High Score was AWESOME, I bet if we worked together, we could produce a kind of watch guide. I plan to do a history of video games project with the history teacher in my pathway this year. We plan to use that as our main curriculum, then go to the computer history museum, and make infographics about some aspect of it all.
It would be cool if we developed something collaboratively like a structured note taking activity highlighting certain parts for our students to complete as they watch the series.
It's also super inclusive including many people not often represented in the games and tech industries. At my school, this will be highly appreciated.
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Owen Peery k12teacher
SAN FRANCISCO CA
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Original Message:
Sent: 09-01-2023 09:47
From: John Hadenfeldt
Subject: Wednesday Check in - Resources
This isn't necessarily a resource but I thought I'd share as we just started it yesterday.
There is a documentary series on Netflix called "High Score" that shows the development and history of video games starting in the 70's with Space Invaders and moves on from there. I'll space out the series over the semester or year.
There's 6 episodes in the series, and being a Gen X, it's really fun to watch how the things I grew up with came into being and seeing the history.
Episodes (If I remember right) include history/Atari, development of Nintendo and Mario, the rise of Sega and console wars, RPG games, fighting games, and finally first person/rise of multiplayer.
I would highly recommend.
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John Hadenfeldt k12teacher
Cairo NE
Original Message:
Sent: 08-23-2023 13:54
From: Brian Bautista
Subject: Wednesday Check in - Resources
What is your favorite supplemental resource you use in your program and how do you use it?
For me, the one constant across every iteration of my class since discovering it was Mark Rosewater's 2016 GDC talk "Twenty Years, Twenty Lessons". It is a great holistic view of game design, that isn't specific to TCGs (Rosewater is one of the principal designers of Magic the Gathering).
I have used it in multiple ways, but I presently chop it up into 20 quick write responses to use a bell wringers. Each lesson typically takes between 3 and 6 minutes and is accompanied with a direct example of the lesson in real life, it is super relatable for my intro kids. Rosewater is a energetic, if quirky, speaker and his unique position in Game Development gives him a very clear vision of game design that he is very good at articulating. I could not imagine a version of my Intro Design class that doesn't include it in some way.
A fair few kids wind up playing Magic as a side effect.
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Brian Bautista
West Park High School
bbautista@rjuhsd.us
Roseville, CA
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