As a precursor to the gls conference 2010 there was a half day workshop on developing games and especially mobile games.
The workshop was opened by Kurt Squires who spoke on the Mobile Learning Device Project which used following format:
1. Explore area of interest, collect data using sound + images
2. Design a game based on area of interest
3. Actually make the game
Squires recommended using Game Designing programs: MITAR, ARIS, 7scenes use web editor so there is little need for programming language skills.
Then we went through the process of developing our own mobile games in teams. The important things we had to remember:
- Framing Questions help with setting goals
- Creativity flourishes under constraints
- How might we, How do we do . . .
- Quantity is valued over quality
We worked in teams. The process we went through follows:
All group members were given index cards to write on. Each person in the group had to:
1. Determine an age group to work with
2. Choose a quality teaching strategy
3. Suggest a concept.
Once this was completed the cards were put in 3 piles, a card was blindly chosen from each card group. This was contextualised in a sentence.
Each individual in the group had to silently brainstorm and write as many ideas as possible in 15 mins. I thought this would be difficult . . . my post-it pad was nearly empty by the time was up.
We had to abide by the following Brainstorming rules:
- quantity over quality … authenticity, purpose and mastery
- no judging
- go wild
- no buts (just ands)
- combine ideas
- get visual
Talking out ideas and using group consensus building followed and our group very quickly developed a concept and began working on and storyboarding our ideas.
This was a truly exciting session in which to participate. We worked our tails off and I feel the ideas our group of 5 produced could be translated very readily into a mobile learning experience for students.
Our target group was teens; however, the ideas developed could be adapted/negotiated from K to 12
See the following pictures which for our results.