Game Developers Conference 2008 - (Page 44) IGDA Education Summit MonDAY & tuesDAY This 2-day summit will focus on nuts & bolts practices in curriculum and teaching methods for game development education. There will be two tracks, one aimed at novice educators just entering the game education genre, the second for experienced educators looking for additional tools teaching game design and development. There will be lectures, model curricula, case blasts, post-mortems, interactive hands-on sessions as well as great business AnD MAnAgeMent trAcK opportunities for networking and discussion throughout the workshop. Attendees will leave with useful examples and ideas on how to best develop and/or reinvigorate game development curricula in their institution. IGDA Education Summit (308) igDA education summit 10am-6pm • rooms 122 & 131, north Hall ADVisor susan gold igDA eDucAtion sig First Year experiences scott brodie (carbonated games), Matt Highison (cryptic studios), sally Huang (electronic Arts), robert smith (shaba studios), brian Winn (Michigan state university) 11:15am-12:15pm • room 122, north Hall Recent graduates will discuss what there transition from college into gaming and first year of employment were like. Panel would consist of approximately five recent graduates (about one year of full time employment). Susan is chair of the IGDA Education SIG and serves as an academic consultant for GarageGames. Susan’s work with the SIG has created many new tools for instructors in game education. Her current focus is in organizing a knowledge base and resources for educators as well as creating curricular models for the varying academic programs. A key focus for Susan is in developing game industry relations to help build academic resources and recommendations in education. Susan is an artist, teacher, and activist with a specialization in digital art, new media and videogames. As an educator, Susan has helped shape a niche program in entertainment technology. Susan sits on the ACM SIGGRAPH Education Committee and the IEEE WG16.3 Committee on Theoretical Foundation of Entertainment Computing in addition to numerous university advisory boards. to fill in the facets of a complete game they may not have access to. For example institution one may provide some design and art based expertise and institution two may provide programming expertise. Pairing these two groups up on a single project boosts the overall work as well as the teamwork aspects of game development. Qualified instructors and Accrediting bodies toby barnes (pixel-lab) 4:15-5:15pm • room 131, north Hall Finding qualified instructors is a challenge for all institutions. How do you justify the credentials, when they may not be typical academic credentialed individuals, of your game faculty to administration and accrediting bodies? Faculty submitted course critiques Derric clark (university of Advancing technology) 2-4pm, room 131 • north Hall Developing courses is a daunting and difficult task. Based on discipline, groups will display and critique their ideas and concepts for game courses with the goal of an improved experience and outcome for the student. This session may cross over to some individuals in the existing game programs track. MonDAY Keynote: ernest Adams 10-11am • room 131, north Hall the internship Jesse schell (carnegie Mellon university) 4:15-5:15pm • room 122, north Hall A candid discussion on game industry internships. Included in this discussion are the philosophy, feasibility and execution of a game industry internship emphasizing the benefits to both industry and academia. outcomes of successful game programs John buchanan (carnegie Mellon university), Magy seif el-nasr (simon Fraser university), Michael nitsche (georgia institute of technology), Andrew phelps (rochester institute of technology), scott roberts (Depaul university) 11:15am-12:15pm • room 131, north Hall What defines a successful program and consequently a successful game student? This session will analyze the outcomes of successful game programs and how they achieve these outcomes. 44 cross institution projects stephen Jacobs (rit) 2-4pm, room 122 • north Hall A frustration of many institutions is how to create a complete game project in a program that does not address all of the elements of a complete game work. Building relationships between game education institutions would allow students to work with other institutions session: edsig recap and presentation of the 2008 curriculum Framework 5:15-6pm • room 131, north Hall Visit www.gdconf.com for daily coverage of GDC 2008 http://www.gdconf.com/?cid=GDC08_showguide http://www.gdconf.com/?cid=GDC08_showguide
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