As I sit here at work between tasks, I have been writing lectures for my upcoming Game Design and Architecture class. I have been trying to overcome several challenges in coming up with course material:
1. How to make the lecture parts of the class interesting.
2. Where to give students the opportunity to discuss certain topics.
3. Where to give the students opportunities to demonstrate the concepts we discuss.
4. How to make the class interactive by doing activities.
Designing activities is probably one of the hardest parts, since there are some concepts that can be difficult to demonstrate. There is one thing that I do kind of enjoy working on...and that's the HOMEWORK.
Yes, that's right, I am paying special attention to the assignments created for the course. This sounds incredibly evil, but they may be the most important part of the class, since I don't plan on having tests or quizzes. The homework isn't much, just a journal entry that is at least 300-400 words (haven't decided yet) that has to be written every week in response to various journal prompts. I have decided to take this stance for several reasons:
1. When students take tests they memorize, regurgitate, and ultimately forget the information.
2. When students hear that they have to write papers on topics, they freak out or wait to do it until the last minute when they can't get any decent thoughts on a topic out, since they are more concerned with meeting the required length.
3. This way they will think and design instead of throwing out facts.
Another challenge was the material itself: how do I give an architectural lecture while simultaneously teaching them to design games? Luckily, the topics are very similar, but that doesn't mean that by getting lost in the discussion of how to guide someone through a game, I don't miss the opportunity to give the students practical steps by which they can design their game projects. Unfortunately, I have to go back and reevaluate each lecture to make sure I take those things into account. Following Salen and Zimmerman's "three primary schema", I am configuring the course to first discuss ideas related to "play"; to first show the students the kinds of experiences games create and establish a goal for the more formal sections on "rules" (this way the students will know what the formal chapters lead up to beforehand, my one critique of Salen and Zimmerman's book). Then I will discuss topics related to "rules", to show the formal structures that will help us create the established experiences. The last few lectures will be on various topics, such as narrative, music, technology, and games that "break the fourth wall" into our own world, with Salen and Zimmerman's third schema, "culture", sprinkled throughout the course. Hopefully, this will create a sort of "light at the end of the tunnel" for the students, since I didn't really understand game design until getting to the Play section of Rules of Play.
So like I said, the homework is proving to be one of the most valuable parts of the class: it lets me monitor their progress and get some outside perspectives on the topics while letting them learn through exercising what they've learned.
The other part that I am particularly worried about is the course sponsor's idea that I should arrange to have guest speakers. Not that this is a bad idea, it's actually a great idea, but the stress of trying to get into contact with certain people can be quite daunting: working around their busy schedules, arranging times to speak with each other, and most importantly, ironing out what exactly they will be speaking on. I plan to start making e-mails later this week, as soon as I get a rough syllabus ironed out.
So far, my thesis outline of concepts has been very helpful in providing both ideas for game design concepts to teach and architectural ideas to discuss. The book, Rules of Play: Game Design Fundamentals, has been instrumental in helping to lay out "sections" and topics while also providing interesting ideas for homework and in-class assignments.
The only thing that I haven't put too much thought in yet are class Powerpoints, but those are easy to whip together. I DO have an interesting idea for them though: since I can display images on the Wii and have to demonstrate games in the class, I may make all the Powerpoint slides into JPEGs and display them on the Photo Channel so that I'll be able to seamlessly flip back and forth between slides and games.