Thank for the examples. I think maybe next year I'll have my seniors, who take Game Design 2 and do their Capstone projects in the spring, I'll have them start a game design document individually at the beginning of the year. It will be something they work on all Fall. We'll have some kind of Pitchfest where each student presents their idea to the class one day, no more than 2 minutes, then all students vote on the top 2 projects they would want to work on, then I form teams from that.
It's a challenge making teams for me. If I let them choose entirely, I get all the higher achievers together bc they don't want to do the work for the less engaged students. OR I get just friends together and the work is terrible or very unfinished. The method above will let me make everyone accountable for a GDD, and have to sell it, and then you are voting on which project you want to work on, not which people you want to work with.
I try to use scrum with students but it's a very modified version. My plan for this year was to do a weekly standup with each group in my classes, but we are 2 weeks in and we haven't gotten to one yet. There's a lot to do at the start so once we get past this initial lift, I'll implement them, but that doesn't leave much time left in the year.
My students are presenting their game projects on May 21st, at the Walt Disney Family Museum, in the little theater. School ends for us on June 3rd.
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Owen Peery k12teacher
SAN FRANCISCO CA
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Original Message:
Sent: 03-14-2024 08:30
From: Amy Harris
Subject: Game Design Documents (GDDs)
I have mine do their GDD in the first year. It's assigned in chunks over the year (starting with brainstorming and working forward from there), and then they bring it all together at the end. They build them in the second year, so we don't work on timelines or teams or anything on the original document (we learn and implement scrum in the second year).
It's been cobbled together from a few sources over the years.
Instructions
Template
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Amy Harris
CTE Computer Science / Esports
MO
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