This collection represents a maturing discipline and the culture that brought post-secondary games education from the backrooms and basements of academic institutions to the frontispiece of internationally recognized programs. Collections...
moreThis collection represents a maturing discipline and the culture that brought post-secondary games education from the backrooms and basements of academic institutions to the frontispiece of internationally recognized programs. Collections such as these are a reminder of the strength of the collaborative, earnest, and cooperative character of game academics. It is this history in game-focused education that helped establish the legitimacy of such work in sometimes adversarial and skeptical environments. The work enclosed here is evidence of a community that aims to support quality education by fostering an open and transparent community of pedagogic discourse. These syllabi not only reflect the instructional goals of their authors, but they are also informed by the perpetual post-mortem of being an effective educator. They are the product of successful and unsuccessful experiments in improving student outcomes, addressing learning objectives, and working within the set of constrains common to all education. They are outlines of lessons learned to meet the common goal of providing a game-focused education. They also demonstrate the many foci of a complete ludic education. What is shown here is variety. A variety of disciplinary practices, a variety of institutions, and a variety of ways to help students examine the characteristics that makes games engaging, meaningful, and socially relevant media. From assessment tools to rubrics, and timelines to philosophies, the diversity here is evidence of a thriving community strengthened by entangling disciplines. For those who helped create the first generation of games degree programs, this is the collection we needed. Before such a collection, administrators, lead faculty, and committees effectively scrounged for such resources, tapping their network to understand what had been done. This collection simplifies that task by offering a single resource, much wider and more inclusive than those supported by traditional peer networks and organic web searches. It is a much-needed resource for any kind of starting -a new course, a new program, or a new take on a topic that educators know well. It is also a reminder that there is no one right way to teach games. Instead, like all interdisciplinary and transdisciplinary work, there are a variety of solutions to help move the entire practice foreword. It is a collection not unlike what those of us who have created game programs start with -a collection of syllabi from a wide-ranging faculty. This treasure trove is collected in a way that reduces redundancy and supports a wide view. This collection is also important as educators consider the evolving space of media literacy and global engagement. There are countless ways to interpret the study of games. When educators move viii TEACHING THE GAME away from the practice of teaching it the way they were taught, they often have an opportunity to improve the instructional value of their course. Having access to other syllabi facilitates a wider view of pedagogic solutions, references, assignments, resources, and teaching philosophies. While many early-generation faculty teaching games did not have this resource, its contents support both experienced and inexperienced faculty. It provides heuristics from the field. In this case, the field is the classroom. In these pages, foci vary from recognizing games as media artifacts or as technical experiments to commercial, artistic, or pragmatic products. There is study of the economics, history, operations, and more in the context of games. The breadth of study in itself serves as heuristic on how games act as both case study for a variety of disciplines and how the ludic pervades so much of life. Unsurprisingly, there are faculty using the canon of commercial games, while others aim for global, independent, and artistic intersections. Some focus on the technological, others on media or aesthetics. Ultimately, the mere aggregation of this knowledge lends perspective to the many approaches to teaching games. While this collection offers obvious practical resource in demonstrating how people educate others on games, it also serves as a snapshot of a time and space for games pedagogy. While in the short term it is useful to consider how such syllabi might support educator needs, it is also a tool for understanding what needed to be taught in the contemporary. For this reason, it remains a long-term resource. It provides evidence of that which needed to be taught when it was taught. That evidence is useful in capturing the shifts apparent in wider education. Where once there were collegiate courses to introduce the web, eventually the Internet's pervasiveness and technological simplicity rendered different needs for such courses. There is a chance that some of what is listed here will become so fundamental to the experience of all learners, it will not warrant a college level course. What will be left instead is an archive like this, that helps map how education itself changed over time. Ultimately the health of any environment, whether academic or natural, is in its ability to thrive. Where those less informed about games education might perceive a monoculture, the syllabi collected here offer evidence of a much healthier community. Resting in these pages is humanist pedagogy among technology, media studies mingled with education, narrative alongside ethics. It is evidence of a community that is thriving in its diversity of subject and resources. As academic environments shift, this diversity of focus helps insulate games education from the disruption that could prove detrimental to less diverse topics. Readers are invited to not only review the contents of this book as an encyclopedic reference, but also as an artifact. As a way of seeing more globally the ways in which games, broadly, are taught. In so doing, readers' pedagogical approaches may broaden or even be inspired in entirely new directions. At the least, reading through the resources presented here gives an opportunity to peek into another instructor's classroom, learn what they are doing, and help the community grow through a kind of informal, asynchronous class visit. Reading such a collection comes with a responsibility. Readers are encouraged to continue to contribute to the practice in an equally generous way. Just as this collection provides evidence of a collaborative, earnest, and cooperative character in game academics, it also calls forth the reader to continue that tradition. Games, for all their social pervasiveness and potential, are not always educationally accessible to many communities. The momentum of games education has been its hallmark for decades. As educators examine this collection and use it in their own planning it seems a self-evident responsibility to continue that commitment. The practice and strength of the community grows not from the darkness of obscuring our work behind closed doors, but instead by generously sharing it widely, freely, and with the light available to all. Just as the contributors and editors have given you this valuable resource to support the strength of games education, you are invited to continue contributing, collaborating, and working to make the opaque more transparent. Give light to academic rhizomes as they rise and leave space for them to grow in full support of our shared strength.