding its ethical application, and games are in the cross-hairs of that in several contexts What we are learning from games has some very broad implications for how people expect to interact with technology & art writ large

We are still moralizing the positioning and attention to games This plays out as a response to moral panic A need to “justify” time/money/resources spent studying them? A focus on “applying” them to other things, often without understanding them on their own Evaluating them on metrics we are more ‘comfortable’ with None of the stereotypes hold

RESEARCH || AFFIRMATION Ferguson’s conjecture is that given the WHO there will be a sustained interest in either approving (more likely) or disproving (potentially) the underlying thesis of addiction. Pryblyzski’s conjecture is that we should get ready to face increased regulation and oversight (regardless of the short-term science, as it will take a long time to play out) Within the academy, this has already started to warp some discussions about plans for new programs, particularly those centered on the intersection of games and health

ESPORTS AND POLICY Substantial questions around funding models Integration with academics has a variety of possible directions: Production / media Game design / development Sports / Sports medicine None (?) Substantial questions around diversity and inclusion Varsity / Intramural / Club TITLE IX and associated compliance rules Facilities, Equipment, Training, and Scheduling Reporting & Oversight Academic Affairs, Student Affairs, Athletics, ??? HUGE potential for learning pathways & communities

A few recent questions for the academy Are we graduating too many ‘game graduates’ ? Are we appropriately staffing games programs with a mix of academics and practitioners with actual experience in game- making? How do we deal effectively with a field that finds itself spanning disciplines and academic cultures? Multi-disciplinary work is, it turns out, rather more difficult than we like to let on… how do we structure participation and reward engagement?

ANDYWORLD. IO | PROFESSORANDREWPHELPS ANDYWORLD.IO | PROFESSORANDREWPHELPS.NET | @RITIGM1 | ANDYMPHELPS@GMAIL.COM Thanks & Questions