Spring 2007Spring 2007Design PresentationDesign Presentation
Jami BrandtRhonda Hopkins
Jason Wilhelm
March 5, 2007
Project Background
Hoop Magic Team asked to create the initial instructional program for the Education
Technology Center in the Hoop Magic Sports Academy (HMSA)
Project Vision: Foster interest and better equip students to engage in STEM disciplines.
Project Mission: Develop gaming prototype allowing students to design and create sports-themed games.
Learning through Play
• Play promotes learning through:– Relaxation– Motivation
• Do play and work go together?– Yes. Play and work help students be more productive
while engaging and rewarding them.
Learning through Games
Gaming elements and how they impactlearning:
– Rules– Goals and Objectives– Outcomes and Feedback– Conflict, Competition, Challenge, and/or Opposition– Interaction– Story or Representation
Learning through Games
Why game-based learning works:– Makes learning difficult things possible and enjoyable– Embeds instructional content– Encourages students to find new ways to succeed– Rules and goals provide direction– Conflict or challenge motivates and inquisitive
discovery maintains engagement– Game successes build self-efficacy– Targets students’ learning needs
Participatory Design Approach
• Benefits of this approach– ensures product meets student needs and
preferences– students’ honesty motivates to maintain an
environment of constant improvement– builds student academic and social confidence– improves student communication skills in a
collaborative environment
• Stages of participatory design:– Discovery– Evaluative– Prototyping
Participatory Design Stages
• Discovery– Determine and verify learner needs and preferences
• Evaluative– Students evaluate video games– Student interactions, comments, and behaviors are
observed and noted
• Prototyping– Students review and evaluate– Student evaluations guide improvements– Development assisted by programmer
Participatory Design Workshops
While participating in design, development, and evaluation of the prototype, students will learn how to use new computer skills to develop games while employing problem solving, critical thinking, and time management skills.
Technical and Design Workshops:Overview of Activities
Design and Development Timeline
Date Event
2/1 – 2/27 Team will select: math and science content gaming platform
2/5 Client meeting and deliverable: Performance analysis
2/5 – 5/7 Team will design, develop, and evaluate a gaming prototype with participation by members of the target audience
2/13 – 5/1 Conduct workshops
2/13 – 5/1 Identify and collect sustainability and capacity building resources
3/5 Client meeting: Design
3/6-5/1 Implementation model
4/2 Client meeting: Flowcharts, storyboards, and formative evaluation plan
5/7 Client meeting and deliverables: Final presentation, design document, and prototype