#5 kinda comes from my students, at the beginning of the year I kept asking them, what makes you keep playing a game after you die, over and over, and seem to make barely any progress? We agreed on, you can die every time and want to try again and keep playing, you can struggle but make incremental progress and still want to keep playing, and you can also succeed and want to keep playing. You can thrive in the struggles. Dying isn't the end. We tried to apply it to school, although most of my students say, but school is boring, so I have to keep at the message, if you approach every low grade, failing grade, struggle you cannot grasp, like you do playing a video game, you will succeed and you can find the fun in the struggle. While not everyone believes me, more do by the end of the year.
Each summer I re-read SuperBetter by Jane McGonigal and keep wishing I could read it with students and turn our school experience into a giant game like that.
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Owen Peery k12teacher
SAN FRANCISCO CA
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Original Message:
Sent: 05-15-2023 19:49
From: Garth Flint
Subject: Monday Check in - Program goals
I am going to post your 1-5 to my students. Sweet.
-- Garth Flint
Computer Science Teacher
Loyola Sacred Heart High School
406-531-7497
Original Message:
Sent: 5/15/2023 7:53:00 PM
From: Owen Peery
Subject: RE: Monday Check in - Program goals
My courses are part of a CTE Pathway so I'm supposed to align it with industry, but it doesn't work out that well, so . . .
1. When you leave my course sequence you will be a better independent, creative problem solver than before
2. You will be able to make a fully functioning game working on a team
3. You will know the games industry includes a lot more than just programming
4. You will believe that it is an industry you COULD work in
5. You will struggle, succeed, sometimes fail, but you can have fun at all those points
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Owen Peery k12teacher
SAN FRANCISCO CA
Original Message:
Sent: 05-15-2023 11:16
From: Brian Bautista
Subject: Monday Check in - Program goals
What is the goal of your program or pathway? (ie. what do you want students to get out of it?)
My program's goal is to get students exposed to any many of the different domains and areas of expertise included in Game Development. (Game Design, Computer Graphics, Software Engineering). I basically want to be as wide and shallow as possible to include as many aspects of it as possible. I am not really trying to get kids "industry ready", so much as "industry aware". I want them to leave with a portfolio of some analog game designs, digital art and a completed self-directed digital game.
If I had limitless time and resources I would have add a narrative design course, I would split my art into separate 2D and 3D classes and I would have a "studio" class at the end of the pathway with no actual lessons or tutorials and just turn the kids loose on making a video game for an entire semester.
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Brian Bautista k12teacher
Citrus Heights CA
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