Recently I wrote about my experience focus testing games and what I’ve learned. I thought it’d be interesting to get another point of view on the testing process from someone who designed the games. So I asked MKG, a designer on Gamestar Mechanic, to tell us a little bit about his experience when testing his designs with kids. Here’s what he had to say:
Hi, everyone! My name is Michael Gi (aka MKG) and I’ll be writing today’s blog post to share what I’ve learned and experienced when going into the classrooms. I’m a game designer at E-Line Media and I’ve worked primarily on Gamestar Mechanic, designing the quest, levels, sprites, challenges, and more. I have also had the opportunity to travel to many classes and see Gamestar Mechanic in action with the kids it was intended for. I’m pleased to say that every time it has been an amazing and gratifying experience.
As a game designer, I’m constantly trying to create new and unique levels, scaffold features and functionality, and find a balance for the players of a younger age group. This isn’t easy when you aren’t a middle school student yourself! By coming into classrooms I get to notice so many things that I never accounted for originally. I remember seeing firsthand how difficult it can be for a young, non-gamer to grasp WASD as movement, or how frustrating a timer can be when the solution itself is so clear.
However beyond just difficulty, it’s amazing to me how kids begin to see aspects of the game differently than how you may have originally intended. One eye-opening moment was when a young 10 year old stated, “I collected the Teleporter Sprite, and that’s my favorite so far!” likening the experience to collecting Pokémon (which was totally unintended). When I get the chance to ask students what they’d like to see changed or added in Gamestar Mechanic, their feedback is invaluable and often beyond what we even noted as a team. Our young generation is full of remarkable thinkers; being able to bring out this sort of critical thinking and creative problem solving to a game system is very powerful and rewarding.
The last thing I’d like to share is how engaged and excited these kids are. It’s extremely gratifying as a game developer to see the game I’ve spent so much time working and collaborating on be enjoyed so much by so many players. I’ve had kids ask for my gamer tag, e-mail address, and even autograph! But in the end nothing trumps the face of joy that lights up a student’s face when they’re busy playing, designing, and sharing.
We’re excited to announce that E-Line Media has six sessions up for consideration for SXSWedu 2014! SXSWedu is an influential event for educators and technologists to have meaningful conversations and collaborations around teaching and learning. It’s super important for educators to have a presence at the conference and a hand in choosing what panels get selected. Visit the Panel Picker to vote for E-Line’s sessions:
- Minecraft Your Classroom – Join us in this hands-on workshop and rotate through game-based activities designed to help you learn how to get started with Minecraft and how to use this game to deeply engage students in core subject areas.
- The Competitive Advantage of Teacher Leadership – We’ll discuss how companies can create conditions for teacher leadership and how educators can partner with companies to get the greatest dividends for their students, their careers and their profession.
- Game Based Cultural Storytelling – Gloria O’Neill, CEO of Upper One Games, the first indigenous-owned game company and Alan Gershenfeld, President of E-Line Media, will describe the inclusive development process, challenges and opportunities for taking cultural storytelling into the modern era through a unique commercial video game they are developing.
- Game Based Civic Engagement & Global Youth – Join this panel of experts from USAID, NetHope and E-Line Media for a discussion of “Our City”, a Facebook game, piloted in Jordan, and designed to foster civic learning and real-world engagement.
- Scaling Up Classroom Grown Games – This panel will bring together a group of teacher entrepreneurs and leading educational games publishers who teamed up to take games developed by and for a single classroom to students around the country. We will discuss the ups and downs, the benefits and challenges of forming an effective and equitable partnership between classroom teachers and edtech publishers.
- Bridging the Teacher-Entrepreneur Divide – In this problem solving session, we will bring up the issues that exist between teachers and technologists and facilitate participants in creating a resource that both groups can use to learn more about each other and better communicate and collaborate.
Also, Gamestar’s general manager has teamed up with BrainPOP, Filament Games, and Learning Games Lab to present this boldly named panel: Designing Learning Games That Don’t Suck. And E-Line’s president Alan Gershenfeld along with Pearson will present on teaching and measuring higher order thinking in Mapping Games-Simulations to 21 Century Skills. So don’t forget to send a vote their way too!
Once you’re in the Panel Picker, create a username and password (it takes only a few seconds!) and click the “thumbs up” icon next to the sessions to cast your vote. You can vote until September 6. Thanks for participating and we’ll see you at SXSWedu!