[games_access] Teaching GA - session (was: intimate controllers)

d. michelle hinn hinn at uiuc.edu
Sun Jun 17 16:43:58 EDT 2007

Well it could be interesting to collect the different approaches from
doing one lesson to teaching a whole course based around it. I was
thinking that the session would be learning what to TEACH of GA. I
think how to teach it probably belongs in the domain of education
conferences like the one at University of Wisconsin, etc. But in the
"what to teach" there is always room for sharing how that was
actually taught. So it could be a little bit of both. There are two
textbooks that mention GA now (Jeannie Novak's, which is in her book,
and Ernest Adams', which is an online companion to the book so
instructors using those books could benefit from learning how to
teach that info and in how much more depth they can include. I mean
there's "THE BOOK" (SIG book) but I don't see that being widely
adopted as a course text unless it was like my class that was all
about accessibility. I can see chapters being used and I think that
the biggest audience will, of course, be game devs.

[Btw, my revision of the contract is almost finished...seems like the
first chapter or so of the book could come directly from my
dissertation so that's cool! I imagine that will be the case for you
and others for some other chapters!]

I would think that it would be interesting and informative to provide
a few different lesson plans that the audience can take with them and
automatically (and/or with revisions to make it personal) include in
their own classes. That way they can see what topics were covered. I
see another role of the SIG as getting more instructors to include
the topic in design courses. Women and games has definitely seen a
surge in how often lecturers include that in their syllabi. After
all, the students are our future designers and researchers and it
works well with our other idea of moving from arcade to an expo booth
in order to reach more design students who can only afford an expo or
other limited pass. The session might also attract some serious games
for training folks who might be interested in running an
accessibility workshop at their company (ie, a company might send one
person to GDC and that person can return with an "instant lesson
plan" to teach to others back at their company).

It runs parallel with the efforts of you and Sander with audio game
maker, Reid and Eelke's [cc] work, and Dimitris' "Game Over,"
Barrie's hardware work, and (I know I'm not including half the list)
more. We want to strike at multiple angles and since several of us
are instructors, we can attack that angle while others in the SIG
attack other angles that are more attractive to devs, publishers,
students, etc. As Ben mentioned a while back, we're bumping up
against success -- we just need to spread out a bit and let those
with expertise in one area run the show for one session and others
run other sessions. They would still be SIG sessions (it's easier to
get them accepted when presented as being SIG-related) but with added
value of having different people "owning" sessions. That way we don't
get "too general" comments back from the audience.

Man...I type some long emails, huh?




>Interesting idea (teaching). I've been doing a 2 hour-lesson or two

>per year for my game design students on the subject (well, aside

>from the audio games lesson), but which was really really basic.

>But: what would such a session constitute of? Get to learn how to

>teach GA? Or: get to learn what to teach OF GA?






>----- Original Message -----

>From: <mailto:hinn at uiuc.edu>d. michelle hinn

>To: <mailto:games_access at igda.org>IGDA Games Accessibility SIG Mailing List

>Sent: Sunday, June 17, 2007 1:51 AM

>Subject: Re: [games_access] intimate controllers


>And convince Noah too. :) The last I heard both Ernest and Sheri

>were going to actually develop their games too so if Noah for some

>reason declines, then you could ping the other two.


>You know...just thinking some more here, it'd be interesting to have

>a session on TEACHING game accessibility. I'm sure that there's more

>than enough of us here that could pull together an interesting

>session for the education part of GDC.


>Just throwing around ideas here. Stop me before we get to twenty proposals. ;)



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