© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 3 Procedure.

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Presentation transcript:

© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 3 Procedure and Rules

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Big Idea Knowledge of the basic skills and components of any field makes one uniquely prepared to perform at a high level in that area.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ FORMAL ELEMENT: PROCEDURE

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Procedures Steps in a game that do not affect the outcome of the game. Help the game proceed to the desired outcome. Example: shuffling the cards. There are four basic types of procedures.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Types of Game Procedures Starting Action: How to put the game into play. Progression of Action: Ongoing procedures after starting the game. Special Actions: Conditional to other elements or game state. Resolving Actions: Bring gameplay to a close.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Examples of Game Procedures Connect Four Choose a player to go first. Each player, in turn, drops one color checker down any of the slots. Play alternates until one player gets four checkers of one color in a row.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Examples of Game Procedures Connect Four Choose a player to go first – Starting Action Each player in turn drops one color checker down any of the slots – Progression of Action Play alternates until one player gets four checkers of one color in a row – Resolving Action

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Examples of Game Procedures Super Mario Brothers Select Button: Use button to select the type of game Start Button: Press button to start Left Arrow: Walk to the left Right Arrow: Walk to the right

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Examples of Game Procedures Super Mario Brothers Select Button: Use button to select the type of game – Starting Action Start Button: Press button to start game – Starting Action Left Arrow: Walk left – Progression of Action NO Resolving Action – Resolution is controlled by the game system

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Procedures in Digital Games Can have more complex game procedures. Players do not need to know the procedures at first, the game will enforce them. Procedures often work behind the scene, responding to situations and player actions.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Defining Your Procedures It is important to keep in mind the limitations of the environment in which your game will be played. Non-digital games – make sure the procedures are easy to remember and follow. Digital games – consider what type of input/output devices will be used - keyboard and/or mouse.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ FORMAL ELEMENT: RULES

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Rules Affect the outcome of the game Define objects and concepts Define game objects and define allowable actions by the players Restrict actions Restrict effects

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Rules Consider these questions: How do players learn the rules? How are the rules enforced? What kinds of rules work best in certain situations? Are there patterns to rule sets? What can we learn from these patterns?

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Rules Generally laid out in the rules document of board and card games. The players must remember and enforce the rules. In digital games, rules may be explained in the manual, or may be designed into the program. The program enforces the rules.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Rules Rules may close loopholes in a game’s system - Monopoly: “Do not pass go, do not collect $200.” This rule is applied when a player is sent to jail from any spot on the board. It’s important because a player could make the argument that moving past “Go” entitles him to collect $200, turning a punishment into a reward.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Rules Too many rules make a game unplayable. Too few rules make a game too simple and unchallenging. Poorly communicated rules may confuse or alienate players. Even in digital games, where the rules are kept by the program, players need to understand the rules so they do not feel cheated.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Examples of Game Rules Poker: A straight is five consecutively ranked cards. Chess: A player cannot move the king into check. Go: Players cannot make a move that recreates a previous situation on the board. WarCraft II: In order to create knight units, a player must have upgraded to keep and build a stable.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Rules Define Objects and Concepts Games do not inherit objects from the real world; rather, they create their own objects and concepts, usually as part of the rule set. Even if the objects or concepts are familiar, they still need to be defined by the rules.

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Rules: Chess Uses objects that relate to the real world. Each piece has a specific rule pertaining to its movement on the board. The pieces also have a value associated with them: King, Queen, Rook, Bishop, Knight, Pawn

© 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Big Idea Knowledge of the basic skills and components of any field makes one uniquely prepared to perform at a high level in that area.

© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 3 Procedure and Rules Images Game Art and Design Unit 3 Lesson 3 Procedure and Rules Images student work, photos by Phyllis Jones, and clipart